Jun 15, 2026 · 1 hr 10 min · 10 segments
Rachel and Cale are back with more pinball talk • Earnings report for May • How do we set pinball replay scores • How do you deal with all of these new machine releases • Has Rachel thought of…
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Um, let's get into the mail bag.
This is from Evolving Scott via Discord.
That's our friend overseas.
Yes.
He's in, I think he's in the UK.
Okay.
'Cause h- he's talking about pounds.
Yeah.
Is that what that, that little s, that little symbol there, is that a pound symbol?
That's a pound.
That's a pound, okay.
Uh, Evolving Scott asks, "What do you set as your replay score on machines? Do you leave it at factory setting, or do you increase it to mean it's near impossible to get? We're starting to get some regulars who come in and play for an hour, but only end up paying for a few games as they get so many free credits.
I understa- stand a numerical value depends on the exact game, but do you put it up near the high score five number? Do you aim to limit it to best 5% of players getting it? As an example, I just increased Deadpool from factory to 300 million.
We only have seven machines, so our regular players get quite good quite quickly on them.
Also, do you do straight $1 per credit, or do you have $2 for three credits? How do you make that decision, and does it change with the age of the machines? We have ours at £1 for one play or £2 for three credits, but I'm considering changing to straight up one for one.
None of our other arcade games have extra credits, and they don't cost anywhere, anywhere as near as much to maintain." That's always a good point.
"Uh, I'm aware you have some older games that are on 75 cents per game, but wondered if you have a formula/guideline to all of this madness."
We do.
That's a big question.
Let's unpack it.
All right, so let's start with replay values.
Yes.
We have that set to dynamic replay, so as people play-
Now, is, is, is that stock on a, on a Stern?
Yes.
Um, let's get into the mail bag.
This is from Evolving Scott via Discord.
That's our friend overseas.
Yes.
He's in, I think he's in the UK.
Okay.
'Cause h- he's talking about pounds.
Yeah.
Is that what that, that little s, that little symbol there, is that a pound symbol?
That's a pound.
That's a pound, okay.
Uh, Evolving Scott asks, "What do you set as your replay score on machines? Do you leave it at factory setting, or do you increase it to mean it's near impossible to get? We're starting to get some regulars who come in and play for an hour, but only end up paying for a few games as they get so many free credits.
I understa- stand a numerical value depends on the exact game, but do you put it up near the high score five number? Do you aim to limit it to best 5% of players getting it? As an example, I just increased Deadpool from factory to 300 million.
We only have seven machines, so our regular players get quite good quite quickly on them.
Also, do you do straight $1 per credit, or do you have $2 for three credits? How do you make that decision, and does it change with the age of the machines? We have ours at £1 for one play or £2 for three credits, but I'm considering changing to straight up one for one.
None of our other arcade games have extra credits, and they don't cost anywhere, anywhere as near as much to maintain." That's always a good point.
"Uh, I'm aware you have some older games that are on 75 cents per game, but wondered if you have a formula/guideline to all of this madness."
We do.
That's a big question.
Let's unpack it.
All right, so let's start with replay values.
Yes.
We have that set to dynamic replay, so as people play-
Now, is, is, is that stock on a, on a Stern?
Yes.
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