(Topic ID: 183206)

American Pinball Houdini thread

By lllvjr

7 years ago


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  • Latest reply 6 days ago by bobukcat
  • Topic is favorited by 204 Pinsiders

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Topic index (key posts)

41 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #145 Houdini Pinball initial flyer Posted by HighProtein (7 years ago)

Post #184 Initial reveal at TPF Posted by SilverballNut (7 years ago)

Post #190 Introductory Price of Houdini Posted by 1iblind (7 years ago)

Post #198 Initial Pictures of Machine Posted by lllvjr (7 years ago)

Post #229 Playfield Close-Up Pics Posted by bigd1979 (7 years ago)

Post #284 Machine feature details Posted by rosh (7 years ago)

Post #312 More feature details Posted by rosh (7 years ago)

Post #385 Double switch lane picture Posted by pinballrockstar (7 years ago)

Post #420 Pinball show appearance schedule for Houdini Posted by rosh (6 years ago)

Post #434 Houdini pics from Allentown show Posted by PinballSTAR (6 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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-5
#37 7 years ago

There won't be a flipping game in Texas. No way, no how.

Maybe artwork displays? But no game.

#39 7 years ago
Quoted from pinlink:

I understand where you are coming from, but I really hope you are wrong.

They only started on it in November, and it's a clean sheet design, so all the JPOP "work" doesn't count. That's not enough time to make anything you'd want the public to see.

2 weeks later
#235 7 years ago
Quoted from cooked71:

Just because that's the first post that came up when I opened this thread.

I'll totally own that, I was completely wrong. When I said that, they hadn't even wired up the whitewood yet. So, props to them for the incredible last minute push to get it out.

#239 7 years ago
Quoted from vdojaq:

Where did you pull that out of your ass?

Directly from the people involved in building it.

#242 7 years ago
Quoted from vdojaq:

I think you might have misunderstood.......The whitewood was playing at that point. The full playfields were not yet done. Just take a few seconds to think about it and it makes more sense.

Or perhaps it was purposely left ambiguous in the description. Like I said, I totally own being wrong.

1 week later
-1
#257 7 years ago
Quoted from vdojaq:

I think you might have misunderstood.......The game was playing at that point, no lights or sounds wired up yet. Just take a few seconds to think about it and it makes more sense.

Actually, I was right - when I said it wouldn't make it based on the description of it literally being unwired at the time. No coils, nothing. But these guys pulled a bunch of all-nighters to do the impossible. So, major kudos. The only thing I was wrong about was underestimating their ability.

1 week later
#323 7 years ago
Quoted from colonel_caverne:

I agree, MM does not have very risky or tight shots.

This sort of comes back to why MM (and to a certain degree AFM) are Top 10 games - they offer challenges for all skill levels. The ball return is part of that I believe.

It's definitely a difficult balancing act - making the playfield itself friendly to new people who just want to bat a ball around a bit and have the machine make funny noises and flash some lights, but having the software deep enough to pull in dedicated players long term.

From what I've seen, Houdini is currently weighting towards the experienced player on the playfield itself, which if I'm being honest is probably fine given the target market for the game.

I think it would do the team a great deal of good to put the game on test in a bar or two and see how "normal" people interact with the game and to check coin drop. Obviously the biggest market is home buyers, but real world testing still has value to tell you if it's a game for everyone and thus destined for the Top 10.

On a side note, my suggestion outside of game play is to add some (more?) humour to the game - it's something that is sadly missing from games these days and I think a big component of MMs and AFMs success.

Hopefully my comments are seen as constructive - I'm in no way trying to criticize the game as-is, just offering my totally subjective opinion.

3 weeks later
#462 6 years ago
Quoted from iceman44:

Nope, don't need to [play].

And this is why everyone should just ignore everything you say, ever.

5 months later
#1032 6 years ago

One detail I think is really cool is the narrow target switches - less than the width of a rubber sleeve post. I hope to see those available for custom games soon. Really opens up room for larger ramp openings without eating up valuable playfield space.

#1049 6 years ago
Quoted from rubberducks:

I don't know if it has been discussed or not, but I'd strongly suggest revisiting the AP logo.

Let's be honest, all the pinball company logos are kind of crappy. So if anything they're just matching the competition on that one.

#1053 6 years ago

They should pull a Williams and just put a chrome text-less logo up on the speaker.

#1094 6 years ago
Quoted from flashinstinct:

Rough sketch but something more like this could work.

Too complicated. The rule is, make it black and white and size it to fit on a business card. If it still looks good then you're on the right track.

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