Travis, the pinball company is not buying any that you know of? I mean, well, here's the thing. The three manufacturers that you listed off, right? Yeah. Stern, Jersey Jack, Spooky, all three of them, what they're very good at at this current time is getting themes. And more than anything, if you're a brand new business or you're a brand new startup, it's awfully hard to get footing in this industry if you're not bringing that to the table. Correct. Because you're already bringing on a bunch of unknown variables, like how fast are you going to get games manufactured? How fast are you going to ship out? What's the customer support afterwards? Who's designing? Who's doing software? What's going to be the updates? There's all these other things that are involved in it. And so for a casual player or for somebody that's just involved in pinball to the extent that they are, one of the first things they're going to look at is the theme. So if you're approaching this with the unlicensed theme and you understand what that variable is, I mean, that's more than often it's a strike against you, especially if it's overseas. I mean, it's got to be an extraordinary type of game like TNA, for instance, that people have. It's accessible to people to where they can readily play and they can see what it is. They can hear it. They can feel it. And it's just it's awfully hard if you're overseas for at least the American buyer to sense that unless there's just like a kick ass promo video that puts it out there. That's why that is so damn important, because, I mean, just like the Godzilla topper, I'm example right there. There's a lot of people that were like on the fence until Zach put out his promo. And then everybody's like, oh, OK, this looks legit. This looks cool. So, I mean, yeah, that's that's just the variable with it's not to say it's going to be a bad game or great game. Just simply don't know just because those variables alone. Yeah. Theme sells. I'm always a huge proponent. Theme sells like it is the big thing because you can you can have a game that's good. Just good. Doesn't have to be extraordinary, but it's got a theme that resonates with people and it elevates that game. Whereas you take it and you give an original theme to that good game, people are still not going to hardly buy it. You know, and I always just go back to dialed in. How many dialed in is a fantastic game, but you still just, you know, it moves along. You know, you played it, it moves along, or nobody wants to own it, and it comes down to the theme. And, you know, the thing that you had with TNA was Scott Denise had such a cult following that took years to evolve as he was building that game and took it around the shows and everything. You know, there was it sort of became a popular theme within the pinball community, even though it was an original theme. Yeah, it became its own theme that you resonated with and that you sort of knew because he had brought it around so much and there was so much hype around it. And it's hard to get that, especially like overseas. You're not going to get that. Yeah. And with some of these brand new companies, too, even if you do have a killer theme like Queen, for example, that's a killer theme. but there's still so many question marks of like, how are they going to build? What's the build quality? How's the software support? Is this going to do this and this and this? So it's, I don't know. I respect all these companies that are trying to get into the industry, trying to start something new, but man, has that, that has to be just some ridiculous uphill battle that I don't envy. So stressful, stressful running a business. I mean, especially if you're trying to break into a market that is very stressful to do. So, I mean, props to people trying and hopefully it works out. I will say maybe maybe this is unfair, but I was listening. Don's pinball podcast. It's a it's another podcast. And that guy, I haven't heard a ton of his stuff, but I was recommended. I was told that on his latest episode, he has the the owner of Pony Factory or the owner of I don't know, the pinball adventures, I think is the company. He had him on the episode and I'm only gotten a little bit in. I haven't heard the whole thing, but that guy, the owner of Pinball Adventures, he made the comment. He said, because the question was something along the lines of like, congrats to you for finally actually like you have an idea and you're actually making games for customers. You're actually manufacturing games. And the guy said, well, believe it or not, manufacturing the games is the easiest part. And that's all I heard. I was like, what are you talking about? Like, that's what I thought. Everything else that I've heard, it's the exact opposite. But thinking of a concept, designing a game, making one, I don't know. I just heard him say, well, manufacturing the game is the easiest part. It's like, what? Like, that's where every other company is stuck, right? I mean, you look at Haggis. Like, Haggis has a beautiful game, these Fathoms, and they are taking years to make them. Like, it's not the design that's hard. It's the manufacturing that's the hard part, right? That goes into the variable part again, though. I mean, if you're manufacturing at scale, then it's highly difficult because you've got to get some of your products out. If you're not manufacturing to scale, you only have to make a few every now and again. Yeah, I mean. Maybe that's it. Pinball Adventures, maybe they're making 20 or less. It's hard to tell. I don't know. Let's just put it this way. If whatever you come out with outpaces, right, like the demand totally outpaces what you're able to put out, guess what? That manufacturing is going to feel very difficult because you're leaving a lot of money on the table. You got pissed off customers. I mean, but if you can manufacture and outpace the demand, well, yeah, it's not going to seem near as hard because your back's not up against the wall to produce X number of games through a certain amount of time. You're just meeting an allocation point at that point. Yeah. And maybe that's a great transition because these two games cause that problem. So behind me, I have Godzilla and Foo Fighters, both of which I would assume way outperformed what Stern was expecting them to do. And here we are. I mean, Stern has changed their, you know, shout out. Travis, you made this beautiful graphic for the pinball company the other day that shows the timeline, the manufacturing timeline or the schedule for this year. I saw that. I was impressed. You actually do like quality work. I do some work, you know, I mean, like 18 minutes a day I clock in. So right now I've gotten seven done so far. So I had to clock out for this. But yeah, I think Greg puts in at least an hour for the effort flipping. I mean, modeling takes like eight hours a day. That's tough. It's hard. What I will say is these two games, I mean, clearly outperformed what they were expecting. And so here's Stern kind of scrambling to like, how do we do it? How do we fit all these in? And, you know, we're still doing like there are people that still don't have their Godzilla premiums and they ordered them a long time ago. Foo Fighters, it's like having to add more and more runs and shift things around. If we want to go to another manufacturer, I know CGC, obviously manufacturing all the cactus canyons. It's taking forever. That was announced in October, not last year, but the year prior. Like we're approaching two years, and there are people that ordered them day one and still don't have them. So I just, I mean, it's a good problem. It's a good problem to have, right? It's a good problem when you way outsell what you're expecting to do. It's a good problem to have. But, yeah, we're seeing a lot of that. We're seeing a lot of that in this industry and a lot of people waiting on games. And then you have other people that have games that they're trying to sell that just – I just feel like it's either one or the other, right? It's either a huge hit or manufacturers can't sell them or distributors have a bunch and they're on the shelf and they're just sitting. It's one or the other. Well, I think sometimes with some of these companies, you take some – you come off of a really big hit. Like, you know, I can't imagine creating a really big game, something that just sells the hell out of games. And then how do you gauge that your next pin, you know, like, do you scale down? Are you are you literally reflecting and thinking, OK, like, wow, man, we killed it last time. We're going to kill it again. And you ramp up manufacturing. Like, how do you even gauge that? You know, when you're somebody like Pony Factory or you're a smaller company starting off, I feel like, you know, you're just kind of building to demand. But, you know, when you're a manufacturer, it's become a little bit more established. How are you going to gauge that? How are you going to make those runs? So if Stern's got a little more figured out, because they can just throw old games back on the line and start rebuilding vault something real quick and throw it online and keep all their employees working. But you take somebody like CGC or JJP or somebody, that's got to be a super difficult thing to be able to try to gauge that next game and what that popularity is going to be, getting parts stocked up. You know what I'm saying? So you're kind of back and forth. you know, if it's a big hit, Oh man, we don't have games, but they're going to trickle out. Or now we got a bunch of games cause we anticipated it was going to be a big hit because of our last couple of games. And now we're setting on stock and what do we do? So like, I'm like you guys, like I don't envy that at all. Yeah. And you look at Stern. I mean, I, I would assume maybe this is, I would assume that James Bond is not as selling as well as they assumed. So instead of these runs, it's like all of a sudden, what do they have? They, well, they got more Godzilla's they can make. They have iron maidens. They can make, they have Jurassic Park premiums. they can make. It's just like, it's clearly, yeah, Stern has things figured out there where they can pull from the back catalog at any moment. And their line has been packed for years now. I mean, it's nonstop. Well, it's definitely hitting a moving target too. You're fine, Greg. It's just, what I'm saying is it just hits, it's like hitting a moving target when you're trying to determine how many games you need to produce, how much can this move? What's going to be the velocity of sell, you know, because it's like anything else. Their LEs are going to absolutely sell out every single time because it's going to go to all the dealers and distributors and we're going to be able to sell it out. Now it becomes is the pros and the premiums. How well are those going to sell? That's that's the tough part right there. And that's what we're seeing with Bond right now. I mean, it's it's awfully hard to get games moving. That's kind of set up like Bond is currently. Well, and I think Bond. So I think, you know, there was, you know, a decently recent code update. I think Bond to me is going just because I actually like the way it shoots. I know it's gotten a lot of flack. I know that, you know, the code early on obviously was a lot behind it. But I think it's going to be another rush. I think that, you know, any of us distributors or anybody that has a game sitting, I think those games are going to sell. I think that they're going to have to throw it back on the line again because I do think that it's going to, over the next year, creep up as like this kind of sleeper. Especially if there's a lull or there's a miss. you know if they come out with something like venom or any rumor rumored titles that come out and it doesn't do as well as they think people are going to take that money and go somewhere else with it and i think it's going to be to a game like that it's like oh man you know i've got some time on that game i really liked it let me try it out you know i've done that with games before and i really think that's going to be kind of another sleeper um you know that comes up well i would say as of right now every other game in stern's catalog is basically a complete game even though food fighters isn't 1.0 that's a complete game so it's it's hard to i mean bond is getting there but yes you know a month or two back it's just like well if you have money to buy something brand new it's like do you want to play the game of bond and hope the code involved you know yeah becomes what you want it to be or do you just get one that's basically amazing right out of the box like bond is kind of going through this weird time right now so one of the things that you can do to kind of get a glimpse of if a game's going to be a decent seller or not. It's basically three variables are involved in it. It's going to be theme. It's going to be, is the layout dynamic looking, meaning like, does it just look fun to shoot? And how's the artwork? Like those three things are really going to be the very beginning of whether or not it catches people's eyes because nobody can really gauge what the code is going to be, but the code will help it get past that first, that first few months. So if the code is there, after the first run and people realize it, that's when the popularity really starts to go up from there. And that's what we saw with Godzilla. That's what you're seeing with Foo Fighters. I mean, because it's huge out of the gate, right? And then it just feels like it just keeps going. So if you don't have those three variables in place or something's off, it definitely gives people cause to pause. And that's kind of what we saw with Bond. I mean, it was a theme that maybe not everybody felt like it was a good theme for them just because it's a little bit older theme. I know the artwork, there was a lot of people that weren't pleased with the artwork, even though that technically was the assets from the theme, right? So I think that those two things just go together that if you're not into the theme, you're probably not going to be into the artwork either. So it's kind of like a two for one deal. And so when you put those into that, into that variable, right, then the code has to be like really good just to keep it going at that point. Godzilla, for example, I mean, who really cares? I mean, Godzilla is amazing artwork. So it had that but i mean who the hell really cared about godzilla really like you know there was a handful of people nobody cared but because it was such an incredibly coded game and it shot so well it was like i don't care it's godzilla like i love godzilla now you know yeah and i think iron maiden i think there's been pins has done it in the past too like iron maiden like i think that there wasn't i mean there's a lot of iron maiden fans it's a it's a big base or very well known band but i think a lot of people are like i don't care about iron main i don't care and they played it and they're like i gotta have iron oh yeah like i'm a fan now like exactly there so godzilla is 100 that and i think it's hilarious i i never i did not care about godzilla in any way before and i remember when they announced the game i was like it's like it's not a turnoff like yeah well this is probably a terrible example but like elvira it's not a turnoff but it's i can't i can't justify like that's a team i can't have in my house so it's like an immediate like oh crap Like in walking dead's another situation. I can't have that game in my house with little kids. It's not a theme like that. Like it's not a turnoff in that way, but Godzilla shows up and I'm like, this is not only is it amazing game, but the, like, it's so funny and campy. And, and, and actually like my kids love it. And to the point where Godzilla has actually talked about as a joke or like the, the song, the blue oyster cold song, like my, my son, a three-year-old requests it. He thinks it's a funny song. Like, I don't, I just, it's almost like, I've become an actual legitimate Godzilla fan. Well, they went the right direction with it. Oh, yeah. If they did the current Godzilla. It's serious. Yeah. It wouldn't be near as well received as it is now. It'd still be popular because it's an L1 and the layout and the rules are great. But yeah, it wouldn't get the universal praise. It does now just based on that alone. Like that theme really does help carry it a little bit. And the fact that they leaned into the campiness that carries it even more. I mean, that was a brilliant decision by starting to do that. And you said universal praise. So perfect transition to the topper. Universally loved by everyone that's seen it. The topper is here. So let's be real. Let's be honest. First impressions. When you guys saw the topper, what was your legitimate first impression?