Sorry, I was just gonna ask because obviously I know you've done a couple awesome interviews with Loser Kid and the boys from Triple Drain and that our viewers or Chris's viewers may not have seen those, but um one of the things about this license, there was so many options that people were like, "Oh, is there going to be like vintage Kong or is it going to be Peter Jackson's Kong?" Obviously, we ended up with the book version, which was a smart idea because obviously you less dealing with licenses about because the book I guess was a bit like Alice where it's free-for-all. Um, you had said that you as long as things like you know the um she wasn't like a damsel in distress and all that. One of the things that I was seeing a bit of confusion about is are you actually playing as her who's an explorer in this game or are you playing as someone else when you walk up to the game? I know it's Yeah, I know it's confusing right now because our intro isn't done, but at game start, Kong is in New York and captured. So, as soon as you press start, uh soon as you press start, you know, you'll see we have these uh theater curtains pull open, but we just have a logo there for now. So yeah, hopefully next code update that will be in there. But what's happening is Kong has been captured and you're at the theater. You're waiting to see the grand reveal of Kong. But first, you know, um Carl Denim is going to show you the making, you know, how we got here, how we captured Kong. So they're going to show you the adventures of the island. So when you start a mode, it goes from a film grain to kind of like live action. and all all the uh um island scenes is kind of the uh you know cell-shaded Kong, you know, because it has kind of this f fantasy vibe to it. Whereas when Kong's in New York, it's more you know, darker lighting, harsh lighting because it's this is real time. This is really happening. So, you know, you're yeah, you're you're basically watching the scenes of how all this unfolded. And then when you you know, you know, obviously we have to jump back and forth because you don't want your game to be completely linear, which is insane. It's like, well, you know, I start in an island and it, you know, end up in New York City. It's like, well, that that's going to be so linear and boring that you're you're you're going to be stuck on the island most of the time. So, obviously, there's things that we have to jump back and forth like where he's climbing a building. I know obviously that happens later in the book, but um you know, for to keep the game itself interesting, we we have to do that. But the overall, you know, story arc is you're watching the footage of all this stuff and then when you like one of the New York City modes, okay, now you're in real time. He's on display and then, you know, obviously he gets loose and, you know, wres havoc. Did you get any Did you Sorry. Sorry, Enzo. No, no, there's a bit of delay. Go ahead, Chris. I I was going to say, so you've read the book before you've designed the game um or when you know you're going to do it. Did you read the book and find any ideas and think, I'm I'm going to take that and I'm going to I make a shot out of it or a mech out of it. Did how how much influence did that have? Yeah, the book was fascinating because it's only 60 pages, I think. And Kong is in New York for three pages. Okay. Almost the entirety takes place on the island. And so, you know, it was tough because when you think of King Kong, you think of him on the Empire State Building. Wow. That's like that's barely part of the story. So yeah, and you know, there's much more island adventure in the book, like the spider, you know, the spider pit plays a much bigger role than in any of the movies. Um, so yeah, that's why I kind of I focused on the the the pit of animals there. The the octopus insect, which uh is only in the book, that's never been in the movies. And uh the two-legged lizard did, I think, make an appearance in the first movie, but I don't know if it made it into any of the others. So, you know, kind of focused, you know, that area uh specifically and then, uh, yeah, we had to kind of take our own stab at a story. Uh, so we, you know, we hired a script writer and it's like, okay, yeah, we'll just we'll make this an adventure um type thing. You know, it's basically the same characters, but they're they're there for different reasons. Um, just, you know, just make the story more interesting, make it our own. Um, and, you know, yeah, like I said, she's not just some, you know, ditzy blonde there tied up half the time. She's actually, you know, there. And it's also not a love story. It's, you know, she doesn't fall in love with Kong because the book that, you know, doesn't really happen. He just she's trying to get away. She doesn't want anything to do with him, you know. Does he Does he fall in love with her, though? Oh, yeah. Oh, yeah. Yeah. It's a one-way love story. I've had a few of those myself in my time to be honest with you. Probably Enzo has in that nightclub there. Enzo, sorry, what did you want to ask? No. So basically, so just to recap, so you we start off the game, he's already captured, he's in New York, then it's there basically because the guy shot a documentary on the island. So we're experiencing that documentary ultimately. Yes. Yes. So the island scenes you're experiencing u kind of flashbacks to, you know, how we got here and then you when you when you climb the building, you get to certain floors, lights in New York City event. Okay, now it's we're in real time. uh we're in New York, you know, and then the story folds from, you know, folds from New York, which most people are familiar with there from, you know, when he's captured to when he's on top of the building. But a lot of people aren't familiar with the the island from the book. Well, and it kind of like the good thing about it, I guess, is that like you said with Kong, a lot of people don't realize that he's hardly in New York in the book. um having that kind of trying to capture in a play through like well you know we need a balance of obviously the jungle and the New York and then it kind of makes more sense now knowing that that you know he's in the corner there in New York and that is kind of the where we're at and then the rest is kind of what where what's happened and you know how we got here and I think that's it must have been hard to cuz you kind of don't really notice that it sticks out a little bit cuz the rest of it is all jungle and colorful whereas that corner of the playfield is New York. Um, was that challenging to try and find that kind of like how do we make it blend because the gong's right in front which is a fantastic mech because I didn't actually realize the gong is uh was a kickback and then obviously the spring releases so you got a twoin- one mech there. Um, but that is obviously looks like it's in the New York area, but then when you kind of look at a different view of it, you realize, well, it is, but it blends well. Like, it works. Yeah, it must have been challenging. Yeah, New York was always supposed to be kind of the back right corner. Uh, that gong mech is kind of like the borderline. Uh, the only real uh issue we came across is we have so the building has this climb meter of all these inserts. It's like, okay, well, obviously the building has to be here. and then we switch back to a gong and it's just yeah it's just one of those okay you know do I want to make a good game or do I want to make a game that makes sense you know it's like choose I okay I'll choose to make a good game even you know the artwork or jumps New York back to the island back to New York it's like you know I'll take the blame for that uh but yeah I didn't want to move the gong elsewhere because it didn't really fit anywhere else so do you sorry we got we got someone in the states we got someone in Australia and someone in the UK so we're we're relying on technology. I was sorry I was just gonna ask Keith, do you do you get nervous before a release um to see what the reaction is going to be? No, not really. Um it's more of a relief because, you know, everyone knows I'm doing it. I can't I be like, "Oh, I'm not what you know." Then once it actually is leaked and it's like, "Oh, fine. I can talk about it finally, you know." Yeah. It gets out gets out quite a lot, doesn't it? They There's quite a lot of leaks. So, yes, everyone tends to know this. I can't I can't remember the last time there was a a surprise release. Was I? I can't I can't think from anyone really. Sorry, Enzo. No, I was just saying I'm curious to ask Keith this because you know Pinball's interesting because it's only one of the small things I've only collected where everything is so discreet and hush hush. Whereas in like video game industry, we know years in advance that they're working on Cyberpunk or that they're working on the next whatever it is. Do do you find that like I mean was it just easy just for everyone to know? Um I know licensing you don't want your competitors to know that you're doing Kong, right? But I guess once I don't know I've always thought just it would be better to get kind of feedback earlier maybe like what's your take on all that? Yeah, it would be but also I know like it's a lot of it has to do with licensing restrictions. Uh, you know, obviously in case of this game, we could have, you know, just started teased it and it would have been fine. But if it was a license game, then we're we're like, "Oh, yeah, we're going to do this saying license, okay, well, the clock starts now. Start paying us, you know." So, you know, there's a there's a rhyme and reason for everything that you know. Yeah. Yeah. It's it's it's f it's absolutely fascinating actually. And I mean, the thing is the competitors know, everybody knows, you must all know what everybody else is doing. Um, how how much how much do you pay attention to what everybody else is doing, other companies? I guess it's different in house, other stern designers because you you know, you can guess you can walk across the walk across the the the office, but um, how much do you pay attention to other games that are coming out? Um, yeah, I mean, because, you know, I'm a pinball player, obviously. I'm not as passionate as I I used to be like traveling to tournaments and stuff, but you know, I still enjoy seeing, you know, other people's new releases and seeing what they're coming up with. Yeah. Yeah. No, Bob. Yeah. I I I did often wonder if every time you do a game, everyone thinks, "Oh, no. Keith, another game again now." Because I just I just think you've you've set the bar so high. I really do. And and but I think that's always good in anything when you have that level of competition. It forces everybody else to um I think to up their game. Um which is which I think is precisely what's happening. I'm I'm interested actually Keith in So we got animations on this. We had animations on Jurassic Park. How much different is that to doing a game where you're dealing with animations on the screen as opposed to Jaws thinking, well actually I've got to cut this movie scene into here and work around that. that that appears to me like it' be almost a completely different skill set really. Yeah. So it it's a give and take. So the advantage I have in Kong is I can do whatever I want in a mode and these guys will make animations to match. Whereas like in Jaws it's a great example of like okay well here's this scene of the the shark floating away. How do I design a mode around that? You know it's it's tough. Um, it's nice to be able to do that sometimes, but also it can be a hindrance. Godzilla was easy because it was just like smash, smash, smash, punch, you know. Uh, but yeah, Jobs was a much tougher challenge because there was, you know, you watch the entire 2-hour movie, there's probably like 10, 12 minutes of actual action in it. And the rest is, you know, three guys sitting around talking. So, it's like, you know, it was that was the tough one to tackle. Um, so but we, you know, we added the bounty hunt system which was all our animations just to give the player, you know, something else to do besides, you know, just sitting on the boat waiting for the shark. Can I ask a question? It's completely indulgent. It's self-indulgent. I'm just going to ask I'm going to go, you're in front of me, so I'm going to ask you now. If I if I'm hunting a shark on if I'm doing the Makeo shark and and whatever, I've got to do, you know, three ramps, six ramps, or whatever, and so many and I don't make it. I can't even believe I'm asking this, but I'm going to. Um, if I don't make it, do I then have to hit the fishing reel again to get that bounty back so as I can restart that mode? I believe so. But I think then the requirements are cut in half. So, if you do a mode you've already done and failed, it's much it's much easier to catch the shark because he's already halfway down. Okay. Thank you. I could I could have gone to pinside and searched it, but you're you're right in front of me, so I thought I thought I'd ask. Um the video mode in in Jaws is sensational. What are the plans video um video-wise on on this one on Kong? Video mode? Yeah. I I don't know, man. Probably not on this one. No, you know, you don't think you'll do one. I think Josh has lent itself perfectly because of the the video game tie-in. They had the one scene where he's playing Killer Shark and I was like, "Oh man, that could totally make that a video mode." And we all went to um when Jaws they did a re-release over the summer and Stern sent us all you know go watch the movie and you know some of the guys in team hadn't seen it in you know 30 years. So, we all were at the theater. We all sat next to each other, me, Harrison, and Rick and we were watching the movie. And then that scene comes up where he's he's playing that and I was like, "Oh my god, we got to make a video mode of this." And Rick's like, "Oh, cool. Sounds fun." You know, because Rick's from the video game industry, so I was like, you know, we'll throw back to him. And then um yeah, I sat down designing it and originally it was only you can only fire forward and I was like, "All right, this it's almost there. This kind of sucks." So then we added, you know, left, right, center shots. And I was like, "Okay, yeah, here we are. It it it feels I'm not a great fan of of video modes um in in pinball machines because I think back in the day in like WPC times the video mode was probably as good as something you were playing on an arcade game and now you've got better games on your phone than you can possibly get on on a pinball machine. So they feel like they feel cheap and lesser in comparison. So they don't feel important in that game in Jaws. It feels important. I'm really it's it's weird. I'm desperate to get that extra ball. I'm desperate to get those points. Um I do I'd say yeah congrat another another congratulations um really on that. I mean I think it worked because it's based on you know a game you play if you play that game today it's like wow this is cheesy but you know that's you know that's what they were playing back then so that I think it fit perfectly in the game is thematically you know well time capsule of that period. Yeah you've done that perfectly. Um, Enzo, before we let Keith go, who's kindly joined us, did you have any final questions for him? Yeah, I guess there was that thing where, you know, everyone hearing this rumor and obviously everyone's like, oh, Gary had done that photo in front of that King Kong poster many years ago. Um, and straight away everyone kind of went, there's going to have to be um, especially a lot more of the harsher content creators, um, oh, there's got to be a building. There's got to be a building or else we riot. Right. the the idea which I really like and correct me if I'm wrong. The idea that the building is on the artwork and we are constantly during the game climbing the building in the background, right? So, it doesn't matter whether you're in modes or which mode, there is that constant uh climb. Um, is that always happening in the background? It doesn't like stop or you've got to be in a specific mode. How does that actually work? Yeah, that's always happening until you fill out a whole floor. Yeah. Uh each one of those windows is a a foot marker like 100 feet, 200 feet, 300 feet and then when you fill out a floor of windows at likes a New York City event and then it'll stop until you do the event and then it'll it will resume. But yeah, I the problem with having a uh a building on the you know an actual like sculpt on the building is you know the building is super tall and you know Kong Kong is 30 feet tall. So we you know we were like mocking some stuff up and so we have this either have this comically large Kong on this tiny little building or you know we blank them both really small and it just unimpressive. So yeah, we we ditched that early. And so then I I switched to okay, what if we're inside the building? So it's like, okay, you're in that upper right area is Ann's apartment and here's a window and then you this giant hand comes in, you know, grabs the ball and then drops it in that area. And so I, you know, kind of mocked, you know, something like that up, but then yeah, George was like, "No, it's got to have this giant Kong." You know, I was like, "Yeah, I agree." So, um, we, you know, I scrapped that idea before it got went any further. And then that's how we ended up with the, you know, Kong smashing a train. He's incredible. He's a big Kong. Like, you were holding it in one of the interviews you did with Loser Kid. Like, it's a big It looks much smaller in the videos and then you were holding it. Was the one that you were holding in that that was on your desk the same size that ended up in the game? Yeah. Yeah. Yeah. It's bigger than It's bigger than you think. Yeah. Takes up a lot of space to back panel. Yeah. Yeah. Yeah. Yeah. We're still working on, you know, some of the animations. Um, but yeah, he can punch the train, he can punch the glass, uh, he can do little dances and stuff. Um, hey, say hi. There he is. Um, I I I've got to say, and I'm I'm I love the punching of the glass. We were We did speculate on that, didn't we? Uh, and so before we we were wondering that, um, I've got to say a little thing I really noticed. I really like it. It's a small detail. I love the sound the spinners make. Oh, really nice touch. Really, really nice touch actually. They've got that whatever a jungle sound or something. They got something going on with them which I think really really adds to it. It's it's a small bit but it's it's nice to see it done. It's all the small details that go who who spotted that? Who thought oh hold on let's let's do that. Yeah. It's funny because Jerry Rig gave a sound. It was a bongo left, right, left. Each spinner did left, right, left, right, left, right. And I was like, uh, why don't we just have right spinner do right, left spinner do left. And that way if you get them both spins at the same time, you get, you know, kind of, you know, more of a random uh drum pattern than, uh, you know, just constant same one over and over. Yeah, it's great. It's great. I I absolutely love it. Um, Keith, I think I don't even think it's going to be another triumph. Um, I'm very amused that you weren't sure whether Godzilla was going to be, particularly given it turns out to be, and you know, sort of like the most popular game of all time probably. and and you know in everyone's favorite game. Um you know continue doing what you're doing. It's I can't say any more than there's never any doubt when you do a game that it's going to be good which I guess puts extra pressure on you. Um and you know massive congratulations to your team who are obviously you're so polished so good at what you do. Absolutely the leaders now um in what you do and um and thank you very much for joining us. Any last words Enzo? Um, I would assume you would know what your next game is or you taking a break because I kind of feel like you've worked back to back back to back like because obviously you had you know like have you like Yeah. Do you already know because I know you said when you you were had done an interview about Jaws that you'd already finished your next game which was obviously this game. Like do you know what your next game is or you having a break? Yeah. Yeah. I I already designed a layout for my next game a few months ago. Um Oh wow. We're just we're just now kicking that project off and you know I might you know do some revisions and but yeah I' I've known for probably almost a year now cuz this is probably your next game cuz I think you know when you did Jaws everyone you kind of already knew about Kong it this one funny enough I was talking to um Don yesterday about it and he's like we we don't actually know anything like it's probably been the most tight lipped cuz like I wonder if he's is working on something and I was like, "Well, I'll ask him." No rumors at all. No rumors at all. No rumors at all. I've heard nothing. Wow. I'm sure I'm sure something will leak eventually. You would You would think so. Keith, thanks so much for your time. I know you're a busy man and uh yeah, just massive congratulations and we're all looking forward to getting our hands on Kong. Um Keith Elwin, ladies and gentlemen, and Enzo [Music]