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SPECIAL - 'Sonic the Hedgehog' Pinball First Look

Flip n Out Pinball Podcast·podcast_episode·48m 3s·analyzed·Jun 23, 2026
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claude-haiku-4-5-20251001 · $0.032

TL;DR

Sonic the Hedgehog pinball launches with premium features, Steve Ritchie design, and deep rule depth.

Summary

Ken Cromwell and Greg Bone provide a first-look analysis of Sonic the Hedgehog machine, which just released. They detail the three model tiers ($9,999–$14,999), universal features including a massive upper playfield with interactive Dr. Eggman bash toy, 2,100+ RGB LEDs, five micro LED ring displays, licensed voices and music, and Steve Ritchie signature flow-based playfield design. Bill Grupp leads code with 10 regular modes, non-linear progression, and seven Chaos Emeralds to collect for feature modes like Super Sonic.

Key Claims

  • Sonic the Hedgehog pinball from Jersey Jack was just released today

    high confidence · Ken Cromwell, opening remarks: 'Sonic the Hedgehog from Jersey Jack Pinball, which was just released today.'

  • Three models priced at $9,999 (Arcade Edition), $11,999 (Special Edition), and $14,999 (Collector's Edition)

    high confidence · Ken Cromwell describing pricing: 'Arcade Edition...comes in at $9,999...Special Edition...$11,999...Collector's Edition...comes in at $14,999'

  • All three models share identical playfields, rules, software modes, and mechanical features

    high confidence · Ken Cromwell: 'It's important to note all three playfields on all the models. They all play the same. You're getting the same play field. You're getting the same rules.'

  • The game features over 2,100 RGB LEDs, exceeding Jersey Jack's previous record of 1,700 from Elton John

    high confidence · Ken Cromwell: 'This game has over 2100 RGB LEDs in the game...The previous record that Jersey Jack Pinball had...was with Elton John, and that had 1,700 RGB LEDs. So you've got another 400 plus...'

  • Five micro LED rings on the playfield each contain 147 individually addressable RGB LEDs

    high confidence · Ken Cromwell: 'Each one of those RGB LED, like little ring displays, each one of those have 147 LEDs RGB individually addressable in each of them...735 LEDs are just like in these five rings'

  • Bill Grupp leads the code team, his first lead since Elton John (following Congo)

    high confidence · Ken Cromwell: 'There were rumors...it is Bill Grupp. He's back. He...his first lead on a game since Congo was Elton John and Elton John...He's back with Sonic the Hedgehog'

  • The game has 10 regular modes and seven feature modes (not traditional wizard modes) based on Chaos Emeralds

    high confidence · Ken Cromwell: 'This game has 10 regular modes. It does not have what we would typically call wizard modes...There are seven Chaos Emeralds to collect...Super Sonic...would be a feature mode'

Notable Quotes

  • “It is truly like a miniature pinball machine up there in itself.”

    Ken Cromwell @ ~5:30 — Describes the upper playfield's depth and design quality, emphasizing it's not just a gimmick but a full gameplay area

  • “If there's ever a game that calls for a bash toy, it's Eggman.”

    Greg Bone @ ~8:00 — Validates the thematic integration of the Dr. Eggman bash toy as essential to the Sonic IP adaptation

  • “Steve is sort of like the Tom Cruise of pinball...you know what you're going to get. You really can't name a Ritchie game that is not fast, flowy and smooth.”

    Greg Bone @ ~25:00 — High praise for Steve Ritchie's design consistency and mastery of playfield mechanics over a 40-50 year career

  • “He'll rework a shot 20, 30, 40 times. But it shows...He's like, no, it's not. I can see there's a little rattle there. It's not hugging the railhouse.”

    Ken Cromwell @ ~26:15 — Illustrates the meticulous attention to detail that Ritchie applies to shot design, explaining why his games feel superior

  • “In true JJP fashion there's a ton going on...you need the poster rules matrix sheet to know what all you need to do.”

    Greg Bone @ ~32:00 — Reflects Jersey Jack's design philosophy of deep rule complexity balanced against approachability

  • “It's almost like multiple pinball games. You can pick what you want to go for...different avenues depending on how I'm feeling.”

    Greg Bone @ ~35:00 — Highlights non-linear progression as a key feature enabling diverse player strategies and replayability

  • “You don't always need the toys. You don't always need everything going on, just light shows.”

    Ken Cromwell @ ~22:00 — Emphasizes light shows as critical to pinball presentation and immersion, not just decoration

  • “These are custom sculpts. The only way you get these sculpts would be if you purchase the game. You can't get those sculpts anywhere else.”

Entities

Jersey Jack PinballcompanyKen CromwellpersonGreg BonepersonSteve RitchiepersonBill GrupppersonSonic the HedgehoggameFlip N Out Pinball PodcastorganizationElton John

Signals

  • ?

    announcement: Sonic the Hedgehog pinball officially released by Jersey Jack Pinball

    high · Ken Cromwell opening: 'Sonic the Hedgehog from Jersey Jack Pinball, which was just released today'

  • ?

    product_launch: Three model tiers launched simultaneously at different price points ($9,999, $11,999, $14,999) with shared playfield mechanics but differentiated aesthetics and technology

    high · Ken Cromwell: 'Arcade Edition...Special Edition...$11,999...Collector's Edition...$14,999...all three playfields on all the models. They all play the same'

  • ?

    design_innovation: Interactive Dr. Eggman bash toy with brushless motor for left-right movement and coil-driven up-down motion; positioned on upper playfield crane arm

    high · Ken Cromwell: 'Interactive Dr. Eggman bash toy...The toy goes left and right and it goes up and down and you are physically fighting Eggman...using like a brushless motor system. But then he can go up and down, too, and there's a coil'

  • ?

    design_innovation: Spin Dash accelerator ramp using three magnets; second magnet holds ball and releases with code-driven fling through loop at variable speed/power

    high · Ken Cromwell: 'Spin dash accelerator ramp feature...three magnets. And on the second magnet, it'll actually hold the ball. And when Spin Dash is active, it flings the ball from a standstill position all the way through the loop'

  • ?

    technology_signal: Sonic the Hedgehog contains 2,100+ RGB LEDs, surpassing Jersey Jack's previous in-house record of 1,700 from Elton John by 400+ LEDs

Transcript

groq_whisper · $0.144

0:00
Hey, what's going on, Pinball Land? Welcome. It's a special edition of Flippin' Out Pinball Podcast. With me today is Greg Bone. I'm Ken Cromwell. Today we're here to talk about Sonic the Hedgehog from Jersey Jack Pinball, which was just released today. Greg, how's it going, bud? What's happening? Oh, it's amazing. Another launch, Ken. I mean, how many launches and how many games and sneaks and reveals and updates and clubs and things can drop in one month? It's amazing to me. It seems like every couple weeks for a long time, it seems like something's coming out. It's probably not that close of relativity, but it is fast and furious with the games coming out. I figure what we'll do today to set the expectations on this video, we're going to divide this into sections. We're going to tell you what you're going to get from this game. We're going to go over the three models. We're going to let you know how the models differ. We'll give our real-time feedback as we go through the models in the features, and then we'll try to button this up here in about 30 minutes or less. Now, we were fortunate enough to be invited into Jersi Jack Pinball before the release of this game. So we are offering actual first impressions versus kind of scouring over marketing materials and trying to come to what we think are proper determinations or opinions. So keep that in mind. Real quick, Sonic the Hedgehog, if you've been living on a rock, I mean, Sonic debuted in 1991. It's become Sega's official mascot. Sonic the Hedgehog today is marking Greg Sonic's 35th birthday, 35th anniversary, which I think is which is pretty cool. It's on point with the game coming out. Yeah, this game is heavily inspired because a lot of people were introduced to Sonic the Hedgehog with 16 pit Sega Genesis. Right. So this game focuses more on the Sonic Generations area of the whole IP. To give you an idea, it's a little bit obviously more updated. It looks more graphically impressive, and it's probably more similar to what you're used to if you've played pinball. I'm sorry, if you've played Sonic the Hedgehog games any time in the last five or ten years. Not that the 16-bit was super terrible, but I mean, you know, if you're trying to render those graphics and update them and make them look good, that's a hard thing to do. You know, if you're somebody that's a purist from that, that original Sega Sonic era, I mean, you know, to me, you shouldn't be disappointed just because, I mean, imagine what that artwork would look like. We don't want that. I totally agree. I mean, you're right. It's visually more appealing, but there is kind of a retro tie in that's on that play field. And we're going to discuss that here in a second. At the end of this episode, hopefully you'll be able to determine which model is best for you. And let's just get into it. Are you ready? Ah, always. All right, let's go. Three models on this game. We've got the Arcade Edition, which is the entry-level position for Jersey Jack Pinball. It comes in at $9,999.

The upper playfield is substantial with clear polycarbonate coating that resists scratching and clouding

high confidence · Ken Cromwell: 'That upper play field is substantial...they put hard coat on the top and on the bottom of it. So there's actually a clear coat protectant...So that's going to help tremendously'

  • Steve Ritchie designed the game with signature smooth, flowing shot geometry

    high confidence · Ken Cromwell: 'It is a Steve Ritchie design...Steve Ritchie games, they just shoot differently to me...the feeling of speed...the feeling of flow and not ever really a whole lot of clunk'

  • The game features official voice actors currently working on Sonic the Hedgehog video games providing custom callouts

    high confidence · Ken Cromwell: 'You've got official Sonic voices. So the voice actors that are currently working with Sonic the Hedgehog, they are in the game doing official call outs. And these aren't just necessarily prerecorded...These are custom call outs'

  • Ken Cromwell @ ~20:00 — Clarifies that Sonic, Amy, and Eggman playfield sculptures are bespoke to the machine, not off-the-shelf or licensed toy repurposing

    game
    Harry Pottergame
    The Walking Deadgame
    Segacompany
    Sonic Generationsgame
    Toy Story 4game
    Congogame

    high · Ken Cromwell: 'This game has over 2100 RGB LEDs in the game...The previous record that Jersey Jack Pinball had within their own company was with Elton John, and that had 1,700 RGB LEDs'

  • ?

    technology_signal: Five micro LED ring displays each containing 147 individually addressable RGB LEDs (735 total); create pixel art and animated Sonic/rings content

    high · Ken Cromwell: 'Five micro LED rings...Each one of those RGB LED, like little ring displays, each one of those have 147 LEDs RGB individually addressable...735 LEDs are just like in these five rings'

  • ?

    design_philosophy: Steve Ritchie's design emphasizes smooth playfield flow, precise geometry, and absence of 'clunk'; reworks individual shots 20-40+ times to achieve perfect ball path hugging and speed consistency

    high · Ken Cromwell: 'Steve Ritchie games, they just shoot differently...the feeling of speed...the feeling of flow and not ever really a whole lot of clunk...He'll rework a shot 20, 30, 40 times...He's like, no, it's not. I can see there's a little rattle there'

  • ?

    gameplay_signal: Bill Grupp's code design balances complexity with accessibility: 10 regular modes plus seven feature modes (not traditional wizard modes) with non-linear progression allowing players to save mode progress and return later

    high · Ken Cromwell: 'Bill Grupp...has made this so that it is very approachable...It's not as convoluted...but it's got the complexity...it's got the depth...It'll let you kind of determine your strategy'

  • ?

    licensing_signal: Official voice actors currently contracted to Sonic the Hedgehog franchise provided custom voice callouts (not recycled pre-recorded game audio)

    high · Ken Cromwell: 'You've got official Sonic voices. So the voice actors that are currently working with Sonic the Hedgehog, they are in the game doing official call outs. And these aren't just necessarily prerecorded call outs from the games. These are custom call outs.'

  • ?

    licensing_signal: Nine licensed songs integrated into the machine's soundtrack and gameplay audio design

    high · Ken Cromwell: 'There are nine licensed songs in this game'

  • ?

    product_concern: Upper playfield polycarbonate window includes hard-coat protective layer on both surfaces to prevent clouding and scratching; eliminates frequent replacement needs

    high · Ken Cromwell: 'We went ahead and we put hard coat on the top and on the bottom of it. So there's actually a clear coat protectant that's on top of the polycarbonate. So that's going to help tremendously so that you're not having to scoff and bring out the Novus'

  • $

    market_signal: Analysts predict Sonic the Hedgehog will be a strong revenue earner for location operators due to visual spectacle (Eggman arm emergence) and accessible entry point that drives player interest and repeat plays

    medium · Greg Bone: 'If you decide to put it out on location, I think it's going to be a big earner...when people see that Eggman come out...they're going to watch somebody playing that game...they're going to want to go over there...they going to start putting dollars in there'

  • ~

    sentiment_shift: Hosts perceive recent Jersey Jack releases (Sonic and Elton John) as delivering exceptional value post-price-increase, noting substantial feature additions and design freedom comparable to earlier prestige titles

    medium · Ken Cromwell: 'These last two games, since the original price hike, I think these last two games, you're really getting to me your money's worth...There's a lot of things that they didn't have to put into this game...It was almost like they gave Steve that just free reign'

  • 2:50
    Then we have the next step up, which is called the Special Edition on this title, and that is going to be $11,999. And then finally, the upper echelon, the Cadillac, the Precipice, all the features, everything you can ask for is the Collector's Edition, And that comes in at $14,999. It's important to note all three play fields on all the models. They all play the same. You're getting the same play field. You're getting the same rules. Following that Harry Potter model that they did. Correct. So you're getting play field rules, software modes, mechanical features, gameplay experience. It's all going to be the same on the models. The difference is going to come in some of the aesthetics, some of the technology and things like that. So why don't we do this? And this is I don't we haven't really done this like this before, but I think it makes sense. We'll break this up into technology and connectivity. OK. OK. And this we're going to cover the features that are universal throughout all three models first. OK. Then we'll go over what you're getting that's different between the models. And this will probably take four or five minutes. We'll go through this fast unless you want to stop and you want to talk about anything. So we'll go through technology and connectivity. We'll go through playfield mechanics, theme integration, lighting and presentation, et cetera, and then the traditional features. But all three models, this is universal, right? And I'm reading from my bullet points here. You're getting that industry-leading 27-inch LCD screen, which I think is great because you're seeing Sonic on a big, beautiful screen, and visually, it's going to be stunning. You've got Wi-Fi connectivity, obviously. You're connecting online for code updates, etc. Bluetooth audio, audio equalizer and an 8-inch subwoofer, RGB LED action button. You've got the high-score player camera, which is integrated in different ways throughout different titles.
    4:42
    As far as what stands out there, that's what you're getting at JJP, right? That's what you get with their games. From a mechanical standpoint, you're looking at you're getting an interactive Dr. Eggman bash toy, which is located on the upper playfield. The toy goes left and right and it goes up and down and you are physically fighting Eggman. What do you know? What are your thoughts on that? Because bash toys can go either way for me. And I've been pretty pleasantly pleased with it. I don't even I'll tell you what, Greg, I don't even like upper playfields. Okay? I'm not an upper guy. I don't disagree with, you know, upper playfields have their place. You know, some are better than others, obviously. So I think that they did it right. Even though this playfield, this upper playfield is massive, it's done right. You know, the giant clear acrylic that they have on there, you can still see underneath of it. So you're not obstructing views. You're not losing that ball path. And there's a lot to shoot up there. You know, I know in Zach's video he mentions, if you guys have seen that yet, you know, he mentions it's entirely like a whole other game up there. And I do think that that's the truth, you know, because it shoots well up there. It's not, you know, just some weak little thing where you're just flipping a ball, you know, into one little orbit or one little thing. I mean, it is truly like a miniature pinball machine up there in itself. When it comes to the bash toy, I'm like you, like, I generally am not mad at them, but they're just kind of thrown into a game. But this one, if there's ever a game that calls for a bash toy, it's Eggman. You know what I'm saying? I mean, it's the way you're defeating him, you're taking him down, he's flying around, you know, so having him on that arm, I think is perfect integration. You know, the same as having a loop or anything else in this game. I think that, you know, it's almost a given that you have to have it. I would agree.
    6:37
    Something that you touched on that I think is very important, that upper play field is substantial. It's a large upper play field. It has a lot of shots on it, and they're fun shots. But having that clear polycarbonate really expands on the world because, like you said, you're able to see through it. You're able to see what's going on underneath, and it's not wasted space underneath that upper. There's even a magnet down there when you're battling, and it throws the ball, and it hits different targets, which is really cool. And one thing that I ask, because a lot of times we're like, oh, man, I'm seeing this big polycarbonate thing. This thing's going to cloud up. It's going to get all scratched up. How do I replace it? So when I was talking to the folks at Jersey Jack Pinball, they said, look, we went ahead and we took that polycarbonate and we put hard coat on the top and on the bottom of it. So there's actually a clear coat protectant that's on top of the polycarbonate. So that's going to help tremendously so that you're not having to scoff and bring out the Novus and hope that that thing doesn't cloud out and you're not trying to have to swap out that polycarbonate. So I thought that was a pretty nice touch. Yeah. And most of the technology now, I mean, I've seen, you know, some better than others on pinball machines. But for the most part, you know, stuff holds up pretty, pretty well. Yeah, 100%. So underneath that playfield, you do have an area with targets. You've got a magnet, like I said, underneath that throws the ball around. You've got a bash dash captive ball lock on the left hand side, which is cool. Total control inline three bank drop targets. So you're able to, you know, hit and I know you like this, right? You like having to hit targets and sequential, you know, to try to get yourself through through that area, which is pretty fun. Uh, upper playfield entry, uh, the upper playfield entry drop target is up there. Spin dash accelerator ramp feature. So on the right-hand side of the playfield, we do have the loop. Now you can shoot the ball and the accelerator will throw it through the loop, the loop. But with the spin dash, and this was pretty, uh, pretty cool use of the code and the magnets, just three magnets. And on the second magnet, it'll actually, it'll hold the ball. And when Spin Dash is active, it flings the ball from a standstill position all the way through the loop coming back at the player, which is stunning. Well, it's another one of those things that I think just like having Eggman bash toy. It's one of those things that when you think of Sonic the Hedgehog, what is one of the number one things that you think about? It's being able to hunker him down, get him to spin and take off to go through a loop, or if you're stuck somewhere and you can't build up the speed. You know, it's one of those things that to me is just a given with Sonic and the fact that Steve incorporated that and the team incorporated that in there. Like, you know, and it's something that's been around for a while, you know, a magnet throwing a ball, but to incorporate it, it does feel like it's revving up. It doesn't just feel like a magnet slinging the ball like in the shadow or something. Like, it literally feels like Sonic's setting there because you're building him up and then through the loop. I don't know, man. It's a given. I agree. They did a really outstanding job in replicating what's happening in the game. What's that? I said, honestly, it's one of my favorite features. Like when I first learned about that, I was like, you did it. Good job. Yeah, I mean, you expected it to have a loop, but it's just, yeah, they did a really good job because, I mean, that loop could be sloppy. It's interesting, too, because you're not shooting through the loop where you're shooting into the entrance of the loop away from you. The ball's coming back around and coming through the loop, and it's coming back at your flippers. Well, it's like you said. It just adds something to it with the spin-up, too. You know, it just it adds another dynamic. You know, I'm a big proponent. We've talked before. I'm a big proponent about utilizing different toys, different mechs in different ways. And it's just another way to utilize that loop and give you something cool and unique that you wouldn't find in a lot of other games, even if it had a loop in it. Yeah. Now, when you start the game and because we're talking about Eggman in the upper playfield, you start the game in an immediate hurry up where you launch. The goal is to get it to the upper playfield. Eggman, he's hidden on that crane arm, and then he swings out to the middle of the playfield. So your job to start the game is to kind of get a quick bash on that to collect the hurry up. But it's great because if you are there and you're looking over the scene, if you're looking over the machine, it's not very apparent that Eggman is necessarily there because he's kind of from the player perspective, he's parked and he's kind of camouflaged off to the side. So when you hit start and he comes up immediately, you're like, oh, my gosh, how do I get up there? And the game is encouraging you to get to the upper play field and to give them a quick bash. Now, I think that's important, too, because a lot of times you're not seeing some of the cool features until you get further down the road on a game. And this and, you know, with what Jersey Jack is doing and Bill Grupp, who's the lead on code with this Steve Ritchie title, it's it's it's wanting you to get up there. You know that it's up there and it's just a quick and down and dirty, easy way to let the player know, hey, there's cool stuff going on when you get to that upper. Well, I agree with you, and it's one of those things to me that I like something hidden. I like something I have to work towards that I don't always see, but when it's something like a main toy like that that stands out, it's really nice for every player to be able to experience it, and I'm sure that it doesn't take away from the excitement or anything of when you actually do a battle with him, but just having that to resonate, and especially anybody that puts a game out on location. I know that you start to get an upper price point for people putting games out on location like this. But to me, this is going to be, if you decide to put it out on location, I think it's going to be a big earner. Not just because of the title, but when people see that Eggman come out and they watch that arm and they see everything going on, I mean, they're immediately, like what you said, they're going to watch somebody playing that game. They're going to want to go over there and see that happen. So then they going to start putting dollars in there to just watch that Eggman And again you know it pulls them in because it something awesome right at the very first that pulls you in And even if your ball doesn last you know very long it makes you want to come back for more to just even try to do that hurry up in my opinion Without a doubt, without a doubt. Now, when Eggman comes up now, he's got the ability to go left and right on that kind of crane arm. And when you go left and right on that, it's using like a brushless motor system. But then he can go up and down, too, and there's a coil that drives that up and down movement. So he's actually moving, you know, four different ways. So he's super smooth moving. Yeah, yeah, it's pretty smooth. He can be quick. He can be slow. He can be elusive. But again, your attention is drawn to the upper as soon as he comes out for the first time. Theme integration. You've got official Sonic voices. So the voice actors that are currently working with Sonic the Hedgehog, they are in the game doing official call outs. And these aren't just necessarily prerecorded call outs from the games. These are custom call outs. There are nine licensed songs in this game. You've got custom Chaos Emerald inserts, custom sculptures of Sonic the Hedgehog, Amy Rose and Dr. Eggman on the play field. I was, you know, I was a little surprised about that. Just in the reason that I say that is just when I'm thinking about Sonic the Hedgehog, obviously Sonic and Amy have that relationship where they've got the mutual respect. Sonic, you know, Amy is, Sonic's, Amy's big crush, right? So, you know, throughout the building of the characters, there's always those like uncomfortable moments where Sonic's trying to get a space, but it's obvious that they love each other. But I thought that they might go with more of like a Knuckles or Shadow in place of Amy Rose, but they chose to go with Amy Rose. Not a big deal. I will say this. These are custom sculpts. Okay, so this isn't something that was purchased off the shelf. This wasn't something that was in surplus. The reason that I bring that up is back in the day when Toy Story 4 came out, the figures on the play field were some talking points by some content creators for that. These are cake toppers. They weren't cake toppers. I mean, they were licensed toys that somebody at some point had purchased down the road and tried to remarket them as cake toppers, but they weren't cake toppers by nature. But these are custom sculpts. The only way you get these sculpts would be if you purchase the game. You can't get those sculpts anywhere else.
    14:17
    Let's get into lighting now. Jersey Jack Pinball known for their substantial amount of LEDs and light shows. They certainly don't disappoint here. So this game has over 2100 RGB LEDs in the game. That's insane. That's so insane. The previous record that Jersey Jack Pinball had within their own company was with Elton John, and that had 1,700 RGB LEDs. So you've got another 400 plus that are just thrown into this game. I mean, not thrown in there, but they're used in the game. So the game is pretty bright.
    14:57
    It also has five micro LED rings, and these are little tiny screens. I would say maybe a little bit larger than the size of a silver dollar. They create pixel artworks. You've got animated spinning rings, animated Sonic the Hedgehog. That's kind of where that retro tie-in I think really is apparent because you're looking at something that's a little bit more pixeled, but it's animated. And those are very cool little features. There's five of those on the play field. And they stand out. I mean, it's one of those things that I'm really curious to watch how that they're integrated throughout the game and how you utilize those. You know, once the game comes out, we get our hands on a little bit more, get a little bit more time and dive into that because it's something that really stands out. You know, I mean, I know we're jumping into it a little soon, but I feel like that. I mean, Harry Potter was jam packed. Harry Potter had a lot going on. But I kind of feel that these last two games, since the original price hike, I think these last two games, you're really getting to me your money's worth out of this. There's things that we're not seeing in there, like you said, like the massive upper play field, all of the mini screens with the rings on there, the moving arm with Robotnik, the loop-to-loop with the spin-up. I don't know, man. There's a lot of things that they didn't have to put into this game, I guess is what I'm saying, that they finally did. You know, it was almost like they gave Steve that just free reign again as they did with Elton and just said, man, you do whatever ideas you and your team come up with. We're putting them in the game.
    16:29
    A little interesting news of note. So each one of those RGB LED, like little ring displays, each one of those have 147 LEDs RGB individually addressable in each of them. Yeah. Well, 147 in that little tiny ring is more than some of the competition pinball games have throughout the whole, you know, when it comes to individually dressed. So 735 LEDs are just like in these five rings that are on the play field. Well, and something else that stood out to me, too, is all the LEDs that they put in the diamond inserts. The diamonds like I mean, I know that that J.J.P. again is just very they're known for their LED and their light shows and stuff. But those diamonds actually look like they're sparkling because of the way that they got these really I think they're called micro pixel LEDs or something under those inserts. You're creating a whole nother wave of animation in each of those. So, yeah, I mean, you almost have animated inserts within there, not just the TVs in the rings. It's literally like some of the inserts are animated themselves, which is outstanding. Yeah, I agree. I'm a big light show guy. So it's like I want to see light shows. Light shows are a huge part of the presentation for me. They help just set the tone of the game, but they also help with those pinball moments.
    17:46
    I think it's one of the easiest ways to engross yourself in a pinball moment and to create those moments. Like I've said before, you don't always need the toys. You don't always need everything going on, just light shows. I mean, Eric and his team with that light show on Potter was the same way. I mean, there were some outstanding things that pulled you in. And, you know, time and time again, you've heard us talk about this, about how that you can be captivated with that. And I'd say that this is going to, you know, no less, you know, I'm sure when rings explode and everything else, we're probably going to see, you know, light show that looks like the rings bounced out of Sonic. You know, he got knocked away, you know, or whatever. When he loses his rings, I'm sure there's going to be something like that in there. Without a doubt. If there's not, there's a million-dollar idea for you. Well, there's code updates, but I think they probably have you covered on that. But traditional pinball features that you're used to seeing in games give you the lowdown. And again, these are all universal features. So everything that we're discussing up to now is across all three models. This is a four-size flipper game. So you've got two on the lower and you've got two on the upper. There are nine stand-up targets, two spring targets, a spinner, two pop-up posts, which have the ability to kind of pop up and hold the ball in place, kind of like a little ball lock or a ball trap. But stainless steel ramps, stainless steel ball guides. This is a six ball game. The layout is it is more of a fan layout with that upper. It is a Steve Ritchie design. So one thing that I noticed when we went and we physically flipped it and this is not to this is not to take away credit from any other pinball designer in the industry. Without a doubt for me, just from playing different games, Steve Ritchie games, they just shoot differently to me. And it's the feeling of speed. It's the feeling of flow and not ever really a whole lot of clunk. He's got something where he's mastered these shots. Oh, yeah, his geometry is amazing. It's, I mean, there's nothing like it. His first game at Jersey Jack Pinball was Elton John, and it was immediately apparent to me that it was special that they had him. And again, it's not because the other designers that are in the industry are, you know, lesser off or lesser capable, but he's been doing this for, what, 40, 50 years? And this guy is just, hey, he's got it mastered down. So when you're shooting this game, you're going to experience that flow. You're going to experience that speed. And it just feels like butter. It's like nothing else that you're, in my opinion, and that's not me getting all excited and hyped up about a game that I'm excited about. But it's just from like early Whitewood with Steve, Whitewood being like a game without any, you know, artwork, just kind of the early games that they're putting together to test shots. You can tell right away his ability to create shots is superior. But I mean, it's like you said, and I hope Steve don't get mad at me for this analogy, but, you know, Steve is sort of like the Tom Cruise of pinball. Like, if you're familiar with him at all in his work, you know what you're going to get. Like he's not going to miss. You know, you really can't name a Ritchie game that is not fast, flowy and smooth. So it's sort of like when you step up to one of his games, you almost know it's solid. I know what I'm getting with one of Steve's games, at least playability. From having the awesome experience of just kind of working with him, he's so meticulous about these shots, too. I mean, he'll rework a shot 20, 30, 40 times. But it shows. Even I'm like, dude, it's fine. He's like, no, it's not. I can see there's a little rattle there. It's not hugging the railhouse. I mean, he's just on top of it. But that's kind of that's the level of kind of attention that needs to be paid on on these shots. You have to keep up that flow in that smoothness, you know, I mean, again, he's just synonymous with it, you know, and that that that's why, you know, work ethic. When you come into some of these things and just not saying, you know what, it's good enough. I'm under a deadline or I have this going on. You know, it's good enough. It's still a cool game. Got a lot of cool stuff in there, you know. So for like you said, for him to be in the game for as long as he has, you know, 30, 40 plus years, I love hearing that. I love seeing that that somebody still takes that much pride in their work and and will take that time and that dedication to rework something like that. So you don't have that clunk without a doubt. We we get into the rules right now and the code and the progression. Now, there were rumors that we had heard where it's like, who's on this? I think it's going to be Keith Johnson. The other rumor was it's going to be Joe Katz. We speculated Bill Grupp and it is Bill Grupp. He's back. He you know, his first lead on a game since Congo was Elton John and Elton John. The rule set, very approachable, different ways that you can kind of progress through the game depending on how you want to play it. So he's back with Sonic the Hedgehog, him and his team. This game has 10 regular modes. It does not have what we would typically call wizard modes. The wizard modes they're calling feature modes, Which, in my opinion, they're pretty much wizard modes, but it's just the way that they're calling it. It's what Bill Grupp is explaining, the definition of these kind of end-game modes or end-of-game modes or feature modes. There are seven Chaos Emeralds to collect, and collecting those would, for instance, get you into Super Sonic, which the lore is when whoever possesses all seven Chaos Emeralds, this is in the Sonic universe, They have like superpowers and Sonic becomes yellow gold and he's like indestructible when he has the Chaos Emerald. So so, for instance, Super Sonic would not be a wizard mode. It would be it would be a feature mode. OK, cool thing. The game's not linear in the sense where you have to, you know, go in this ladder of modes in progression every single time. You can start a mode and get out of it and get into another mode, whatever one you choose. But it'll save your progress in the original mode. So it's kind of like almost like a game save state feature. Oh, so then if you go back into that mode, you can you can.
    23:51
    You're going to pick up where you left off, pick up where you left off. Yeah. And then go through and complete it. Yes Yeah So you can you can leave a mode to pursue another and come back to finish another mode You not losing any of the any of your product I can talk any of your progress which is cool So, I mean, again, it'll let you kind of determine your strategy. It'll let you play different modes to get better. And then at some point you're going to find out what your strategy is in the game and to get, you know, through some of the feature modes. And it's it's up to you. It's kind of like a choose your own adventure in a sense. See, I like that. Well, and I assume the way that making it sound, it's like in true JJP fashion there, there's a ton going on, you know, with these feature modes, side modes, everything that leads up and builds to it. You know, it's kind of one of those, those kind of you need the poster rules matrix sheet to know what all you need to do. So that's for better or worse. Honestly, some people. I like the depth. I prefer the depth, too, especially in a home environment. You know, it might not be as easy to pick up when you're on a location and you're trying to put three or four games on something. But in a home environment, I like that there's, you know, I don't want to necessarily have to study a book. But over time, you're going to end up learning these things because the game is teaching you. But the one thing that I know for certain, and this is something that, you know, we discussed when we were up there, you know, Bill Grupp has made this so that it is very approachable. It's not as convoluted as maybe some of the previous rule sets in some opinions where it's like, man, it's just too much. This is going to be approachable, but it's got the complexity. It's got the depth. It's got the different variations in which you can approach the code. So it's going to keep you satiated in that department. You're not going to get bored, but you shouldn't be overwhelmed. See, I think that that's a good point. I think the different variation. I think that that's what I like most about JJP games is that you, like you said, most aren't linear. You can kind of pick what path you want to do and what you want to achieve at what time you want to go for that and you want to try to achieve that goal. So I love that because it's almost like multiple pinball games. I've always said that about The Walking Dead. I feel it's the same way. You can kind of pick what you want to go for and what you want to start off for. Potter was the same way, and it sounds like this is going to be the same way. If I want to go try to get supersonic and I want to go for that, I can start off and shoot for that. There's different avenues depending on how I'm feeling, how I'm shooting that day, of what I'm going to pick and shoot for first, I guess, if that makes sense. Oh, it makes sense. It's a great summary. I couldn't have said it better. I agree with you on all accounts there. So that's kind of your universal. That's everything that we mentioned up to now. You're getting on all three models. So if you want, Greg, we'll kind of close this out with explaining the differences between the models. We can have some final thoughts and then we'll have an episode on this later this week, because why not? Right. We've got we've got a couple of games to cover in in another episode. But the arcade edition, which is the $9,999 option, the artwork is Green Hill Zone artwork. It has black armor and it comes with standard glass. OK, not the anti-glare. The value there, obviously, is that it's the entry point game for Jersey Jack Pinball is $9,999. So I think we discussed this before for anybody that had ever been on the fence with Jersey Jack Pinball, Because previous titles outside of Harry Potter, your entry price point was $12,000. It's a lot of money. The argument would be made, hey, I can get a couple of used games probably for the price of one. And locations, that's a high risk just because of the return on investment at $12,000. Are you going to be able to kind of collect that money back and pay that machine or get some equity into the game? Yeah, for a location owner, every $100 matters. I mean, drastically. Yeah, for sure. For sure. So, I mean, I would assume that this is going to be appealing, obviously, for locations, but people that are, hey, this is finally a theme that Jersey Jack Pinball has, and I feel comfortable taking that plunge, so to speak, at 10 Gs. Now, the next level up is called the Special Edition. This is the middle tier, and you are going to get these. These are, again, the features that come with this level of game that you would not get in the Arcade Edition. This one has the sonic blue powder-coated armor. Some thought that the blue would be on the CE. It's not. It's actually on the special edition. You do get a battle topper, but it's a dual layer acrylic static topper that has color changing LEDs on the upper side of the back box.
    28:18
    You do. Obviously, you're getting the shaker motor is going to come with this, which is a nice upgrade. Listen, if you have any games that don't have shaker motors, unless you're in a situation where somebody is living underneath you and you're going to you're going to go crazy. Yeah, please get a shaker motor. It's just it's just it's a whole nother element of the game. Well, and I've started to feel that way, too, not to cut you off, but I've started to feel that way about, like, Invisiglass, High Def Glass, whatever, you know, the anti-reflective glass. I've started to really feel that way about that, too, you know, especially a game that has a lot in it. I just feel like there's just more reflection points, more stuff that you lose track of. And just, dude, over the last couple years, I have become such a fan of freaking, you know, anti-reflective glass. Yes, and that's a nice lead-in because you are getting the Invisiglass, Jersey Jack Pinball's anti-reflective glare glass is called Invisiglass. It does come with this model. You get an external volume control panel on the outside. You've got a rocker switch. You can actually plug in your headphones, too, if you've got wired headphones, and you can plug in there. It also has a button for Bluetooth connectivity, so if you want to listen on your AirPods or you've got some nice wireless Bose or whatever you have, you can plug into there. It does have a numbered plaque. The art on this game, on the cabinet, is protected by what's called a RadCal, and again, it's more of an acrylic polycarbonate laminate that's on the outside. It's harder. It flexes a little bit. Yeah, it does create a nice gloss effect. And it's like a panel that they pop on there. So that is coming with the special edition. Now we'll get into the collector's edition. The collector's edition is the Crème de la Crème at JJP. It's $15,000. Now, there's one thing on here that I really and I'm curious if you're going to be on the same page with me here. That's pretty spectacular. And it's it's what people ask for. And it's like nothing I've seen, but it's pretty fun. But we'll get to it. And let's just get to it now, Greg. It's the mechanical Sonic the Hedgehog versus Dr. Eggman topper. Dr. Robotnik. Dude, this topper is crazy because you've got this large widescreen LCD panel in the back that has all these backdrops, right? And then you've got a motorized Sonic figure on the left, a motorized Eggman Robotnik on the right. And they're coming in and they're clashing and they're battling. But while you're seeing the battling in the background, if there's if they if they hit, there's an explosion in the background. If they're going fast towards one another, you see the blur behind on that LCD. It creates like this crazy affected environment that I've never seen in a pinball, especially on a topper. But it's just like it's so clear. It's so clear. It's so beautiful. I mean, it's just integrated so well. And seeing that it's one of those things that I've been an advocate for before with I mean, you know, another game sort of did the same thing. But I've always been an advocate to throw that into actual gameplay, you know, find some way to incorporate more monitors, more panels, more things so that you can you can kind of do those virtual moments like that. But this topper was the perfect thing because, like you said, it's just the backdrops. If you had two toys up there twirling around or you had any other kind of even awesome robotic head, there's some really good toppers out there. And there's some really good screen toppers out there, too, that people have created aftermarket. But there's nothing quite like this that has integrated that giant screen because screens are a little off-putting to me sometimes up there. I'm just kind of like, okay, you're just playing a background. You're playing something cool. It adds to it, but, you know, there's no interaction. The interaction is what makes this special, and you are truly getting almost like a mini, like, cinematic event on top of your topper, man. Truly no other topper in the world like this. Truly, there's just no BS. Like, truly no topper like this ever.
    32:05
    The only drawback for me, and this is when I was in there playing, was that there's so much cool stuff going on on the top. You never really have time to see it as a player. So if there's one thing, and this could be in the code, because again, we weren't in there trying to progress and get through all these modes. We were in there trying to get our first impressions. I would I would highly recommend, again, if this isn't in there to at some point that you're stopping the ball. There's some start and stop of the game, like present something, create a moment and call attention to the top and let somebody experience that topper during gameplay, because it's crazy to have it in the house, Even in a track mode of things like going nuts on a location, people are walking by. There's no way you don't see this. And as a homeowner, if I want the coolest of the games that I mean, that is the icing on the cake on that CE. The the wire forms in this version are gold. So you have like the gold plated wire forms, gold suit of like a potter. There were see. Yeah, for sure. Like the shooters kind of a ring. It's easy to grip. It's not super fancy, but it has a ring with an image on the inside. So there's a lot of gold accents. You've got like that sparkle package that's on the playfield. External LED lighting on those games. So it's going to throw lighting on the outside, like behind the head and underneath, which is always important. Yep. Yep. That's on JJP Collector's Editions. You do now you have the Radcal package. The art package is a different approach with different characters. But, and Zach's a big fan of this. He's been calling for this for a long time. It kind of has that holographic vinyl print that's in the underlying elements of the art file. So you can kind of see, kind of like if you're collecting high-end cards, how some of them have that, like, holographic effect. That's embedded in inside of the artwork on the exterior part of the cabinet and also on the apron. And it just, it looks super, super flashy. I don't know how else to really explain it, except that it's a really cool feature to have. You get a signature card with that, so it'll be signed by JJP founder, Jersey Jack, Guarneri himself, and the designer, Steve Ritchie. And you're also going to get like that rules flow chart poster that's going to be physical in nature that you can hang or reference from your room. But you can always go online to JerseyJackPinball.com. I think in the support section, if you click a game, you'll be able to download those flow charts when they're available. But I mean, it has the red trim. It's red trim. And they're referring this to knuckles red trim, which, again, I think is pretty interesting way because it's like it's the CE. They're calling attention to knuckles. If you would have asked me before I saw the game that if red or blue trim should be on the CE, I would have said blue for sure. Yeah. The red looks nice. It's a nice contrast from the artwork. It stands out in the lineup probably more so than maybe the blue would with that same art package. A creative choice in there. You're not playing the armor. I'm not disappointed in it. It just looks nice. Yeah, I agree. And, you know, you're going back to like that kind of that that underlining kind of metallic effect on the rad cows on the CE, even the sparkle in the play field. All of those things sound kind of minute, but if you have seen a Jersey Jack CE in person versus the arcade or their other edition, their middle edition, then, dude, it stands out pretty freaking drastically. And I think going back to that red armor, it's just not one of those things that catapults that and does because, I mean, there is a stark difference. It's not like a lot of games to where you go up a model, your play field's different, there's different things. Okay I can see a difference It looks good This is like night and day difference It looks like two totally different machines when you set them next to each other even though the play fields are identical mechanically and playability wise It is a stark difference that you just cannot explain unless you see them in person. Yeah. Yeah. I mean, there's no nicer pinball machine really in the industry right now than a Jersey Jack Pinball Collector Edition game. Again, you're paying for it. So you have to ask yourself, you know, is the value proposition there where it's worth it? Because sometimes you'll think to yourself, maybe I'll grab that middle edition and then I'll upgrade it to the collector's edition as best you can. But the problem is, you know, the topper is proprietary. So, like, you can never go out and get that topper and put it on the game. You're not going to get that armor. That armor, by the way, has etching on the side. It says I got to go fast. It's got a graphic on there. That's inside, like on the left and right rails of that. And I'm just kind of referencing some pictures as we talk about it. I think with Potter, I think the Mina Lima art package is what sold people on the CE. I think that that's why it was such a good seller. I think it's why we did so well with it. The topper was just okay. Never really heard anybody talk about the topper. Nobody cared about it very much. I think on this game, what's going to push people towards that CE and why this CE is going to be such a hot seller is because of that topper. That topper is so outstanding that I think it's going to push a lot of people over the edge and say, okay, I got. I've got to upgrade. I'm not. I'm just saying just based on the topper market and what we see that kind of comes out from different companies, I could legitimately see that topper coming out at like $2,000, $2,500 if it was like being sold on its own. Oh, yeah. Easily. Because it's motorized. It makes up that difference. It's the value proposition is there, as you said. Yes. And I did. I specifically asked. I believe I talked. I spoke with Tom Compera there. So he's the COO of Jersey Jack Pinball. And I said, hey, Tom, I said, are these the same screens that were used in the Avatar topper? Because the Avatar topper has that holographic peppers ghost effect with that widescreen LCD that kind of reflects up in the back. And he's like, no, this is a totally different screen. It's displays nicer. It's not the same. So I was going to say something, something like just watching the videos and stuff. I was unfortunate and didn't get to see it in person as you guys did, but the resolution just looks higher. Everything looks crisper. Everything looks cleaner. So it's more realistic and the characters truly, the background and the characters truly do become immersive in one with each other to whereas I think some toppers kind of fail in that. Just the resolution is not there and it looks like a screen. You know what I'm saying? You just don't get that full immersion. While it's a cool effect and can be cool things, you just don't get that feeling. This, again, is like a little cinematic stage event unto its own. And I'm glad to see that they put that little bit of extra effort into BOM on that topper as well. The animations look nice. So if you're essentially looking at the game being played and you're seeing Sonic Run in more of like a sometimes like a 3D environment, Sometimes like 2D where it's like a side scroller, but it's what you would expect to see on a more modern generational Sonic the Hedgehog. And I was going to ask myself this, like, is this is this the best or one of the best video game theme integrated pinball machines of all time? And then when I was kind of like referring back, I mean, there's not a whole lot of video game theme pinball machines. No. So, I mean, this one stands out because it's it's the latest. It's Sonic. It's a massive license. From what we experienced, they did a really good job of implementing everything from mechanics and code and animations and audio. Visually, it's a stunning game. I think it'll do well for Jersey Jack Pinball. Will it be as popular a seller of, say, for instance, Harry Potter? I think Harry Potter, I don't know. Dude, that's apples to oranges. You can't. Like Harry Potter, you know, we've talked before. Harry Potter is one of the biggest IPs in the world. I don't see how there's going to ever be much that's going to match with that sales and popularity wise. I do think that this game will still be a hit. I think the IP is definitely strong enough. And I think that what the team did with it, you know, they set a standard back to what you said about, you know, there's not a lot of video game pinball machines out there. I think that they've set the standard moving forward very much like they did with GNR. You know, there were some band pins obviously out there, quite a few of them actually, but they kind of set that new standard and gave you that full immersion of a concert experience with GNR. And I think that this is going to be that treatment within video games. You know, it's going to be full, true immersion of a classic game that we all grew up, well, most of us grew up with. As far as limited nature of the games, the collector's edition is being built to order. So you're not in a situation where there's only 500 of these or 750 of these or a thousand of these where you've got to make a decision on the fly and panic yourself. They are going to have an open window of orders on this. You get your order in. Your game will come when they come off the line. So that's comforting. I think Jersey Jack Binball, they pivoted on that as of late. They started with Harry Potter. It's like, hey, you know what? This is a great game. We want everybody to have a chance to have it. You have a chance to have it. At this point, you should have a pretty general idea of what's going on with the overall game in between all three models. Hopefully this helps you make a sound buying decision if this is a game that you're interested in. Obviously, we'd love to have you over Flippin' Out Pinball. You can go to Flippin' Out Pinball dot com and you can add this to your cart. Now, right now, Greg, we're doing deposits, I think, on these games. And then as we get a better idea as to what Jersey Jack Pinball's production timelines look like and what our allotments are each week coming from Jersey Jack Pinball, we'll have a better idea as to when you'll get a game.
    42:01
    Yeah, it's very important because that stuff does take time to work out. It takes time to get information. It takes time for them to work out their own production schedule, see how things are flowing. Because as you know, Ken, you know, when you first start a line, things are a little bit slower. However, you're getting the entire team used to building the game, assembling, moving through. And as, you know, weeks go by, that slowly picks up. Production can pick up. So it takes a little bit of time to be able to lock that in. So, you know, definitely be patient with us. Be patient with JJP on that. But, you know, we will get you that information in the coming weeks after the release.
    42:34
    Excellent points, Greg. I think I'm done, man. Like, I'm curious to see how the day goes here. If you're watching this now, like I said, the game's already out. You're watching this on reveal day. So you're at least interested whether or not you're in buy mode or not. Not sure. But again, no pressure because you don't have to make a decision today. You can kind of figure that out. But I would give this a solid, positive feedback and grade with with the approach to this game, Jersie Jack Pinball. They've had a big banger with Harry Potter. I think this one's going to be another, you know, for the lack of a better term, it's going to be another banger for them. They're going to sell a lot of units. I think so, too. You know, when I say the game's going to go fast, not necessarily going to sell out, but they're going to sell fast. So that's no pun intended. No, no pun intended. No pun intended. You have anything else you want to say in closing here? No, man, I'm just ecstatic about it. I mean, I get excited about every new pinball release, but I'm just super stoked about this. You know, I told you my Sega story before. Like, I love Sega. It's kind of that's always been my go to over NES and Super NES and everything. I've always just kind of been a Sega guy. I love my Sega pinball machines. I know it's a totally different thing out there, but I still love my Segas. I've always been a giant fan of that brand. So I am super stoked about this game. And again, just seeing what Steve and that entire team put in there, I was a little nervous. I didn't know what it was going to be. You hear a giant upper playfield, you don't know what it's going to be. But then when you see this game, and I mean, it is just stunning and phenomenal. And there's so much going on and it is, you know, just preliminarily, it's a blast to freaking shoot. So I don't know. I just I think people are going to, you know, to overhype it. I don't want to disappoint anybody. But I just think that this is a game that people have been bitching for, you know, like give us something cool. Give us something you need. Give us something with things that we just don't see. To me, this is that game. Yeah, it's unique, but it's comfortable. Again, great shooter that the first thing that I noticed, obviously, after getting over the visuals, Because you walk in and you see a game for the first time. There's always a lot to take in, right? You're trying to figure out where to focus. For me, it was the gameplay and the fact that I actually enjoyed being on an upper playfield that had several shots and it made sense to be up there. And there was a cool bash toy up there. That was big for me because, again, never been a big fan of uppers or lowers. I prefer just having the main playfield. This was actually a fun upper playfield.
    45:00
    So, you know, I give credit to Steve and the team over there. Congratulations. Bill Gruppen team with the code. We'll see what happens. I'm bullish on it. I think it's going to do well. And I think when you get it home, you're going to be happy. One thing, and not to keep dragging this out, but I think sometimes we see really cool integrated things. We see new toys. We see unique shots. We see all these different things. And a lot of times it comes at the sacrifice of a good shooting pinball machine. I think that we've seen that in quite a few pins released across all manufacturers. You know, the games just don't shoot. You get cool stuff in there and things that we might have wanted to see, but it just doesn't play as well as it should. And I do think it's at the sacrifice of those things to where Steve did not let that happen. It's like you said, like, not only is there cool shit in this, like Steve, again, still created just a masterful, flowing, fun, smooth game that just shoots like a Steve Ritchie pin. And again, I know you don't play the topper, but if you're going to do a topper, you've got to do the topper right. And when you look at it at first glance, you're like, oh, there's not really much there. There's a lot there. So enjoy that topper. That is the quintessential kind of cheery on top of the game is that topper. So I've owned some JJPLEs. This might be my first CE. And I was dead set on an arcade, you know, just coming into this off of Potter. I was dead set on an arcade saying, you know what, I'm going to arcade. I love that injury level. But, man, dude, that topper's got me second-guessing my entire life. What has to leave? Again, not to keep deep-diving the topper, but with code updates, you can still change what the topper does. You can almost have different toppers every few weeks, depending on what they do. Oh, yeah, there's so much you can do with that, with the animations and how it moves and how it reacts and what it does. I mean, dude, yeah, it's just there's so much to do with that. It's a little stage up there that you can set. Yeah, exactly. I mean, I literally look at it as, again, like a cinematic, like theatrical event. Like, I love it. I don't know. Like, it's so hard to not keep coming back to that because it's so awesome. It is cool. It is cool. All right. Well, hey, hopefully you're excited. We're excited. The game's fun and it's out. So you can go to FlippinOutPinball.com. You can put one in your cart and deposit, I think is $2,500 on the collector's edition. And that gets you in the queue with the balance due plus shipping at the time that your game's ready to come off the line. You can email either one of us personally if you'd just like to connect and have us send you an invoice or if we can help answer any questions. My email is Ken, K-E-N, at flip, the letter N, outpinball.com. And Greg, how can somebody reach out to you? It's Greg, G-R-E-G, at flip, the letter N, out, pinball.com. Hope you enjoyed this one special edition. We've got another podcast coming in a couple days. For Greg Bone, I'm Ken Cromwell. Don't forget to take some time out of your day and play some pinball. So long, everybody.