No, don't remember. Anyway, um well, dead flip looks like we we look well, dead flip looks like we we look like each other, so maybe it was Yeah, both both community goers. Um Yeah, both both community goers. Um yeah, the the Jetson things intrigued me. Um so Scott Denise's TNA is one of my favorite games. It's funny because a lot of people find it incredibly hard and then some people will be like, "Yeah, but for the same money you can get a Godzilla which has a lot of ramps, toys, and mechs." But there's something about TNA where you just can play, you know, when you just have 10 minutes and you just want to play a game. Yeah. Yeah. And not have to think and get your ass And not have to think and get your ass kicked but enjoy getting your ass kicked. Exactly. Exactly. Um and the music just slaps. Scott's Um and the music just slaps. Scott's just with his music is just a genius. It's one of my favorite games to to still play today. It's It's one of my favorite games to stream for sure. I love getting on that. Now I kind of want to stream it this Thursday. Let's do it. Um and then I picked up a Let's do it. Um and then I picked up a CE version. I had the original version and then Space and you know games in games out type of thing. And then I really missed it when it left. Really missed it. Um and then ended up finding a CE. But Um and then ended up finding a CE. But um really really cool. Um, so this idea of doing dual themes, right? So obviously Halloween and Ultra Man, how did Ultra Man come into the mix? Because it's such a I mean, it's already a niche hobby, right? And that's such a particular theme. I And that's such a particular theme. I mean, I know Ultra Man growing up and everything, so that's cool. Yeah. Yeah. What how did you how did you choose What how did you how did you choose Ultra Man or did they choose you? Uh, that was my dad's choice. Um, Uh, that was my dad's choice. Um, yeah. Wow. So, at the at the time, we yeah. Wow. So, at the at the time, we had both licenses locked up, and we had concerns with Halloween being a rated R horror movie, and there wasn't too many of those games out there at that point. Yeah. Yeah. Um, we were we had concerns that Um, we were we had concerns that Halloween might struggle being a rated R horror movie. What if we had something that was more family accessible um that we could limit to a lower count and make it uh a highly soughtafter collectible item? Uh enter Ultra Man. And uh that's something that my dad uh he grew up on and then when I was a kid, he grew me up on it as well. So like we we loved Ultra Man like a whole bunch of the different series. Ultra Man, Ultra 7, Ultra Mabius. Uh it's stuff I grew up on and absolutely loved. And um so it just kind of about 10 things all came together that led to that idea of that making sense to do. And um it's really hard doing a dual theme, like doing a dual launch like that because people will think like, oh, it's just people will think like, oh, it's just the same layout on two things. Uh that that's that's like lazy. That's Uh that that's that's like lazy. That's that's cheating. The problem is is it's anymore it's it's two entirely different sets of approvals you have to get done. Uh it's two sets of artwork, animations, Uh it's two sets of artwork, animations, code. Uh well, maybe it wasn't so much on Ultram Man, but uh TCM Looney Tunes, like two completely different sets of code there, right? Um you have to get all of the licensing Um you have to get all of the licensing stuff to coincide at the same time to launch that game. It's just actually a ton more work uh for us. It's a lot harder on us on our end to do those, but uh we we thought it really made sense at the time. And I'd argue that it did work really well. Uh you know, there was both games sold out like pretty much immediately. Um and so I would say at that time, you know, there was just enough things coming together that made that idea make sense and it it did pretty well. I find Ultra Many I'm I'm never played I find Ultra Many I'm I'm never played one. I really would like to find one. I find it so quirky and so uh so so unique. But um the Have you ever had a license kind of with the dual theme? Is have any of them ever gone wider or you want to share that playfield with the other like because they're identical, right? Like I actually missed it broke up there for I actually missed it broke up there for a second. So with doing dual themes obviously So with doing dual themes obviously playfields being identical, right? Has have you had any push back from the Has have you had any push back from the licences at all about that going well that's I don't want to be the same. I always expected to get it, but instead they were always fine. They were just like, "Oh, that's that's their thing." Like, yeah, yeah, that's that's fine. You know, they they that's that's fine. You know, they they they actually looked at it more separate than probably we did and our customers did. Um, but licensers are always really cool Um, but licensers are always really cool about it, which I always found surprising in a sense. Well, I guess, yeah, like when you're Well, I guess, yeah, like when you're not putting your pinball hat on, you know, you probably don't care because it's like, well, it's not going to have any of the other license on it. It's just a layout. I mean, we had a little collective here uh pinball gathering about uh back in January and we had Texas and Looney Tunes literally side by side and I purposely asked everyone that and I purposely asked everyone that played both of them as a little questionnaire for 20 minutes, did you notice that the games were the same, right? right? I made them swap and only one person I made them swap and only one person because he knows his pinball was like, "Well, I knew." But everyone else did not even and then when I told them their mind blown and they were kind of looking over the playfield and you know so the games are so different that it it's it's really captivating at how unique uh both games are even though they're identical. I think we perfected that system on TCM I think we perfected that system on TCM and Looney Tunes. I mean something I think we do really well as a something I think we do really well as a company in general is learn uh and listen to people. We learned from our mistakes and we listened to feedback and we learned and listened to all of the problems people had with how we handled the dual theme thing with Halloween and Ultra Man. And I think we really perfected it on Texas Chainsaw and Looney Tunes. And now that we've officially perfected it, we are never doing it again. So you guys have made that statement So you guys have made that statement that you're never doing it again. Yeah. Yeah. Which is what I said last time and then Which is what I said last time and then we did it again. Uh but I really mean it. We're not doing it again. I'm not doing it. It's It's not I I think there's definitely in in a market like this where um there is a lot of pinball companies but there's also it's a niche hobby there is definitely a market for something like you guys do there's boutique for me I think boutique is the way of the future small company thousand games dream you know themes for dream themes for a small percentage of people um and it's definitely the way to go but um and and leveraging nostalgia I keep saying on the channel nostalgia is such a powerful thing. Um, you know, you could do any theme that has any nostalgic connection. Um, and it will do well as long as it's not a Bosched launch. Not naming names. Um, so let's touch on the whole plunger. Uh, I'm going to call it twanganger gate, right? Twang gate. Yeah, because Gonzo calls it a twanganger. Um, so there's a lot of people that like none of their games have plunges on them. They've got a push button, right? What's the story behind that? about my What's the story behind that? about my uh hatred for plungers. With height, I'm glad. With height, I'm glad. Yeah. No, I don't hate them. I mean, I Yeah. No, I don't hate them. I mean, I do, but I don't. No, I don't remember how this came about. I had a debate on the Nudge cast with Ian about uh plungers. I'm sorry, shooter rods. I'm gonna call I'm sorry, shooter rods. I'm gonna call it shooter rod. Shooter rods versus auto plungers. Um, and I have a multitude of reasons for why I strongly prefer auto plungers um over shooter rods. Um, some of them are because we're a manufacturer and we have to put up with a lot of stuff on the production line with doing it. Some of it's cost. Some of it is I just I can't stand watching people stand there with a shooter rod and they're just pulling it a little bit back and they launch. Oh, I didn't get it. Oh, I didn't get it. Oh, I didn't get it. And you know this guy is going to place seventh at best in the tournament that you're in and he's the one that is sitting there trying to nail this plunger shot over trying to nail this plunger shot over and over. I've always been very just get the ball and play. I want to play the game. I never have walked away from a game that I had a really fantastic like grand champion had this the run of my lifetime on it. I'll never get that score again. I never walked away from it and was like, "Wow, the shooter rod skill shot is just what the shooter rod skill shot is just what sold me on that whole experience." That's why I want to buy that game. It's it's no, it's everything that comes after that. Let's get to the good stuff. Um, but don't get me wrong, I do have love for shooter rods and when you can do cool stuff with them and whatnot, but uh it also the cost that goes into the thing is with the shooter rod, with the shooter rod, you still have to pay to have a coil you still have to pay to have a coil there that auto launches the ball regardless of which. So, if I really want to put my Gary Stern hat on and just look at it like cost analysis, we should cut this. I could say like why wouldn't we invest the money that we have to pay for this shooter rod which is going to be very expensive because of course we do custom ones because we're crazy. Um why wouldn't we put that in something way more interesting like additional features on an upper or lower playfield or an additional feature to a mechanism that's a mechanism so good that it that's a mechanism so good that it literally sells units. I would rather invest more money into something like that because that's actually going to have a lasting impact for people. And the biggest I I think like irre you can't argue against this point is that to do a shooter rod you have to have the fork auto launcher. The fork auto launcher causes a ton of The fork auto launcher causes a ton of problems. It it fails. We've seen it We've seen it infinitely more times than the plunger infinitely more times than the plunger that we use, the single rod plunger that we use. I mean rod plunger that we use. I mean and we have had our issues with the fork and we have had our issues with the fork auto launcher. I don't like pointing out other companies or what issues they have, but like X-Men had a ton of heat about the auto launcher thing in that game. And it's like, yeah, I want to put the And it's like, yeah, I want to put the most reliable thing possible in there and I want to get the ball in play and get it to people so they can experience the actual great parts of the game. Yeah. And that's a good segue to my next Yeah. And that's a good segue to my next question. Um, one of the things, uh, and my hat goes off to you guys because you guys are so active with the community, whether it's Facebook, Discords, uh, being open to just receiving a message or whatever, getting the feedback and engaging your getting the feedback and engaging your your tech support team is is astounding. Like, they respond so quickly. You could ring them and they will FaceTime you like if it's that bad. uh like they they're so you guys are just so approachable as a company and I guess there was always that uh you know that stigma that there was a little bit of QC issues at the beginning. Ironically, I've owned most your games. I've never had a problem with any of them. Maybe I've been lucky. Um, but the fact that you guys have evolved and kind of learned from that, um, I think if there's that little bit of arrogance in the industry where a lot of people don't want to listen to the feedback or don't want to make the changes or don't want to adapt and you can kind of see where those companies are kind of had issues or going versus where you guys have just skyrocketed like um, you know, and I think that's just a testament to you guys and that's one thing that I don't think will ever change obviously. I hope it doesn't. Um, but you know, getting that interaction with the community, I think it's huge. Um, you know, and I think we're seeing Um, you know, and I think we're seeing that now with obviously Jack going back to his role as a community person and uh because I think without that, you know, um where where would you be, right? That's that's the thing. But it's a your your hats off to your customer service element of the whole business is is phenomenal. So, thank you. Um the thank you. Um the um had a few questions from a few of our followers that like knew that I was going to be talking to you. Uh and we'll get to those in a second. Um Evil Dead, obviously Evil Dead's been extremely popular, sold out very quickly. The wanted ad list on Pinite keeps getting bigger and bigger. I'm sure you guys keep getting hounded. Are you going to make any more? Do you have any spares? Has anyone cancelled? um th this theme which like you know it's funny because growing up I watched the films never really thought of them. I'm not a huge horror person, but um for me uh what sold it was the but um for me uh what sold it was the love Texas, love Looney Tunes, and then I was like, well, it's not a theme that like really appeals to me, but at the same time, the FOMO is getting to me. And then obviously I'm pretty I'm pretty chummy with Don's Pinball Podcast. And Don kept saying, "You got to buy one. You got to buy one. We're at Pinball the Beach. You have to buy one. Everyone wants one." And he said, "You're going to regret it." And then the funny thing is is that I was like, I'm gonna watch the films again because I hadn't watched them since I I'm 40 years old, so I think I watched them when I was like 15. And I don't remember any of the stuff I saw. And I really think I appreciated more And I really think I appreciated more now than I did back then. And then it made me, you know, kind of And then it made me, you know, kind of made me be into the thing, right? Um, so I'm be into the thing, right? Um, so I'm always ambassador for telling people to rewatch stuff when you're older. Like a friend of mine the other day hates on Cable Guy with Jim Carrey and I said to him, "Have you watched it now?" Like while when you're 40 years old because it's a completely different experience than obviously when you watched it when you were 15 at the movies. Yeah. Yeah. Um but Evil Dead captivated me watching Um but Evil Dead captivated me watching it now and then I was like that's a game I think like I need to get I can understand what everyone's talking about now with theme integration and blah blah blah. And now that we finally got one, like we got ours obviously uh air freighted across to be able to play it, do content. Uh you guys completely knocked it out of the park. I mean, theme integration um is probably one of the best I've seen. Um ironically, the layout's probably not as like um out there intuitive as like Texas maybe, right? Because Oh, I agree. But it's like a simple but Oh, I agree. But it's like a simple but different. Like it feels different but it's simple, right? Um but the the modes are so fun, Um but the the modes are so fun, especially the insanity mode. Like where did you guys So we knew you guys were like, "All right, we got to do our next game. We want to do Evil Dead." Was there one We want to do Evil Dead." Was there one that you wanted to do before, but you couldn't? Or was Evil Dead always going to be the next one? And did you know exactly what you wanted in there? Oh. Oh. To make that game? To make that game? I I signed Evil Dead back when Halloween I I signed Evil Dead back when Halloween was out. Um it like I think it had just came out. Oh wow. Oh wow. And uh I think I'm pretty sure that's And uh I think I'm pretty sure that's when I approached the licenser and started talking to them. Yeah. Yeah. And I don't know why at at that time And I don't know why at at that time after Halloween came out in my mind I was like Evil Dead is absolutely hands down the best horror theme we could possibly go get right now. And I I was like so confident in that to a fault almost like I I was just I don't know why at that time I was like I don't know why at that time I was like that is hands down the best theme we could possibly go and get. Um and then like time passed we did Scooby-Doo, we did Looney Tunes, we did Texas Chainsaw and all of a sudden it felt like horror maybe wasn't as in in the pinball space. And I spent every day for a year being like I hope people will accept that Evil Dead is the theme. I hope people will accept that. But at the when when we signed it, I was like, this is hands down the like one of the best things we could possibly get. And uh it was it felt good to be have that confirmed to me again that this was an absolutely perfect theme for pinball that people really wanted and even people who really wanted and even people who weren't um Evil Dead fans who like really love the franchise, they could see they were like, "Oh, I I get why this is so good for Pinball." And a lot of those people even bought the game. I I kind of wager that like probably half the people who bought Evil Dead were not huge fans of the movies before the game came out. Like it I was shocked by how many people were won over uh by the theme. uh by the theme. I'm sorry, by the game in general. Like I'm sorry, by the game in general. Like I think it just really I think it proved itself and I think it I think it proved itself and I think it won those people over. Um but yeah, we always knew like going into that design, we always knew that it was going to be Evil Dead like in that design and everything from the start. My cat just jumped on the table. Hi, Ginger. Uh, we always knew that. Um, and yeah, I Uh, we always knew that. Um, and yeah, I something just happened that we decided this was the one we needed to throw the entire kitchen sink at. Um, and it's a good thing we did because I think it worked. It look, it worked really well. Um, and It look, it worked really well. Um, and I think it's so approachable. Like I had a friend played the other day who's not into pinball, but he's into Evil Dead and he's like, "Man, if you could buy one, he would have bought one." Like because it was he he I could see that he stayed alive in the game, no pun intended. Um like the ball lasted a long time for him. Like as a newbie walking up, it's not hard. Uh he had so much fun. He hit the, you know, certain modes that like he he just felt like he was in that world, right? And that's the whole idea, right? this world under glass thing. Um, was there anything that didn't make the game that you wanted it to be in the game? We originally wanted the seller door to We originally wanted the seller door to also shoot the ball back out. That that was something we wanted to do that we we did not we weren't able to get it done. I'm sure Luke could do it now, but at the time we were we were drowning but at the time we were we were drowning in how much stuff we put in the freaking game. Um, we also wanted to have the uh the dagger sculpt on the habitrail, the VUK habitrail. We wanted the dagger sculpt coming over top of that. But I mean, honestly, I really mean it. We ran out of money. Like, we just ran out of money to throw at the game. We were like, there is we literally can't put another single item in this. There is so much in it. The BOM is so high. Like, we can't put anything else in here. So, uh, we're, you know, a lot of that stuff's, uh, fortunately like the mod community has come back and they've done a lot of cool stuff and we have something really cool coming as well, uh, that you actually can put in more games besides just Evil Dead, but, uh, we'll have a cool thing coming really well as a mod for it, too. So, was there um, one of the questions that was there um, one of the questions that my friend asked and then ironically was asked last night to Franchie by one of Kh one of K's Patreon meetups that we do once a month. M um was the fact that the book doesn't um was the fact that the book doesn't play a huge part in the play field? Like there's elements of the book and there's like the little book above the magnet. Was there a decision behind that on purpose? Because the book is a pretty big part obviously, right? But yeah, so we we treat the captive ball yeah, so we we treat the captive ball area as the Necronomicon. I mean, there's a little bent metal there with a a sticker on it for the Necronomicon. As you interact with that, you progressively go more and more insane, which activates eventually the the insanity mode or the the mirror mirror mode. Um, so we we put it there. Um, you know, Um, so we we put it there. Um, you know, originally we were talking about like having a book that would maybe open up and the pages would do certain things in there, but it just felt like every other item we were putting in was going to be more impactful as a mechanism than the book. Like fighting physical deadites and locking a ball in an actual cabin, and locking a ball in an actual cabin, all that stuff felt more impactful. all that stuff felt more impactful. chasing a hand running across the playfield. All that felt like a better use of space and mechs than a book that opens, you know, at at best opens and has like some lit up pages and whatnot. All those things felt like they would like they would be a better gamified thing. Yeah. Yeah. be a better gamified thing. Yeah. Yeah. A pinball moment, a gamified object to put in there versus that. So, I mean, to put in there versus that. So, I mean, like, yeah, if we had unlimited money and an extra 3 to 4 in either way to go for a super wide body, we could have gotten it in there. But yeah. Yeah. And that's that's again yeah. Yeah. And that's that's again another good segue to the point that your games are um incredibly good value for money. Um people are going to think you sent me people are going to think you sent me the questions ahead of time or something if I keep segueing to your next one. I know, right? But um uh you know like I know, right? But um uh you know like you're you look at the game and you know you unbox it and art blades are included and it's powder coated and there's plastic protectors that are color chosen to match and the rubbers are color coded and the rubbers the flippers have stickers like it is jam-packed. Yep. Yep. You know You know topper it comes with the topper knocker topper it comes with the topper knocker shaker RGB kit and the speakers the flipper buttons and action button RGB. Uh there's a magnetic set on the the display, on the coin door, on the lock down bar. There you go. Um the armor is all custom cut, too. Um the armor is all custom cut, too. It's not just like straight boring armor. We do something cool with it. Yep. Yep. Um Um custom plaque, interior graphics, like custom plaque, interior graphics, like you said, the plastic protectors. I'm just trying to keep going through I'm just trying to keep going through the list. Yeah, we uh we put a lot in there. Uh at the price tag that we're at, I I pretty confidently will say I think we have the best deal in pinball, hands down. When you look at what Ellie's or collector infinite deluxe sexy back version of whatever game every other company offers, it's usually in a lot of cases three to four to $5,000 more than what we are offering in our CE than what we are offering in our CE model. And we have everything that they are offering for those. And even if you add the topper for 1,500, it's still what $1,500 $3,000 cheaper than a lot of these top end models. So I think we hands down have the best I think we hands down have the best deal. And I try not to ever say like we're the best at this and that. I don't like I don't love marketing stuff that way, I don't love marketing stuff that way, but I I it's pretty hard to argue. I feel like uh at that point. uh at that point. No, 100%. I think it's one of those No, 100%. I think it's one of those things where like I'm not going to say the other manufacturers don't have passionate people behind them that love Oh, they certainly do. They certainly do. They do. But there's an element of like They do. But there's an element of like even again my friend that has doesn't play pinball goes, you can really tell this game's been made by people that love the theme but especially love pinball, right? And he didn't get that from another game that was sitting right next to it, right? And I'm not going to mention what it was, but um, you know, he um, you know, he he he's like, you can tell that game's he he's like, you can tell that game's been made because it it it needs to be made for a reason. the other one, right? Yeah. Um and I can fully relate to that and I Um and I can fully relate to that and I can fully see what what he means. Um the, you know, obviously there's a lot of talk about what's coming next and all the little hints that have been dropped and the fact that you guys yourself have said the topper on the next one's even better. Uh the topper on this one is like I didn't realize like the top of the wood on top of her head has like nails in it and there's details that no one there's no one everyone's no one's ever going to see that right. Yeah. Unless you put on the floor obviously. Um, but like at what point did you guys kind of go we were making Evil Dead, this topper has got to be like we knew exactly what this topper had to be. Um, was that always the vision or did you did you have a different idea and then did this one instead? I'm pretty sure this was always the I'm pretty sure this was always the idea. Um because there's some really old old old because there's some really old old old pencil sketch drawings of us trying to figure out how we could us trying to figure out how we could have the original was that we wanted that top of it to be kind of like flat flat and when it would open up she would come out of the top of the head. But then we would have to like cut this massive hole in the tops of the heads. And if people didn't have the topper uh what do you do with this gigantic hole that is up there uh for the for the games when they when they go out normally? Um, I had a buddy who named Jason Egan and uh, he has escape rooms and other experiences in Las Vegas. And I I just swear every time I talk to him, he has some like other random business thing that he really he does and like really excels at where he's like, "Oh yeah, we made all the dummies for this puppet for these trailers for this movie." Like Lionsgate contracted me to do that or we made all of these prosthetics for this promotion for this movie or whatever. And I was just talking to him because just hanging out like chatting or whatever and I was like, "Yeah, we really want to do this like cool topper thing in Evil Dead." Um, and he was like, "Oh, I I gotta I can hook you up. Like we could put something really sweet together uh for that for you." And I was like, "Seriously?" And he was like, "Yeah, I'll talk to my guy Gary Tunacliffe." And uh I was like, "Okay." And then yeah, fast forward, we have what I think is the most successful topper in pinball history. I think it's about like 800 of those sold out of 888 games. That's what I was going to ask you to That's what I was going to ask you to confirm because I heard a rumor that you had sold 800 of them. So, I'm I'm thinking it's I'm pretty sure I'm I'm thinking it's I'm pretty sure it's right around 800 now. Yeah. Yeah. Wow. I mean, I can understand if Yeah. Wow. I mean, I can understand if some people uh haven't bought it. Maybe because they've got young kids or they don't have the height uh and they don't want to put it on the floor because you guys include a an extension cable kit to put it on the floor in the box. Yeah. Yeah. Yeah. It's called the the Yeah. Yeah. Yeah. It's called the the bottom extension kit. I didn't name it. Uh but it goes uh underneath the game and you can do the topper right in front of uh like like by the legs down below, which I think is a horrible idea because the first time horrible idea because the first time somebody comes over and they're playing and they don't know it's down there and it makes a noise and moves and lights up, their foot's going right through that freaking thing. Just right through. I don't know if anybody's done the I don't know if anybody's done the bottom. Somebody sent me a photo of the bottom if you have the topper and the bottom. I don't know that I've seen a photo of anybody doing that, which is really funny because we included that kit in every single topper that went out. Yeah. Well, that's Yeah. I I thought I Yeah. Well, that's Yeah. I I thought I was like, "Oh, that's amazing. The fact that like it's included, which again costs money, right?" Yeah. Well, that's an example of when I say sometimes we listen to a fault because that whole thing came about because that whole thing came about because one person said online, I don't have this the space above the I don't have this the space above the game to do this. Spooky Luke, can you include some sort of kit that we could install it below? And he said, "Yes, absolutely." Like immediately. And then he went to AJ, one of our And then he went to AJ, one of our developers, and he was like, "Hey, are we able to do that?" And he was like, "I think so." And he's like, "Good." cuz I already told everybody we're going to include it in every game and I was like, "Oh, well, we better get it figured out then." We better do it. Is um is there a game We better do it. Is um is there a game that after listening to feedback and all that type of stuff that you have made that you'd like to go back to and redo to do not to ultimately change like the layout or anything, but just to tweak or do like a second run of uh all of them? uh all of them? Yeah. I mean, I knew you were going to Yeah. I mean, I knew you were going to I would say above above anything I would say above above anything Halloween. I would love I would love a second shot at uh doing that one from scratch. Uh as far as code goes, I actually still love the layout. I I actually still love the layout. I think the layout's really fun, but I I would love to start that one over from scratch. I would love to men and black pen click everybody and then just be like, here's the actual and then just be like, here's the actual code that we wanted to do. Is it I mean, is that not still doable Is it I mean, is that not still doable though? I mean, I mean, obviously code costs money. I understand that, right? But let's say I started, let's say we started a GoFundMe, right, for to to let's raise money to redo Halloween code, right? Because all everyone that owns one wants Because all everyone that owns one wants one down. How hard is it really to do? Uh, well, the license is expired, so we Uh, well, the license is expired, so we have to do that. It would it'd be a ton of It do that. It would it'd be a ton of It would be insanely expensive. insanely expensive because the the code development on a game is the the code development on a game is arguably to me like the hardest part arguably to me like the hardest part um and takes the longest and usually um and takes the longest and usually costs the most money. So that would be near near impossible unless near near impossible unless by some miracle people showed up with by some miracle people showed up with just hundreds of thousands of dollars and I was able to run to the licenser and be like let's do it. But I I don't I think I'm just going to look forward to the future instead. But we're still we're still doing what updates and Halloween is the thing. We still do an update at least once a year on Halloween and uh we have full intentions of doing and uh we have full intentions of doing that still this year. So yeah, you know, I really love yeah, you know, I really love I'm a sucker for upper playfields and I'm a sucker for upper playfields and lower play fields and the fact that that's the game for you then. that's the game for you then. Like that's the game for me. Um, now for Like that's the game for me. Um, now for the people I I don't know if you want to repeat them, you may not want to repeat them, but for the people that don't know the hits, the hints that you've dropped right on the next title, have you purposely dropped those or did you accidentally drop those hints? What do you think I accidentally What do you think I accidentally dropped? Um, there was one thing I don't something to do with a Was it a uh not a statue?