Speaker
It's like he already had a very high bar of how this game needed to feel. And in fact, this was the first project um he'd worked on with Fast Electronics in it. And I loved our first and initial interactions where it was like, Yeah, so, but I mean, is there going to be latency? Do I need to deal with that? And I'm like, no, it's fine, it's fine. And he's like, well, yeah, but I mean, it can't be too slow with lag. I'm like, no, it's fine. And I kept kind of, when I looked back over the messages, I'm like, I kind of sound like a jerk here. like And we got on a call with ah Dave and with Eli, you know my Dave, my partner with Fast, and Eli, who works with us on the daily basis. And we get on a call and in like two minutes, he asked a few key questions, got some very specific answers that talk about like the kind of control that he has from the software side. So he's not going to have to you know make excuses for or compensate for. He can just control it exactly the way that he wants. So I think that was like ah a big thing for him to be able to say, like, I know what I need to do here from a pinball expectation side and and having, you know, him having worked on the software for other remakes in the past, he already knows what that like acceptable threshold is. And it's like it's got to feel like it has to feel. So I think it was very cool to be able to support him and not have to teach him what