Cheerful Ghost Blog
The Cheerful Ghost Blog is the place to find important site news and allows you to travel back through time to see how the site has evolved and read some of the most important and interesting articles and discussions!
If you want to read my thoughts on my two days at Steam Developer Days hit the links below.
... Read All I was able to attend this years Steam Developer Days and had a great time. One big draw of the conference was the talks and Valve has dropped them all on their YouTube page. I linked to one really great talk above by Mike Ambinder on the Psychology of Games I recommend you watch. There are 25 talks available from this years Dev Days so if you are in need of some awesome game talks and have some time, hit the link below.
If you want to read my thoughts on my two days at Steam Developer Days hit the links below.
As Adam and I were preparing for our booth this year we identified early on that we wanted to run a few NES tournaments and I realized that the best way to do that was to get an old CRT TV. After looking at some options I decided that getting a TV/VCR combo seemed like the coolest option as I haven't owned a VCR in well more than a decade. As I scoured the local Goodwill and other second hand stores I also noticed how cheap VHS films were and that it might be fun to start a small collection. Between each tournament we played a couple VHS films such as Tron and Back to the Future and people seemed to really like that. Besides showing a few films between our tournaments I also had a few movies out on the table I was showing and more than a couple times people seemed interested in buying them. I didn't know there was even a small market for VHS films but I suppose a retro game convention would be the place to pick them up if you wanted to.
After our first NES tournament my childhood NES we were running the tournaments on stopped working. I was really upset as this NES had been with me since I got it for Christmas from my Grandparents back in the early 90's. Having your NES break at a retro game convention is pretty fortunate but I wasn't ready to pull the trigger on getting a new one quite yet but we had to continue the tournaments. In the end I decided on picking up a Retron 3 and that worked out really well. The Retron 3 not only plays NES games but it also accepts SNES and Genesis carts. We continued our NES tournaments without a hitch and I was surprised at how incredible the Retron worked with my existing NES games and controllers. After the convention was over I set it up with the TV in my office and played some of the games I picked up at the convention such as Mortal Kombat and NBA Jam on Genesis. Apparently Sega Genesis games are much cheaper than the SNES counterparts because collectors seem to prefer the Super Nintendo. Whereas I think the Super Nintendo does indeed have better colors and sound the Genesis ports of games are extremely solid and I have been having a blast playing Mortal Kombat on it. So much so that I plan on doing a formal review in the upcoming weeks on what I think of the game and my thoughts on the Genesis port.
I want to thank everyone that checked out the booth at this years Portland Retro Game Expo and hopefully we will be able to do it next year. We are already planning on attending and have some ideas on how to make it better but if you have ideas, i'd love to hear them.
If you are interested in seeing more of the convention you can hit the link on some pictures I took in an imgur album below:
Stay safe if you are going to be out celebrating or doing... Read All Just wanted to wish everyone a very Scary Halloween! Since Halloween falls on a Monday this year I imagine most celebration happened over the weekend but i'm still curious what you all are doing this year? We were going to have a small party but instead we all got sick so we cancelled that and are going to watch the new Ghostbusters later tonight. Also wondering what people have been playing lately? As per normal i've been playing ... Hearthstone. Yeah, I know, not a huge surprise there but I have been continuing my Final Fantasy VI advance game as well as really tearing into Mortal Kombat on the Sega Genesis.
Stay safe if you are going to be out celebrating or doing tricks or treats tonight!
One of the most interesting parts of the second devs days was Mike Ambinder's talk on The Psychology Of Games. When the talks are released from... Read All Even though i'm more than a couple days late to writing about the second day of Steam Developer Days I wanted to get out my thoughts while they are still nearly fresh in my mind. Spoiler alert, day two was incredible but the drive home from Seattle to Portland that night was precarious as I had to navigate the freak storm that occurred as some remnants of Typhoon Songda hit the west coast. I feel bad for my steering wheel as my clenched fingers strangled it for many tense driving moments but the wheel and I made it home safely.
One of the most interesting parts of the second devs days was Mike Ambinder's talk on The Psychology Of Games. When the talks are released from Steam Developer Days I plan on featuring the talk in a post for people to watch and talk more about it. There were many standout parts to Mike's talk but the thing I thought about was how Developer choice can effect player preference. Mike also talked about cognitive dissonance and how they used that to change toxic behavior in DoTA 2. His talk also featured the hilarious picture of him and Gabe embedded above and I want to thank Mike letting me use the image in this blog post.
Another interesting talk was by Ronimo Games(the creators of Awesomenauts) about games as a service. Traditionally a game was released as a physical product and after the initial wave of sales you were done with it. You'd maybe drop a patch or two and sometimes an expansion but for the most part, after launch, developers and companies were done with the game. Ronimo takes a different approach to this with Awesomenauts as they are always releasing content in the form of game patches, heroes, skins and expansions. They've been utilizing the games as a service model since 2012 and it seems to have served them and the fans of the game well. Fans get more of what they love and Ronimo can keep the studio lights on. I found a few things out in this talk in that when players buy Awesomenauts skins one reason they often do that is to support the developers. Players see it more as a patronage of the company and want to support them as a studio. Ronimo also was straight up honest that they held back some content at launch so they could focus on post release promises and be able to fund fixing bugs. Usually companies are not transparent about this but Ronimo was pretty straight forward about the costs of running a studio and being able to keep post release commitments by having the work done in advance.
If I had one suggestion for next years Steam Developer Days it is that I would focus on more advanced topics. It's good to cover things from a beginner level but I wasn't finding each talk to be as meaty or topical as i'd of liked. The talks I highlighted in my two posts were superb but not every talk was as deep as i'd have wanted. That said, I loved that Steam Developer Days was only two days as i've had a rough time when conferences overstay their welcome. All that said, I really enjoyed this years Steam Developer Days and can't wait to head back when Valve does it again in 2018.
If you want to read up on my thoughts on the first day of the conference hit the link below
It's All About VR Baby!
It might not be too surprising that Valve is focusing heavily on VR and the Vive. The main social area here at Steam Developer... Read All In 2014 Cheerful Ghost published it's first game Starship Rubicon, an asteroids-esque rogue lite. Working with Wick to take his game to a wider audience was a really fun experience and along the way we hit some fun milestones like releasing the game on Windows, Mac and Linux on Steam. Because of that Cheerful Ghost was asked to attend this years Steam Developer Days and we happily signed up. I wasn't sure what to expect but I figured we'd learn more about what Valve was up to and maybe play some fun games along the way.
It's All About VR Baby!
It might not be too surprising that Valve is focusing heavily on VR and the Vive. The main social area here at Steam Developer Days is lined with VR booths featuring a ton of really interesting games such as Work Simulator and Tilt Brush. I've really enjoyed trying my hand at Work Simulator and after the whole experience really think that the Vive is the most immersive VR I've used to date. The sensitivity of the tracking and controllers is superb and much smoother than other VR I've tried like the Oculus. Wick discovered the Tilt Brush VR app by Google and was painting some really interesting things for about an hour. It's hard to describe just want you can do with Tilt Brush but imagine a paint program where you can paint with light, smoke and other effects in 3D at room scale. These kinds of VR art experiences are going to allow people to create some really great stuff and I can't wait to see what people do with it when VR becomes more popular.
Valve Dropped Some News On What's Next
We've heard rumblings of a new Steam client update that aims to change things up considerably and I heard first hand of this today talking to a Steam designer and it was later confirmed in a Steam talk. They didn't talk a ton about what the new version would do but they did note that they wanted to improve how people find new games.
Valve said that they are partnering with Samsung to have the Steam Link built in to upcoming Samsung TV's. Smart TV's are doing so much these days and integrating the Steam Link into them seems like a really great next step to get Steam into every living room. I wonder how long it will be before you don't need a PC to stream the games and the TV's have enough horsepower to do it themselves?
During the VR talk they also let us know that they are working on bringing VR to Mac and SteamOS and that there would be a demo of VR on Linux for us to get our hands on tomorrow. Valve bringing VR to SteamOS, Linux and Mac sounds like something that should make people happy as will push VR to be a more open system, something Valve is committed to.
The Swag Is Strong With This One
Each Steam Developer Day attendee was gifted a Steam Controller, Steam Link and a bunch of other swag. This is a really great bonus and something I am looking forward to checking out. It's also really nice for players of Steam games because now that more developers have a Steam Controller, adding support is that much easier.
There Is No Steamboy
Personally, I've been interested in Valve producing a handheld system for quite some time. While I was talking to a Valve Developer I asked them if Valve was working on such a system and they said they weren't. They remembered the Steamboy concept video and thought it was pretty interesting but said Valve wasn't working on anything like that. It makes sense as they are focused on other things right now but I thought it was worth mentioning and lamenting.
Interested in reading my thoughts on day 2? Hit the link below.
I want to thank Kevin for taking time out of his schedule to talk with me, because with all his current and upcoming work I am not sure how he has any time for... Read All To say I am a fan of Kevin Wilson’s work would be an understatement. Kevin not only designed my favorite board game of all time, the original 2004 Doom: the Board Game but he has also created many more incredible games including the upcoming Kickstarter smash hit Teenage Mutant Ninja Turtles: Shadows of the Past & Mistborn: House War. I’ve done two previous interviews with Kevin one in 2012 and 2013 and realized he was doing so much incredible stuff and way too much time had passed since we last talked.
I want to thank Kevin for taking time out of his schedule to talk with me, because with all his current and upcoming work I am not sure how he has any time for sleep!
jdodson: Hey Kevin, thanks for doing the interview. Can you explain a bit about who you are and what you do for people that might not be familiar with your work?
Kevin Wilson: I originally got my start in the game industry at Alderac Entertainment Group, where I worked on the 7th Sea and Spycraft RPGs, but I'm probably best known for the board and card game design work I did for Fantasy Flight Games over ten years, including designing Doom: the Board Game, Descent: Journeys in the Dark, Sid Meier's Civilization: the Board Game, and Android, co-designing Arkham Horror and Elder Sign, and developing the new editions of Cosmic Encounter and Wiz-War.
I've been freelancing for the past four years, and have done several more games including X-Files and Awesome Kingdom (IDW Games), Darkness Comes Rattling (Wyrd Games), and I have a whole slew of upcoming releases, including Arcane Academy (IDW), which I co-designed with my friend Eric Lang.
jdodson: Coming off the massive Kickstarter success of the Teenage Mutant Ninja Turtles: Shadows of the Past where are you at right now in the process with the game?
Kevin Wilson:I'm working on the scenarios for the first few hero packs for the game. The base set is fully completed and we're just waiting to get it back from the printer now.
jdodson: Working with the Ninja Turtles and Kevin Eastman is pretty incredible how did you get involved in the process?
Kevin Wilson: When IDW Games approached me to work on X-Files, they also asked me if there were any other IPs they owned that I wanted to work on, and I immediately replied "TMNT." I then pestered them for a year or so about it until they finally gave in and let me design it.
jdodson: Do you remember one of your first experiences with the Ninja Turtles comic book, cartoon or films?
Kevin Wilson: My earliest Turtles experience was watching the 80s cartoon after school as a kid. I latched on to Donatello almost instantly as my favorite, and I've loved the turtles ever since. Later on, my roleplaying group tried out the Palladium TMNT RPG, and I played a Scottish terrier mutant in it. Good, silly fun.
jdodson: How has Kevin Eastman has been involved with Shadows of the Past?
Kevin Wilson: Kevin had oversight on all the thematic elements of the game and the look to make sure we were nailing it. He had a lot of very nice things to say about how the design captures the personality of the turtles, so I was pleased as punch about that. We hung out for a few hours at the GAMA Trade Show this year while we did signings, too, and that ranks high on my list of favorite memories.
jdodson: When you were designing Shadows of the Past what elements did you feel you had to get right to make sure the game was authentic to the source material?
Kevin Wilson: Obviously, I felt I had to really deliver the personalities of the characters, but I also really wanted to make sure the turtles felt like brothers - that you could really feel how closely they work together. That's where the dice sharing mechanic came from, where basically the turtles to your left and right share one of your action dice each, which really gives a strong feeling of supporting each others' actions. Well, except for Raphael...
jdodson: I know the game hasn’t launched yet but since the Turtles game was such a huge Kickstarter you must have at least personally considered creating an expansion for it. If you were looking to the future what kinds of things might you explore for a future Turtles game? Also, is there talk of releasing multiple expansions due to it’s popularity?
Kevin Wilson: I'd like to see the TMNT Board Game continue for several years at least, with us adding all the different villains and heroes that we couldn't squeeze into the base set. We do have some plans for an expansion called Cityfall that will introduce some of the elements of the storyline of the same name from the IDW TMNT comic series, and I want to develop an AI deck for the villains that will let players try the game as a full co-op instead of a one vs. many design, but I want to make sure that when I do that, I deliver a really good AI mechanic.
jdodson: There were some Kickstarter exclusives such as the special edition Box and April O’Neil hero pack that look really interesting. For fans that may be late to the Kickstarter have there been any discussions to make these exclusives available at a certain time?
Kevin Wilson: The hero packs only had Kickstarter-exclusive miniatures, which possibly wasn't communicated as clear as possible. The hero packs will most likely appear again in some form with new sculpts. I've tried hard to make sure that there are few or no mechanical exclusives for the Kickstarter, only aesthetic exclusives. That way backers get cool stuff, but folks who buy the retail edition don't get left out in the cold.
jdodson: When you work with an artist on a board game cover how much thought do you put into how it sits on a game store shelf and how likely people are to be intrigued by what they see?
Kevin Wilson: Heh, I usually have very little to do with the title or cover of my games. Those things are normally handled by the publisher's management or marketing department. That's not always the case, of course, as Little Circuses and Escape from 100 Million B.C.! are two games coming from IDW that kept my original titles.
jdodson: You have talked a about diversity in games and how you approach that. Do you have any guiding principles that help when you are working on your initial game concept to final product?
Kevin Wilson: I've had to become a lot more self-aware of my own assumptions and of the assumptions that artists make. If you give a basic art description and don't mention gender or race, you're pretty much getting a white male back 99% of the time.
So I've had to start being more careful about that. I also keep a much tighter watch on how women are depicted in my games these days. I want heroines to inspire a young girl, not for her older brother to ogle. The hobby is growing and I think it's important, as well as good business, for game creators to include everyone who wants to play.
jdodson: Looking back at any of your published games would you tweak something if you could knowing how it turned out for people that have played it?
Kevin Wilson: Of course. There's not a single game I've done that I'm perfectly satisfied with. You do your best in the time you have to work on them, but there's always little things that slip through the cracks, and better ideas that you think of when it's too late. That's just how it is when you're doing anything creative if you keep trying to push yourself to get better and better.
jdodson: As a long time Twitter follower I am curious to know more about your project Frontier “Space Opera” board game. When I think of space opera a few things come to mind and maybe you could give us a few hints as to what this may be? Maybe a special exclusive reveal perhaps?
Kevin Wilson: It's a 2-player card game of planetary conquest between different alien races. Rather than a big sprawling board, however, it's more like a knife fight in a phone booth. It plays fast and has a lot of replayability, and I've already thought of 8 alien races for it. I'm currently still shopping it around to publishers and ironing out the game balance between races, so it'll be awhile before it makes it to market.
jdodson: For quite some time now you’ve been collaborating with IDW Games on nearly all of your recent board game releases. What’s it like working with them and how open are they to you pitching your new games to them?
Kevin Wilson: IDW has been great to work with. They're very open to my ideas and they try hard to make sure I'm satisfied with the quality of the releases I'm doing with them. Nate Murray in particular has worked himself to the bone on my stuff, so here's a big thank you to him for that! You rock, Nate!
jdodson: Speaking of successful Kickstarters you’re involved in, Mistborn: House War was recently funded so congratulations on that. With this and the Turtles Kickstarter at what point do you realize that a game you are designing should be Kickstarted? What kinds of games don’t make sense to Kickstart?
Kevin Wilson: Typically, I'm not making the decision whether or not to kickstart a game. It's mostly based on the publisher's financial situation and level of risk they're comfortable with. As for which games do best on Kickstarter, I'd say that well-recognized licensed games and miniature-heavy games are the best bets. Games that aren't as physically impressive and which lack name recognition definitely tend to suffer.
So for Mistborn, although there weren't a ton of fancy miniatures like in the TMNT game, there was still an extremely loyal fanbase that was excited to get a game that takes place in the Mistborn setting. Crafty Games also ran a very tight campaign, which helped the game do really well.
jdodson: What stands out to you as something important that makes a Kevin Wilson game?
Kevin Wilson: Even when the game is intended for a lighter audience, I try to bring something clever to each of my designs, whether it's the dice in Doom: the Board Game, the skill sliders in Arkham Horror, or the tech pyramid in Sid Meier's Civilization: the Board Game. In addition, I really enjoy including storytelling elements in my games. I love planting story seeds here and there in the designs and leaving them for players to find. I also really like it when I get to do some worldbuilding for a game, but that's less frequent than I'd prefer.
jdodson: So I think maybe everyone on earth watched the new Star Wars The Force Awakens. It’s a great movie and I really liked it a lot. That said, one thing some of my friends and I can’t shake is… why another Death Star? Like if you count The Phantom Menace “sort of Death Star like space battle” and subsequent blowing it up from inside thing that’s like 4 Death Stars. Why do bad guys think yet another Death Star will be the ticket? I mean this one was super big and had it’s own independent sheild generator so they upgraded it from Jedi but still…. Why a fourth Death Star Kevin? I need closure. Do you think the first order will create even more Death Stars and if so what would be the hook?
Kevin Wilson: Well, when you start with a weapon that can destroy a planet in a single shot, where do you go from there? That's why they went with another Death Star in Return of the Jedi. And technically, they upped the stakes to entire solar systems in a single shot in The Force Awakens, so maybe next time they'll have a solar system-sized gun that blows up whole galaxies!
jdodson: Thanks for taking the time to do this Kevin, I really appreciate it. Anything you want to say before we finish up?
Kevin Wilson: Just a heads up. The next 12 months or so are going to see a TON of releases from me - most of which I can't talk about just yet due to NDAs. Anyone who wants to keep up with my release schedule should follow me on twitter (@KevinWilson42 - http://twitter.com/kevinwilson42). I make sure to announce any new and upcoming releases there once I'm allowed to talk about them.
**If you want to read my previous two interviews with Kevin where I gush more about Doom: The Board Game you can read those below. Because you should. For science.**
Tiny Build Games is a relatively new publisher from Seattle I admire quite a bit. They started modestly and had a hit with Speedrunners that catapulted them into a really great spot in the Indie community. Since then, they've published Party Hard and Punch Club which are really great games that are well worth your time. They also recently wrote a blog post about the CD key grey market called "G2A sold $450k worth of our game keys" and after it was posted on their blog it lit a fire in certain parts of the game scene. The blog post is fairly detailed but the long and short of it is that over time G2A, a CD key reselling site, has made over $450k in resold keys from their published games. These keys were __NOT__ given to G2A by Tiny Build but resold through the CD key grey market where keys are acquired through bots scamming storefronts, purchased through low cost bundles or sold directly from crooked partners. Very frequently, CD Key resellers like this end up with a massive dump of keys from stolen credit cards, and there are no checks in place to ensure that keys are legitimate.
Again, it's an interesting read and I recommend you check it out.
Why Do You Care That I Sell Or Giveaway A Game Key I’ll Never Play?
To be honest, I don't. I don’t have a problem with a normal gamer getting a copy of Starship Rubicon and selling it or giving it away. I think there is a huge difference between a normal person reselling a key to make a couple bucks and having a CD key grey market middleman scam hundreds to thousands of keys to resell. Again, just to be super clear here I have zero problem if you giveaway or sell a Starship Rubicon key to your friend or internet stranger, as normal people are not the problem. Grey mass-market CD key resellers that use G2A and sites like them are the problem.
It’s also not wrong that people want to buy a game at a reduced price; sales are the lifeblood of the game industry! But there is a huge difference between buying a game in a Steam or Humble sale than on sites like G2A because the developer gets nothing from G2A.
By the way, Starship Rubicon is now 60% off in this current Steam Sale so if you love massive discounts and awesome Indie rogue-lites you need to check that out! CHEAP, CHEAP, CHEAP!
We are also handing out free 10 copies in a Giveaway but that will only last for the next couple days so enter now! FREE? WHAT? ARE WE CRAZY? DON’T ANSWER THAT!
Cheerful Ghost Won’t Make Money From Developer Misery
G2A and other reselling sites can be a big problem for developers and as such I want to make it known that until they and other sites make drastic changes we won't be supporting them. Websites like ours can make big money recommending you purchase games through CD key resellers but we aren’t going to do that and to-date we've declined each request. Let's be clear here in that if we partnered with these sites we’d make quite a bit of money it’s just not right for us to do that. In one such deal we have been offered 6% commission for displaying a banner ad and re-directing gamers to make purchases on a reseller site. We’d also get 5% for direct purchases and it sort of breaks down a bit in terms of percentages based on use-case. Needless to say, if we made some hard recommendations and altered Cheerful Ghost to recommend these sites, we’d do really well.
Many Twitch streamers are financially supported by G2A because the money is pretty darn good. That’s because the CD key grey market is a gold mine, it's just banked on developer misery. We’ve decided to not partner with these sites and give up that revenue because we feel this position is better for developers making great games and the gamers that play them. I was also heartened to see the Reddit Hearthstone community take a stand on this issue and reach out to Twitch streamers to re-think their partnership with G2A.
It’s good for gamers to care about this and make their thoughts on this issue known. The kinds of partnerships we make as video game sites and streamers matter and we need to think what kind of world we are creating by making them.
Where Do We Go From Here?
Ultimately CD Key Reselling sites will either change their rules to disallow massive CD Key sales from unofficial sources or continue with their morally bankrupt model. I have my doubts we will see much more than platitudes here but I remain hopeful to change. Ultimately these discussions are good to have because they raise awareness to gamers and developers on the health of the industry we all love. Curious what you think about this issue and would love to hear your thoughts in the comments.
Here is another article well worth your time.
A developer is recommending piracy over buying a game on G2A, can’t say I disagree with that thinking. I’d rather lose a sale than see G2A get money.
Looks like G2A is attempting to address some of these issues if at least, very slowly. I think this is an interesting attempt but as the article states…
“Unless they actually solve the main issue — fraud on their platform — this initiative invites developers to become accomplices.”
To those who lost someone in this attack, please know you are not alone. We can’t imagine what you’re going through right now, but we’re mourning with you.
This event will become politicized (and that’s already started), but that’s not what this post is about, and we ask you not to do so in the comments. There are political ramifications and those need to be discussed, but not now. For now, we mourn this... Read All By now I’m sure you’ve all heard about the tragic shooting in Orlando yesterday. It’s the largest mass shooting in US history. Such a senseless act of violence caused by fear and lack of understanding. Our thoughts are with the victims’ families and friends today.
To those who lost someone in this attack, please know you are not alone. We can’t imagine what you’re going through right now, but we’re mourning with you.
This event will become politicized (and that’s already started), but that’s not what this post is about, and we ask you not to do so in the comments. There are political ramifications and those need to be discussed, but not now. For now, we mourn this tragedy and pay tribute to those who lost their lives:
Edward Sotomayor Jr., 34 years old
Stanley Almodovar III, 23 years old
Luis Omar Ocasio-Capo, 20 years old
Juan Ramon Guerrero, 22 years old
Eric Ivan Ortiz-Rivera, 36 years old
Peter O. Gonzalez-Cruz, 22 years old
Luis S. Vielma, 22 years old
Kimberly Morris, 37 years old
Eddie Jamoldroy Justice, 30 years old
Darryl Roman Burt II, 29 years old
Deonka Deidra Drayton, 32 years old
Alejandro Barrios Martinez, 21 years old
Anthony Luis Laureanodisla, 25 years old
Jean Carlos Mendez Perez, 35 years old
Franky Jimmy Dejesus Velazquez, 50 years old
Amanda Alvear, 25 years old
Martin Benitez Torres, 33 years old
Luis Daniel Wilson-Leon, 37 years old
Mercedez Marisol Flores, 26 years old
Xavier Emmanuel Serrano Rosado, 35 years old
Gilberto Ramon Silva Menendez, 25 years old
Simon Adrian Carrillo Fernandez, 31 years old
Oscar A Aracena-Montero, 26 years old
Enrique L. Rios, Jr., 25 years old
Miguel Angel Honorato, 30 years old
Javier Jorge-Reyes, 40 years old
Joel Rayon Paniagua, 32 years old
Jason Benjamin Josaphat, 19 years old
Cory James Connell, 21 years old
Juan P. Rivera Velazquez, 37 years old
Luis Daniel Conde, 39 years old
Shane Evan Tomlinson, 33 years old
Juan Chevez-Martinez, 25 years old
Not all the victims are known at this point, but the city of Orlando is keeping an updated list.
And NPR is reaching out to learn more about them to pay tribute to their lives, not just focus on their deaths.
Orlando is operating a hotline for those seeking information about friends or loved ones: 407-246-4357.