All right. Good morning, good afternoon, good evening, and for some good night. Uh, I have Kle. Uh, Kyle, good evening to you. How are you? Hey, very well. Thanks for having me on. Hey, very well. Thanks for having me on. I appreciate it. Oh, man. Pleasure. Uh for those that Oh, man. Pleasure. Uh for those that don't know Kyle, Carl is the whiz behind uh obviously what we're here to talk about which is big trouble in Little China and also Friday the 13th. Uh homebrew huge topic of conversation. We'll get to that in a second. Uh Kyle, I really appreciate the time. I know you must be still exhausted even though uh expo was a week ago. Oh yeah, it was a it was a whirlwind, Oh yeah, it was a it was a whirlwind, but I'm back home. In fact, I just got the game upstairs today. It was downstairs for for a couple of days. So uh I I got it plugged in. No, no damage. So, yeah, ready to uh ready to talk about definitely rejuvenated. Awesome. Awesome. Uh it's been a hectic Awesome. Awesome. Uh it's been a hectic uh I see. How long have you been working on this for? Like a year. A year and a half. So, uh I I debuted A year and a half. So, uh I I debuted Friday the 13th at Texas Pinball Fest in uh 24. I got home exhausted. I got out my I got home exhausted. I got out my cocktail napkin and I started to sketch this one immediately. I just I had so much fun and I wanted to do it again. Yeah. That uh I heard your story. I Yeah. That uh I heard your story. I can't remember who uh I heard it who I heard say it um this idea about this cocktail napkin. Um and this I was like really and it's like yeah literally I think you actually said to the guy no like it was actually a cocktail napkin. Um Um so for those that don't I mean I'd be so for those that don't I mean I'd be really hard to believe that nobody knows Big Trouble Little China. Uh it was one hell of a film with a concept that was very similar to like The Shadow. The shadow had very similar kind of um characters that were bad pe bad guys. It was like of you know the chi Chinese guys and stuff like that. So really uh similar tone, but this was it was a movie that uh for nobody that's watched it like my one of my friends hasn't seen it and I said go watch it and I sent him just a photo of the movie poster and he's he text me at the end. He goes, "I did not expect any of that to happen." Like like magic and creatures. And he's like, "I just" and I He goes, "I always thought that um like the hero was meant to be this like, you know, John Wick style character, but instead he's a little bit clumsy as well, right?" Yeah. Yeah. He's just he is the Yeah. Yeah. He's just he is the sidekick. He's a morbid. That's what makes the movie so endearing. It kind of plays on a lot of those tropes from from other movies, and you don't expect that. So, I think it turns some people off. To me, I just love it. Yeah. And I mean, obviously with Homebrew, it's great because there's no restrictions on license because you're not selling the game. You can ultimately make um whatever you'd like. What made you go uh did you already know you wanted to do this while you were doing Friday 13th or did you just go, I need a theme. What am I picking? So, I I kind of grew up in the arcade So, I I kind of grew up in the arcade and I grew up in the video store, right? So the movies that I gravitated towards were maybe movies that were off limits that I wasn't supposed to be seeing. Nightmare on Elm Street, Friday 13th, Reanimator. I just kind of love that stuff and that's what I grew up around. So I did Friday the 13th uh in part because that license is so all over the map. You that license is so all over the map. You know, you've got somebody who owns like somebody owns a likeness to Jason, somebody owns a title Friday the 13th. There's a new show coming out called Crystal Lake. It's not called Friday the 13th because of weird licensing. So, um, I knew that the way that I wanted to do it would probably nobody else could do it that way. I've got 12 movies and two video games. I mean, there's an 8-bit Nintendo mode in the game. So, I I debuted the game. Uh, it it was uh had had a great response. I had a great time. And when I knew I was going to do another game, I I didn't want to do another horror game. Um, I knew I wanted to do something that was fairly not not niche, but something that I that I connected with that translated well to pinball, like what has monsters, kung fu, magic, like what has monsters, kung fu, magic, oneliners, action, big trouble in Little China, right? So, this to me was just the perfect pinball theme. And it didn't take me too long to figure this one out. A and uh to I mean the the funny thing is not only just the trailer alone did it look professional but for everyone I've spoken to because unfortunately I couldn't be there uh I've spoken to a good handful of people maybe a dozen people and they all said if you had told someone that didn't know they would have thought like a company made this like the the attention to detail the build quality the feel um the the obviously the artwork and I want to talk about that quickly. So, you know, you've got real like proper pinball people doing this game. So, you've had proper artists doing it. You've had Scott Denzy doing the music. Um, was that challenging? Like, is that something that you were like, I need to do this properly? No. In fact, that was probably one of No. In fact, that was probably one of the easier aspects of this game. So, with my first game, I used a lot of offtheshelf art. Um, and I commissioned the art with another artist who had wasn't really familiar with pinball, not a native English speaker, um, who had never done pinball before. So, we kind of worked through that. With this game, I I wanted it to look professional, and that's not a slight um against anybody who is building their own game, you know? So, you don't want to use the term homebrew is like, oh, it just kind of looks like you made it in your garage. I I I wanted the game to look like a factory game. So, I knew what it took in order to make So, I knew what it took in order to make the game look good, but I also wanted to make the the art pop a bit wanted to make the the art pop a bit more. Um, so I contacted Brian Allen to do the Playfield. Um, and but before we even had agreement, I said, "Look, is this a theme you're into?" He's like, "Bro, are you kidding?" I love that movie. Done. Contacted Randy Martinez, who did the Contacted Randy Martinez, who did the art uh for Star Wars, Mandalorian, and John Wick. I said, "Hey, is this a theme you're into?" He's like, "Bro, are you kidding?" Great. So, I had him on the Topper in the Art Blades. Uh, contacted Scott Denise. I'm like, "Hey, man. I'm working on this game. You know, would you mind giving me a couple of custom songs?" He's like, "Yeah, no problem." Um, I was able to contact um, James Pax, who played Lightning in Big Trouble Little China, and I asked him if he'd be keen to do some of the custom callouts. He's like, "Yeah, absolutely." Um, so it was just a matter of of Um, so it was just a matter of of asking. Um, and I think it helped that I had a game that I had done. So, so I had demonstrated that I can actually bring this not to market, but bring this out to public for for people to enjoy. So, it was a joy working with everybody who I collaborated with. Well, the uh the pinball resume uh is kind of the best way of credibility, right? It's like look what I built and now uh you know, help me with the next one. Um did you have uh like a lot of people always have reservations about using multiple artists on one game because of different styles of artwork? Yeah. Yeah. Um I don't think that really exists on Um I don't think that really exists on this because like you can't because one of them did the playfield but then the other did the art blades and the and the back glass, right? So I had an artist on the back glass. I So I had an artist on the back glass. I had an artist on the art blades and the topper and an artist on the playfield and the cabinet was the pork chop express. So, you're right. Yeah. Does it come together in a cohesive way? Does it come together in a cohesive way? And I'll tell you, um I I did the best that I could with the budget that I had. Um I I had to get a little creative Um I I had to get a little creative because I'm not rich. Uh I would love to have had kind of a more traditional collage style back glass, but I think what Michael Kandra did for the back glass was incredible. So, I met him at a convention and he does a lot of uh Game of Thrones art, but I commissioned this piece specifically for the game. And I knew I wanted Lan front and center with the skull and the and the lightning to have a collection of of characters would have been awesome, but it would have been outside my my budget. So, the majority of my budget went to the playfield. Um, but I also really like Ry's style. And I tried not to have it clash and I tried to have it mesh as much as possible. So you got the Buddhas on the side with with kind of a 3D hall effect. Um and then the back panel is also the uh Buddhas. You've got James Pax as uh uh Lightning as the um topper. So I tried to integrate some of the some of the lightning. You know, you got lightning etched into the uh into the side trim. So again, yes, it's it's a lot of different artists and sometimes those those styles can can clash, but I did the best that I could to make it all as cohesive as possible. A and look I think uh it is definitely uh come together extremely well. uh in future I think if you uh ever if budget's always an issue you should just reach out like I would sponsor to help home brew someone like literally I was like cuz we do in some of the work I do sometimes people do reach out for sponsors to kind of help funding um and like to have your name associated with it's a bit like you know content creators or influencers that have um you Patreon right they they nominate their followers because at the end of the day you know it's like Oh, I I help them, you know, do what they do. Um, but yeah, look, so you've sent through some photos and, mate, the artwork is uh it ties in really well. I know this is the part of pinball that I always love seeing the concepts. Yeah. Yeah. Uh, of like sticky tape and ramps. And Uh, of like sticky tape and ramps. And did you borrow ramps and mechs from other games or did you make the ramps? Get the ramps made? I did. So, um, with Friday the 13th, I I did. So, um, with Friday the 13th, I had two ramps. One was from Kiss, Stern Kiss. The other was from Terminator. Um, this one I used uh the Medieval Um, this one I used uh the Medieval Madness ramp that I had kind of performed surgery on. So, I altered it. I I cut about 25% off and I added a a new wire form there. So, um to me this this might be sacrilege, but like there there are so many ramps out there and and they kind of do the same thing. You know, you shoot up the left, you shoot up the right, there's a curb, and there you go. what I had in my mind and the reason that I used the Medieval Madness ramp was because before I ever put pen to paper, I knew that I wanted the skull as a centerpiece from the movie. So, I knew that I wanted a ramp that shot around the skull. So, I thought, well, what game kind of has a big mech centerpiece with a ramp that goes around? I'm like, oh, medieval madness. There you go. And it worked out perfectly. And I've got two 180 ramps. Uh, and I and it's essentially just kind of a generic um reverse scoot or uh reverse ramp uh that I took from Alien. Um, so I used the uh pop-up troll mech from Medieval Madness. I got some stuff from Alien. The uh center kickback is from Medusa, one of my favorite games. Um, and then I got some some parts and pieces and I do have some uh custom lane guides that I made myself. So, it's kind of a combination of a lot of different things. And I that's the first thing I noticed uh was oh my god, you know, inline drops. I love inline drops. And then I love them. Yeah, I love them. Yeah, I know, right? Like I think games should I know, right? Like I think games should have like two or three of them. Um uh sets uh the medieval madness homage to the the troll popping up. And then the Medusa uh as well. And then there's the magnet near the flipper as well that holds um which was I think I was we were speaking last night about it which is in roller um roller games roller games roller games. I always forget the name. roller games. I always forget the name. Yeah. Yeah. Yeah. Um Um so it's cool. I mean look I always say so it's cool. I mean look I always say to people they always comment online that game's got similar stuff to that game. It's like well there's only so much real estate on a playfield right and it's inevitable that games are always going to have very similar shots uh at some point. Uh, I am a sucker for plastic ramps. I think plastic ramps just scream nostalgia and I'm just a huge nostalgia freak. Uh, so when I saw that plastic ramp, it actually felt like a ' 90s game. And I have a thing with ' a ' 90s game. And I have a thing with ' 90s games where I just think they've got so much more character and soul than modern games these days. They're not as deep. I fully get that. But they're just a feel a soul about them when you play them. Like one of my favorites is Johnny Monic. And it's it just feels like I'm in the movie, right? And I got this from your even though I haven't played it. And mind you, a lot of people didn't get to play it cuz the cues were massive. Um so, you know, just looking at it, it gave me a sense of nostalgia. And the plastic ramps, I think, are just a great um a great um asset to have. Um, under the skull there's a U shot, right? Which is very similar to what I've seen in things like Labyrinth and um, uh, Rick and Morty and stuff like that. Uh, you're obviously a fan of that type of shot. So, I do love horseshoe shots, right? So, I do love horseshoe shots, right? And I I I love shots that whip around and come back at you. Um, I hate being punished with a clean shot. So, I don't like, you know, you hit an So, I don't like, you know, you hit an orbit and it goes straight down the middle or you hit a horse, you go straight the middle. So, what I did add was a left kickback, a center kickback, and a right swing gate. So, if you drain, it's your fault. You have the capability to fight back with with every place to drain. And the reason that I put the magnet on the right, and I had never played um roller games was I have a complete um uh uh orbit shot that goes right around. And that shot from the upper flipper to that left reverse ramp was hard. I'm like, "Holy crap, I can't hit this consistently." So, I added that magnet to catch it. So, hold it in place for about two seconds, hold it in place for about two seconds, long enough for the player to set it up, and you can hit the drops, the ramp, or that or that horseshoe uh scoop. So, there's really a bunch of different options from that upper flipper. And the shot from the upper flipper to that horseshoe loop is is my favorite shot in the game by far. So, I've got some So, these are some of the photos that Kyle sent through, guys, that um just shows the conception uh and the layout because when there's so much going on like when I saw the trailer, I was pausing it and I'm like, "All right, where does the ball go?" Like, where are the where are the shots going? And this, I think, gives you a really cool Has it changed much from this? I know the troll location is not in the middle anymore. Yeah. So, I will go through four play Yeah. So, I will go through four play fields when I'm, you know, I talk like I'm super experienced. I made two games, but uh with with Friday 13th and Big Trouble, I go through four playfields. The first one is a free-for-all. You trill, glue, burn, scrape, saw, do whatever you can just to get the idea uh or or the flow of the shots. The second playfield will have the inserts and those shots have been refined. The third playfield will be even more The third playfield will be even more refined. And at that point, the art uh I I'll put a decal. So, I had my third playfield at Expo to kind of show, hey, this was the prototype to show you what the shots look like with the art because the shot and the art should be cohesive, right? You know, you should tell the player where to shoot with the sound, with the music, with the screen, with the art, and with the insert, right? So, all of those things work together in the brain of the player to to know where you're going to hit. So, a lot of things moved around. So, you see there's a pop bumper there that I originally had, uh, which was fun, but it wasn't uh, which was fun, but it wasn't necessarily interactive. like you would hit it and it would come back. So I said, "What else can I do with it?" So instead of the pop bumper, I added a drop target, optos, a vuck, uh a wire form, and then the skull. So I uh a wire form, and then the skull. So I it's uh it was a lot more fun. The center um bash toy I moved to the upper right and it was kind of a happy accident because it happened to be in the hand of the wild man, the kind of werewolf looking guy. So he's holding that and then that's where it it uh pops up. I just didn't want this to be like a direct center shooting game. So, you've already got that uh um you know, Vuck in the center. You've got a center drop target. So, I just kind of moved the uh the popup to way to the right. Uh yeah, and man, there's so much going Uh yeah, and man, there's so much going on in it. It's um See if I can share Trying to share is uh this one is a little bit H one sec. There you Yeah, this is prototype. Um, so some of some of the wires and stuff are still all over the place. Yeah, Yeah, it's very cool. Um, and to your point about the 90s, there and to your point about the 90s, there there are some things and they're like the star rollovers. I love those. Those are super cool. So, that's kind of what I was going for was a game that looked like it may have been made in the 90s, but with kind of a modern aesthetic, the modern art, and then the screen, the light shows, and then the screen, the light shows, and all that kind of stuff. So, I I I do like those games as well. Yeah, it's just something like as much as all the modern stuff is great. I mean, I'm not a great player. I tell everyone on the channel all the time. So, the code, the deepness of a game is irrelevant to me. Like, I love playing Shadow, um, Tron, Creature, uh, Dirty Harry, those type of like, and yes, predominantly a lot of them are movie based of some of some sort. Um, but it's because I connect to those, right? And I'm part of I feel like I'm part of that universe. So, um, this is one of my I mean, I've got a um, this is one of my I mean, I've got a movie poster that's signed of this film. Um, so like for me, as soon as I saw the trailer, at first I didn't realize that it was at first I didn't realize that it was like a homebrew and I was like excited. I was like, who's making this? Who's making this? So, and there's no question. I mean, if it was to get picked up by someone, and I'm sure people will always ask that question, um, you know, and they made a thousand of them, it it would sell out because it's just a theme that a lot of people has asked for, you know, and a lot of people know and a lot of people uh, you know, I guess when when a company is rumored to be doing a theme, we don't know what it's going to have and going to look like. We can only go that's going to be great. You've done it the other way where you've come out of nowhere and showed it completed. So, we don't have to think, right? We just want it. A theme like this, let's say you're in A theme like this, let's say you're in the the boardroom of a major pinball manufacturer and you float a theme like this, it's it's not going to land because, well, it's a niche movie. It came out in the 80s. Nobody cares about it. You don't know what it is until you see You don't know what it is until you see it. So, this is an anecdotal story. It's not true, but it kind of demonstrates a point. You know, somebody asked Henry Ford, well, you know, what was your market research before you built the automobile? And he said, "Well, if I would have asked people what they wanted, they would have said, "I want a faster horse." People don't necessarily know what it is until they see it. You see it and you go, "Oh." And the response that I got at at Expo from from fellow fans, right? Because we all, you know, the their kind of core demographic of of of players uh who who really enjoy this movie just really responded to this game. And it kind of goes to show the the the power of a theme. And I've I've heard some folks talk about, you know, movies and licenses. Oh, I don't want to make that license because that's not a very good movie. And I think they're kind of missing the point. It's not about how good or bad a movie is. It's about how it made you feel, about how a license makes you feel. Um, so whether the the the band or the movie or the show was great or it doesn't kind of hold up, it's about bringing those moments to the player and and and you're interacting with those moments. And that's what's so cool about pinball, right? you know, these are the moments that you remember and you're actually part of it. And and I just I I love it. I love it. And I think that's that's the key to and And I think that's that's the key to and I've said it before on the channel, so our regular view viewers will get sick of me saying this. I think for me, the key to successful pinball, and it's very adamant with things like Spooky and Barrels of Fun, is the boutique, leveraging nostalgia, and memories. Um because let's face it, I'm 41 and a lot of the stuff that is nostalgic is stuff that pinball plays between 40 and 60 can relate to. Um and I think you know any theme that is around 80s and 90s is always going to be a hit. You know there was a lot of people that critiqued Barrels for choosing Labyrinth because like you know that classic nobody asked for Labyrinth. Um, well, you know, out of the pinball community, which isn't a big community, but on a global scale, I'm sure there's a thousand people out there that that love pinball, but also love Labyrinth, right? So, maybe there's some of those people that can't afford one, but at the end of the day, they will eventually get one, whether it's secondhand or not. I think any theme personally is a theme that can be done. you know, things like Fifth Element, Bladeunner, um, Rambo, Commando, uh, even I don't know if you remember the film American Ninja. I do. I do. So, American Ninja had like 10 I think So, American Ninja had like 10 I think there were like 10 sequels, but the first three or four were like iconic in Australia. Like, it was you couldn't hire it at the video store um because it was just this thing about uh was it Michael Vikov, I think was his name, the actor Vikov maybe. Yeah. So that's a similar like that Yeah. So that's a similar like that would make a great pinball. Um yeah, yeah, Mortal Kombat, Street Fighter, Sonic, Mortal Kombat, Street Fighter, Sonic, you know, you got video games, you got movies. I I just think if anyone was sitting in a boardroom and was like pitched this idea and they said, "Oh, it's too risky are out of touch." Uh because the just has everything you want in Secret Source of you know successful pinball. Uh especially I guess if you're making if you're Stern and you're making like 5,000 games maybe uh it may be a bit of a niche, but even that I mean everyone knows this film, everyone. Um so I'd be surprised. Uh talk me through this little doodle sketch on the on the napkin here. So this is actually the sketch after the So this is actually the sketch after the cocktail napkin. The original cocktail napkin sketch I sent you had some art and the layout was similar except it was flipped. So the original idea that I sketched uh during my meeting when I should have been working was essentially what this was but but uh backwards. So this was more uh refined after I had run all the inserts and stuff through uh Adobe Illustrator. So um you can still see the pop bumper. I had five um star rollovers in the horseshoe. I I took it down to two. Um I added a captive ball. couple of other little um little differences, but this was, you know, about 75% of the layout that I wanted. And um and I knew it had to have, you know, the right kinds of modes, the right kinds of multiballs. Um code-wise, uh when I did Friday the 13th, that that game had 23 modes, tons of multiballs, tons of moments. Nobody saw it at TPF because number one, the game is super hard and everything that I had coded in there was deeper into the game. So, I coded it for a home player who would actually buy this game. Nobody saw the things that I was trying to do. So, for Big Trouble and Little China, there's the cocktail napkin sketch. So, this was the first drawing that I did in my mind with, you know, the Wild Man, you got Lopean. So, you can see uh all of my modes survived except for Lords of Death. Um so, I've got uh what, six modes. Most of my monster battles and multiballs survived. the the truck I I took the the truck off and I put low pan front and center and the truck became the cabinet. Um, so for this game, the way I coded it is I like if somebody plays it, they may never get to play this game again. Like they're at a show. So I wanted to give them as much as I So I wanted to give them as much as I could in that two to three minute game that they're going to have. I I wanted them to fight a monster. I wanted to get a multiball. I wanted to experience a lot of light shows. Uh, and I tried to do that as best as I could. So, there were a couple of things that I was super jazzed about that nobody saw because they were a bit deeper, but most of the stuff was kind of front and center. That That's a really interesting comment That That's a really interesting comment because I actually remember hearing the guys that did Mad Max say this that when they first brought the game to one of the shows, a lot of people had queued up for like an hour and then their three balls lasted like and then their three balls lasted like a couple minutes because of how hard the a couple minutes because of how hard the game was. Um, so they had to make tweaks to give people at the next show a better experience because these people are taking an hour or two hours out of their time at an expo to line up and play your game, right? And I think you're right, there's that balance of finding they're never going to play this again unless it obviously gets picked up by manufacturer, but um you know, letting them experience in that 3 to 5 minutes um you know, something pretty memorable for them. Um you know, some people were telling me that Predator apparently only had one ball just to get through the the people, right, to try and look, I I get it. You know, it is like I was talking to Retro Ralph and he said he didn't even get to play this game because that he goes, "Every time I went over there, there was just an like 80 people lining up waiting to play it." Yeah. Um I I didn't, you know, all the Yeah. Um I I didn't, you know, all the podcast and YouTube guys didn't play my game because there was a line, you know, they've got their their job to do. But uh I my I had a hard time at expo because I'm so in excited about this game and I want to tell people what to shoot for and what to do. But these people also just want to play and experience it, right? So you know sometimes I would go and oh, you know, hit this and they like go away weirdo. Let me play my game. Um Steve Bowen uh was in line and if you've never seen him play, it's it's it's something to see. So my one of my favorite memories from Expo was Steve waited in line. He and and when he walked up, I said, "Steve, do you want me to walk you through some of the shots?" He goes, "No, I'm gonna let the game talk to me." Which I thought was a really interesting thing to say. So, he does his thing. He blows up the So, he does his thing. He blows up the game. He he got pretty deep into it and after his game, he goes, "Okay." And he got right back he goes, "Okay." And he got right back in line and he waited again and he played it and he waited again and he played it again. Um, that that was super cool. Um, again, I I just I really enjoyed seeing people play and those moments that I have spent just months kind of agonizing over and and call outs and light shows. To see it all come together and to watch people smile was just was just so cool. And uh I'm going to throw this one out And uh I'm going to throw this one out there. How was this moment,