(Topic ID: 183206)

American Pinball Houdini thread

By lllvjr

7 years ago


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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)


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#136 7 years ago
Quoted from vdojaq:

Interesting.....this is not the cabinet style I believe that is going to be used.

Definitely not the cabinet

30
#166 7 years ago

I hope to see many of you at our seminar on Friday night.

Here is a sneak peek

houdini-wrapped (resized).pnghoudini-wrapped (resized).png

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#243 7 years ago

When I have more time I'll respond to more items

There was no shooting anything until two weeks ago and no playfield with Leds until this past Monday. . Never had a wired whitewood.

Three magnets

Yes, chain not right look/color, what we could get for now

Yes, shots are tight, takes a few games to get the feel, can then be made regularly, some teams will be made, remember what I said above about how long we have been shooting it. the jail/magic shop hole requires banking a shot off the stage or stage rubber or some luck off the pops, by design.

1 week later
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#260 7 years ago

catapult in action

#264 7 years ago

There will be settings to adjust power. We are in the process of doing testing around its performance under heavy use and over time. We also have tracking on the success rate, which at TPF was approaching 95% and that was on close to 500 throws. I've also added code that you still get credit for the lock (when that is the purpose of the throw), even if it misses.

#266 7 years ago

I'd say there is a decent chance Houdini will make a limited appearance at MGC on Saturday. If it does, it will be just one machine and we will have it on 2 ball play to try to give as many people as possible a chance to play. I'd like to avoid one ball play, since be a real bummer for someone to wait in line and get a house ball. Of course if we find ball/game times are too long, we will change that. I've considered adding code that if you first ball is more then X minutes, you don't get a second ball, but probably won't have time to do that and properly test it.

#274 7 years ago
Quoted from InfiniteLives:

it was 0 for 3 for me

One of the machines at TPF had a bad power supply, that ultimately crapped out and we replaced with a spare. That one was not consistent until after we replaced the power supply. It was making us crazy as to why one was hitting it nearly every time and the other could be great 10 in a row and then come up totally short or totally long. Never going to be 100%, but I think we will be happy if we are consistently over 90%.

Quoted from chadderack:

What about just a simple game-time limit? 5 minutes and then dead flippers & "Thanks for playing."

I'd hate for someone to be in a really cool mode and suddenly have the game crap out. But certainly an option we can look at.

I think that is a little too short, I want folks to get to see the catapult in action or the stage mechanism, which has a curtain that opens and closes and once inside the ball can disappear and/or appear. It is also where the primary modes get started, including straitjacket multiball (and for anyone who gets that at MGC or other shows we are at, you have to go for the hanging/inverted version).

Quoted from Pinballlew:

I agree, visually it did look good but who wants a pinball machine that looks good but plays like a Magic Girl?

Joe spent time looking at how to make the original playable, but ultimately decided it was best to just start over. There were parts of the original art I really liked and some parts no so much (like not really looking like Houdini). Ultimately, completely starting over on everything made a lot of sense, there was just too much baggage otherwise.

Quoted from CNKay:

Does anyone know the hardware the game is using?

Game is running on the multimorphic board set (e.g. p-roc), with all inserts being direct wired RGBs.

#277 7 years ago
Quoted from Topher5000:

How about if the game goes longer than 3 minutes, it ends when the ball drains?

That is what I had mentioned above, just not sure I have the time to implement and test before MGC, have a few other things higher on my list.

#284 7 years ago
Quoted from OLDPINGUY:

Hi Rosh,
I hope you dont mind an opinion.
It deals with timed play.
I love safecracker, and a Timed mode, with the ability perhaps to add time, fits right in.
Say, Water Torture Mode.....How Long Can you Hold your Breath?
This is a timed mode, where even players, like they did at shows, could toy with holding their own breath!
Straight Jacket, Handcuffs too.....Best Time to Escape Awards, Extra Time to Escape...
Just Brain farting.......

Always happy to hear opinions, ideas, thoughts. Nice thing is I get to decide what to do with them

I'm not really familiar with safecracker, so I'm not 100% sure what 'timed' means in this case vs a classic 'timed mode'. I'm guessing this is some sort of a 'do it or die (e.g. ball ends)'. Assuming so, I did want to do some of that, but there was a general sense that it would not necessarily be acceptable to many. Having said that, we do have two modes that are that way. These are both 'after outlane drain' modes, that can be earned/enabled during play, and then if you drain through an outlane that is enabled, you get a 'limited' mode, during which either you achieve the goal before the limit is reached, and continue your ball, or you don't and the ball officially ends.

The idea of holding your breath is interesting relative to how he would do that in his shows (although I have not confirmed he had actually done that or not), but not sure how you would really encourage a player to do that, but we can certainly suggest it to a player. Certainly the idea behind straitjacket multiball (reversed or reversed and inverted flippers), was that to play that effectively, you cross your arms like in a straitjacket.

There is already an 'award' for fastest jail escapes (meaning, fastest time across all five of the jail escapes (hurry ups). There are a couple of other awards that can earn you a 'high score' entry.

There are modes where you can earn more time to increase your chances of completing the illusion or extending it to score more points.

As I said, open to suggestions and ideas, thus the reason I posted a lot of detail on the rules. I've got a lot of ideas and a vision for the game, but, I'm always happy to 'borrow' the ideas of others.

#286 7 years ago
Quoted from mainelycoasters:

I hope you will bring this game to Pintastic new England.

We are working through our show schedule and that is certainly one we are looking at. Our goal is to do our best to get to the bigger shows in each region of the country and certainly down the road we would like to get Houdini to the other side of the pond.

#293 7 years ago
Quoted from Jamaster10:

HHHHMMMMMMM Who will be bringing it there?????????

Just some troublemaker we know, who is going to show up at our offices earlier than I would like

#294 7 years ago

At MGC will be set to one player, one ball, but if that ball is less that X seconds you will get a second ball. Have not decided on X yet.

#297 7 years ago
Quoted from rosh:

At MGC will be set to one player, one ball, but if that ball is less that X seconds you will get a second ball. Have not decided on X yet.

After a long discussion I was out voted, and it will be one player, two ball. We of course could change that based on what we see happening.

#299 7 years ago
Quoted from extraballingtmc:

Northwest pinball show in June please!

Likely

13
#312 7 years ago
Quoted from Whysnow:

I found the right side shots to just be too tight to be fun (maybe I just suck) and not a whole lot of shots.

I had to laugh to see that comment just two posts after the video clip that was posted, where the player hits that tight inner loop shot that feeds the catapult, twice in the first minute or two of play. One highlight of MGC, was watching a 10 year old, hit that shot three times on his first ball and start Trunk Multiball.

It is certainly a tight shot, but it is also certainly makable. What seems to happen is players will psych themselves out over how tight it is and it becomes a mental block even more than a skill thing. Like many machines, it takes a couple of games to get a feel for the shots. I know on EBD I will rarely ever have even a decent game when I first step up to it, but after two or three games I can finally get the feel for the shots (which is probably why it was a good earner on location back in the day). Houdini is a game with a challenging shots and that may not be for everyone. It is certainly not a game like LOTR or MM where most shots are easy to make and will typically feed right back to the flippers, nice and easy. At the same time, ball times are surprising long and a very large percentage of players get to seance multiball, so even a novice can have a fun time with it. Regardless, we will look at tweaking a few of the shots.

There are 9 primary shots, plus 6 very thin stand ups, between primary shots, that are directly facing the player and shootable from the flippers (and those 6 stand-ups get you to seance multiball), so plenty to shoot for. The left and right orbits and ramp, which are the easiest shots to make, currently, have minimal value, unless you are in a mode, which is where they get plenty of use and the modes are where the points are. I did adjust code during MGC to make it easier to start a mode. They are also involved in jackpots during two of the multiballs. I will be adding some additional value to those shots during non-mode game play. They are also key in extending the timer during modes.

#318 7 years ago
Quoted from mof:

Curious.
How can you make this statement when you have two ez-mode spoon-feeding ramps right back into the inlanes?
How does this modern-style ball-return predictability help underscore the theme of escaping from impossible situations?
-mof

I'm saying that those games have a majority of shots that then feed the ball nicely right back to the flippers, in MM, almost every single shot will send the ball safely back, heck, even fall backs from the ramps are set up to be sure they feed back nicely, and I think the pops also do that, can't remember for sure. The only risky shots are the castle gate/draw bridge and the trolls.

The return that feeds the right inlane, comes into play in only a few situations as it is a return from the upper catapult and that is only used during a couple of modes, or a sneak in to the upper vuk when lock is not lit, it is not a classic shoot this ramp and feed back to the inlane. The main ramp will feed the inlane and the lower left loop, just above the sling, is a tricky shot to hit, but it will also feed the inlane (but must be followed by a shot to the ramp to have any value to the player). There are three shots, the orbits and right scoop, that will feed past the slings to the flipper.

My experience in playing the game, is that it is not the easy flow of a MM, LOTR, RS, etc. so not saying no shots flow back, but it is not the type of game where you can sit back and just let the ball come to you and flip, not if you want to make the key shots it is a game that will require flipper skills (bounce passes, drop catch, chill, catch and shoot, etc. ) to get deep into the game.

#319 7 years ago
Quoted from wcbrandes:

PAGG this year? PNW?

Right now we are we are trying to work through the logistics to be at both shows. Challenge is there are also a couple of east coast shows before or at the same time.

#325 7 years ago
Quoted from Manic:

Well the announcer does say "you stink" when you lose the ball early. So there's at least there's a nod to humor.

Right now game has quite a few insults thrown at the player, just because those were easy to come up with when I did the first round of voice calls -- or maybe that is just my sense of humour.

In all honesty coming up with the voice calls is in many ways harder than coming up with rules. That is one of the biggest downsides to an unlicensed theme. Not like I can sit back have a few shots of tequila and watch a movie over and over again to find great call outs. I don't have Harold Ramis or the Coen brothers writing for me.

#331 7 years ago
Quoted from chadderack:

I enjoyed the message you guys have in there saying "BALL SAVE -- Next time, try using the flippers" or whatever that was

As I said, lots of insults like that right now, but only when deserved and there are a few compliments as well. I think my favorite right now on a quick drain/ball save, is "Seriously?", maybe it is just the way he says it. But funny how a single word can carry so much weight. Although I also like "you've got to be kidding me"

Quoted from nwpinball:

The Northwest Pinball & Arcade Show is the same weekend and twice as big. You gotta go where the action is.

Every show thinks they are the best and/or the most important for us to be at. Which I think is great, shows the passion that is out there. As I've said, our goal is to get to each region of the country. Easier said then done, but then again, people said you could not get a machine from nothing to a playing prototype with full art in four months . . .

We are building some more prototypes and getting distributors on board, to help make it possible to be at as many of these shows as possible. I believe we have four shows tentatively planned over the next few months. Keep in mind, I used to live in Atlanta and have family there and Jolly our sales guy lives in northern California, so that may give you an indication of some of the shows we are looking at.

#335 7 years ago
Quoted from musketd:

So will you guys be at pinfest? It's one of the biggest shows on the east coast ?

Right now we are just trying to work through the next few. But since I head to Maine for a week or two each summer, I am pushing for it, since I can hopefully time it to do the show while I am already out that way.

Quoted from colonel_caverne:

i hope the code will be the main factor to play this one again and again, much more as been mildly insulted for playing badly! lol

I'm sure it will shock no one that my primary focus is on the ruleset and making fun for the novice, but provide a lot of breadth and depth for a player/collector. If you have read the basics of the rule set, posted in my record setting long post earlier in this thread, it will give you a sense of where I am going with it. Of course at shows, few if anyone can get a true feel for the ruleset, which is why I chuckle when I read comments about the rules coming out of a show, I'm thinking "dude, you barely scratched the surface, you have no clue what is in there". I've also had heated discussion here on rules "Rosh, the secret missions are way too complicated, needing to hit three specific shots in a row, it should be just one shot" and I'm responding "jail escapes are hurry-ups and are one shot, secret missions are combos, and yes if you want to complete that phase of the rule set, you will need to be able to make the combo". Now I do understand the concern, since you can start the first secret mission very quickly and easily at the start of the game (the combo then remains active, with inserts of a specific color guiding you, until it is completed, at which point you can start the next), so I can see the confusion that a player totally new to game, as everyone is at that point, thinks that should be there focus vs starting a 'stage mode', which would be more of the primary objective and those have a lot more variability (and points) to them. Secret Missions are there for depth and to give a player more things to think about, focus on and strategize, e.g. focus on a combo when you have gotten the playfield multiplier up to 2x/3x/4x. Secret missions also have a mini-magician mode as well, and is needed to earn a houdini letter). Certainly possible for shows we will change that up a little to help.

10
#365 7 years ago
Quoted from spfxted:

Hey Rosh....I know its waaaaay early, but is there a second game on the radar for you guys?

On the radar, sure, almost every day we talk about themes for our next game, both licensed and unlicensed. However, 99.23% of our focus is on getting Houdini to be a kick ass game and get production started. Oh, and getting it out to shows so more folks can experience the magic

#371 7 years ago

To be clear on this, American Pinball is NOT taking deposits and no deposits given to a distributor are flowing to American Pinball. We are not taking pre-orders and are not selling direct.

#377 7 years ago
Quoted from colonel_caverne:

Do you know when you will probably announce some European (and also worldwide) distributors?

We absolutely have plans to do so, and I have a few reach out to me, and I have directed them to Jolly who is handling distribution. Not surprisingly our first focus is first on North america, since there are also legal and regulatory issues we will have to work through going overseas. We certainly have some time before machines are rolling off the line to address this. We are very pleased to have so much interest in Houdini.

#378 7 years ago
Quoted from damageinc55:

You guys should burn one it at Level 257.

I suspect we will start doing some location testing after we get through the next set of shows.

#386 7 years ago
Quoted from pinballrockstar:

Smart to just put 2 switches there..it overcomes this problem.

Often you can use an opto to handle that wide entrance, but given what else we have going on in that area, there was just no place to put it.

#399 7 years ago
Quoted from colonel_caverne:

I don't know if it has been said but what about the quality built

The build quality is of very high importance to us. No way the company will survive if the quality sucks. From what I have seen so far, the cabinet and playfield quality are excellent, and very much where we want them to be. The prototype playfields are showing more dimpling that i would expect after just a few thousands plays, but that is due to us having to go with a quick cure hard coat, given the time crunch we were under. I've been assured that the final playfields will be superior.

Quoted from Ricflair:

I would think they would do something to show that he discredited the spiritualists.

He was very much interested in the afterlife and was very much a believer in contact in the beyond, but he did spend a lot of time debunking and exposing fakes and phonies. The game features a 'seance multiball' that captures his interest in the afterlife, it features his Mother, which is whom he was hoping to connect with. So while the seance mode does not necessarily focus on the debunking aspect, he does fit in with that aspect of his life. With various aspects of his life we are taking some literary license, such as his time as a spy (which is not universally accepted). I'm sure some will find how we treat some aspects of his life, not up to their expectations.

13
#406 7 years ago
Quoted from xTheBlackKnightx:

I have zero understanding why AP changed their position on allowing distributors to accept preorders for anything, as that was not what was stated upfront.

American pinball is not taking pre-orders and not taking money. It would be basically impossible to keep distributors from compiling lists of interested customers and/or taking small deposits to confirm true interest, and I don't think we ever said we would not allow this, and we have chosen not to try to stop it. At some point distributors will need to decide how many they want to initially purchase, and I'm sure they would like some gauge of genuine interest. Most distributors will happily add you to a list without a deposit. Obviously there is a segment of the community that wants to be first in purchasing machines and it seems this helps them do that.

Personally, I would never buy a machine until I have played it and it is available, but that is me, and everyone here is a grown-up (well some don't act like it) and make their own choices. Of course I get to play Houdini every day and it is continues to challenge and entertain me. Just can't figure out how I still can't master the simple shot to the ramp after the lower left loop to increase the playfield multiplier, clearly I have a mental block about it, but at least hitting that tight right inner loop, has gotten pretty common for me.

#413 7 years ago
Quoted from pinballrockstar:

Is there a European distributor where i can buy Houdini?

Not yet, but there will be. Lots to work out with getting games overseas, dealing with regulations, etc.

Quoted from xTheBlackKnightx:

I know American Pinball is not taking pre orders directly.
I know AP is not "sanctioning" the process.

No money is flowing to American Pinball. AP is not requiring deposits or payments of any kind, nor are we telling distributors they should or should not be doing this. They are independent businesses and we have placed very few requirements on them at this time. It is certainly possible that will change in the future. Any deposits made are with that distributor. If you don't like a distributors terms, I am certain you can find one whose terms are acceptable to you. If we find a distributor is misleading customers and providing false information, they certainly could lose their right to distribute the game.

At this time is seems most folks are comfortable making deposits with distributors to hold their place in line vs sending money to a manufacturer, and given what was have seen the last few years, that certainly makes sense and it is one of the reason we decided to not be selling direct or taking pre-orders. If you are not comfortable with the terms of a distributer, I suggest finding one whose terms you are, or wait until games are ready to ship. As Larry indicated a few posts above, he does not require that, and that is certainly the case with other distributors as well. Obviously each distributor has different dynamics in their business.

I certainly understand the concerns people have with a new company, and I certainly don't take offense. We have tried to look at recent history and do things in a way that most folks will find acceptable. Obviously, like everything else in pinball, not everyone will be happy or agree with our decisions, whether it be our sales model, game design, rules, etc.

Now you will excuse me, the game's narrator just said "Magician three is now up"

#416 7 years ago

Gates of that nature create a whole new set of issues since they can be more prone to double switch hits as the gate swings back, and while that can be a challenge on a ramp, it is a far bigger challenge to manage with a loop. While the aesthetics of two switches may not be ideal, so far they seem to function quite well.

1 week later
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#420 6 years ago

Quick update, below is a list of which shows Houdini will appear. We are looking at a couple of others, but these are the only ones confirmed at this time.

PinFest Allentown
Pin-a-go-go
Southern Fried
NW Pinball

For anyone who cares, as of now . . .

Joe Balcer and I will both be in Allentown
Joe and Jolly Backer will be at Northwest Pinball
I'll be at Southern Fried with Jim Thornton
Jim and Jolly will be at pin-a-go-go.

#424 6 years ago
Quoted from JIM_Z:

Bummer...I was hoping you would make Pintastic.

I'm still pushing for it, but so far we have not been able to work through logistics to make it work.

#442 6 years ago
Quoted from DaWezl:

I get the burn, but some of us have "Z" in our initials

Well, while it does not show it when entering high scores via the spirit board if you do go to where the Z would be you can choose it and it will display in high score. So we did not put any Zs in the game, you did plus I did that so terry from PBL would not get mad at me

10
#461 6 years ago

Posted this in the Allentown thread but wanted to post here as well.

What a great and exhausting show
want to thank all of you who came by to play Houdini. I know the line was often long, but I think most found it was well worth the wait. And clearly some of you did since you kept coming back to wait and play it again and again.

It has been a lot of work to get it to this point and seeing people's expressions when seeing the catapult throw the ball close to two feet in the air into the trunk or playing straitjacket multi-ball with both reversed and inverted flippers was quite rewarding. Joe balcer thought I was insane when I came up with reverse and inverted, but seems those "brave" enough to try it have really enjoyed it.

The grand champion score was set four times, the last time being the third to last game of the show, which was a great way to finish.

Was really impressed with a couple young kids who had skills better than 90% of the adults. One made four straight shots to the inner loop that some say is "too tight".

I want to thank Joe Newhart and the team from pinballStar. They did an amazing job in hosting us and did everything they could to make it a great show for Houdini -- well except for killing the power before I could pull off the final audiits, but I'll get them at some point. The last time I had looked the catapult throw was succcesful 94% of the time and there was around 450 games played (was set to two ball play play to help keep the line moving).

Was great meeting so many if you and thanks again for playing.

Rosh

#482 6 years ago

Just landed back in the Windy City and were told 40 minutes until our gate is ready, the joy of travel.

As far as the right inner loop, I've pulled some data from the logs I was able to pull off before the machines was pre-maturely shut down, so I do have a pretty good chunk of Saturday's data. Tomorrow I will pull some numbers as best I can on the different shots and we can see how tough it really is. Keep in mind data on some shots is not as clean on others given things like falls backs on ramps, vuks, bounces on switches, and cleaning that is not worth the effort, but data in inner loop (getting past the bend) and standups is pretty clean, so be interesting to see, betting the numbers will be surprising to those who think it is so tough. Like I said before I saw a 10 year old make it four times in a row, I then told him he needed to re-light the lock, watched as he made perfect passes between flippers to then relilight and then made inner loop on next try, and immediately repeated that and got trunk multiball. Blew my mind. His dad was damn good too, and although his dad had a higher score the kid had a longer game. So, just saying.

Was also fun watching one guy's wife/girlfriend also get trunk multiball when he had a sub one minute game. Sounded like his whole day was goInc that way.

I did check catapult performance before shutdown and 93% of the time it was a successful throw into the trunk, which I'm pretty pleased with.

As far as blades, TBD, but we will be looking at that soon.

Again, thanks for all the play, suggestions and feedback, very helpful for me to see you guys play and to hear your thoughts and ideas. I got a lot of new ideas over the weekend, just wish I did not leave my notes in the hotel room , but I'll remember most of it.

Looks like they found us a gate earlier than expected.

#490 6 years ago
Quoted from JeffF:

Hmmmm... that could probably be a bunch of different couples but if it was this one...

I certainly saw more than a couple of women out play their man.

Whether it was you I referring, I won't say . Regardless, glad to hear she "thought it was fun and arcade worthy" and that you put down a deposit.

25
#505 6 years ago
Quoted from burningman:

I recently heard on a podcast that Houdini is going to be limited to 600 games.

we may limit it to 6,000, but certainly not 600

We have no limit planned at this time and hey, I'm not busting my ass creating a great rule set to be on that few number of games.

17
#510 6 years ago
Quoted from kvan99:

I don't know if it's been said here, but thank you for bringing back normalcy into the hobby, this LE, SLE business were never a good idea for the hobby, different codes and mechs and all.

Over the last 6 weeks I have been to three shows and talked to hundreds of pinball enthusiasts, and at least 75 times I have been asked a question such as 'is this the LE' or 'how many models will there be' and when I answer there is just the one, 100% of the time the response back was along the lines of 'good, I hate the multiple model thing'. So, from where I sit, it is clear that the market does not want it, but clearly some companies believe it is a good thing, at least for the bottom line.

As the person creating the rules and writing the code, I can't imagine having to do it for two or three versions of rules and mechs, and then keeping it all straight, let alone getting it completed (needless to say, but I'll say it, pinball code can be extremely complex).

I always thought the original intent of more than one model was to have a lower cost model, with less complex toys that would work well for operators vs collectors who wanted more. But even if that was the original intent, that does not seem to be where it has evolved to. But as we have seen with the airlines and other businesses different levels of service/product, obviously can have a benefit to the bottom line and often the customers have not real say in the matter.

Personally, I'd rather see some machines that are designed/geared for the street but still great at home and for collectors and vice versa, since there are plenty of LE games out on location, so clearly some operators what the full loaded games for their locations. We have seen some very basic games come out, that I would say were geared more towards the non-enthusiast market, that some collectors still wanted. Joe Balcer is very focused on making Houdini as reliable and street friendly as possible, for example, you would need to remove nothing from the playfield to give it a good cleaning. At the same time, I have been focused on making sure the game is fun for novices, enthusiasts, and the hard core skilled/strategy guys. Of course no game will ever make everyone happy.

I can understand how manufactures want to maximize profit and I can see a place for add-ons that provide the 'bling' or extras (invisiglass, toppers, etc.) or even certain features that are not core to the games functionality (e.g. shaker motors when not really critical to the game) that some folks want and others don't really care for, and if that kept fully functional and developed games at a more affordable price, then great.

I also don't get how those who are paying more for an LE often get their games after the standards/pros/etc. Seems if you are paying more, you should get yours first, but thats just me.

Obviously I don't make all the decisions here at American Pinball, and some of the comments above are my views and I'm not necessarily speaking on behalf of AP, but I think you have a sense of the things that I will continue to push for and be vocal about.

18
#513 6 years ago
Quoted from flynnibus:

If you ask people... they don't want it.. because they want their cake and eat it too.

I agree with most of what you said. As I said, businesses will do what ever is best for their bottom line and future success.

Id like a model where game functionality is not differentiated for the justification of having different versions.

Put forward a complete game that meets that definition for a majority of the marketplace and then provide the means for those who want more.

You certainly may lose part of the market, where your price point is too high to provide the complete game, and I'd rather see that than strip out a $100 part to justify two models and now it is a $2000 difference to get the complete game as created by the design team.

I guess I want the old school model a design team had a budget and a price. They created the best game they could within those constraints making the decisions that had to be made. They put forward that offering and the marketplace decided.

Provide add-ones to enhance games with the items the marketplace views as nice but not essential (and yes, obviously what is essential is not universal agreed).

I would argue that rails that protect the cabinet by the flipper is more important than blades, and you may see it the other way. But in either case they are not essential to game play so if it came with just one of those, which ever if us likes the other can get it as an add-on, but neither of us has lost game functionality.

With today's collector there is a desire by some for more aesthetics, but the one model should be what the majority find a complete game and if it that is the case the market should be receptive if priced accordingly.

This landscape is changing all the time, different companies approaching things the way hey think is best resulting in the marketplace getting more choices, and that's a good thing

1 week later
#523 6 years ago
Quoted from lllvjr:

but their going a diff direction for production....

We certainly appreciate all the help and effort from Pinnovators, unfortunately the Pinnovator board is optimized for the traditional pinball two speaker and subwoofer configuration which is not the right design for our six speaker sound system.

Quoted from wdpvideo:

Anyone have a clue when they will start shipping?

Our goal is to be shipping before end of year.

10
#535 6 years ago
Quoted from PinMonk:

Cracked me up at PAGG that I was trying to figure out where the ball counter was on the screen while waiting for a turn. After finally giving up and asking one of your guys, I found out that isn't in yet. Made me feel even dumber about what on the screen might be hinting at the current ball count since the answer is - nothing!

Actually, there is one. Must have been Jolly you were talking to, he does not know the game that well. To the right of the score is set of 5 'light bulbs', since the game at PAGG is on two ball play, the lower three would be broken/shattered bulbs. The image below would be ball one in a three ball game . . .

Roundcube Webmail __ Re_ Screenshot request (resized).pngRoundcube Webmail __ Re_ Screenshot request (resized).png

#536 6 years ago
Quoted from Rascal_H:

Would love to see you guys at Pintastic New England this year. Dying to play some Houdini!

While I've been pushing for it, does not look like we will be there this year, with what we have going on at that time.

Quoted from wcbrandes:

Great first go AP and can't wait to see you at PNW meeting. Would be cool to see the next gen machine at this one to see the differences and directions you are taking it. Best of luck!

game at PNW will likely be the same machine. We are working through some changes to the ramp and playfield, but machines with the changes are not likely to be ready in time for PNW and SFGE.

#538 6 years ago
Quoted from AstonEnthusiast:

Thank you Rosh for bringing Houdini to PAGG. Really enjoyed playing it and my wife loved it as well(always a plus). I concur that the game went down as one of the balls in our game was stuck in the yuk to never return. I'm sure all of these little things will be worked out.
Houdini is a blast to play and the call outs are fantastic. And thanks for the t shirt! Great touch.

Quoted from PismoArcade:

I had the worst luck trying to play this at PAGG. Stood in line three seperate times, once for over a half hour, only to walk away disappointed because the game kept going down and being turned off. Glass was pulled every few minutes. It's a beautiful machine and once the bugs are worked out it's gonna be a wiiner.

Sorry for the issues, the game is still very much a toddler, and I think it has decided to misbehave since I am not there. I do know it has had a few hundred plays this weekend. It has been reported to me we had a bad opto in the subway that was causing some issues, a jammed trough right when Jim went to grab dinner, some ball hangups, as well as a blown fuse. Had not heard about a VUK issue, could be related to the opto or I've seen the ball go into the vuk, bounce up and get stuck on the edge of the subway. Normally a nudge will take care of it, but we have a fix in the works.

I appreciate all the feedback.

#549 6 years ago
Quoted from PinMonk:

I would suggest making the bulbs a little bigger. They're pretty insignificant relative to the busy background around them.

Once you know where it is, it is pretty easy to spot, but I may look at 'flashing' the current ball to help draw attention to it.

Quoted from fishbone:

What a nifty feature, I love it!

With the larger, color displays, I felt it made sense to do something a little more creative and that tied in with the steampunk vibe, but that was no so radical it would piss people off. Pinball people like evolutionary change, not revolutionary.

14
#555 6 years ago
Quoted from Tilt:

Please AP, leave that off and let one of the mod makers make it for those that like ugly

I was going to not comment on this, but . . .

Just like here in this thread, this concept is not universally loved here at AP. So, I'd say, despite what was said at PAGG, I would not consider this as a done deal as far as being included (improving playfield lighting will certainly happen). Personally, I am pushing it for being an add-on. If we went that route, I would still code for it, so it is interactive with the game, meaning dimmed during game play, turning yellow then red when a timer is running low, flashed when appropriate as part of a lightshow, etc. If it is included, we would certainly offer an option to disable it (e.g. always off, only in attract), it could also be easily replaced with other T-moulding.

#562 6 years ago
Quoted from Pinballlew:

please please do not widen it! I understand that it is being considered possibly.

Best story I heard from PAGG, was a guy played the game the first day and had a short game, struggled to hit the shots, came back the next day and a huge game (12 minutes he reported), easily and consistently hitting the inner loop, the ramps, etc. . So he turns to Jim and says, not sure what you changed last night but it is like a totally different game, I can make all shots . . . ', so Jim replies, nothing was changed. Obviously I play the game a lot (talk about a huge understatement), sometimes I can step up and hit that inner loop, ramp, etc. consistently and sometimes I can't hit anything. But that is what makes this a game you want to come back and play. It challenges you, where with some games, every shot is easy and flows and that can get monotonous and boring.

In general, it did sound like you west coast guys had no issue hitting that inner loop shot, but some struggled with the ramp, seems the many of East coast players struggled with the inner loop but had no issue with the ramp. As I like to say, it is a mental thing, It is easy to psych yourself out on how narrow it is and just not be able to make it. Those who don't think about that, lie kids, have no issue hitting it.

Quoted from mof:

lower playfield is rather dark. Upper is pretty good

We will improve lighting in the lower half as well a some spots to better light the stage and the trunk. Not helping right now is that the inserts in the chain links are amber, not clear as they should be (we could not clear in time for the first prototypes), so that makes even those inserts darker then then they should be.

Quoted from mof:

sound: couldn't hear it since we were at a show, so no comment there

This six speaker sound system is great, you will really like it when you get to hear it in a better environment. That prototype also does not have the correct amp in it yet.

Quoted from mof:

stop and go is really tough on this pin,

Part of that is the factor of the mode nature, part of that is wanting to tie in the theme, regardless, some of the features already have a flipper escape or speed up (e.g. secret missions, jail escapes, bonus), and I'll be adding flipper escapes in most places.

Quoted from Pinballlew:

Forgot to mention, awesome code Rosh!

Thanks, I'm pretty pleased with the defined rule set, and considering the code is only 29.87% finished, it is playing pretty well.

Quoted from mof:

* score animation and such seemed very good especially for a prototype

Real happy with how the main score screen came out. Needs a few tweaks. Some of the animations are basically done, some are part way implemented and some are nothing more than place holders. Challenge is I have to design/storyboard all of this before the artist and animator can do it, and often I then have to do part of the animating. The large, high resolution screen really increases the amount of work vs a traditional DMD.

Quoted from mof:

ball launch into box is a very cool toy

Seen it a thousand times, does not seem to get old.

#566 6 years ago
Quoted from Buju:

when I wasn't crushing the posts

There are no posts, well, just 2, I think you meant stand-up targets But at least those get you to Seance Multiball

Quoted from Mike_M:

Well I was hoping for 29.91% but this is still very impressive for 29.87%.
My friend's roomate's cousin's sister was in the Buffalo Grove Lou Malnatis last night and overheard Gary Stern talking about the code in between slices. Apparently he sounded pretty worried. "AP's 30% code is our 110% code!"

code is now at 29.96%

Great Pizza at Lou's Maltnatis, (and not too far from Expo) but I typically get takeout

1 week later
#571 6 years ago
Quoted from Ericpinballfan:

Updates...we all love updates.

Things are quite busy. We have two shows this week so I have been squeezing in some new stuff and working through code issues. We have been adding staff to engineering and production teams, and are in the process of getting the factory re-worked. We have some more prototype games being finished and will soon start on a set of sample games. It is still our goal to have machines rolling off the line by end of year. That is obviously a huge challenge and an aggressive goal, but as the head coach of my favorite football team likes to say "if folks aren't laughing at your goals, they are not big enough!".

As far as how many games per day, there is an old saying in business forecasting, "give a date or give a number, never give both".

Hopefully I will see some of you in Atlanta this weekend. Joe Balcer will be up at the NWPinball show as well.

#576 6 years ago
Quoted from Pincrazy:

Will Joe have a game at the the NW pinball show?

Yes, which at this point is a well traveled machine, having been to Texas, Milwaukee, Allentown, Dixon and now NW. The plan is for it to get updated code, however, we will disable some modes for the show.

Quoted from murfe88:

Maybe this has already been covered but what is the price point going to be ? Are there limited numbers ?

No Limits, initial price is $6995

#578 6 years ago
Quoted from aeonblack:

any chance we could get a video where you can clearly hear the sounds in the game? Sound design is an important part of a machine for me, and I've yet to see any videos where you can clearly hear what it would be like to play the game in a home environment.

It is on our list to do, hopefully after these next couple of shows we can take some time to make some quality videos. Of course not even sure a video can properly capture the sound quality, but certainly better than a video shot at a show. I'm pretty happy with the audio so far, however, we are also far from getting the sound package fully implemented. Lots of cases were modes should have their own track, but are still using of the main tracks. Lots of missing sound effects, fanfares. flourishes and the timing and ducking on many of them that do exist need to be tweaked to get the right balance and timing. And we have still only done the first set of sound calls.

#583 6 years ago
Quoted from Frogman:

Other than the NW show, any other options this year?

Waiting to hear from Jolly, distribution guy, what the second half of the year will look like. Pretty confident we will be at expo.

#590 6 years ago
Quoted from OLDPINGUY:

I was just cleaning through some stuff, and found this Houdini Bumper Cap, Curly from Little Shop of Games
had made....it was a Present.

That figure is an action figure made by a company called Accoutrements, who does all sorts of historical figures. They are pretty hard to find these days since they are a one time release, and can be a little pricey since they are a collectors item. I did find one that was not too expensive since it was in damaged packaging. I keep it on a shelf above my computer as inspiration and a reminder to do right by Harry.

houdini action figure (resized).jpghoudini action figure (resized).jpg

Quoted from OLDPINGUY:

For me, one of the best Reads on Houdini, and I highly recommend it!

There are three new houdini movies in the works, one of which is based off of this book. Hopefully it will be more accurate than the others.

http://deadline.com/2016/11/daniel-trachtenberg-harry-houdini-film-lionsgate-noah-oppenheim-1201860559/

some info on the others here . . .
http://deadline.com/2015/12/houdini-movie-the-witch-of-lime-street-stx-1201667453/

#592 6 years ago
Quoted from Rdoyle1978:

The company is called "ACCOUTREMENTS"?! This must be a pinside gag

As soon as I typed that, I had to double check the packaging to make sure it was not a subconscious thing, since I am considering using it for a topper (having him hanging upside down in front of the backglass). Was wondering how long it would take someone to pick up on that, looks like it took a whole 10 minutes.

#596 6 years ago
Quoted from Rdoyle1978:

And great idea for a topper!

Originally on the playfield where we have the planchette (the quija board pointer) we had thought of a having Houdini hanging in straitjacket over that scoop shot, but Matt from Back Alley convinced us that given how small he would be, he would look more like a caterpillar in a chrysalis. That is when I decided that a hanging Houdini would be a great topper. I do have to say I was surprised to find that there was a Houdini action figure.

#600 6 years ago
Quoted from OLDPINGUY:

Rosh, will there be a Topper from the Company,

It is something we have talked about, but have not made a decision on. More important things on the agenda right now.

Quoted from PinballManiac40:

Any chance you can have him swinging as you nudge the game? Top it off with it acting like a tilt bob and if he hits the side, he lights up

I think there is little doubt he will swing, but as you can tell from the unopened package I've not tried it yet. As far as a tilt, pretty funny idea, and would not shock me to see someone do as an after market thing, now that you have suggested it. Of course they would need to find or create houdini action figures first.

Quoted from OLDPINGUY:

A Visual Tilt...????....!!!!

Bangerjay had done a tilt bob helmet for his olympics. Where the tilt bob was suspended from a helmet a foot in front of your face, and you had to hold your head still to not tilt. I watched my buddy CraigC play a 10 minute game and never tilt, and I could not last 15 seconds (of course I was drinking tequila).

#609 6 years ago
Quoted from greenhornet:

if the entire bat itself is black rubber consider swapping them out for a lighter color.

We have moved to a purple for the flipper rubber here in the office. I'll mention it to Joe so if we a set he can bring a set out. Not sure that is the best color, but certainly provides more contrast.

Quoted from OLDPINGUY:

I always found his voice interesting.....spaced vocalization

It was like a 'carnival barker' kind of patter, which certainly fits with his early career and the way performances of this nature were done at the time. You will notice that when Houdini speaks in the game, we have replicated that patter of speech, and even added some static, to capture the feel. Houdini only talks when performing illusions, the rest of the time we have a 'narrator'. There are very, very few recordings of his voice.

Quoted from OLDPINGUY:

I have no doubt in my mind he was a "spy", but to the extant.....well, maybe romanced enough today
as the word gives sultry meanings.

although this is debated, my take is, if he was a spy, not like he wold have been talking about it. Accordingly, we have included this in the game as a set of 5 combo shots. You start a 'secret mission', and that combo remains active until you complete it, you can then start the next. Whatever the next shot in the sequence is, it is lit bright purple, it then resets to the first shot, once the combo sequence is broken).

Quoted from OLDPINGUY:

In those that played the game, since I havent seen the modes, can you share?
Any that are Magic Trick oriented, or any Video modes?

There are two sets of modes, there are 10 started at the stage, which are based on his illusions and escapes. One of these will be a video mode, tied to his ability to toss playing cards (known as 'scaling'). There are then 5 modes tied to his movie career, one for each of the movies he did. They are presented in Black and White, with an old film look to them, to help indicate it is a movie mode and to capture the feel for those old movies -- which all but one pretty much suck. Bit of trivia, Mastery Mystery featured 'Q the Automaton', which was the first robot to ever appear in a motion picture. The term robot was not coined until a year later.

Hopefully soon we will get around to do some video of game play, we just don't have the right setup yet.

Quoted from Ricflair:

I still don't like the "Spirit" board in the pin. He spent so much of his career dispelling the lie of conjuring up spirits. He wouldn't have spent one minute on a quija board. If you can't find anything better, at least putting an "X" thru the thing might make a statement that would reflect him truthfully, or write "FAKE" on it - that would be a real statement.

Obviously including his very strong belief in the after life, and his desire to contact those from the beyond as well as his debunking of those who he believed were fakes and conning people, had to be included in the game. We choose the spirit board as a way to capture that aspect, since it is a recognizable symbol of that arena. In addition, since it was a spirit board that led to the end of his friendship with Sir Arthur Conan-Doyle (which I assume everyone here knows wrote the sherlock holmes stories), it seemed an appropriate symbol. So, while I understand your point, I do think our use of it is appropriate in capturing that aspect of his life. We do plan to have some trivia screens in the attract mode, so we will provide some further background around this.

#611 6 years ago
Quoted from Ricflair:

Even in that voice link you sent, he goes to great lengths to explain that there "is nothing supernatural" in what he is about to do. That was SO important to him. Please do something about the "Spirit" board in the pin - maybe write "Fake" or "Exposed" across it.

To make one more comment on this, he was a very strong believer in the afterlife and spent a lot f time in hopes of being able to communicate to his mother in the great beyond. He also had a secret phrase he shared with his wife Bess, so that she would know it was really him if she tried to connect with him via a seance. Magicians gather every year, at his grave site, on the anniversary of is death (halloween), to performa a seance, so, it is an interesting thing that he was a strong believer, yet spent so much time debunking fakes.

10
#625 6 years ago

Want to thank all of you that came by to play Houdini at SFGE and PinballNW. I really enjoyed talking with so many of you at SFGE and appreciate all the kind words about Houdini, as well as ideas and suggestions. Also want to thank those that came to our seminar, and were willing to list to me talk for an hour (especially since its as dinner time), but hopefully you found the jeopardy style of our talk fun, and heck, free T-shirts are always great.

While there was always a line at SFGE, they were not so long that I'm pretty sure anyone who wanted to play, was able to get a chance with out too long a wait and I certainly saw many players coming back to play again and again. I want to think Flip N Out pinball for hosting us and the SFGE staff, who were great hosts as well. Also want to thank Marco specialities for giving me a nice comfy stool on Sunday so I could sit but still talk to those on line and while playing, since my legs had turned to jello by that point. Also want to thank Nitro for hosting Houdini, Joe, Jolly and Dhaval up at the NW show.

I only have the stats for SFGE, but there were over 450 games played when I left Sunday afternoon, and the catapult fired with 96% accuracy. I won't have data from the NW show until the machine makes it way back to us.

The great folks from pinball undesirables, did stream Houdini play for about 3 hours. They have given us a copy, and we will pull some sections of it and post it in the not too distant future, so those who have not seen Houdini in person can see some game play. We probably need to hide the faces of those playing to protect their identities, so will take a little bit of time until we convert the format, crop, edit, etc.

Now back to the code . . .

#629 6 years ago
Quoted from wcbrandes:

Joe thanks for the game

Joe only reads pinside when I point him at stuff, so I'll pass it along. I know he enjoyed talking with you and others out there in the pacific northwest. I heard you and a pretty good game when you played, and glad to hear you enjoyed it.

Quoted from Aurich:

I heard good things about the number of orders placed at the show, congrats!

As everyone knows orders are going to distributors and not us, but feedback I've heard from our distributors after each show has been great as far as what they are hearing from their customers and the numbers putting down deposits and/or putting their names on the list. That kind of feedback only further fuels our desire to make this a kick ass game.

While we obviously can't take every suggestion or idea and fold it into the game, I do get some great ideas from talking to folks, wether for modes, or features or voice calls, etc (often on ow to help make the objectives more clear). When you live and breathe the game all day, every day, and know it like the back of your hand, shows provide a great way to see the play of the game through the eyes of others. I think I had wrote down about three dozen ideas based on conversations or just watching game play relative to making things better. So, again, I want to thank those that took the time to talk and give me their thoughts. For those at the NW show, or at SFGE, who did not get a chance to talk with me, feel free to PM me with your thoughts.

#639 6 years ago
Quoted from flashinstinct:

Save yourself some trouble and put a sign beside or above the game on a banner that states that if people play they acknowledge that they can be filmed for promotiobal purposes and forfeit the right to compensation.

Footage was already taken, so too late for that. Of course, anyone playing it had to know it was being recorded/streamed, since not like you can miss the cameras. Regardless, we need to crop/edit it, so not a big deal, just a matter of when do I get around to it.

Quoted from flashinstinct:

Is there an eta for release?

We plan to be shipping games before the end of the year. So far we continue to be on track for that.

Quoted from Mr68:

I'm hoping Houdini will be using a P-Roc system much like TBL did for possible future needs. And if so, I'm also wondering if code will be open source.

Houdini will be using the P-roc system and unlike TBL which used the P-roc but then created their own driver boards, we are using the ones the 'P-roc' driver, switch and Led driver boards. Not sure if TBL is using P-roc or P3-Roc, which is slightly different.

While I continue to give back code to the pyprocgameHD-SkeletonGame, the foundation of the system and the same that TNA is using, we have not made a decision if the game code will be open source, but I would not bet on it.

#653 6 years ago
Quoted from Ricflair:

Where's the water torture figure? Wasn't that on there earlier?

You are probably thinking about the cheap piece of plastic on the jpop version of the playfield, that was scrapped. You will find the chinese water toture tank not he backglass, we looked at putting one not he playfield, but for a variety of reasons we chose not to.

Quoted from Mr68:

I do agree the water-torture feature is paramount for this game and I'd surprised if it were to be left off.
(Get on it Josh)

Started working on the water torture mode yesterday.

Quoted from transprtr4u:

Would love too see a under play field picture of this game!

Someday, but the underside of 'hand wired' prototypes are not something we would want to show off. Plenty of things still changing.

Quoted from Ricflair:

Why another playfield with a "phone-looking" device?

It is the marquee over the theater, and has a few uses, it shows next illusion/escape to be performed at the stage, the current status as far as which illusions/escapes have been performed and it is where the timer is displayed when performing an illusion/escape. It is possible it will go through some modifications.

Quoted from Mr68:

Fantastic video from what I saw of it. 2.5 hours is way too much video for me but I watched quite a bit of it.

The first or second player up has a pretty good game and hits on a good range of the features, so, if you got through the first 20 minutes or so, you probably got a good feel for the game as it stands now, with 36.47% of the code completed.

#674 6 years ago
Quoted from DS_Nadine:

I have a question rosh!
I've just seen the panel with Joe Balcer and noticed in the early skethces that there's a magnet area marked at Houdinis hands on the playfield.

Quoted from PinMonk:

There are magnets by the hands and his head that move the ball in SEANCE mode

We knew we needed magnets so we worked it out to that we could also design it into the art as far as putting the magnets in his hands, which enhances the effect as sometimes you will see the ball jump between hands during seance multiball. There are three magnets, and they are used at other times as well

#677 6 years ago
Quoted from DanQverymuch:

It would be easy, fun even, to program the curtains to swing naturally as they open or close. Just start with the top only moving, then a little more with the next iteration, etc. Then play with the step sizes until it looks realistic. It will be worth the effort.

in most cases, there is a quite a bit of movement within the curtain

4 weeks later
22
#713 6 years ago

gee, go away on vacation and the thread gets busy. Been gone for 11 days, and today was my first day back in the office. Walked into my office and it went from having one Houdini machine when I left, to now three, crammed in. They were getting the line set up when ownership decided to re-do the floors in the factory since they were looking pretty beat up, and it was either do it now or, well, never, so they had to clear out half the floor at a time so all available space was used to store stuff and some was just loaded on trucks and parked. Was good for me to not be around while they ground down the floors, patched them up and put on a new finish. Heard it was pretty nasty. Certainly looks a lot better as you can see. As soon as that is done they can start setting the line back up.

floor_before (resized).pngfloor_before (resized).png

floor_after (resized).pngfloor_after (resized).png

Quoted from PinMonk:

Last I heard they were putting themed theatrical-looking spotlights on it to illuminate the mid-playfield more.

Also upon my return, were the first prototypes of the 'spotlights' we will use to help light up the playfield. These will go through plenty of changes, but I'm pretty pleased with how this first iteration came out.

spotlight-1 (resized).pngspotlight-1 (resized).png

spotlight-2 (resized).pngspotlight-2 (resized).png

A few other tidbits . . .

Code continues to progress, now at 64.37% I did code up most of the video mode while I was on vacation Soon I will have to shift gears from working on 'game play' to 'infrastructure', things like coinage/pricing support, code updating, and audits so we can put machines out on test.

We have been expanding staff and that will continue.

We have still not set up distribution outside North America, but it is being worked on.

As far as some of the shows. We had to slow down on that for a couple of months, it is very hard to make progress when we are flying all over, and when you throw in vacations, there would have been just too much time away at a time that it is critical for us to be moving things forward. We have also reached a point where the prototype games are different enough from the various revisions of the physical machine that code is not going to be compatible much longer.

1 week later
#719 6 years ago
Quoted from jokerpoker:

do you know if Australian distributor talks have progressed. Will we end up with one or have to order direct?

Have not gotten an update, but our plan is to have a distributor in that part of the world. I hope that by expo we will have this figured out.

Quoted from PinballManiac40:

Any chance you and Joe can bring a game to the Houston Arcade Expo Oct 20-21st?

I know Joe has mentioned he would like to get to that show. We are starting to look at the fall schedule, only thing for certain right now is Expo. As we get test machines out to distributors that will make it easier to have Houdini at more shows. Probably more likely Joe can get to some shows in the fall than I can, they barely let me leave the office to go home at night (and that is only because they know I will still be coding when I get home), leaving the State, not sure they will let me do that for awhile

67.23%

#721 6 years ago
Quoted from pinballrockstar:

That is also reason why the minion pinball only runs on 37.83% code.

Minions was far more about the journey, then the level of code completion, and always will be. One of the joys of doing a one off, the only guys you need to please are the three amigos.

3 weeks later
18
#743 6 years ago
Quoted from Rdoyle1978:

Got word they are done, shipping real machines in October. Still amazed by this whole story

Quoted from hassellcastle:

Yep production is underway.

Quoted from Rdoyle1978:

Anybody know how many games they (or say JJP for comparison) make in a week?

Quoted from Ericpinballfan:

Hope to have it for seance night on Halloween, nice tribute to Houdini.

Quoted from Ericpinballfan:

IMO there is no hurry. I hope for quality sake its 5 games a week. The games are coming, they will be made. Let them finish code, work out the bugs and ship solid machines with no problems. Quality or quantity anyday.

Done is a relative word and can mean lots of things. I can assure you the code is not done (if it was, I would not be sitting at my computer on a such a beautiful day), and we did have to make some minor changes, to meet the BOM target, and there are other minor things being worked through, but none of that is on the critical path to production, at least not yet.

I would not call it accurate to say production is underway, at least not by my definition, which is machines are being assembled and rolling off the line. If your definition is that parts are being ordered and/or made, well, then yes, underway.

We are still on track for games going out the door by end of year, which is what we have always said was our goal. However, if I was a betting man, which I am, I would bet we will see some games on location before the anniversary of Houdini's death (Halloween). Keep in mind there are hundreds if not thousands of things that need to come together, so there are plenty of opportunities for bumps in the road that could cause delays. However, we have a very experienced team (well, other than me) and they are very much on top of every little detail. I do remain optimistic that there will be a decent number of Houdini's home for the holidays.

quality over quantity -- absolutely and that is why you have never heard us ever say X per day or even give a specific date games will ship. We need to crawl before we can walk, and walk before we can run.

Oh, for you international guys, last week they were installing 220 volt lines/sockets in the final testing area, so, take that for what it is worth. Lots still to get into place before we will be ready for international, but, at least you know we are making plans.

11
#752 6 years ago

Removing any of the main toys, the Catapult, the Stage mech, the marquee monitor were never part of the conversation.

Changing the quality of the cabinet, backglass, playfield also never part of the conversation.

I suspect very few folks will notice the changes, since sometimes it just using a different metal on a mech where what was done was overkill, or it was removing something that we had hoped to do but had not even made its way into the game yet. Although we did change some things that are obvious, such as the ramp now being a wire form at the end, but that was not a cost driven thing.

#758 6 years ago
Quoted from Bond_Gadget_007:

Can you also add a call-out for crowd boo-ing when you drain the ball and a mode is running? Since the character is on stage performing and then screws up. Makes sense crowds from 1900's would Boo you!

A couple of weeks ago we did a sound session with a lot of folks to do audience sounds, and we did a variety of versions of booing and heckling. Likely hear some boos anytime you fail at an escape/illusion, not just when you drain, but may depend on how badly you failed and how easy/hard the mode/illusion was. I don't plan to have boos when doing one of the five movie modes, since I don't think you had a lot of audience booing during silent films, except maybe when a villain was on stage, and we focus on Houdini, who was always the hero.

#762 6 years ago
Quoted from PinMonk:

Why not just mix your own from audience FX sets from Hollywood Edge or Sound Ideas? You'll likely get better results and more control. They have one whole series that's JUST audience reactions and a bunch of related collections:

Thanks for these suggestion, I'll let my sound engineer figure it out and I'm sure he will use other sources like those, but, using folks in the office for part of the audience, lets them be 'in the machine'. Plus, I don't think we will find a pre-recorded clip of an audience chanting "hou-di-ni" or hecklers calling him out by name, etc.

On an unrelated note, we did just post some positions we are hiring for . . .

https://pinside.com/pinball/forum/topic/american-pinball-is-hiring#post-3926483

#768 6 years ago
Quoted from colonel_caverne:

Hi,
Sorry for the questions but I was looking again at the pops area and I was wondering how some shots can be done like the hole Under the ramps "magic shop" shot, green standup targets. Are they random with pops bumpers?
This game is 2 flippers, correct? I can't see clearly all areas of the pf.
And why there are 2 switches side by side in the left loop?
Thanks

the magic shop can be entered either by pop action or by rebounding it off the stage curtain or off the rubber to the left of the stage. In addition, shooting through 'stage alley' (the shot just to right of the left orbit), when the stage is closed, will typically rebound off the stage and into the magic shop hole. Shooting into an open stage, via stage alley, doubles the value of all scoring in that mode.

The three green standup targets are also hit via pop action, but, you can also complete those by hitting the white 'magic' standup targets located on both side on the lower playfield. Also, entering the magic shop/jail when escape is not lit, will add an escape letter.

As I said, the the magic targets will light the next ESCAPE letter and if all escape letters are lit, they will then light SEANCE letters and if all of those are lit, they will then light FILM letters, if all of those are lit, they will just award points (oh, and the magnets under the hands will mess with the ball any time magic targets are hit). The magic target insert lights in the color associated with which items it will currently help (green for escape, teal for seance, blue for film) Those magic standup targets are also active during most stage modes (red) and film/movie modes (blue), typically they will 'advance' you one step through the mode, but only once per mode.

The 2 switches in the left orbit are there to help insure you get credit for the shot given how wide it is, there is no room for an opto which would be what would typically be used across a wide opening.

#771 6 years ago
Quoted from Ericpinballfan:

We do need a organized list of Dealers that will offer these nationwide. A coast to coast list would be nice.
I dont think cointaker is on the Houdini list, i could be wrong.

We should be publishing a complete list of distributors soon. Some have announced here on the forum. I've not really kept up with who and who is not on the list, so I can't really comment on it.

2 weeks later
17
#797 6 years ago
Quoted from PinMonk:

They tried a few times, but their PR guy was run off.

Quoted from Rdoyle1978:

Lol! I forgot about that. I don't think JJP does much on here either, but I'm not sure. Heighway and Dutch Pinball used to... but uh.. yeah not sure what happened there. Gulp.

You are not exactly making a great case for me to continue to post updates Would not shock me if at some point I am asked to stop. Obviously it is a two way street, and if trolls turn things ugly, it is hard for a manufacturer to want to be participative in a public forum.

Quoted from Valorguy:

Looking for an update.... ROSH - any news for us (SUPER excited for this machine)?

Did come in this morning to find over 250 new voice calls waiting for me and a handful of new art elements for me to animate. I'm a little behind where I want to be on the code, primarily around the mini magician and the master magician modes. There are also a few other missing items that I've not gotten around to yet, things I consider lower priority right now, but will soon need to be addresses. Of course there rare going to be a lot of clean-up items (e.g. text formatting, etc.) and I'm sure as the machines start to get played more, various bugs will be uncovered. I should soon have a machine with one of the new playfields and new lamp boards, both of which are slightly different for the prototypes, and therefore will require some code changes.

Parts continue to arrive daily, unlike some companies our goal is not to build machines until we have all the parts. Stacking half built playfields against walls in hallways and bathrooms, does not help with a quality build (or so I am told by our production manager). Not sure how many more things we are waiting on, but the assembly line itself is looking great, as they are now doing the set up of workstations.

We have new staff joining us almost every day. Parking is starting to become an issue around here.

We are still very much on track for machines shipping this year.

#799 6 years ago
Quoted from Chippewa-Pin:

Any chance people could get a tour of the facility during Expo?

We have talked about this, and while I am not 100% ruling it out, I doubt it will happen this year.

10
#805 6 years ago
Quoted from Rdoyle1978:

How cool! I wonder why no pictures?

Because the place is under construction and a mess! More important is that we can't risk any secret stuff accidentally being captured in the background getting published. You know how you guys study photos looking for clues about stuff.

I promise you guys at some point in the not too distant future I will post some photos of the factory.

#816 6 years ago
Quoted from nipper2u:

When will there be updated vids of the game (or have I missed them?)? I have been looking forward to seeing some of the physical changes (such as lighting) and completed code game play. Thanks

We have not done any updated videos, and not sure we will before Expo. I will say the lighting is significantly improved and the art in the lower portion of the playfield was lightened up as well. In my opinion lighting is no longer a concern.

After expo, we will look to do some higher quality game play videos with the right setup that can really show game play, animations, etc.

#819 6 years ago

I do say I enjoy that thread has briefly detoured into Opera and the greatness of LTG.

While personally not a big Opera guy, one of my oldest friends, has written a couple, so it is nice to know that there are still fans out there.

1 week later
#829 6 years ago
Quoted from PinballSTAR:

Houdini there as the 2 prototypes are getting used to set up the production line

Reality is at this point the prototypes would not be 'playable' as code has changed to accommodate playfield and lamp board changes, so those games would have a variety of odd issues.

The ramps and subways came in late last week. I grabbed some photos before it got inventoried and put in the parts cage, so for those who like photos of parts . . .

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#834 6 years ago
Quoted from Rdoyle1978:

Did you block out other stuff there? Dont' tell us what you blocked, but what is that a photo of? the warehouse I guess?

Top secret stuff in the background, had to hide that. This is the shipping and receiving area of the factory, which naturally is is also where the parts cage and the burn-in areas are near.

#839 6 years ago
Quoted from cleland:

Looks like the left ramp will remain plastic? I thought there was talk of changing it to a wireform? No worries either way, the game is looking to be fantastic!

The last section will be a wire form, if you look the return portion it is half of what it was. We needed to keep the upper half plastic to still have the drop to the pops, and we also found if we made it a wire form where it crosses over the other wire form that feeds the catapult, there would not be enough clearance for the ball. This will transition to wire, right over the stand-up targets in that section, so it should be better aesthetically and should provide better visibility to the Stage Alley shot, which is the best way to start modes at the stage, since it doubles the value if you enter the stage via that shot.

#841 6 years ago

While not as exciting as ramps, grabbed a quick pick of this when walking through the factory.

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#849 6 years ago
Quoted from spfxted:

It is! When I saw that ball jump into the crate, I peed a little!

I have now seen it over 5000 times, and while I don't quite get the same thrill as I did the first 1000, I still watch it each time, just to see if it makes it, and there is still a little bit of a 'so cool' each and every time.

#851 6 years ago

Looks like the pop sub assembly station has completed quite a few pop mechs and those are ready to get moved to the station on the assembly line as needed.

Note that we are using lugless coils in most places which reduces risk of electrical issues and speeds up assembly on the line. All coils, except flippers, are 23-800

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#856 6 years ago
Quoted from Mike_M:

Can we get a code % complete update with 5 digits of fidelity?

running the calculations, stand by . . . .

84.786%

#858 6 years ago

Was walking through the factory today, grabbed a couple of quick photos . . .

Given these bags of sand are half empty, the rest must be at the start of the line . . .

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These huge pallets of color displays were being delivered, glad I'm not the one who has to break these down and put them in the parts cage, although some will go right to the back box line where they are needed.

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10
#881 6 years ago

Sand inside a pinball machine would probably be a bad idea, although love the idea of the hourglass. Love all the guesses on the sand, none are correct. Although the actual use for the sand is far less interesting, I think I'll leave you guessing for now..

Quoted from Yelobird:

Sand would not age the chain more strip it to raw clean again. Plus I'm fairly certain its plastic chain which would remove the plating.

Plastic indeed, but no longer chrome as it was in the prototype, now a more appropriate aged look, although I am sure some will want it even more weathered then this. I happened to grab this photo today while I was at the office . . .

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Quoted from PinMonk:

Are you still aiming to ship these by the end of the year?

We are very much on track to be shipping machines this year.

Here are a few more photos I took today, legs, rails and some heads on the backbox line.

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#887 6 years ago
Quoted from Ericpinballfan:

Rosh, hard to tell. Is it the same powder coat color we saw on proto's on tour?

Yes same exact color as before for all armor (legs, lockdown bar, head brackets and lollypop side rails). For those who were at SFGE, those games had the wrong color legs, and wrong style of bolts.

There has been a change made to the legs and leg placement so that that game should be properly level when all leg levelers are fully in. Now this is a Balcer designed playfield, and Joe likes his games a touch shallower then many of you, so some of you will find that all the way in is not quite what you want.

#890 6 years ago
Quoted from flipnout1:

Darn it Josh! You weren't supposed to tell on me. One little mistake and you throw me under the bus. LOL Just kidding. I forgot to bring them so it was my fault and had to improvise.

Hey, I did not name, names, so you sorted or outed yourself But you do know I will never let you live it down, no matter how much moonshine I might absorb, well, I guess if you sell 500 Houdini's I'll let it go

12
#897 6 years ago
Quoted from Join_The_Cirqus:

looks like the LED Tmolding did not make the final cut?

There was very little support for it internally, I personally was not in favor of it, and the main proponent did not put up much of a fight. It would have been very hard to fit it into the BOM, and no way could I see doing that vs things we would have to drop. Could it come back as an add-on, possibly, but I doubt it.

Quoted from Join_The_Cirqus:

Will American Pinball be at IAAPA this year?

Not sure what are plans are, have not been paying attention, been focused on code

Here is some 'parts porn' for those who like that (Lower portion of trunk, part of the stage). . .

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Not "parts porn', but here is a photo some of you have been waiting for . . .

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#900 6 years ago

Here is where the sand ended up. This "sand box" will now head to the front of the line. I'm sure someone can figure it out now. If not you can ask me at expo!

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#903 6 years ago
Quoted from PinMonk:

Your floor is already so dimpled. I hope you put in a warranty claim.

Considering they just ground down the floor and resurfaced it, damn right we will

#907 6 years ago
Quoted from Rdoyle1978:

So... the sand is fill for the playfield shipping boxes?!

Wrong!

Quoted from greenhornet:

employees are allowed to bring their cats to work ?

Wrong

Quoted from Phantomtracer:

Sand is used to polish parts?

Wrong

As I said "Start of the Line"

#920 6 years ago
Quoted from jkleinnd:

Does anyone know what the starting item is on a pinball machine assembly line?

Someone is on the right track.

#928 6 years ago

While I would love that for tailgating, for playfields we use these . . .

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#929 6 years ago
Quoted from DennisDodel:

Pounding in T-Nuts?

DING! DING! DING! DING! DING! DING! DING! DING! DING! DING! DING! DING! DING!

The box of sand, sealed with a rubber top is used for hammering in T-nuts. While it helps protect the playfield, what is more important, is that it dampens the sound. Anyone who has hammered in T-Nuts knows it can be pretty loud and since on the line it is being done all day long, well, you can understand why reducing the sound is a good thing for everybody.

#949 6 years ago

Morning all, just a few quick thoughts before I head over to expo.

Magic glass is incredible, while I am no expert on the other products, they put a sheet on my machine one day and didn't tell me, I went to go do reach down to do something and smashed my hand into it, did not even realize it was there. One of the three games at the show has it so I am sure someone can give an unbiased assessment.

I'll post some of the photos from our expo presentation when at my laptop with decent internet., I think it may have been recorded, I'll find out.

#967 6 years ago

Quick answers…

Yes, these are final versions, one of three games has the side blades and magic glass add-ons (we also planning for a shaker motor).pricng not yet set for those items.

Not sure where the glass is being made.

I'll take some photos and post when I can.

#976 6 years ago

Shaker , blades and magic glass can be purchased individually.

23
#978 6 years ago

Here are some photos, as promised

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#984 6 years ago
Quoted from halflip87:

Was the playfield art changed at all or does it just look better because of the improve lighting?

Lower portion of playfield was lightened up, and more little details were added. We also added the spotlights

13
#1000 6 years ago
Quoted from Ericpinballfan:

ROSH- Is it a "Micro playfield "?

Mirco Playfield
Churchill Cabinet

Here are some photos that show the interior art, which as mentioned is one of a few add-ons. It reflects the inside of a theater and features art elements used elsewhere in the game (playfield, backglass, animations), as well as other period pieces and some, well, other interesting things. I don't think the photos do full justice to how it looks as a whole.

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#1006 6 years ago

Sorry for short replies, other than photos been using phone and hard to be verbose -- which is not a problem for the machine, which is way too verbose, I knew it was a little chatty, but that has been the primary negative feeeback on the game. But hey I sit in a room all day with just the machine, naturally I would make it chatty (and did recently add a bunch of verbose female voice calls)

DPO is on our radar, we are running a few weeks behind our schedule so not sure we will have a machine "bulletpoof" in time to ship. A couple of other shows in same situation.

Left side shots were tweaked slightly and flow better with less chatter. The narrow right side shot was also tweaked, if it is any wider it would be no the 1/16 of an inch. Whatever little tweaks Joe did really cleaned things up as far as now it shoots.

Well, time to drive back over to expo. I'll try to get some video, but no promosis, pretty busy with talking to those st the show..

#1014 6 years ago
Quoted from spfxted:

Hi! Is the glass made here or Germany?

Made in the US, and will be cheaper than what others are offering.

#1035 6 years ago
Quoted from greenhornet:

these were genuine concerns, having played one of the prototypes. new gameplay video will allow everyone an opportunity to assess how well things turned out.

Here are a couple of crappy videos, best I could do, have not really looked back at what I recorded to see what is in them, I think they were both during movie modes, put pretty sure there are a couple of catapult shots in them. Guessing these have me talking to someone while I was filming, so, sorry about that, and hopefully I did not say anything I should not have been saying.

I will try next week to get a decent video shot where you can also hear the sound.

Here is the first, second one seems to be stuck uploading

13
#1040 6 years ago

saw that the video already had 25 views and I had not yet posted it, but see that dts was one of those who found it. I'll try to get the other one posted soon, seems stuck on the upload, I'll try again shortly. Again, I'll try to get some better video shot in the next week.

First off, I want to thank all of you who came to expo and played Houdini and took the time to talk and give us feedback. The machines were played non-stop from open to close and there was always a line. We did have the game set up with 3 balls. I did not look at final audits, but the last time I had looked, over 1000 games had been played across the three machines, with an average game time round 3 minutes and an average score of 110,000. High score was around 1.6 million. 12 players had game times over 15 minutes, 17 players had games less than a minute.

Did get an email reading some catapult misses, so figured I would share the info here. One of the machines was dropped when being move to Expo, I didn't see it, but I guess fell off the hand trunk and landed hard on the back of the head. The mini display and backboard took it hard and had to be repaired on site. It appears that at some point during the show the switch that detects if the lid is open game loose and was not closing correctly. If the lower catapult does not see the lid open, it does a short throw to avoid throwing the ball over the trunk, etc. To be honest, I don't know if it is really a necessary feature, but, we did to be on the safe side. Once that was adjusted it was back to its normal high accuracy. Plenty of folks here can attest to how well it did.

We did have one major software bug that was causing us a lot of grief. And that led to a couple of more as I tried to track it down and fix it. The symptoms of the issue would not show themselves until long after the event that triggered it, so took me a long time to track it down. If a player started 'return from beyond', which is a mode that, if earned, starts if you drain out the left outlane. The mode puts the ball back in the shooter lane and gives you 30 flips to spell seance, do it, and you get to continue your ball, fail and your ball ends. It appears that if you fail, the at some point for the the next player, typically, the stage will then decide to ignore balls that enter it, and even if ball save would drop it out of the stage, the issue would continue. While I was not 100% able to correct the issue at the show, we were able to minimize to rarely occur, but that was not until Saturday. Normally it is harder to earn return from beyond than I had it set at the show, i wanted you guys to get to have fun with that mode, and that is probably why we and not seen this crop up before. Needless to say we will be doing a lot more play testing over the next few weeks to work through these kind of issues.

Houdini is chatty, no doubt about it. Keep in mind I sit in a room all day alone with Houdini, so, you can't blame me for wanting someone to talk to, heck, I even added a bunch of female callouts this week . While all stage modes and movie modes can be 'flipper escaped', I have not yet determined the best way to handle callouts in those situations as well as balancing them at other times. Rest assured I will be giving this more through both around a verbosity setting and how it behaves. Obviously everyone has an opinion on this, and I heard lots of them. At that same time, I don't think I had any other negative feedback the whole show, other than some thoughts on lamp flashing (which I believe was from the player in one of the videos, speaking of which, it looks like the other video finally uploaded . . .

Inserts are all RGB, GI is white. We did not have the right GI LEDs at the show, the ones we will use for the slings, etc. are frosted so less harsh on the eyes.

I and lots of folks ask how the backglass looks so great, with deep rich colors and balanced lighting. Not really sure how, it just does. It is a real backglass and has no 'white' backing layer, which I guess helps. There are just three led strips to the do lighting, but it just seems to work well, with how it is positioned with the monitor and its integration in the head. Obviously I am biased, but I do think it is the best integration of an LCD into a back box so far.

At this show I did not hear anyone complain about the low scoring of the game, seems with us and JJP doing that, on at least some of their games, everyone is getting accustomed to lower scores, that in reality help you know a good game or not. If you break 200K on Houdini, that is good game, 500K on Houdini that is a really good game, you break a 1,000,000 well that is a great game, I am sure at some point, after players learn how to maximize scoring, that someone will 'roll it over'. The main display is just 7 digits, but the smaller player displays can go up to, I believe, 9 digits.

Well, there is a cup of coffee and a bagel and lox calling my name. I'll check better later to see if there are any questions, etc.

Rosh

#1046 6 years ago
Quoted from PBMAN:

Rosh, Game is beautiful. On list for one. May have already been answered but is this still planned to start shipping this month.

I think the game is beautiful too, and seems most people do. Having one artist do the cabinet, backglass, playfield and blades (as well as some of the art used in the animations) can really help give a cohesive look. He was also given a lot of leeway on what he could do, which let him really get passionate about it and was constantly looking at how to add little enhancements. There are a lot of interesting things in the art. As far as the logo, I can't say I love the white background on the logo on the speaker grill. That was just recently added, not sure if it will be changed, when it comes to the physical machine I have less control than I do with the rules.

When we did our reveal in Texas back in March, we said we would be shipping by end of year, and we are still expecting to meet that goal. I expect production to start in the next few weeks. We just got in first batch of playfields, I think we are waiting on some wire forms and a few other small items, so getting close to being able to flip the switch. We need to review some things from this past weekend to see if any additional tweaks/changes are needed (definitely a couple), which could have some minor impact on timelines. First machines will go to distributors for showrooms and some will go out on location for testing, then we would start on customer games.

Joe just celebrated his one year anniversary with the company this past week, and my one year comes up just over a month from now, so it would be nice to be boxing games by then.

So pulled some photos of factory, from our expo presentation, as I have promised. I do believe the seminar video will be available soon. Right now the production team is deciding on which work will be done at each station, they will then adjust once they can accurately determine total work time per station to get the right flow, which is critical to really get up to speed. Our team leading production all have industry experience having been at Williams and/or Stern, and have some strong feeling about what not to do.

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#1071 6 years ago

with levelers all the way in, the game will sit at 6 or 6.5 can't remember which insures on location it will be at least at that, which is not a bad level, but personally I like it a touch higher. Obviously if all the way in is 6, you can get this pretty damn steep. The bigger issue, especially on Thursday and part of Friday, was the flipper strength was turned down too low. Joe likes them softer than I do. He complains anytime he comes into my office that the flippers are too hot (which might a touch true) and he did the set, and this was when the hall was pretty quiet, as more machines powered on, etc. the power dropped and they were way too low. When the JJP presentation ended and you had a ton of folks come back into the hall (and more machines turned on), there was a drop. I increased strength on the different machines throughout the weekend, pretty much any time I played a game on it. You can change the strength of most coils via the settings, and I'm sure a few of you saw me doing it. I think they were at 18 at the start of the show and on Saturday I had them up around 25. I also had increased the pops and sling strength. I think it is important for the left sling to have sufficient power so you can the occasional hit up into the scoop, that is important with novices playing since it helps them start Seance. You also want enough pop action to get the ball into the jail/magic shop and the play off the upper stand-ups. Pops in this game are not just a place to banging around and do nothing, they are needed to advance through the game.

One thing to note, when you guys get these at home, is that the strength of the flippers and the pitch can impact rules, meaning stronger flippers are going to spin the spinner faster so for Magic Shop and Haldane of the Secret Service in particular, the settings may need to to be adjusted to not make it too easy/hard to complete haldane and in the case of the magic shop too frequent/infrequent.

#1072 6 years ago
Quoted from dirtbag66:

But I'm wondering how sturdy that chest is.

the box itself is a heavy steel, so that is plenty sturdy. I'm not sure what the decorative coverring is made of I have seen no damage on games where that have seen thousands of play.

The machine on the left side is the one that was dropped hard, I was told it rolled right off the hand truck as it was being set down with the head crashing down. At some point the Trunk Lid open switch was not registering, so the catapult was throwing short on purpose. Once the switch was fixed it was fine.

The catapult power was adjusted at one point when it was hitting the front or the front lip a little too often on its way into the box. My goal is 90% and we have been above that.

#1076 6 years ago

During the show someone said that one of the images on the left side blade, the guy with the goldfish in his mouth, is Mac King a well known magician. I did some checking with our artist on that, and he confirmed it is, and that Mac is a friend of his and has approved the use of his image. Mac is already in line to buy a game, and is sure a few of his Vegas magician friends are going to be ordering one as well.

Can't remember who brought it up, but if they are a pinsider, now they know.

#1079 6 years ago
Quoted from dirtbag66:

Not sure if anyone brought this up yet, but during a mode in which Houdini reaches into his magic hat to pull out a reward, he pulled out the logo for Total Nuclear Annihilation (TNA). He then says, "Whoops! This is Houdini!" and put the logo back in the hat to pull something else out. Thought that was a neat little thing they added.

Scott is a friend and he gave me the logo to use and I think a voice call or two, but we used out own voice calls to fit the flow (I've given him the voice calls we did for him to use as ring tones). There are a couple of different version of the voice call that goes with it.

We poke a little fun at each of the other companies and their current games. I'm sure others here saw some of the other items getting pulled out, including of course, a cow. I guess I'll now need to add a pirate joke.

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#1084 6 years ago
Quoted from Yelobird:

Please don't start removing creative ideas and don't be swayed to take them away.

I can assure, no way in hell would I remove it. Most folks absolutely love it. The thing I don't get is those not willing to try inverted. Why not give it a try? There is a ball save at the end, not much to lose.

The thing with reversed, as long as you cross your arms, you brain just handles it for you, you pretty much play normally (well a slap save is probably harder). Inverted is a totally different thing, and does not take that long to hang of it, and it is is worth double.

As fair warning, I do plan to add a 'no chimping' feature for straitjacket multiball. So if the game detects that you are just hitting both flippers simultaneously all the time, it will warn you and if you continue it will reduce the jackpot value.

Quoted from Cobra:

Would look really nice if it was lined inside with a nice red or purple material ..like velvet or something similar..

Purple would be the right choice, besides the fact our artist loves purple, in case you couldn't tell, when we show the trunk on screen it is purple. I don't see us adding that, but I'll mention it, and I have little doubt any kind of a fabric would get a wear spot where the ball hits. We do use a material on the front of the stage that is quite durable and can take a pounding, so that kind of a thing could work. If we don't do it, I'm sure someone else will.

#1091 6 years ago
Quoted from MRG:

No Chimping

We have animation very similar to that we will be using. I do have to give a shout to my old Chicago Pinball Mafia buddy Greg Golminas (not sure if he is on pinside and what is handle is), who first suggested a chimping warning, with the monkey with cymbals. Figured if we were going through the trouble to track for it, might as well take it one step further and punish the player for doing it.

Quoted from gweempose:

He's definitely one of my all time favorite magicians.

So yet another reason to buy Houdini

#1106 6 years ago

MRG = MR G. duh -- not enough sleep.

Quoted from Manimal:

I can deal with a lot in pinball, but the one thing I dislike the most is a mushy flipper,

I agree with the flippers, they need to snap and you should not feel like you need to fight with them to make a shot. Thing I need to remember to do at shows, is to play the machine every once and while to monitor the flipper strength. Funny thing is, just powered up the game in my office that was at the show, and flippers are way too strong, just shows the difference in power at the hotel.

Quoted from Manimal:

I appreciate your interaction here.

I'd rather be proactive on issues versus having false and inaccurate information spread, much harder to then get it corrected.

Anyone who has been paying attention knows that all pinball companies, even those that have been around for years have issues. I hope that we have learned from others mistakes so we don't repeat them, but naturally we will make some of our own. You will find I will be quick to acknowledge my mistakes or things that are not right. As we all know the cover-up is worse than the crime, not admitting issues is sort of the same thing. I will try to be as transparent as possible, obviously at times ownership my not agree with my approach on that. Naturally at times I will respectfully disagree with someone else is thinking or view (heck I do that to the folks here as well), and it was most of us do here on pinside (just some are not respectful or don't really try to understand the other persons viewpoint). Sometimes I won't say something when I think it is not going to result in a fruitful conversation.

I know a lot about pinball, having been playing since I was 9, but I certainly don't know it all and don't claim to be an expert on rules, history of games, etc. (I can be quite opinionated regardless). I know enough to be dangerous. I learn a lot at the shows from watching you guys play and talking to you. I learn at lot talking to others in the industry who are willing to share their knowledge and experience, even though they work for other companies. To be honest, I also learn a lot on pinside, if I stick to the right threads . Reading threads on likes an dislikes or 'best XYZ', helps me identify opportunities or come up with new ideas or, lets be honest, things I can 'borrow'. Hopefully I can then apply these things effectively to our theme and to make Houdini a great game to play and own. While pinside only represents a small portion of the pinball world, and can be overly negative at time, it is a snapshot of at least part of the pinball universe and there is some good stuff to be gleaned from it.

Quoted from taz:

Also, lower scoring is in fad. Not only JJP but also DP. My TBL is also low scoring, which seems to be the new trend amongst the new folks.

Scoring got out of control in the mid 90s (I've had Billion point end of ball bonuses on Roadshow) and started to go back down a little bit late in the wpc 95 era, when scores were back down to the millions. Of course it started when they put a fake zero on the end to make scoring 10 times higher. I guess that made sense when scoring was the primary and only 'measure' and 'objective', and big scores is what folks were focused on, and it probably helped draw players to a machine with higher scoring. But the numbers got so big they started to lose relevance, when you cant' remember if your scores was in the millions or billions that is a problem. If you score 500K on Houdini you know it was good game, break a million that is great game. I'm looking forward to seeing someone 'roll over' the main seven digit flip score display (the player display will go a few more digits, don't worry). Reminds me, I have not tested that in a long time.

Joe told me they did Woz scoring lower, given the time frame of the the WoZ theme, and we followed suit given the era Houdini lived. Does seem JJP has stuck with that, at least on some titles, so maybe it is fad. I do have to laugh when the skill shot on some games are higher scoring than a great score on Houdini. Ultimately what is important in scoring is proper balance in areas of the game, factoring in difficulty, risk/reward and limiting exploits (we will talk about 'Sharpe proofing it') . While I am not a top player by any means, nor do I really compete, I do spend time regularly revisiting scoring to get a good balance between modes and different objective areas. Risk and reward being a factor as well -- the starting the stage with the 2X shot is a good eample. Tougher/riskier shot to start a mode, but, doubles the value. My goals is that for most modes 'completing it successfully' should have similar total values, adjusted for risk (Milkcan escape, most valuable mode, really hard/risky to score). You won't find a STTNG style video mode, that with zero risk, and a known pattern, can give you more points than what you can typically get on any other mode in the game. Along those lines I tried to make sure our video mode would not be easy to master, can you learn to get good at it, absolutely, but you can't just memorize a pattern of flips or something like that.

Quoted from Yelobird:

Are we Really asking them to change their shirts, flyers, cards, art, stickers, Huge company sign marque on the building because we don't like their business logo?

As far as the logo. Can't say I totally love the logo, but I certainly don't hate it. Regardless, in my book that is not where I want us to put a lot of time and energy, at least not now. But you guys can feel free to draw new ones and I'll certainly share them with the team here. Joe just showed me a modified version of the white logo on the speaker panel, where it will now be cut tighter to the shape of the logo, which will reduce the amount of white material, and I think it will work better on the machine.

#1111 6 years ago
Quoted from transprtr4u:

As the shaker , side art and invisible glass have been generated as add-ons, does this mean that all wiring will be in place to add the shaker after if not included in build time ? Will distributors be selling these direct to consumer?

Yes, will be pre-wired and pre T-nutted (is that word?)

I believe you will be able to order them from your distributor when purchasing the game or direct from us after. If ordering Magic glass at time of order, it will likely ship on the machine, but could vary by distributor.

We are still working through some details, there is a chance that if purchasing all three, then they will all come pre-installed from the factory.

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#1116 6 years ago
Quoted from konjurer:

I would like to see the Houdini animations cleaned-up, have more consistency and perhaps up the quality of the creative work. I'm not saying it's bad - it fact I think it's a lot better than what Stern is doing. Some of it looks great. However, JJP's animations are the standard. And it is being compared to POTC. Houdini's animation are the weak link in an otherwise beautiful game. Please don't take that as an insult! I know it's really hard work.

Quoted from rubberducks:

They can be improved over time. But if you expect JJP quality display and animations, I think you'll be disappointed.

I take everything as an insult!!! Of course if that was true this would be a much uglier thread, like another small company thread I can think of.

Glad to hear you think are better than Sterns and I'd agree they are not where JJPs are, and as rubberducks points out, if you expect them to be, you are likely to be disappointed. Keep in mind, there price point on the machine is a little different, like $2500+, so, they have room for more money to be spent on it. JP does an awesome job on the graphics for JJP, he is very talented and as gotten quite good at figuring out how to do it and how to work with the programmers to bring it all to life. While I did not love what they did on Woz, it was the first game using a large LCD, so, they were the first to try to figure it out, and they have learned from it and they get better and better each time. Hopefully we will also get better with each title.

Oh, and while some of the animations I consider 'done' most need at least some clean-up and some are still pretty rough. There are also some little things I'd like to do to make them better, time will tell if I have the time to do so.

I actually spend more time on animation then I do on anything else, and to be honest, that is not really how it should be, but that is the nature of the beast with large, color displays. I pretty much provide the vision for the art/animations, so I'll take both the compliments and the complaints (but if it is a complaint and I can point at the artist or animator I will -- well, probably not). A lot of what we do is not 'clips', but individual elements we move around to create a little more variety. It is also uncompressed images, so the quality is excellent.

We are also working with the limitation of an artist and animator working on part time basis, as well as a new platform that has its strengths and weaknesses. Given how long it took JJP to get their first game out and that was with two programmers and we also have the challenge of no existing assets to work with, I'm pretty pleased with what we have done, given how fast we have done it. And I have not heard anyone say they suck or are overly repetitive or . . . , to that is good.

Having said all of this, once I can get a decent recording rig and put up some more game footage, I will certainly read comments on which animations you guys like and which you don't and over time I will do my try to tweak and improve them. However, at some point I will have to say 'that is as good as it will get'. I'm curious to see if you guys see it as I do. Obviously there is some stuff I am really happy with and other stuff that I think is just Ok and a few things I hate (but a lot less of that then a few months ago). Obviously art/animations are subjective and not everyone is going to love them.

Quoted from dirtbag66:

I thought the JJP display and animations in WoZ were pretty awesome, and that was their first machine.
Why is it too much to ask API to do the same? Honest question. I'm actually amazed at how great of a job they did mechanically with Houdini, but I agree that the animations were a bit weak. Reminded me of Aerosmith's animations. Which isn't a good thing.

I guess this validates my last point above, tastes are subjective. As I said, I thought Woz stuff was just ok and I think what we have, while different in many ways, is on pace to be as good or better (and they took four years to do it). I certainly think it is better than Aerosmith which from what I have seen is a lot of repetition and having the same basic animation running on different backgrounds. Obviously Stern is also figuring out how to work with the large display and how to balance development time with it. What is there is very nice, just from what I have seen, just not much of it, but I can't say I have played or watched it very much, so I can't say I am an expert on it. Imho, our main score screen is better than anything in Aerosmith. But obviously I'm biased.

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#1125 6 years ago
Quoted from delt31:

specifically the french call outs

Confused on this. The only time there is a 'french call out', is if you start the Paris hurry up, you get the Paris cop, speaking english but with a french accent. And you would then here one voice quote at the beginning and one if you succeed. Can you clarify? I did the jail escape hurry ups as Houdini visiting different cities, would get get the local police to throw him in jail, so he could escape and earn headlines to get folks to come see his shows. While I have tried to limit taking poetic license on the game, I did here, since there is London jail escape and he never did that that. The London cops were aware of his success in escaping jails, and did not want to be made foolish. I saw the jails escapes as a way to get a few different voices in the game. But unless you are a really good player, no way you here any specific cop more than once in a game, and at most three calls outs.

Having said that, I know the game is a little too chatty, some like that but a lot don't, and I'll be looking at some changes to that.

Quoted from VividPsychosis:

1. I am concerned about playfield wear around bumpers, slings etc. Will there be playfield mylar placed in those spots? and could you speak a bit more on it.

There is mylar by slings, pops, the scoop kick out and the drops to the inlanes.

Quoted from VividPsychosis:

2. You may have mentioned this earlier, but whenever you get an update about the upgrade costs for side art and shaker motor, will you please fill us in. I am on the side of wishing for the game to be shipped without needing to install anything

We are still working on it, we are also trying to see if we can just include the blades. I'm not optimistic since we have already gone over the BOM that was set, but looking to see if we can find a way. I agree having it all come pre-installed is optimal, which is why I am pushing that we do that if all three items are purchased. Concern here, and for distributors, is that you don't want to have too many different iterations in boxed games. If we do 'no add-on', 'glass add-on' and 'all add-ons', that is still three, but better than 8, which i seriously doubt would be liked by production or distribution.

Quoted from VividPsychosis:

I have owned a TFTC and the bumpers on data east were never very responsive. At times it would hit a few times and that's all, it would appear like the skirts were too thick and wouldn't really be as much action as you would hope. Have you found this to be an issue?

As Mr68 says, likely your spoons. True of pretty much any game. I believe we have a very experiended guy on the line who is responsible to check gapping on pops, slings and stuff.. In the ongoing battle between me and Joe on coil strength, I tend to like the pops a little hotter then he does to get more action and more play into the jail/magic shop. The flip side is if they are a little less sensitive the two shots through the pops can be a touch easier. Most coils on the game can be adjusted individually, but I will put some limits on it so you don't set them so high that you do damage.

Quoted from transprtr4u:

As I have not had the opportunity to play or see this game , can anybody explain the "feel" of this pin? Having owned Williams/Data East/Spooky/Capcom and Sega games would like an opinion on the build of the American Pinball Product?
Have one ordered and very much looking forward to receiving the final product...

I'm sure others will pipe in, but, personally I find it plays more like a Williams than a Stern in many ways. As a quick recap- Churchill cabinet, Mirco Playfields, real backglass, Williams style flippers, Stern style slings, DE style pops. Those provide the right mix of performance and production friendliness. All feature lamps are RGB, GI is white LED (wrong style was in machines at expo, my understanding is they will be a frosted style). Also traditional lockdown bar, playfield supports (no prop bar), rotation lock for head, let bolts are allen wrench style, using the same wrench as the head -- so when you get the game, the only tool you need to set it up comes in the box.

Okay, back to the code . . .

#1131 6 years ago
Quoted from transprtr4u:

Any chance of a playfield being shipped to Cliffy? Would love to install the best protectors for my new game!

I have previously asked the appropriate members of our team to look into that, not sure if they have reached out to him yet or not. Suspect they have had higher priorities leading into expo, but, it is on our radar.

#1142 6 years ago
Quoted from mbelofsky:

We spoke at Allentown, does this mean that the game will not include protectors? I was hoping for Cliffy protectors since he makes the best. As I said before, not having to take apart a new game would be much appreciated.
I would pay for the glass, shaker motor, blades, and Cliffy protectors (even a premium on the Cliffy protectors to ensure that Cliff gets to make them). I would love to get this in the box all ready to go. While we are at it, how about a plastic protector set and ramp entry protectors?

Game will have mylar in the pops, slings, inlane drop areas and the scoop kick out.

The ramps already have a protectors.

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The sling shot plastics will have plastic 'washers' on them as well.

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<history lesson? Back in the 60s and 70s you could have a car 'built to order', where you could choose all of the different options you wanted. This was one of the things that led to the quality issues in US cars and helped the Japanese, who were using a one or two upgrade package approach (driven form them being imports). </history lesson> The point being if each machine going down the line is different, it leads to mistakes, which is why doing something like pre-purchased cliffys installed at the factory an undesirable thing. As I have mentioned we are already over budget, so, including these was not an option.

I suspect the scoop is the only place really needing one, but I'm not the expert. It is possible that one protecting the ramp over the magic shop and some might want something for the magic shop hole. I don't think it is needed, but again, I typically don't worry about this.

Below is a some 'parts porn', for those that like that, I grabbed this photo this morning while someone was counting out sets to go on the line.

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#1146 6 years ago
Quoted from Shapeshifter:

Is there any dynamic scoring, by that I mean using multipliers to blow up jackpots and super jackpots?

Three things to note in this regard . . .
1) Starting a stage mode via Stage Alley doubles the value of the mode. Certainly harder to start it via the alley then a straight shot off the left flipper.

2) Milkcan Multiplier -- this is a playfield multiplier that goes 2x,3x,4x. It requires a two shot combo (lower left loop, followed by the ramp) to advance it and gives 20 seconds of multiplication. If your shoot the ramp quickly enough as second time, you can increase it two levels at once. I've considered doing all thew ay to 7X, but right now I feel that is too much, but, you never know.

3) Inverted Straitjacket multiball -- when you start straitjacket mulitball at the stage, you can choose reverse or reverse and inverted, reverse and inverted has double jackpots.

Quoted from Cobra:

Is mylar neccessary by the slings with a clearcoated playfield? I know it protects but i hate the look of them.
Will they be easily removable?

For operators they are certainly desirable and probably needed more at the pops then the slings, and I would agree less needed for home use. I do not know how easy they are to take off, I'll see if I can get more info on it. As Vividpsychosis points out, they are not very noticeable, as you can see in this photo. the curvy 'line' on the right side is the reflection from the underside of the sling shot the plastic.

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#1149 6 years ago
Quoted from Shapeshifter:

So, a 4x super jackpot is possible right now.

Those multipliers apply to everything, so a mode that might be worth 100K in total, if completed successfully, could become 400K, start it via 2X stage alley shot and you are talking 800K.

Having said all of this, the combo to increase the multiplier is not easy, which is why I may increase the length of time it is active or may go back to my original plan of making the 'add time' shots also work for the milkcan multiplier, when it gets low (plan was to first have to hit magic stand-ups, but I think that makes it a little too complex). Currently 'add time' works for any stage or movie mode, once you get under 10 seconds, the spinner can then be hit one or more times for a maximum increase in time of 10 seconds. Inserts light when it is active, but since you also get the 10 second countdown it is pretty obvious when the shot is active.

I'll be continuing to adjust the super jackpots values. Earning the super jackpot in seance requires tremendous skill and needs to be worth a lot more than a super jackpot in Trunk Multiball or Straitjacket multiball, which are far more attainable. I have yet to get the super jackpot in seance, it pretty much requires cradling one or two balls and playing with just one ball and even then hitting the six super-mini standups in order is pretty damn hard.

Quoted from spfxted:

Please let us know as soon as you find out how much Houdini Glass is going to cost. (It's magic)!

Will be cheaper than competing products, and I will let you know once the price is finalized.

#1156 6 years ago

I will share all of your thoughts with the team. This conversation on mylar does remind me of the words from the poet John Lydgate, later used by Abraham Lincoln and others (I first heard them in a Bob Dylan song). . .

"You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time"

I would certainly want the mylar in the pops and the scoop, but maybe not the slings

#1173 6 years ago
Quoted from Manimal:

Rosh, if you need a Beta-Tester, ship my game early....I am just down the street! lol Excited to see production on these ramp up soon.

Not sure I can get yours shipped early, but I do plan to have some 'play testing' events, over the next few weeks, here at our offices, I'll keep you mind

Other than the one big bug at expo, games ran well, but I've been around the block enough times to know there are more bugs that will show themselves. We also found three new ball hang up at spots at expo that are being addressed. Bottom line, the more play the better.

Quoted from Sinestro:

Might meet you up there.
How about it, Rosh? We'll bring the booze for a tour?

As I said above, always looking for more play testing, and Tequila would be the drink of choice Recently learned it has many health benefits.

Quoted from Tuna_Delight:

He was definitely a very dedicated entertainer, talented artist, and interesting man.

Yes he was, and we have really tried to capture that in the machine, vs a magic pin with his name slapped on it.

#1187 6 years ago
Quoted from VividPsychosis:

can we get an update on code % and any idea on when the first production games will ship?

I don't recall exactly what I said at expo, and since then it is has gone down a little, as I added some new things to the to-do list around sound calls, and potentially feature lamp behavior as wells the stage bug, and then back up to about that same level, 86.392%. The outstanding things remaining are more/better light shows, sound effects, music (I think 5 modes don't have their unique music yet), animation clean-up and improvements, bug fixes, service mode/adjustments/statistics cleanup and additions, and then the Magician modes. I'm not too concerned with last being in place before we are shipping, so those are lower on the priority list than some of the other items (plus need to give the early owners something to look forward to)

As mentioned previously, Houdini is a little chatty, well not Houdini himself, since he only talks at the start of stage modes. There are 9 settings to control various aspects of voice calls (see below). As a reminder all of the 10 stage modes and all of the five movie modes, as well as Jail Escape hurry ups, Seance Multiball and Secret Mission (combos), can be flipper escaped during their intros.

Screen Shot 2017-10-25 at 9.02.05 AM (resized).pngScreen Shot 2017-10-25 at 9.02.05 AM (resized).png

We are in the process of getting a decent webcam so I can do some decent videos of game play, so that is on the horizon. It will take some time to get the right setup.

As far as production, we are getting close to pulling the trigger on the line, we have a couple of parts that are delayed. We also need the new parts to kill off the couple of ball traps we found at Expo, but those are not holding things up, yet. I guess technically you can say we have started, as we are moving playfields through the first couple of stations where we do have the needed parts. But to me, despite what others might stay, production is when the first machine rolls off the line and goes to final testing AND the line behind it is filled with playfields being assembled (vs when we did a few sample games). There are some other minor issues we are working through, things like changing connector styles, wiring routing, etc. to be more reliable, easier to service or to make manufacturing easier.

Quoted from DngrWillRobinson:

Rosh, I’m nearby as well if you need more testers.

I will post something here when I have a date or two setup to see who would like to come by and play test. Obviously there will be a limit on the number of folks for each testing event. Nothing agains anyone here, but I am looking to get in some of the better players I know (I'm looking at you Yancy, Jay, Robot)

Quoted from bigd1979:

Even then lots of things are found in home use and then fixed on later runs.... look at di as it was tested a extreme amount for a long time but still needed many fixes that were found in home use by early orders. But i guess someone has to be first lol.

Back when I was running call centers with 300+ agents, anytime IT would want to roll out new systems, I would want to be first or last. When first you typically get an extra level of service and in some cases are able to get changes made to your liking, otherwise last to give time for the issues to be worked out.

Along those lines, over the last couple of weeks and weekends we have been doing extensive burn-in on the production samples to identify any issues. This is an addition to life testing we have done on some of the key mechs. We did find a couple of minor issues, basically mechs that come to us assembled that will need to have some screws "loctite'd". First machines will go to distributors for their showrooms, so that will also help identify issues. However, pinball machines are pretty complex, as you all know, so I would be lying if I said "there will be no issues when games ship". I do feel bad for the guys who work in the lab where the burn-in is happening, having to listen to the machine fire through all of the coils twice every minute all day long must get to be quite annoying. Normally we would do it in the burn-in area, but right now that is pretty crowded with parts being quality checked. Normal burn-in would be just overnight for production machines, but obviously we want to do as much of it as we can right now to shake out (pun intended) any issues.

#1196 6 years ago
Quoted from Yelobird:

Give us the money now and we will let you know when we are done. Or Not done!

It is a funny thing about that, I tend to believe that when you are not working with other peoples money (e.g customers), you have a greater sense of urgency to get things done since you have no money flowing in until you ship games. Of course a sense of urgency means I work 11,12 hour days, and often on weekends, which does wear on you.

It also has the benefit of less stress with customers, since when people have given you money, they feel entitled to know what is going on. You can sense the different tone in this thread when folks ask for updates, there is not that tone of demanding or entitlement. Which I understand, since there is the old adage when people don't know what you are doing, the assume you are doing nothing. Ultimately there is a balance to the level and frequency of communication. The plus side is there is a lot of appreciation for the updates we do provide. I hope it can continue this way, time will tell.

Quoted from Yelobird:

Yes, there are several distributors and not to take from any but I personally would recommend you visit Joe and Pinball Star in PA. He would rub your back while you play to keep his customers happy.

We have several great distributors, and Joe is certainly one of them. He does have a great crew, really nice guys, that handle deliveries and support, which is one of the reasons he was one of the first distributors who we signed up. Hmm, I've gotten hugs from Joe, but not sure I have gotten back rubs. Cointaker is certainly another great distributor, trying to remember if I have gotten hugs or back rubs from them.

Quoted from BubbaBeast:

It sounds like I'll wait a few months after shipping starts and then pull the trigger.

All of our distributors have quite a few people on their lists already, so odds are it would be a couple of months regardless. You can always get on the list to reserve a spot and then when you get to the front of the line, you can always tell whomever your distributor is you want to wait a little longer. The next person in line won't mind. Odds are by the time you get to the top there will be a good sense in the community as to any issues that might be a concern to you.

Most of the companies are doing code updates as described above, sometimes how you start the update is a little different (we are still debating two approaches). A lot easier then the old days when you had to get ROM chips to do updates. I guess the downside to this is in the old days, code would ship pretty much complete, since updating was not so easy to do. Of course the software in machines today is far more complex and robust -- a blessing and a curse.

14
#1210 6 years ago

Okay, so to move us off the discussion of KY, although it certainly did provide for a good chuckle, here is a photo of one of the playfield test stations. This is where all the switches, LEDs, GI, coils, stage mech, etc. get tested before the playfield gets put into a cabinet. Issues can be fixed here, or if necessary can be routed back to the station in question. You will notice there is box with all of the needed buttons, that has a magnetic back, so it can either be held or moved to the front and attached to the rotisserie for easier access. As I think I have mentioned previously there is only a half dozen or so wires that need to go from the playfield to the backbox or cabinet, so hooking it up for testing just takes a few seconds.

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#1232 6 years ago
Quoted from Ericpinballfan:

Houdini Seance Night.

I'm sure there are others, but here is one, although I guess a little too late . . .

This years Houdini Seance will be held Halloween, October 31st, starting at 11:30AM at The Sojourn Restauant on E 79 Street, in NYC, Houdini's first New York home as a child.

There should also be one tonight at his gravesite, which is also in NYC.

Unlike Beetlejuice you only need to say my name once or just time it right for when I am looking at piniside.

Quoted from rubberducks:

It's not licensed. They can build them as long as there is demand for them.

This is certainly true, at the same time, the BOM is built based on costs that are often tied to large quantities. You are not getting a fully loaded machine like Houdini if we were buying parts for just a couple of hundred games, our costs would be significantly higher, so either there would be less in it or a higher sticker price. So, if there is demand we will keep building, but not like we would order custom game specific parts for just 100 machines, the costs would get way out of whack. So at some point is do we think we can sell X more machines, and if so, go for it, if not, start setting up for the next title.

Here is a holloween treat, some photos of assembly stations being loaded up with parts. I believe these are being stocked for 20 games at a time.

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#1238 6 years ago
Quoted from per3per3:

We really need a quality gameplay video highlighting the various features, shots, etc.. With JJP's Pirates (and Dialed In for that matter) and Stern's Guardians of the Galaxy coming out, a high quality video would go a long way in selling these machines. From everything I could gather from Expo, the verdict on the machine was a bit of a mixed bag due to what sounds like annoying power issues. I definitely expected better info, mainly gameplay vids, to come out of expo. I'm holding strong with my preorder spot but there seems to be some potentially solid competition for my money. Don't get me wrong, I'm certainly excited for this game but need to have something to be truly excited about.
Rosh - Give the pinball world what they crave and get us some sweet video action!

I'm in the process of getting the right stuff to be able to shoot decent video. As far as the power, don't worry about it, the game has power to spare, big time. Expo was off due to the power issues in the building and Joe setting things a little too low at the start and that was also done before many games int he hall were power up.

Quoted from rubberducks:

I think there will be viable demand long beyond the initial 1000 units you said you'd legislated or ordered for.
. . . Also all the more reason for you to try to get a couple of machines to DPO Expo in 10 days time.

We certainly hope to do more than 1000. We had planned to get a game to DPO, but due to some vendors missing commitment dates, does not look like it is going to happen. I'm not happy about it, but, was somewhat out of our control.

#1240 6 years ago
Quoted from DS_Nadine:

Put an existing one in a suitcase and fly over.

Unfortunately my passport has recently expired and I need to get it renewed. Plus I don't have a suitcase big enough.

#1249 6 years ago
Quoted from DS_Nadine:

Whatever happened to the seminar video of American Pinball? Still coming?

I got it pushed up today. Two clips, one of the presentation one of the Q&A. Probably only worth watching if you need a sleep aid.

#1251 6 years ago
Quoted from VividPsychosis:

Hey rosh, hope you had a nice Halloween. I had a few questions about the game I hope you could help answer. 1. Do the lights inside the chains near the mid/bottom portion of the playfield represent anything related to the gameplay or your journey through the game, or are they just for aesthetics? 2. What is the function of the second catapult? Lastly, and related to a different topic, the shop on your website appears to not be functioning correctly. I attempted to purchase a Houdini shirt, but no size option was available and after it showed 1 in the cart, when I went to check out it just says nothing is in the cart...

1) those lights track your progress on the 5 movies, 5 jail escapes (hurry ups) and 5 secret missions (combos). Each of those will have a magician mode if you can complete all five (well, for movies you just need to start all 5). They appear in a faint version of the color associated with that aspect of the game and then turn full on when you have completed one of those items. There is a lock at end of each segment that will then light when you have complete/started the five, indicating that next 'start' of the associate feature will give you the magician mode. There are also bonus points tied to the number of chain links completed. There are also settings to enable extra balls, and to set how many links are needed, for each of the those segments. For an average player, you might choose to enable those to increase your ability to get to the Master Magician Mode. Pretty sure those will default to 'off'.

2) The second catapult is used to throw the ball back to the right inlane. It actually is used very rarely, since it is only used in a couple of modes or if you somehow you get to the lower catapult when the lock is not lit, in which case the ball will not go through the trunk to the subway, but will go through and be diverted to the upper catapult and then get sent back. Be nice to use it more, but, I did not want to have too many things require making the left inner loop shot.

3) We are working on a new website. Send an email to [email protected] and someone will get back to you on and provide assistance.

12
#1294 6 years ago
Quoted from beatmaster:

i'm curious does distribution will start everywhere at the same time, meaning europe, canada, usa.

North America first, then Europe and Australia. We have to work through CE and the like before we can start shipping overseas. It is my understanding we are in the process of finalizing things with distributors and adding some more. We do plan to get some sample games overseas as soon as we can.

Quoted from spfxted:

Any update on the Magical Houdini Glass? When will it be available? Price?

Quoted from konjurer:

And the side blades and shaker motor...price, availability?? Will they be available to be installed at the factory?

No updates on these at the moment, I'll share info as soon as I have it.

Quoted from Ericc123:

I know that Rosh had said that he's trying to get a better camera for some game play footage, but if they are shooting for shipping in the next few weeks (per the interview on the K-Man podcast) aren't they running out of time? The game looks great and I think some good video of it being played is only going to help with orders.

While I want to get the videos taken care of, right now we have more than enough orders to keep the line busy for a while, so not impacting sales in the short term. Hopefully in the next day or so I'll have what I need to do some video, but for some of you, you may not have to wait . . .

I'll be hosting a Houdini play testing event here at the American Pinball offices in Streamwood this Saturday from 11:00 AM until 7:00 PM (or maybe later if folks still want to play). If you are interested please send me a PM with an approximate time you want to stop by, just want to be sure we don't have too many folks here at one time. I'm not overly that concerned about it, since we should have three games set up for play, but opening it up here on pinside, one never knows.

Oh, and for those who can't make it, here is a photo you might enjoy. I will still not say production has started, since machines are not yet rolling off the end of the line (still waiting on a few parts), but they have started down it.

IMG_2809 (resized).JPGIMG_2809 (resized).JPG

#1300 6 years ago
Quoted from pinballwil:

this is a better one.

Take note of the image that is being displayed in that thumbnail, that is his mother, who he desperately tried to contact in the great beyond, when you next play the game or watch video of game play, see if you can . . .

14
#1322 6 years ago

Want to thank all of you were able to stop by and play Houdini. It is always great for me to watch people enjoy the game and I learn a lot each time, whether it is spotting issues with animations, rules that should be tweaked, items that maybe should have settings to control, missing call outs, bad call outs, etc. We had one issue with the left lock, that seemed fine after it was adjusted and there is clearly an issue with the bullet catch mode leaving a mess behind that causes issues, which I'll be digging into today (TheKorn got bit by this bug, and he was having some really good games). Always great to get feedback.

Quoted from VividPsychosis:

Did anyone take videos?

I did have the machine in my office set up to record game play, unfortunately early in the day someone must of bumped the tripod so the footage is not really usable, well other than for me to look at some game play. But now that I have it set up, I'll get some more game play posted, but, given the lighting in my office, it will note be great, but hopefully will make some of you happy.

Quoted from c508:

Overall, the only negative thing I have to say is that the prospect of making the "Milk Can" shot three times in a row strikes me as a sick joke,

You don't have to do it a row per se, but to complete that escape you do need to hit three times within the 40 seconds or so. That is one of the most lucrative modes in the game, since not only does it score nice size points, but it is also increasing the playfield multiplier. Plus for one of the three, you just need to hit the magic stand-up target (in almost all modes, hitting either magic stand-up will advance you one step through the mode/objective). In normal play that shot, followed by a ramp shot, will increase playfield multiplier (and a second quick shot back up the ramp can take it up two steps). When I was first looking at the sketch of the layout, I knew that would be a tricky shot, which is why pretty early on I decided it would be tied to the playfield multiplier. If you want to get the points up, you need to hit the tough shots.

As far as the tight left loop shot. At least two players commented how they could make that shot all day with the backhand, and at he same time, I watched one of them make it forehand three times in a row. As I have always said, it is not as tight as your mind wants you to think it is. Regardless, it is the 'money shot', so can't be too easy.

Quoted from DngrWillRobinson:

I will say that I didn’t see the second catapult used the entire day. That’s the one that throws the ball into the wireform/habitrail that returns the ball to the right flipper.

The upper catapult only gets reached in a few scenarios and typically won't be reached if the lock is lit, since in that case the ball goes into the trunk and disappears. It is during a couple of modes (bullet catch and metamorphosis) where it gets used or if you get a 'slow roller' into the upper VUK. Only option would have it not have the ball go down into the subway on a lock, and can't say I like that. I might look at using the upper catapult if a movie mode is going to be started as well as the lock, so bringing it there for the movie intro vs letting it go to the subway.

Again, thanks to all those who came out. I'm pretty sure everyone enjoyed the chance to play and to see 'where the magic happens'.

15
#1328 6 years ago

some new photos for you . . . a couple of dozen more cabinets arrived yesterday, and more playfields going through the line. Still waiting on a couple of parts, but they are building these as far as they can in the meantime.

Have not forgotten about game play video, going to try to see if I can shoot a little bit today while testing some new code. Added an adjustment yesterday to control the level of magnet activity (off, low, med, high) when hitting the magic stand-up targets, as well as an optional ball save. There is no adjustment for magnet control during Seance Multiball, you can't control the spirit world.

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#1337 6 years ago
Quoted from Yelobird:

Way crazy thought but wouldn't it be cool if pinball companies offered a Museum type delivery option similar to when you buy a new Corvette! See your game go down the line, you put in the last screw, and they box it and roll it out to the lobby for it's maiden voyage home.... Just crazy talk as I know they have to test but it would be kind of interesting to have a photo documentary of the birth of your game.

Be a long day AND night, since games go through an overnight "burn-in" for 15+ hours after they are built.

Plus you do get to put in the last 'screw', it's called a leg bolt.

17
#1357 6 years ago
Quoted from konjurer:

I'm hoping that this Houdini media blackout means that the production line is rolling and Josh is too busy getting the final software build ready to load on the first machines off the assembly line.

'Final' is a relative term, but we will be putting machines out on location shortly, so I am cleaning up things for this first 'release'. This will be pretty close to what will be in the first machines that ship. I would anticipate pretty frequent code updates the first couple of months. Updating code on your machines will be quick and easy.

The assembly line is quite active, while we are waiting on a couple of things, we are taking playfields down the line and assembling them with what we can. I'd guess a few dozen will be 'jump started' this way.

I did shoot a game play video last week, first crack with the new cameras, so, I need to figure out how to best adjust them to get the lighting better, positioning, focus, etc., but since I won't have much time for that this week, figured I would share what I have. Right now I have the second camera showing the upper play field as well as the display, so you can see the mini-display and the front view of the trunk. Figure that was better than just a giant view of the main display. Seems quality drops quite a bit when going up to youtube, but, it is what it is . . .

Also, our marketing guy has had a few items created that some of you may be interested in. First there is a High Quality Miniature Playfield Print. These are a 12x24 miniature print of the art of the Houdini Playfield. It is printed on high gloss quality paper and is perfect for framing and showcasing the art behind Houdini.

We are also offering the Houdini Translite which is a unique art piece that utilizes the eye-catching art from our backglass, and showcases some of the characters on the stage getting ready to open the curtain on the API Grand stage for Houdini to appear.

The high gloss mini-print of the play field art (12x24 inches in size) is $35 and the translite version of the backglass, with the monitor area filled in, is $85, both include shipping within the contiguous US. if interested, you can email [email protected]

HH translite (resized).jpgHH translite (resized).jpg

#1364 6 years ago
Quoted from Manic:

that odd little giggle that plays constantly seems pretty irritating.

Last week I was feeling the same, at some point I will likely add a setting to choose from a few different sounds for the sling shots, including 'None'

Quoted from pin2d:

What a light show! Thanks for sharing.

Lightshows need work, more so around adding more, but some of the ones in there now are pretty pedestrian. Those will get added and improved over time. The key is that each of the major objectives has its own color, so when you see the playfield flash a color, you will know what has happened. For example, a blue lightshow, means you just opened the movie theatre (completed lower lanes) or completed a shot for the current running movie mode. Green, means jail escape is open or was completed, Turquiose = Trunk Multiball, Teal = Seance, Red = Stage, Yellow = magic shop, orange = milkcan multiplier, Pink = secret missions (the next shot in current secret mission combo with flash pink, if you hit that shot the next in sequence will light, break the sequence and it goes back to the first shot).

I am still working with and changing how some of the insert flashing is being done. At times there is too much flashing so hard to know which is really the important shots at the time, even if they are color coded, so, that will change a little bit from what is in there today.

Quoted from lodgingdolphin:

I was able to select 720p in the youtube settings.

had not tried that setting, definitely looks much better when set to 720p.

Quoted from Manic:

Love the way everything is explained before each mode - pretty rare these days.

You can flipper escape out of the intros for all stage and movie movies, and there are now almost a dozen settings for audio verbosity. You can start off with everything on and then turn off items as you get to know the game and/or find it too chatty. You can also control if flipper escape cuts off the verbal instructions or continues even as the ball is put into play. Most stage and movie modes will put the 'next shot' on the mini display briefly after you make the current shot, it will then reappear on that screen every 10 seconds or so (in between it is showing the timer), but might increase the frequency of that.

#1372 6 years ago
Quoted from VividPsychosis:

I never noticed the sling show giggling until now

Actually it has been there from the first time it was shown in public. Could be just the way the mic is picking up the sounds.

Quoted from MightyGrave:

Also i hope the right "ramp" that feeds the inlane is more used.

I've recently changed some code to get some more use of that wire form. If you shoot the trunk, when the movie mode is lit, it will now route to the upper catapult instead of going down to the subway lock. It will play the movie intro and then fire the ball back from there.

Also, a quick update on those playfield prints, when I got the info on those it included a photo, but I did not post it, since it was clearly an out of date image. However, I've just been told that what is currently for sale, are playfield prints of the prototype art, not the final playfield art (so it was the correct image). Sounds like there are just 40 of these prints that were made, and at least 15 have already sold.

Here is the image of the prototype art . . .

Quoted from MightyGrave:

Maybe the translites will availible at a european dealer? Or should we do a bulk order for germany ?

I believe some distributors will be buying/stocking these. You can certainly email sales@ to get more info.

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#1374 6 years ago
Quoted from rubberducks:

IMO, the verbal explanations are a little long-winded for pinball. You could cut half the words out and still convey the same meaning.
Animations look like they could use some polish.
However, the game itself appears to be shooting really well now. It looks smooth.

No doubt they are verbose, but the options should give you plenty of control. I can see for most collectors (and operators), that after a few weeks, I would have 'next act', 'Houdini intro', and 'next shot' active, but disable 'stage open' and 'narrator rules'. Same basic options for movie modes as well. I would also have the flipper escape cut off sound calls. I have not yet decided what will be factory defaults.

Animations will get some more attention. However, there is a limited budget, and I went with an approach of greater variety vs fancier animations (although these are all uncompressed high res images). As I have said before, I spend way, way way too much time on animations relative to other aspects of the game, given they have far less value to the player then pretty much everything else (voice calls, sound effects, music, lights, rules, etc.). Having said that, as you know, I am always open to suggestions and input.

#1377 6 years ago
Quoted from rubberducks:

That would certainly not be time consuming or expensive, relatively speaking. Since they're typically sliders and tick boxes in a software package.

The display system is not an off the shelf package, so there is no easy 'tick box'. It was built primarily by Michael Ocean (@MOcean) and myself for the pyprocgameHD/Skeleton Game framework (TNA uses the same basic display system), although at this point there are a lot of Houdini specific enhancements done to it. While I have built quite a few transitions, the flow of information to screen is not as 'orderly' as you might think, making it harder to implement some of that, when different subsystems are queuing up messages to display or waiting to have display priority. Within a mode, it is more feasible to do that, and you will see that with some of the mode intros (in that game play video, you will see this with the movie mode intros, and return from beyond). Obviously traditional DMD is almost all abrupt changes. As the overall flow of the game/modes and animations is settling in, opportunities for smoothing transitions may appear.

#1384 6 years ago
Quoted from Yelobird:

I am certain as Rosh (in person) seems like a perfectionist they will refine this to perfection.

"Perfectionist", no. First off, I don't believe any pinball machine can be perfect, and even if it was possible, and I strived for perfection, you would likely never get your games (see Jpop). There is always going to be something I would have liked to have done different/better. My job is about balance, and that applies to many things. I have to balance the needs of the timelines, budgets with my vision for the game. I have to balance the rules to be good for novices, enthusiasts and wizards. I have to balance my efforts around rules vs lights vs animations vs sounds. My goal is to minimize the sacrifices I have to make within the decisions, to try to get as much of what I want in the machine, into the machine. Fight the good fight. There are always tradeoffs and things you have to give up. There are always things that are not quite right, but, are determined to be 'good enough' since there are bigger issues/needs elsewhere.

Quoted from konjurer:

I cringe when I see the magic shop animation.

I have to laugh since this is the second version of it, the first, which was done by the animator, was felt to be too cartoony by the artist. So he did the current one, and I think it does to a better job of capturing more of that time period feel (regardless, you have to like my animated barber pole on the building). While I get your point on the look, not sure it is 'cringe worthy' (if you said that about the original, I would buy it). I will share your feedback with the artist.

Quoted from konjurer:

Not a fan of the top hat with the hand. The top hat and cape have become a caricature of a bad magician. Houdini and his contemporaries didn't wear or use top hats during performances. Instead, how about rising card from a wine glass ... would have been a classic trick from that period.

I debated quite a bit about the hat, original we talked about a 'box', but the animator went with the hat, partially due to lending it self better for pulling out the 'awards' (e.g. the clear wine glass would not quite do that sine it is a lot more than cards that get pulled out -- during my brief dalliance with Magic, I used to do the rising card trick). Keep in mind, it is not Houdini at the magic shop (although he did own one that still exists today), and if you go into most magic shops, you are going to see tricks based on the pulling something out of a hat or box or bag. So at the end of the day, it is a well know magical element, and it seemed a good fit for the mystery award, which is why I felt it worked. There is a long list of suggestions from folks here where I totally crapped on them for not being true or honorable to 'Houdini'. But you do have to make some compromises or take literary license to make things work.

Quoted from konjurer:

One last thing that sticks out is the wide variety of fonts used. The overuse of different fonts looks yucky.

hmm, there are only four maybe five fonts total used in the game, and 90% of what is on screen for dynamic text is the same font. There are a couple of animations that are still place holders (I think there was one during bullet catch), that use "Impact" but those will eventually go away. I guess one place you are seeing that is the different 'panels' that rise up on the main score screen, since some of the panels use a font to match that section of the game. A couple use our 'alternative' font, which is narrower than the primary font that is used. The movie theatre marquee, I think has the original 'houdini' font we were using, but that one was just too wide and went to a narrower one, so, there probably is a mixed font on those screens. The one that is part of the image and the dynamic text, so, that one will likely get adjusted. There are some other animations/screens with non dynamic text, that are non-standard fonts, done by the artist or animator to match the feel for the animation that follows. Well, I guess in some cases it was me, with some of the stage intro animations before we settled in on the primary font -- so some of those could get changed (typically those are the sans-serif fonts). But typically there is no other fonts on the page, e.g. the 'magic shop' sign on the building, the FILM letters, the SEANCE letters, the intro screen for Needles, etc. I'll have to keep an eye out for any animations that have a mix of more than 2 fonts or screens done early with what is now a non-standard font. You do want some variation for the sections to help you quickly know what info you are looking at, e.g. Seance vs Film vs Escape. Again, typically single font. So talking through it, probably a touch more than I remembered/realized, but still not a ton, regardless, I'll keep an eye out.

Quoted from 3pinballs:

I agree on the giggles.....although if they could code it so the giggles are different then I don't think it would be a big deal

Funny story, I am sitting in my office one day, and I keep hearing giggles, that sound like they are coming from the hallway. I'm first thinking it is our receptionist chatting with someone, but I keep hearing it. Finally I realize that I must have turned on attract sounds, and the giggle had been thrown in there as a place holder months earlier. Since the machine sits parallel to my desk, the sounds were bouncing off the glass door to my office, given it the sense it was from outside the office.

Different giggles might help, but still might just be annoying. Coming up with sound effects for things like slings, loops, attract, etc. and have them fit the theme, not too easy. You can only use chain and lock sounds so many times. Meeting with my sound guy tomorrow, so he and I will brainstorm though some other sounds. But if you have suggestions . . .

#1396 6 years ago
Quoted from konjurer:

Not a fan of the top hat with the hand. The top hat and cape have become a caricature of a bad magician.

As I mentioned, Houdini was once the owner of the Martinka magic shop, that opened shortly after the civil war. One of the subsequent owners was Al Flosso, who owned it from 1939 to 1976. Flosso was a well known magician in the time, having made appearance on many of the early variety shows on TV. Below is a photo of Al in the magic shop, note what he is wearing on this head . Almost every photo I have seen of Flosso has him wearing a top hat, and while he was certainly not the first to pull a rabbit out of a hat (allegedly Louis Comte was the first in 1814), I have to wonder if his appearances on TV helped popularize the top hat for magicians.

al flossos magic shop (resized).jpegal flossos magic shop (resized).jpeg

#1407 6 years ago
Quoted from flashinstinct:

Watched the last video yesterday and really liked what i was seeing. My only beef was with the instructions for the modes...they felt like a mouthful. shoot this, then shoot that, then shoot that followed by a shot here , here and here." For the sake of being constructive...wouldnt it be less annoying to point the player to the next shot upon completition of a shot if a player hasnt hit the shot after 10 seconds. That way players that know the rules dont have to sit through the lecture everytime and novice player get calloutl pl hints if they dont achieve the shot after x amount of time. Apart from that game looks really nice and polished.

There are lots of settings to control the level of verbosity, see the snippets below from previous posts, also check out the image link which is a screen shot of some of the sound settings . . .

Quoted from rosh:

You can flipper escape out of the intros for all stage and movie movies, and there are now almost a dozen settings for audio verbosity. You can start off with everything on and then turn off items as you get to know the game and/or find it too chatty. You can also control if flipper escape cuts off the verbal instructions or continues even as the ball is put into play. Most stage and movie modes will put the 'next shot' on the mini display briefly after you make the current shot, it will then reappear on that screen every 10 seconds or so (in between it is showing the timer), but might increase the frequency of that.

Quoted from rosh:

No doubt they are verbose, but the options should give you plenty of control. I can see for most collectors (and operators), that after a few weeks, I would have 'next act', 'Houdini intro', and 'next shot' active, but disable 'stage open' and 'narrator rules'. Same basic options for movie modes as well. I would also have the flipper escape cut off sound calls. I have not yet decided what will be factory defaults.

https://images.pinside.com/7/18/718abdf50f47ec898152d070a65f7973df7edcce/resized/large/718abdf50f47ec898152d070a65f7973df7edcce.png

#1418 6 years ago

Setting aside all of the verbosity options, at the end of the day, if you know pinball, you should know how to flipper escape, and if you don't know how to flipper escape, you probably want/need more info.

When I did that video I deliberately did not flipper escape for obvious reasons

10
#1428 6 years ago

While I don't know all the details regarding John's agreements with AP, John and Deeproot have no claim on Houdini. Nothing of John's is in Houdini, and even if it was, he would still not have any rights to it.

From the day I started I have stayed as far away from all things zidware as I could, so I do not know if there are other legal issues between AP and John. I suspect John still owes AP money for the manufacture of MG, which would make them a creditor like others. This may be the 'unresolved legal issues', but I don't know. Obviously there could be other issues related to APs work on MG, I just don't know.

Regardless, no fear on Houdini, there is nothing to escape from. Now I need to get back to work, as we are putting a machine out on location shortly, and I have to test out the support for the swipe system the location uses.

#1436 6 years ago
Quoted from tominator:

I didn't see a match feature at the end...!
Surely there has to be a match feature...? No?

Not yet, but there will be one at some point. I have a few ideas, but I have not decided on one yet. Not my top priority at the moment.

(rosh now sits back and waits for suggestions to be thrown out)

#1447 6 years ago

A lot of great suggestions.

Quoted from LTG:

Magician pulling a rabbit out of the hat, rabbit goes "poof" and turns into match number.

I've considered this, well, maybe not the rabbit going poof, which I like. My concern is the use of the hat for the magic shop and was not anxious to re-use an element in this way, but certainly still a possibility.

Quoted from beatmaster:

ouija moving on the board giving you the match #.

This is a great idea given how match is supposed to work, however, since I use a spirit board (Ouija being a trademarked name) for high score entry, having it also for match, which occurs right after, may not be optimal. Maybe a crystal ball.

Quoted from Videogod:

1. As a handcuffed Houdini separates his arms (breaking the cuffs), a number dangles on each cuff.

certainly has potential, of course we only need 1 digit, since Houdini does use the least significant digit.

Quoted from Videogod:

"Metamorphosis" but instead of Bess, Houdini swaps places with a match number. I see Houdini jumping on the trunk, tossing the cloth into the air, cloth drops and number is on top of the trunk.

Since metamorphosis is one of the modes . . .

Quoted from snakesnsparklers:

For the match: Houdini tied up and shackled while hanging upside down in a tank of water. While he struggles to get out he exhales air bubbles that evolve into match numbers once they rise above the water surface. As Houdini completes the escape act the final match number is displayed.

might be a touch too complex/elaborate, and like some others, we do use the Chinese water torture as one of the stage modes. I do like the bubbles idea.

Quoted from Mike_M:

Hmmm, will Houdini going on location be a location that is “at a higher level” soon?

Houdini certainly belongs at a higher level, as it will be harder to get to the end than say, Pac Man. I'm sure the location will be found quickly after it arrives there and that info will make its way to pinside shortly there after. Our first location was chosen since it is convenient to our office (and to my home).

Quoted from Methos:

A seance with Beth as they try and communicate with Harry...maybe on the match have him appear above the table?

hmm, similar to some of the other ideas, but has potential.

#1451 6 years ago
Quoted from spfxted:

Fan out cards with numbers. The matching number card pops up from the deck....

someone had talked about the card rising out of the wine glass trick for the magic shop instead of the hat, but while that would not work there, that could work here. Plus I already have the playing card assets.

#1462 6 years ago

You had me until you said

Quoted from epthegeek:

a Starbucks drivethrough

starbucks did not exist when Houdini was alive.

#1467 6 years ago
Quoted from Aquapin:

By the time of the match sequence the show's over. How about an empty stage with a janitor sweeping which reveals a number on the floor or triggers the trapdoor that reveals a number.

currently at the end it is the closed curtain with a spotlight and the word 'fin', so I have been contemplating things to do in front of the curtain, including the type of thing you are suggesting.

#1502 6 years ago

Good morning,

Wanted to pop in to respond to a few things that have been posted . . .

Quoted from pin2d:

Planning to play this game on Friday 12/9 at Level 257!

Oh, I think we will pull it out before then. Only so much we can learn from having it there. Just joking, should be there for a while.

Quoted from DngrWillRobinson:

I was at their open house in November and saw the side art for the first time and loved it. I wouldn’t get this game without it. The shaker motor however isn’t a must have for me, I don’t see where it fits in with this theme, or to put it better, when would it be appropriate to activate during the game play. At any rate, it’s simply an amazing game.

Side art really does look good, and we do have it on the game on 257, since we think it really adds to the experience. I agree that Houdini does not scream shaker motor, personally I can only name a few titles/themes that I think really need one. Having said that, my goal is to implement in any way adds the overall experience, but don't see it as being a major focus at any time. Right now it is used in variety of ways, for example, when the trunk lid closes, when then elephant is marching across the stage, when the jail cell door closes for jail escapes. So, the shaker motor will enhance the experience, but in all honesty, I don't see it as a must have (like the side art). I'm sure once folks start to get their games there will be suggestions on other ways to incorporate it.

Quoted from djreddog:

And that magic glass....so nice.

Yes it is, and before Ted asks, I don't yet have pricing on it.

Quoted from PinMonk:

That hole on the right is DEFINITELY going to need a Cliffy.

While there will be mylar by the kickoff, there is little doubt that the scoop could benefit from additional protection. Not sure there are other places that need it, although I'm sure some of you will find other places you want them. Regardless, there are conversations happening here regarding scoop protection.

Lets talk match sequence, a small part of me regrets opening that door. When the TNA art package was revealed there was a lot of negativity around it. I talked with Scott about it and said to him, that the issue was he showed a whitewood, he talked about the 80s theme and the backstory of the game, and everyone of us pictured in our mind what that art package should look like and accordingly no matter what he did, for a lot of folks it was never going to match their vision and that is what drove their negativity. There are a lot of times I do things, and I think to myself some folks are not going to like this, they are not going to 'get it' as far as what I am trying to do, wha my vision is, and then I say to myself, 'if they don't like it f*** them". So, some great ideas here and I suspect what I do will be influenced by many of these suggestions, but I don't want anyone to feel disappointed when their great idea does not make it in. As you all know, there are many things that have to be balanced in these things, fit with the theme, effort to implement, etc. I do want to give a special shout out to konjurer who took what had to be a decent amount of time to bring his vision to life. So, I am always happy to listen to ideas, just don't be disappointed if it does not find its way into the machine.

#1519 6 years ago
Quoted from 3pinballs:

Is that a crack in the playfield underneath the right slingshot on the bottom post. It's the circle around the post.

The round shadow is clearly the reflection of the plastic protector. What looks like a ragged line is a also a reflection of the plastic, you can see how the shape matches the plastics shape near the attractive young ladies hand.

Quoted from Cobra:

Speaking of mylar, what was the decision with the half moon in front of the slings? In the goodie bag?

The current plan is mylar will be applied at the factory to the pops, drops and scoop, the sling shot mylar will be included but not installed. While not everyone will agree with that, I think the majority of folks would find that to be the right scenario.

#1550 6 years ago
Quoted from Mike_M:

The start button does not light up/blink after credits have been added.

When were you there? There was an issue with the start button flashing due to a wrong dip switch setting, but that was fixed earlier this week.

Quoted from Mike_M:

2) I noticed some call-outs getting cut-off in the middle- particularly for extra ball.

There are times that it will deliberately cut off a voice call, but suspect this was just a timing thing with it starting the next item at the scoop a moment too soon. I'll check it out.

Quoted from Mike_M:

A couple of time when ejecting from the planchette scoop the ball drained right down the center without hitting anything; might just need some minor adjustments or ball save code.

I've not experienced this on my dev machine, I"ll have to check the machine at 257 to see if something is out of adjustment or if the coil setting is off.

Quoted from MT45:

Nice update to the website Rosh! Well done.

Ryan our new marketing guy did a great job in finding a website development firm and getting a new site up quickly. it is much improved and I know he has other improvements planned.

#1565 6 years ago
Quoted from Joe_Blasi:

There seems to be bug with the return from beyond showing the seance multi ball ready artwork on top of it.
Also in multi ball when you stack an added multi ball mode that ball saver light should come to let you know that you stacked something and it's not the game messing up giving a end less multi ball. I was playing and I seemed to be a very long time of balls just coming back out in multi ball with no ball saver light on.

Joe, thanks for the feedback.

The seance stuff is supposed to show in Return From Beyond, since you are trying to spell seance in order to return.

I'll look into the multiball thing, not sure if the starting of the new MB is obvious, and if it is a second MB starting, ball save should be flashing, also possible something else is going on with Seance Multiball putting too many balls in play. I've had another report of that, but have not seen it or been able to replicate it yet.

17
#1582 6 years ago
Quoted from transprtr4u:

After all the effort that has gone into this project it would be nice to let AP announce the release and shipping of their game!

As I have said previously, to me production is when machines are going off the line, and while we have a few dozen cabinets ready and a couple of dozen playfields that are > 90% done, they are not rolling off the line. However, I expect that to change in the next couple of days, as we got most of the missing parts earlier this week and the last missing items, I am being told, will be here tomorrow. Accordingly, unless some new issue pops up, always a possibility, I would expect that machines will start rolling off the line next week. I will say that the first couple of dozen games will go through the standard testing and inspection done by our production team, but these first machines will also be individually inspected by Joe, Jim and myself. Once those machines pass inspection, they will be shipping. Our stated goal has always been to start shipping games before end of year. We are going to do everything we can to get as many out the door as we can.

Quoted from Manimal:

I'm thinking the match sequence should be the code Houdini reportedly gave to his wife to prove he was communicating from the afterlife.

I actually had planned to use their phrase in another way in the game, but it such cryptic phrase I did not feel it worked for what I had intended. Still thinking about match, I have some more important things to work on first, plus I need to give you guys something to look forward to.

Quoted from rubberducks:

Reaching the final wizard mode looks like it's going to be quite an achievement, as with some other recent Balcer games:

Yes it will, but there are a few extra balls that can be enabled to help you get there, and some settings to make it easier to earn Houdini letters. Not sure why you guys like to put the depth (or reverse flippers) on Balcer. Joe does not get involved in the rules very much, he is all about creating great playfield designs that are unique and challenging, as well as engineering the game to be reliable and easy to maintain. Watching him work and how he approaches things and make just small adjustments to make it shoot better, remove ball traps, etc. has been really impressive to me. Joe did have a few requests of things he wanted me to include, such as having 'ball drain modes' and having a video mode, and I was happy to oblige, just as he was happy to oblige some of my requests on the playfield. His previous games that had great depth, (TSPP, Woz, etc.), I believe the rules were primarily driven by Keefer, who has done the coding on some of my favorite games. It is my impression that each designer has his own desired level of involvement in rules, running along a wide spectrum of barely involved to heavily driving it. Ultimately all good pinball machines are the result of a collaborative effort, with many folks providing input and perspective into its design, rules, look, animations, etc.

Quoted from jeffspinballpalace:

How about adding a ball pause like in TZ to hold the ball on a flipper? Gives you time to rearrange the boys or drink half a beverage, before returning.

Funny thing is you can sort of do this now in Straitjacket multiball when going reverse and inverted, since the flipper default to being up, although, you would only have about 2 minutes, since if both flippers remain up for that length of time the game will automatically drop them. I will consider this for a later release.

Quoted from pin2d:

For those interested:
DEEP DIVE into Houdini Pinball by American Pinball - Overview, Likes, Dislikes, Code, Features

For those who have been following along, you know that some of the 'dislikes' can be resolved (or will be resolvable) via settings. Notably the length of the verbal instructions, and giggling sling shot women. As far as the cartoony comment, our goal was to be true and honorable to this amazing man, and we decided going with a cartoony caricature was not in sync with that goal. Like with all pinball art, it is very subjective.

#1591 6 years ago
Quoted from mcbPalisade:

I still reward creativity and this is REVOLUTIONARY, not evolutionary IMHO

Funny how certain ideas are easy and obvious and others are far more difficult to envision or come up with.

The whole locks and chains on the pops and having the rattling chain sound came together in a matter of minutes, when Joe asked "what are we doing to do with the pops, we get movement for free". It was probably less then 3 minutes of brainstorming to get us to what was a clear no brainer. Be nice if it was that easy to come up with cool ideas.

Similar when Joe and I were deciding where to the put magnets. The lower stand-ups were screaming for a purpose, and once we decided to put them near those, the idea of having Houdini's hands there immediately popped into my head. I did a quick sketch, with the hands and the idea for chain links to track progress and sent it over to the artist and he had his first mock-up of it the next day.

Sometimes these things just come together, sometimes you spend weeks trying to come up with the right idea/concept/solution. And plenty of times what at first seems like a good idea, turns into, "what were we thinking?".

13
#1593 6 years ago
Quoted from kvan99:

This is the kind of work that's been missing from Stern lately

I tend to think the Stern designers and programmers still do as much of this kind of thing that they can. I suspect part of the challenge that they have, and that we have to be careful about, is having the production line, and the need to feed it, can negatively impact the game development cycle. Stern has a big production line and they need to keep it running. If a machine is not selling well, it likely results in timelines changing for the next machine or two in line, so suddenly they have to 'finish it' so it can be ready to go when needed. In addition, Stern obviously likes to use licensed themes, which can be challenging, but they know how to work through the approval process -- and I suspect part of that is them going for the path of least resistance, which likely turns into -- keep it simple, don't do something they might object to.

We will face some of these challenges with game 2, relative to feeding the production line. The better Houdini sells, the lower the risk. Sticking with unlicensed themes, for now, lets us not have to worry about approvals, so it gives us the latitude to take creative risks, as well as not having something else outside our control potentially impact timelines.

I have to think that designers at Stern have had frustrations at time when timelines and approvals get in the way. I'm sure Steve, and whomever else was working on it, had a lot of cool ideas for SW, that they could not do given these various constraints. As we know some of their games ship with minimal code, due to these timelines, and while some of the programmers are really good about getting it finished, when, and if, they are given the time, the playfield designer can not 'finish' the things they wanted to do due to a lack of time or the concern of it not being approved.

With more competitors have entering the marketplace, giving buyers more choices, it increases the risk of a game not selling well, and the cascading affect that can have. Of course this can then become self fulfilling prophecy as you speed up a game's development since the last game did not sell well, and since you sped things up, this next game is not up to professional contemporary standards, so it does not sell well, and that can start a dangerous repeating pattern.

Of course quality issues are a totally different thing, but can also plays a roll in all of this.

Despite what Deeproot says, pinball is hard.

#1600 6 years ago
Quoted from DS_Nadine:

But on the other hand it can't possibly be a 'home run' based on the license alone, so you have to work even harder to make a great game and take more risk sales projectionwise. - At least that's what I suspect, wich is why I wish you best of luck!

One would have thought Star Wars would be a 'home run' based on license alone, but your point is valid. I tend to think that what is more important is the other extreme, that it is not a theme where a large chunk of collectors/operators would say "ugh, no way", since that shrinks the size on market vs locking in a small segment of it. Not sure how many games sell just due to theme, I suspect depending on the title, it can be a decent amount. but without a good machine behind it overall sales are going to struggle -- plenty of examples of a popular theme that fall flat due to playfield design, rules/programming or overall theme integration, and sometimes it can just be one these that misses to have a big impact on sales -- I'm sure some here an name recent examples. But even a great shooting game with great rules, but with a relatively unpopular theme is not going to do great -- again some recent examples exist. With Houdini, we had an unlicensed but a very recognizable theme, so not like we have to explain what it is, what the story is about. What we don't get with it, are assets to work with, images, video, music, call outs, etc, so there are always trade offs.

#1611 6 years ago
Quoted from konjurer:

Sounds like a few games are very close to shipping.

Quoted from beatmaster:

only 10 days left before the end of the year, it can be done (crossing fingers).

Our stated goal since Texas was to be shipping machines before end of year, and that is still our goal and expectation.

I have also stated that games will not ship before they are ready, and certainly not to just hit the end of year goal.

For the first two dozen or so machines, this will include a second inspection by Joe, Jim or I. Not going too say that even after that, that 100% of the machines that ship are going to be 100%, since you guys would know I was full of shit, but that is certainly our goal. I'm sure some issues will crop up that we were not checking for or things that just don't get seen.

I can tell you that some machines are now going through the second phase of inspection and some minor issues have been found. Instruction and processes will be modified as needed and/or additional training will be done.

After that each machine stills need to go though burn-in, some play testing, updated with the most up-to-date code, etc.. Not surprisingly I recommend that when you get your machine you should update the game with latest code. Code updates take about 5 minutes. Just download the latest code package to a USB stick, open the coin door, insert it into the USB extension cable, after a moment the screen will change to show it is doing the update, wait until it tells you to 'remove and restart' and then, well, 'remove and restart'. You can start the update process with the machine already on. So, no need to remove the backglass, no need to navigate through menus. Also worth noting, that anytime you attach a USB drive to the machine it will copy the audit data (both current and any previous audit date ranges), game settings and recent game logs to the USB stick. If you have issues with your machine, I may ask you to pull and email the logs to us for review.

#1653 6 years ago
Quoted from greenhornet:

disappointing that only a single game of video has been published during the last six months.

In addition to the one that was recently posted by me, there was some taken at expo as well. I understand the desire to see more video. While I do record game play as I am developing the software, it is rarely for more than a few minutes as a time as I am typically working on some aspect of the code. I'm sure there will be plenty of game play footage as games starts to ship, but I will try to make some more when I have time so I can provide some info on modes, etc. I'm sure our new marketing guy is working on some things.

Quoted from konjurer:

Rosh - any chance that the magic glass and side blades will be ready to ship with the first games? I might be getting one from the first batch and I would certainly prefer those add-ons without having to ship and install later.

Plans are being made so both blades and magic glass can be installed at the factory. My best guess is that will be an available option in late January.

#1655 6 years ago
Quoted from Ericpinballfan:

Overtime when Im done with instructions for shots, will we be able to turn those off?

Yes, this may not be most current, but, close enough . . .

https://pinside.com/pinball/forum/topic/american-pinball-houdini-thread/page/24#post-4039100

15
#1716 6 years ago

First I want to thank all of you for your support and congratulatory posts regarding our first shipments. It has been a crazy 14 months since Joe started with a blank piece of paper to draw the layout and me with one to do the rules. We are very happy with how things have turned out and are thrilled to be getting these into homes and locations.

Let me try to respond to some of questions and comments that have come up. I'll probably miss a few, so feel free to re-ask if I did not answer it. A lot of posts have been made the last few days on multiple threads.

.

Quoted from vicjw66:

One of the voice actors sounds like George Takei, Ohhh myyy.

It has been surprising to me that no one has brought this up before, it is just one or two calls that really sound like him, but I noticed it the very first time I heard them. We have joked about having the voice guy to an 'oh my'

.

Quoted from rubberducks:

If rosh has such a document for 1.0, if that's what the launch code designation is, could we see a rule sheet for it? Even if it's a messy, scribbled assembly of notes

I often say that just because others do it, does not make it right (something Joe is probably tired of hearing me say), have said that, I don't believe, and some of you may not like this, that pinball software should be versioned like 1.0 or .78. To be honest, I'm not sure when Houdini will be 'completed'. I guess it will be done when either I run out of ideas on how to make it better or I just get sick and tired of working on it or that 100% of my time is needed on game 2. Houdini will use release dates for its 'version'. Each update will have release notes covering what is in it and highlighting things of significance. The version that went out on the first few machines was 17.12.29 and the machines that ship this week will likely be on 18.1.3. I expect there to be pretty frequent updates over the next two months and then they should slow down. Updating is quick and easy, and you don't have to install every update, and typically you can just install whichever is the latest update. In addition, some updates might be marked with a .T at the end, indicating it is a test release that has new functionality, but might not be as fully tested as we would like, so only those who like to be on the bleeding edge should install those.

So, what is in 17.12.29. The recent This week in Pinball story covered it pretty well. http://thisweekinpinball.com/houdini-deep-dive-overview-likes-dislikes-code/. So, all of the stage modes are in the game, all of the movie modes are in the game, all of the magic shop items are in the game (not to say I won't add more and there are a few Easter eggs in there as well), all of the jail escape hurry ups are in there as are all of the secret mission combos. The two outlane modes are in there, as is the milkcan playfield multiplier. Both seance and trunk multiball are also in there. What is not in there are the mini-magician modes for the movies, jail escapes and secret missions as well as the master magician mode. The movie and jail escape magician modes are well underway, and should be in one of the January releases. The secret mission magician mode and the master magician mode will follow not long after.

.

Quoted from mcbPalisade:

Since it is shipping I assume it has a manual. Could you provide a link for that? I'm mostly interested in what the service menus look like.

There is a manual, currently about 130 pages, but it is still being worked on and is not yet ready for distribution. It has been on my list to do a walk through of the API Cockpit (what we call out service menu) so folks can see how it works and what is in there. I'll try to get to that this week, but in the meantime, at the bottom of the post are some screenshots to whet your appetite.

.

Quoted from konjurer:

I've been a little critical of the animations in this thread. Great American Pinball just posted probably the best video of the LCD animations and they look pretty fantastic. GAP's camera picks up a lot more detail and the colors are more clear and vivid than Josh's video. Looks great. More excited than ever to get Houdini.

My office where the machine is has terrible lighting for recording game play (but good for working on a computer all day) and GAP did a very nice job of a capturing game play and showing off the display. I think our animations are pretty good and were getting some criticism that might have been misplaced, but at the same time, I knew that until you really get to see them in person and see them in game play, it would be hard to really see the variety and vibrancy of them. I don't expect them to be the best around, but I think most will find they do an excellent job in bringing the game to life (and obviously are so far beyond DMD it is laughable). And as I have said, I do plan to polish them up some more as time permits. At the same time, animations are the least important part of the game when playing it, and I spend a disproportionate about of time on animations relative to the value to the player, but, that is just the nature of it.


Here are the screenshots of the cockpit . . .

PyProcGameHD____CTRL-C_to_exit_.png (resized).pngPyProcGameHD____CTRL-C_to_exit_.png (resized).png

PyProcGameHD____CTRL-C_to_exit_.png (resized).pngPyProcGameHD____CTRL-C_to_exit_.png (resized).png

switch_test_example (resized).pngswitch_test_example (resized).png

PyProcGameHD____CTRL-C_to_exit_.png (resized).pngPyProcGameHD____CTRL-C_to_exit_.png (resized).png

PyProcGameHD____CTRL-C_to_exit_ (resized).pngPyProcGameHD____CTRL-C_to_exit_ (resized).png

PyProcGameHD____CTRL-C_to_exit_ (resized).pngPyProcGameHD____CTRL-C_to_exit_ (resized).png

#1720 6 years ago
Quoted from mcbPalisade:

I have is that once you consider this done NEVER CHANGE IT FOR ANY FUTURE GAMES.

Quoted from Joe_Blasi:

The tests area can use an specific tests (use the game logo if it has a sub menu for more then one thing in it) like stern and others as well as having coils and switches in there own area. Even the old WMS games had some stuff like that in the test menu for the games that needed it.
You one looks to have one for just one game only thing.

If you look at the menus you will see that the test menu first has switches, then coils then LEDs then display, since those items that every game would have. Then it moves to cabinet (which most will likely have ) and then at the end is the 'stage', which is obviously unique to Houdini. The interface is designed that we can add more items if needed. Well at least a couple more. If we need a bunch more for a game, we would just use a submenu. You will notice on the settings page that the second items is the H from Houdini, and this is the 'features' settings, now while those are unique to Houdini, hard to see a game not having feature settings. The utilities area also has some game specific things, but again, the 'common items' (clear balls, reset audits) will likely stay in the same places (although I doubt many are using muscle memory for those items, well maybe for clear balls). So, while I make no promises, I would expect that the basic navigation of the cockpit will not change.

Quoted from DS_Nadine:

I'm hopefull it'll make it to europe soon.

We are in the process of getting the necessary CE certifications so we can be shipping overseas.

#1724 6 years ago
Quoted from transprtr4u:

We're just 3 shipped out before the new year?

Yes, since they were pick-ups by distributors in Illinois and Indiana. There are couple of more ready to go, and another dozen that are waiting to get their final review and approval by Joe, Jim and I and I expect that to happen over the next few days. Not sure which distributors they are assigned to, but they are likely be contacted regarding shipping arrangements. We are trying to get games to all of our distributors as quickly as we can so they can either put them in their showroom or get them out on location.

Quoted from HOOKED:

is it possible for someone to document the playfield changes as they happened along the way?

The reality is all but one of the original 'prototypes' are gone, cannibalized for parts, and that one that does exist is now stuck with the code as it existed back in September, and for all I know it is unplayable, since as soon as they wheeled in a production sample, I started changing the code to use the right orbit switch which was one of the changes, so no clue in what state I left the prototype. The bulk, if not all, of the palyfield changes have been covered in various articles, posts and presentations. Most of the changes were subtle. The reality is, there is almost no noticeable difference between the first couple of samples and what is rolling off the line now. We have added a new part to stop a ball trap, but as of 10 minutes ago, that has been put on the first games as well. The only other change is a change to the style to the GI bulbs. The one in my office, and possibly one or two others, do have a slightly different 'floor' to the stage mech, a topic that will I give more color to down the road.

Quoted from wepeel9er:

Hey guys - this is Kyle Carter, Co-Founder at Analog Arcade Bar and I can vouch that the game plays great and people are loving it. Particularly, our pinball league crew is loving it the most. The shots are very challenging and hardcore pinball fans are really enjoying their time with it already. We're thrilled to be one of the first few locations in the world to have Houdini! I'm really looking forward to see how the game evolves with updates, etc. as well.

Kyle, glad to hear you guys are enjoying it. It was our goal to create a game that can be fun for novices and challenging for enthusiasts. I think it is a game that makes you want to keep playing it (and those tight shots are not really that tight, once you stop telling yourself they are, and that right inner loop can be made consistently without much difficulty with a backhand). It is my hope that the depth and breadth keeps it feeling fresh and challenging.

44
#1730 6 years ago
Quoted from Bond_Gadget_007:

Ramps need more sound effects. Amateur pinball companies always miss this detail.

Amateur posters to this thread often miss asking about things before jumping to conclusions.

It has been on the list, well, since forever. I have mentioned a few times about 'polish', and that is the type of thing that falls into that category. I actually just got them from my sound engineer a week or so ago, so they will be in there soon. Since consecutive ramps increase scoring with each ramp, the sound needs to change accordingly and our sound engineer wanted to hear more of the game play to come up with the right sound sequence. Also means it takes a little longer to implement, then say sling shot or pop bumper sounds.

#1750 6 years ago
Quoted from VividPsychosis:

rosh if my game is shipping out next week to the distibutor, will it have the pinblades on it? Thanks.

I believe it will be later in the month that they will start doing that. I don't think the blades have come in yet.

Quoted from MikeS:

On my 2nd game I ended up playing a 20 minute game where I got to see many of the modes and multiballs in the game. Man that multiball with the reverse and inverse flippers is crazy! I doubt I'd pick that one again unless scoring was made at least 3x instead of 2x.

That is a very good score.

After you do inverted a few times, you would be surprised how good you can get at it. Possible I will increase the value, when I implement the 'chimping penalty' feature that reduces the jackpot value if you chimp the flippers.

Quoted from MikeS:

1. Can someone explain how the Houdini lights in the center of the playfield come into play and what the various colors mean?

Each of the objectives (and other modes) has a specific color. I thought the rules section of the powering from expo got posted here, which has that info, but I don't see it. I'll grab it and post it.

Quoted from MikeS:

2. I'm also not sure what the color chain link inserts signify?

There are three sections of links, separated by a lock, and those map to the Jail Escapes (Green), Movie Modes (blue), and secret missions (pink). The 'lock' at the end of each segment will flash when the mini-magician mode for that group is available. Number of chain links earned goes into the bonus.

#1751 6 years ago

slides from expo with info on rules is attached below. Thought these had been posted, but I guess not.

houdini rules.pdfhoudini rules.pdf

#1765 6 years ago
Quoted from Orko:

Multiple times the shot that goes into the magic box didn't work, and the ball would get stuck and then going into search mode on almost every game I've played.

Quoted from Yelobird:

they are having trouble with their card reader on the game.

Game at 257 has had a pretty high accuracy rate, but, that will certainly vary with the variation of the power at varying times of activity there, and we are looking at some changes to mitigate that. There was also a code update that made a change and I don't think the catapult was adjusted after it, which was needed.

The left lock switches have been problematic and resulting in some of the ball searches and other issues. I was not seeing these issues at all on my dev machine. It turns out that we were shipped the wrong roll under switches, not sure if the order was wrong or supplier messed up. The ones we were sent are too 'stiff' (not sure of the correct term) and that can cause the balls to hang up and not roll under correctly after a bounce back and therefore they don't register correctly. The correct switches came in on Friday, and Joe was out at 257 today to install those and we will be getting these out to the owners of games that have already shipped.

Another issue at 257 was a trapped ball, and the key to the coin door that was kept there was misplaced, so that resulted in the machine being down for a day or so. It now has their standard lock on there so that should resolve them not having access in the future.

They had given us a card reader for testing and we installed that, and they just went with that one when we dropped off the machine, since it was already installed. Guessing it was one that was not quite right.

I did notice Saturday night when I swung by to pull logs that DI, WoZ, TAF, TZ, GOT and a couple of others were all turned off. So, guessing it depends on which techs are on duty if they look at issues on games or just power them down.

That machine there did get a code update on Friday. New code now has 'lost ball handling' so any future trapped balls should not create the same issue. There was also a new bracket added to remove a trapped ball location that was found. That code added the new progress map (although I did some improvements to that last night that will be in next update), some new sounds and some other bug fixes and improvements.

These first few locations have been doing a great job of giving us feedback and getting me logs to I can see what is happening on the machines. I really appreciate their support in working through these things and providing feedback. Some issues being found, but nothing too serious and pretty much where I expected we would be.

As far as the machine at Level257, just under 900 games played on that machine so far, Avg game time 3:48, avg score 79,732.

Quoted from transprtr4u:

Any updates on shipping out more games?

We held back shipping last week due to this switch issue as well as an issue with the GI bulbs. We are making a minor wiring change to the GI and switching bulbs, so they will be retrofitting the a dozen plus games that were in test, as well as those on the line. I would expect shipping to resume this week. I think the production team has set a goal for this week of around two dozen assuming they get the new bulbs tomorrow as expected. Bottleneck could be Joe and Jim doing their reviews of each machine.

#1770 6 years ago
Quoted from rubberducks:

Are any other arcades or barcades in Chicago due to get machines before the end of the month?

Since there are currently two on "location" in the Chicago area, not sure we would see another later this month, but, that is just me thinking out loud.

Quoted from swillie:

I would like to know if any machines will be going on location in Michigan that you know of as well. Really want to see this game in person.

I don't really know much on where the machines are going. As I said, unless something comes up, I expect two dozen to go out over the next week or so, I do not know how many of those are going to showrooms vs locations vs homes. Most of our distributors want to put them someplace where they can be played by the public so that they get exposure. I'm sure at least some of our distributors will post here when they know a machine is going on location, as we have seen with the first few that have gone out. If I learn of any, I will share. At this point I have been asking locations to send me game logs and audits once a week or so, so I can see if issues are popping up, if I should look at different default settings, what ball and games times are looking like, etc.

Quoted from Ericc123:

any guess on what your capacity is per week?

From what I have been told, the line should eventually be able to get up to 50 per week. They will probably have a better sense of that after the first 50 or more get out the door and they can see what the true time is at each station and whether the line needs to be adjusted. Due to the delays waiting on parts, we are way ahead on creating some sub-assemblies, so until we are in a normal flow, and in a just in time environment, a little hard for them to get the flow, staffing and timing nailed down.

Quoted from DS_Nadine:

Oh, American Pinball has it's own category on Pinside now! Gz!

Now that we are shipping I made the request to have one created. Will make it easier for me to keep an eye out for threads that pop up regarding Houdini

#1775 6 years ago

Here is the video walkthrough of the API Cockpit, for those of you who are bored and desperate for something to watch . . .

#1776 6 years ago
Quoted from unigroove:

Will there be a Houdini at the EAG Expo next week in London? Would be nice.

It would have been nice, and we had hoped to, but we were not able to make it happen. We will find a way soon to get Houdini across the pond.

19
#1783 6 years ago
Quoted from DS_Nadine:

It's got so silent...

I'm busy working on code . Plus, I posted something three days ago.

There are about 20 machines that have finished standard playfield testing, and are in the completed cabinets, and are going through a second set of inspection by Joe, Jim and to a lesser extend me (I did reject a machine yesterday). Joe is also spending time on each game to tune it. They are also going through burn-in. A few issues have been found that are being addressed (e.g. inconsistency in dressing/routing of wiring) and re-training happening as needed. As I've said, we don't plan to ship games until they are ready, but I expect all of these to be out of here this week. There are another 10 or so currently on the line. I do not know where these are heading, and I suspect our marketing/sales guy is being overly optimistic with shipping dates, so, take any dates from distributors with a grain of salt, it is not there fault if there are delays. We want machines to be right. Not saying that every machine will arrive perfectly, but that is the goal.

Quick photo from a couple of days ago.

IMG_2944 (resized).JPGIMG_2944 (resized).JPG

17
#1801 6 years ago
Quoted from transprtr4u:

Crickets.... What happened where did everyone go ?

I posted two days ago and end of last week I think you need to adjust your expectations

Quoted from transprtr4u:

Any chance of posting when the shipping begins again ....

As you could see from Zach's post/video above, games are again leaving the factory. A few have left and about a dozen more are ready. There are another half dozen that went through inspection today and will be packed up tomorrow (Saturday) and a half dozen waiting for spots to open up in the inspection area. I believe distributors are being notified so they can arrange for pickup and shipping start of next week.

I know you guys like photos, so I've inserts a few below. A 'podcaster' commented about wanting to see people on the line, so I have included a photo of that. Not sure how many people we now have on staff, they keep adding them, and I have run out of fingers to count, but I do know that we now have more people than parking spaces(Rosh anticipates some pinsider pulling up the factory on google maps to count parking spaces.)

IMG_2948 (resized).JPGIMG_2948 (resized).JPGIMG_2946 (resized).JPGIMG_2946 (resized).JPGIMG_2945 (resized).JPGIMG_2945 (resized).JPGIMG_2952 (resized).JPGIMG_2952 (resized).JPG

#1806 6 years ago
Quoted from PinPatch:

the working height seems a bit low and may cause sore backs etc, looks about 3 inches too low.

The entire conveyor height can be adjusted so I'm sure they will change if they find it is too low

#1812 6 years ago
Quoted from Joe_Blasi:

there is also street parking as well.

No street parking. City won't let us, too many trucks up and down that road all day, there are a a three or four across the street but the business there fills them up early. Typically we end up with a car or two along the outer curb of the lot.

#1845 6 years ago
Quoted from Ericpinballfan:

Also saw a 1008 and 1016. Is this the numbering in production order?

When the heads get assembled (computer, display, amp, speakers ), the serial number is assigned to the machine at that point. While we were waiting on parts they built over 60 heads and they don't necessarily grab them in numerical order when putting them on a cabinet. Once we get through the inventory of assembled heads, they will be closer to being in order but will never 100% reflect what number machine it was off the line. If you look at the attached photo you will see those closet to the camera are numbered in the 50s

IMG_2951 (resized).JPGIMG_2951 (resized).JPG

Quoted from transprtr4u:

In the factory photos , what is the difference between a HOU1234 and a HOU1234D

A 'D' means there is some minor defect some place on the playfield that was identified during inspection or assembly. Odds are you would never spot them unless you were searching for it. My guess is most other companies would not even consider these things to be a defect. So far on the games that are noted with Ds I could not see the defect on my own and even when told where it was I still could not see it at first, only after looking at it from just the right angle would I see it. Regardless, these games are designated to be used in showrooms or as show games for distributors, not for customers.. I also believe distributors are being sent images/info of the issues first to be sure they are okay with it.

Quoted from bemmett:

Come on US shipments!!!

Games continue to ship, but certainly not as fast as any of us would like.

Monday morning I saw the names of at least five different distributors on pieces of paper taped to packaged up machines waiting for pickup. Later in the day I watched for a few minutes as a half dozen were being loaded into a FEDEX semi trunk for at least two different distributors (I know at least a couple were for Nitro, so one of those was likely transptr4u's game).

I was just in the factory a few minutes ago and I see a half dozen games at the loading dock, a couple have the name of an east coast distributor and at least one for a mitten distributor, did not notice per se how others are marked. I don't know all the ins and outs of the order games ship, but like it is when you put money down with the distributor, First in, First out I believe is a big driver of it. However, balanced with that is getting games to as many distributors as possible so they can have one in their showroom, or nearby on location or to take to shows.

#1859 6 years ago
Quoted from Whysnow:

curious if any "show deals" are available?
I would be up for buying a game with minor D that gets taken to a show for others to use and then I take it home from the show to put on route; assuming there is a price break for this.

Quoted from djreddog:

so if you have any on discount let me know.

Quoted from flashinstinct:

Now that's what I call full disclosure.

Given the limited supply of machines, I don't think you will see any "show deals" at this time, it is possible that down the road if we continue to have 'D' games those would be available at a discount. Personally, I would have no issue with any of the games that had a D, I was ready to just take one as mine, but, I'll have to wait, until, oh, probably machine 500 or so. Funny thing is, I think most folks, not all, would be totally fine with these playfields, unless they did not know about the defect first, then they would be outraged when they found it. I see Larry just posted a photo of his showroom/show machine, that might have been a 'D' game and betting few who see it on the tour he is taking it on, will be able to spot the defect.

Quoted from VividPsychosis:

Any chance you saw Cointaker on that list

Don't recall, the distributor name is typically on a piece of paper taped to the box, but I only notice those that are facing me as I walk by. On Monday when I was back there they were sitting 4 or 5 wide, 3 deep, so not like I could see more than a few names.

Quoted from Rdoyle1978:

Hope PinballStar is on there soon!!

Definitely saw at least a couple in back today, but, not sure how many and suspect at least one goes into Joe's showroom.

Obviously production is still ramping up and I know distributors are just as anxious as you guys to get their machines. But as I have said, quality before quantity, and while I expect there will sometimes be an issue on a machine out of the box, I really don't want to see a thread like some others where it seems that every unboxed machine has significant issues. You will almost always need to adjust coil settings for the catapults. Production was slowed today, as they were making changes to the line based on what they have learned so far from a flow and timing standpoint, as well as what has been seen by Joe, Jim and myself during inspection.

Quoted from flipnout1:

Now in our showroom.

Great to see another in its new home. Enjoy!

I'll probably need to adjust that default escape champ score a little, I had close to a million today when testing 'The Great Jail Escape' mini-magician mode, and had a much, much bigger score on the "Houdini Movie Binge" mini-magician mode -- had 2x playfield Multiplier when I started it, and then got lucky and stacked it with Trunk MB -- scores for completing a movie during the movie binge (which is an add-a-ball style mode) are multiplied by balls in play, so I was already scoring 8X when I completed the first movie and then 10X for the second. A little concerned that the scoring on it might be to lucrative, but can't base that on testing results. For full disclosure, I did not actually complete all of the escapes and do all of the movie modes to get to the mini-magician modes, I just made the machine think I did. Having said that, I have completed all 5 of each previously, but not sure I have done all 5 of each in the same game, yet.

#1860 6 years ago
Quoted from Yelobird:

Get Joe at Pinball Star off his butt and moving machines!!

You need to let me know when you get yours, I have that bottle of champaign you gave me sitting on my desk waiting.

#1881 6 years ago
Quoted from maddog14:

I wish there was a feature to cancel mid game tutorials

Hold in both flippers for a second, and it will skip all of the intro chit-chat (that should be the default setting, well, at least it is in current code, I'd have to check if it was different on 18.1.1 which is what that machine shipped with, I believe they are now on 18.1.10 (which is what Zach is also on).

Quoted from maddog14:

Pops are not sensitive, so not much action there. This alone kinda ruins game play. Flippers power is turned down. Shots can still be made, but power is a bit low.

Did you ask them to turn up the flipper strength? I can assure you, they can be made strong enough to damage the back of the machine (although we do limit it before you get to that level). Pops might need to be a touch stronger as well to get the right action. It is key to get good pop action.

#1883 6 years ago
Quoted from maddog14:

I have had several games on Houdini at Analog in Davenport, IA.
I will give this disclaimer. It is a routed machine. It is in sore need of adjustment, Pops are not sensitive, so not much action there. This alone kinda ruins game play. Flippers power is turned down. Shots can still be made, but power is a bit low.

I spoke with the guys over at Analog and they have increased power on the flippers and then pops and said it is 'much better'.

#1887 6 years ago
Quoted from rubberducks:

Any tips before I head to 257?

Keep your eye on the ball, use the flippers

A few quick tips . . .

Seance MB can get lit pretty quick if you are 'off' and missing the main shots and instead hitting the mini stand-ups, but try to start a mode at the stage (or movie) before starting seance.

Don't forget, to use flippers to control lower lane lights, especially off the ramp, to spell FILM to light a movie mode (then shoot inner loop)

Starting modes via Stage Alley doubles their value, also opens the stage with a single hit vs bashing it or hitting the key target.

If you hit the lower left loop, you need to be ready to then shoot the ramp to increase playfield multiplier. Sometimes the magnets will help you get the lower loop.

the inner loop shot is pretty easy to make backhanded from the right, depending on flipper settings, the ramp can also be backhanded.

If there is any issue with the machine, let me know. Have not been there for awhile to check on it.

#1905 6 years ago
Quoted from Jamaster10:

Your Welcome! LOL

Your Welcome! LOL

#1932 6 years ago
Quoted from badbilly27:

Rosh just a heads up. Played Houdini at 257 yesterday. A ball is stuck in the stage area - but it did not effect game play. Left flipper was a bit weak but we could still hit the shots. And the trunk lock missed almost every time so may need adjustment.
Game still played very well. As a side, it was being played a lot in the two hours we were there. Met a few other pinheads who made the trek to sample the game.

Thanks for letting me know. If you are talking inside the stage, that is probably normal, but I'll check it out and I'll adjust the flipper strength up (wonder if Joe was out there last, he tends to lower things to be just strong enough, and I tend to raise them to increase the action) and check the catapults, not sure if they moved machines around, but seems when they do, things need to be adjusted slightly.

Quoted from Videogod:

May I ask a question, Josh? I got on the list for a Houdini back in May (!), and I'm really looking forward to owning it. My dilemma is that I would really like the Magic Glass, Blades & Shaker Motor add-ons. I know you mentioned that pricing and availability are not yet finalized, but would you suggest getting the machine now and adding those accessories later or waiting for all of them to be built into it at the factory?

The main advantage of getting from the factory, is not having to deal with shipping and install. Side blades are a little tricky to install, so frees you of the effort of doing it, but obviously plenty of people have installed them on their machines. I believe the blades came in late last week, not sure status on the glass. We are reviewing a few things with the shaker, so that is probably a few weeks out before it will be offered. The shaker motor will be plug and play (the T-nuts to mount it are already in the cabinet and the cable just plugs in about a foot away. I suggest you just wait and see when you hear from your distributor and see what the status is.

Quoted from pinghetto:

I've glanced over the thread, but I wasn't sure the details on the instructional narration and if there will be a way to dial it back. Will there be something like a pro or novice adjustment in service that could lessen the amount of instructions for a home environment?

Besides the flipper escape there are about a dozen settings to control the verbosity of the voice calls. If you search back through this thread you will see some screen shots and there is also a video walkthrough of the service menu and you can see them there.

#1948 6 years ago
Quoted from transprtr4u:

Thank you AP and Nitro , first Houdini arrived in Canada today!

Congratulations!! Enjoy.

Quoted from Pinballpal:

Does the game come with a knocker?

There is no knocker, we have talked about, and it is certainly possible, we will later offer a kit to add one. We have put that on the back burner for now as we have higher priorities, as I am sure you can understand. My guess is we will revisit it in a month or two. Things like the knocker and shaker start off in the BOM, but end up getting removed based on other items we feel have greater value. For example, the themed spot lights, do we do those or a knocker -- which creates more value? I'm not saying that was the specific tradeoff, but in general those are the kind of discussions we have. At one point we were going with an 8 ball trough, since I wanted 7 balls in the machine, but that was going to cost a significant amount more then a six ball, so I would have to have been willing to give up something else of substance, so, clear choice was I'll get by with six balls (which believe it nor created quite the headache for me when we made the change).

Quoted from rubberducks:

Bad news is that the machine had some issues. Roll overs on inner right orbit, key lane, milk can and sometimes the strange double roll over on the left orbit weren't registering. That many meant there wasn't much of a game. Maybe activation weight is too high?
Also, the catapault into the trunk needs to be calibrated. Missed 100% of the time, hitting about half way up.

Joe is going out there today to take care of it. He wants to give the whole machine a good look over, since it now has close to 2000 plays on it.

Quoted from valgalder:

Had a chance to play two different Houdini machines this week. One at DMen Tap in Chicago, and yesterday at Level 257. So far I like the game, but I still find the shots just too tight. So many bricked shots just trying to hit the main ramp shot making it pretty frustrating. (I know I should just get good right?). I like how the objectives are pretty clear and the lock shot into the box is still satisfying. I kind of wish there was more of a ball save when the ball comes flying out of the scoop; been screwed on that a few times. Is there a super skill shot? The normal one is kind of boring.
So far so good though. Looking forward to putting more time and trying to get further into the game / modes. Both games had zero match games enabled and replay scores were set really high unfortunately.

Tight shots, it is all in your head. Backhanding the right inner loop is actually quite easy. If flippers set correctly, you can typically also backhand the ramp. What I find hard is hitting the ramp after the milkcan loop to increase the playfield multiplier. It is not that the ramp shot is that hard, it is the 'panic/pressure' of needing to hit it right then that makes me miss it, typically badly, but again, all in the head, since there are times I can hit that ramp three, four times in a row. Pinball really is a very mental game.

I'll look at adding an option for a short ball save on the scoop when not in MB. Joe and I were talking about that not long ago. This is typically the kind of thing where I rib him about software having to compensate for his "design flaws". Needless to say he gets way more opportunities to rib me about software stuff.

No match yet, pretty sure I know what I am going to do, just have many higher priority items.

Super Skill is the magic target on the left side. There is an expanded skill shot in the works, not hugely different, per se, but will require more skill to earn items of greater interest/value, including a new feature for the stage. Right now I have it pencilled in for the March release. BTW, current skill shot gets harder on each ball, if you make it.

Seen the catapult throw into the box thousands of times and it never gets old.

Replay scores are probably at defaults, and those probably need to be re-evaluted based on the data we have collected. Other defaults might also changed based on data we have collected. Some of the locations have been great in sending over logs and stats for me to review, and in some cases I have recommended changes to their settings based on what I am seeing.

.

Speaking of locations sharing data, for any operators following this thread, here are some key metrics from three of the half dozen or more locations with machines.

Games: 1867, Avg Game Time: 3:38, Avg Score: 76156 ($1/game)
Games: 2142, Avg Game Time: 2:47, Avg Score: 53525 (entry fee games on free play)
Games: 1522, Avg Game Time: 2:54, Avg Score: 76120 ($1/game, 3 for $2)

34
#1960 6 years ago
Quoted from unigroove:

Just out of curiousity: when the game was announced I read that the name Houdini was never trademarked

What was said is that Houdini left no estate that controls the rights, however, we trademarked Houdini for use in pinball, etc.. Obviously there are other aspects of what jpop believes that AP sees differently.

Personally, and this is me talking, not AP, I find it reprehensible that Jpop would even consider doing this, after everything that AP did to help him.

#1974 6 years ago
Quoted from swillie:

Marvins Marvelous Mechanical Museum now has Houdini ! Going to take my son there today and finally play it.

I love hearing that, used to go there when I lived in the Detroit area, and then when my daughter was young we would go there when we went to visit family. It is a perfect theme for that place.

#1990 6 years ago
Quoted from Ericc123:

20 to 30 sound about right based off of posts.

Once or twice a day, I'll stretch my legs and go for a walk through the factory. Joe is usually in the exact same spot, at the end of the burn-in/test area where he is going over a machine and making finally adjustments, and I'll make the same lame joke of "how long are you going to be working on that one machine".

Whenever I am back there, I can see boxed games in the loading dock area, but unless I go look to see where they are going, can't really tell if they are same from earlier in the day or not. So, since things always 'look the same', hard for me to really have an accurate count, I'd guess between 25 and 30 have shipped. They have finished makes changes to the line, adding a couple of stations, and seems the pace is picking up as we have also added a couple of experienced workers to the line and to game inspection.

The next version of the code is going through test now, and I might put it on the machine at Level257 tonight (yes, you guys who play there are guinea pigs) and it is possible another site or two might install this test version. If nothing of note pops up after a couple of days we will make it available to all owners.

#1992 6 years ago
Quoted from transprtr4u:

Is there a bass and treble adjustment ... Cannot seem to find it!

You can adjust it directly on the amp, which is located in the head. You will see the controls on top.

#2024 6 years ago

The height of the game is the same as every other game. We changed the leg length between the prototype and production, as we moved the front legs up so the game would sit and proper angle with all leg levelers already the way in, since often that is what happens when games are on location. This therefore requires longer legs. My first guess was some prototype legs got shipped, but I was just informed that the company doing the powder-coating somehow got some wrong legs mixed in with ours, and since they are wrapped in paper, it was not noticed. The correct legs will get shipped out and the team will be checking the remaining legs.

Quoted from Fishbeadtwo:

What is most current code ?

Games have been shipping with 17.1.10, the machine at Level 257 has 18.2.1 and that has also been distributed to a couple of other locations since it has support for $1 for 1 game pricing (yes, somehow I forgot to include that in the service menu options), but not sure if they have installed it yet. I'll be pulling the logs from Level257 tonight, unless the snow gets in the way, and if I don't see any issues of note, that code will be made available later this week. My guess is half the games that ship this week will be on 17.1.10 and the rest will be on 18.2.1. I will post the change log here when the code update goes live.

#2028 6 years ago
Quoted from Jamaster10:

I will be updating the Houdini @ Tyler's Tender today to 18.2.1.

Not really, what you have is 18.2.1T, the testing version of the release and you will want to upgrade it with the official release once it comes out. I'll be reviewing logs data today from about 200 games of play to see if there are any issues of substance that would prevent its official release.

#2032 6 years ago
Quoted from gliebig:

What is the deal/reason for the giggling?

the attractive young ladies on the sling shots was the inspiration for it. There is alternative sound you can switch to in the settings for those who don't like giggling women.

#2041 6 years ago
Quoted from Joe_Blasi:

Got to play it some more. Why are timers counting down when the ball is moving thought the locks? Other games stop the timers for that.

Locks as in the catapult sequence (it does pause it), or are you talking about the pops, where it doesn't. The reason I don't do it in the pops, is the pops are used in multiple modes, so I don't feel appropriate to be extending the time when you are scoring points by being there. At the same time, either a mode is heavily pop focused (handcuff king, Needles trick), or being near the pops has little value to you (there is one maybe two exceptions where the key lane shot is used which will put you in the pops), so if you should not be near the pops, then why should you be rewarded for being someplace you should not be? Although I'm sure many will disagree.

One of my mantras is just because others do it or its 'always been done that way', does not make it right (I think Joe hates when I say that) nor does it mean I have to do it that way. If you like things the way they are on every other game, then, well go play a _______. Obviously Houdini conforms to many of the expected behaviors and features, since you want folks to be comfortable and obviously some of those make a lot of sense, but what often makes a new machine interesting, is when it does things that are different or new or unexpected. TNA, is an 80s style game, but brings new things to it, like speed and intensity of game play, I don't think it would be so popular if Scott had just made a new 80s style game that played like an 80s game without adding new ideas to it or using newer concepts to challenge the status quo.

#2045 6 years ago
Quoted from Joe_Blasi:

In the catapult sequence the hurry up shot was counting down seemed like a bug that it did not pause. To be fair in multi player games where some players get a quick lock and others get the longer one the timers need to pause.

Hmm, it is a global pause that impacts timers for stage, movies, milkcan multiplier, and hurry ups, but I'll take a closer look. The primary exception is king of cards, which runs a timer and that was making the hurry up count down, even though you had no way to shoot it since the ball is held in the stage, that was a pain to deal with, but obviously needed to be done. In the case of the catapult, it is a flat 8 second pause, for a variety of reasons, although that starts at the upper vuk, so if the ball finds its way into the lower catapult some other way, that the pause would not occur, I'll put that on the list to look at.

Quoted from Ericpinballfan:

Any update on what you choose for a match sequence?

I've narrowed it down to a couple of ideas, including my original concept. I'll probably get to it later this month or more likely March, the reason for which I will shed light on later.

Quoted from Ericpinballfan:

Also, i know it doesnt have one yet....but will you write code for a knocker?

Pretty late in the process we added an auxiliary board to the cabinet as a better way to wire in the shaker, as well as to handle flashing of the start button (which is not RGB LED so needed a different solution). We built that board to have extra capacity for other things/add-ons, and we already have one enhancement that will leverage that. Given the design, it can be used for a knocker, and once we have time to really look at that we will. We will likely create a kit for it (given wiring needs), and I will code for it (not like it is tough code to write). Obviously that is one of the first things that gets cut from a BOM given the very limited use of it vs the cost of it. But I know some folks really like them.

Quoted from konjurer:

I'd like to see more use of the RGB inserts in modes. Instead of shoot the red shots - colors and color animation used in RGB inserts can represent things like fire, water, electricity, etc. I think that is a rich area that hasn't been explored in much depth yet.

No doubt more can be done with the RGB, but also have to balance that with making them helpful/useful to the player. We all know there is a game or two that are using RGB in some 'colorful' ways, but it can result in you having no freaking clue what they are telling you.

1 week later
#2107 6 years ago
Quoted from Yelobird:

(Josh, your car is Over the Line again!)

Must have been someone's else car, I've been out of the office for a week for a personal matter.

Quoted from westofrome:

There didn’t seem to be instant info, hope this is coming?

Holding both flippers will give you progress on the different goals. Status as far as locked balls, extra balls, seance letters, film letters, etc are displayed on the main score screen on the lower portion. There is no way currently to 'speed' through those.

Quoted from westofrome:

Removing the knocker is penny wise and pound foolish IMO.

I can see how some might think that, but if you take that approach, and you include everything you want, the cost to make and therefore the sales prices goes up and at some point that impacts sales, so, you make those choices, and where possible you offer them as add-ons for those who really want them.

#2135 6 years ago
Quoted from VividPsychosis:

The game seemed to suffer from an auto plunger issue. It would auto plunge instantaneously on the 2,3,4 players turn or when I would get an extra ball and it would pop out to start again. This issue was totally random and would not happen every game but enough that it does screw you over.

I have had a couple of reports of this, but haven't been able to replicate it, so while I have a change that might prevent it, I have not been able to confirm it resolves this. If it happens again, note the date/time (make sure you clock is correct on the machine) and send me the logs (insert empty USB key into USB extension cable in coin door and logs will be copied on to it).

Quoted from VividPsychosis:

The game had an issue where when you locked a ball in the trunk (catapult made 100% of the shots I saw in 2 days of playing), it would then need to ball search for the ball to shot the lower catapult down the wireform. So that sucked when you were in a mode and hit that lock shot.

Sounds like the upper catapult switch is out of adjustment, typically it will go to the upper catapult when a movie mode is lit (or if it got to the catapult by 'mistake'), so did the movie mode start? (do you know if it was lit?).

Quoted from VividPsychosis:

1. My friend was blowing up the machine, he was in seance mb and a mode, then brought in trunk mb and when it started (all on ball 1) the game turned black, and then killed his ball. Not only did it kill his ball but it then completely skipped my turn, and went to bonus instantly and then started his next ball. 2. When a mode started it went to a blue screen and the game just froze.

Have never heard or seen anything even remotely like this. So, were these two things consecutive, meaning the mode started on his next ball, after this odd blackness, is when it froze? When you say go black -- do you mean the display went black or all the lights on the game went off? Are you sure it skipped your turn vs being his end of bonus and start of an extra ball? Do you know the approximate date/time this occurred?

Quoted from VividPsychosis:

In the code, when you are at the catch a bullet mode, and double tap out of the instructions, it gives you the ball back but the lights are all still off completely for like 5 seconds.

Just checked this and does not do it for me, so wonder what else was going on.

Quoted from VividPsychosis:

The seance scoop, shoots the ball out kinda squirrelly. It always comes out but sometimes it’s not exactly friendly, sometimes it hits the top of the sling, other times to try’s to go down the middle.

Sounds like the snubber needs to be adjusted, hard to know which way from this description, I would try opening it up a bit. Next code release does have an optional ball save off the scoop for the occasional down the middle. Is it falling back into the scoop at all?

Quoted from VividPsychosis:

When I plunge the ball, the ball rubs against the rubber posts on the way out of the shooter lane. I had it happen on my tspp but this game is also doing it. Not sure how to fix it, but it does screw up the plunge from time to time.

The rubber posts for the pass through back to the shooter lane? Not sure how that is happening, it should be hugging the right side at that point in the shooter lane. Is this on a manual plunge or an auto fire? What position are the posts at?

Quoted from VividPsychosis:

The plunger is not centered on the ball.

In the scoop?

Quoted from VividPsychosis:

can I get a test code version from you?

The latest code, which has a ton of changes, will be made available shortly.

#2138 6 years ago
Quoted from VividPsychosis:

This was on the VUK Houdini, not my home game. May wish to call the owner to discuss.

Exchanged some emails with them today.

Quoted from VividPsychosis:

No, in the shooter lane, for the plunger.

there is adjustability on the shooter housing, but can you take a photo of it and email it to me, I would like to see it before you adjust it ([email protected])

When I say snubber, I am referring to the scoop.

Unfortunately that is too big window, logs files have hundreds of thousands of lines (and also don't think they have the clock set right on the machine at VUK right now, based on the logs I am looking at). I do see two system crashes over the last week in the logs. One is an issue that was first reported a week ago having to do with secret missions in a multiplayer game, and has been in the code forever, the other is also a bug that has been around forever, but was never seen until now. We are currently testing a fix for it.

#2140 6 years ago
Quoted from Joe_Blasi:

Just asking from an IT tech stand point does hard power offs (common with arcade games) show in the logs vs an crash and auto reboot?

A hard power off will not 'show' in the logs, but the crashes normally throw something that gives me a good sense of what happened. When I look at logs I first go to the bottom to see how it ended. Most of the time I will see that the game was in attract mode, which tells me there was not crash of the system and it was powered down. Occasionally it will be in the middle of play, but that is less common. Obviously when I am looking at logs it is not just for crashes but to look for other aspects of the what the machine is doing.

#2142 6 years ago
Quoted from VividPsychosis:

Is there a way to turn the ball times back on during the score summary at the end of a game?

Yes, in settings, go to service mode, then settings, then 'Features'. You have to scroll way down to get to it. Hmm, looks like this should default to "ON", but maybe I changed that recently from "OFF", not sure.

Quoted from VividPsychosis:

Also, will there be a setting for extending the ball save time in seance or trunk multiball.

I can look at a future enhancement to control ball save time on the multiballs.

#2152 6 years ago
Quoted from PinMonk:

I thought the software auto-adjusted, like Ghost Flips on MB. It doesn't?

We did pay around with this (and Joe keeps saying it) and I continue to look at it, however, the challenge with auto-adjustment, is there is no way to know with any level of certainty which way it missed, e.g. too low/short or too high, and making adjustments the wrong way in an automated fashion could do far more harm than good. For example, even if I look to see did it end up in the upper catapult when it should go to the subway, a common landing place on a short throw, that still does not mean it was a short throw, since I've seen a high throw end up there as well. It would have been nice to have a sensor on the front of the trunk to detect a short throw, but that was not feasible. In most environments, once you get the setting right it is quite reliable.

Quoted from spandol:

I'm worried that with the distance the ball travels, if it doesn't make it, some things are going to be breaking. Even if it makes it, I assume the inside of the truck is made to take the forceful hits its getting?

The trunk is a pretty heavy gauge metal and the outside covering is of a very strong, durable and expensive material (and we did look at ways to make it cheaper but the durability was not even remotely acceptable). We talked about having a purple felt inside covering to match the backglass, but that would never hold up since the ball tends to hit the same spot all the time. I suspect that if the ball is always hitting the front lip on the way into the trunk, than after tons of hits it will show some wear, but hey, it is an old steamer trunk, and Matt from Back Alley put in a lot of effort to make it look old and well traveled, so a little extra wear would be fine. We have done testing where we pounded the front of it for hours without it breaking (which was not the case with the cheaper versions). There are a dozen machines out on location, with thousands of plays, and I am not aware of any machines where missed catapult throws have caused any damage, but it is a steel ball moving at high velocity, so I'm not going to say it will never happen.

#2154 6 years ago
Quoted from PinMonk:

If it's reliable once you set it manually, then more than 2 misses in a row in the future would likely be short throws from age/wear, so you can +1 the baseline. That doesn't work, +2 the baseline to slightly increase the power of the throw. Still missing? Jump the other way to -1 baseline, then -2 baseline, then alternate +3, -3, +4, -4, etc until you get success. It wouldn't have to kick in often, and shouldn't unless two launches in a row are missed, but it could work.
If there are misses detected, you could also "ghost adjust" by rapidly repeating the shot automatically when a game is over.

Unfortunately there is no way to just automatically keep feeding the ball to the catapult.

Not sure the 'over time will be short' is a valid assumption, maybe the return spring has gotten weak over time, so now it is throwing too strong since there is less resistance. That may not be realistic, but you get my point that assuming it gets shorter over time may not be something you want to bet on.

You would never want to make a judgement based on a single throw, so you would always have to look at X throws before making any type of a decision. You then also have to be concerned with the owner/operator making a change to coil strength, that then makes the historical tracking to be invalid. Or maybe the machine gets moved and is now at a different pitch, etc. So, lots of moving variables that need to be account for and or warned about, so I'm not comfortable that at this point we can reliably make decisions without risking doing more harm then good.

As I said I will continue to look at it, and I can see at some point taking what we have and what we might enhance and exposing an 'experimental' auto-adjust feature. But before that I need to do a lot more testing and collect a lot more data, and right now finishing up magician modes and other things are the priority. But, it is an interesting intellectual exercise.

#2159 6 years ago

USB Extension cable likely fell to back of cabinet during shipping

#2161 6 years ago
Quoted from Malibu-SS:

This happened to me last night as well....only once

Pretty sure this is fixed in the code soon to be released.

#2162 6 years ago
Quoted from VividPsychosis:

here are the photos you asked for regarding my plunger issue. The auto plunge works fine. Only the manual plunge has issues

Thanks for the photo. It makes sense the auto plunger would be fine. There are spotting holes to be sure the mech is properly positioned. Due to the way the shooter assembly mounts, not as precise. I've shared this with the production manager so they can review with the folks on the line that install these as well as the inspection team.

You should be able to just lift the playfield, and slightly loosen the three bolts that hold the shooter assembly and shift it over slightly and then tighten them backdown.

If you need further assistance, send me a PM.

#2163 6 years ago
Quoted from VividPsychosis:

I suppose due to the subway it didn’t count and 2 balls were shot out of the scoop and play continued without seance.

Since magic shop not active during Multiball, it would quickly send to scoop to throw it out, if the ball came in right then, it would either double stack and not register or the scoop would think it was a fallback. So, likely just unfortunate timing.

Quoted from VividPsychosis:

Protip. Set up seance and trunk mb. Then use alleyway to start straight jacket mode with inverted for 4x jackpots and try to bring in both mb.... my score went

Inverted will be 3X on next release, but starting through stage alley then double that. The other thing is to get milkcan playfield multiplier raised before/during this (easier said that done, but during seance the magnets will sometimes feed the loop for you, so good to focus on ramp shots off the left flipper during MB), and you can get that to be 24X on jackpots, which I believe is the highest scoring in the game, outside of mini-magician modes.

I typically try to start stage modes via stage alley to get the double value on the mode, can also be extremely value with Milkcan Escape (if you make the shots), since that will give you the playfield multiplier without having to hit the ramp shot after the loop. That is the most valuable stage mode and if you are good at it, it maxs the playfield multiplier.

The next release has playing tips during attract mode.

Quoted from VividPsychosis:

After both were stacked I hit a magic hole and it gave me 20 second ball save time.

Hmm, Magic shop won't be active during Multiball, so not sure how that could happen, be curious to see the log. At the same time a lot of stuff has been changed/fixed since that code, so, we will see if it happens after the code update. If you pull the logs, just zip and email to [email protected]

21
#2167 6 years ago

Update on Add-ons.

Interior Side Art is now in stock and distributors are being notified about their availability. Priced at $99. Sometime in the next couple of days they will be up on our website for purchase.

Changes have been made to the magic glass, and sounds like the price will be higher than originally projected. They have now added a "hard coat" that I am being told will make it more durable, scratch resistant and easier to clean (I assume these are all issues with current offerings, I'm not that familiar with them). I have not yet seen one installed. Sounds like it will a few weeks before these will be in stock.

Shaker Motors -- these are not yet available, not sure of when it will be, but suspect sooner rather than later. Installing these will be four bolts to T-nuts already in the cabinet, a couple of screws for the cover and then plugging it into a nearby board. So easily installed by pretty much anyone.

Houdini Side Art (resized).jpgHoudini Side Art (resized).jpg

houdini side art left side (resized).jpghoudini side art left side (resized).jpgHoudini side art right side (resized).jpgHoudini side art right side (resized).jpg

#2196 6 years ago

with side art

14
#2203 6 years ago

Latest code is now available. Hopefully I did not miss any major bugs during testing If you run into issue, let me know.

You can download it from

https://www.american-pinball.com/support/updates/

Release notes . . .

Houdini Release Notes Verison 18.2.25.pdfHoudini Release Notes Verison 18.2.25.pdf

#2207 6 years ago
Quoted from ZMeny:

Does anyone know if there is a setting yet to restart games with start button?

Nope, I've had that disabled, since it was not properly 'cleaning up' before starting the new game, but I'll put in on my list to revisit since the issues around that might now be resolved.

#2217 6 years ago
Quoted from Cobra:

When you need to make these shots for a mode or to lock ball and miss 95% of the time it is just not fun.

Milkcan is used, outside of playfield multiplier, in one mode, one escape and the last secret mission, and in the case of the escape, if set to 'easy', you just need to hit the magic-standup next to it. In the mode, which is milkcan escape, the magic standup will advance you one step. Milkcan Escape is the most valuable stage mode given the difficulty of it, so if you can master the shot, it can pay off big for you, and not just for that mode but for the nets minute or so since it can max out the playfield multiplier. Some games I can hit it consistently other games I can't make it at all. Bottom line, not a shot you have to master to enjoy most of the game, but if you can . . .

As others have said, when you get the feel for the shots you will make the make that right inner loop a lot more than 5%. The backhand of the inner loop can be hit pretty consistently once you get the feel for it.

BTW, version 18.2.27 is going to be posted shortly. The only change is a fix for a crash when a single player is playing a five ball game. The game crashes when it goes to grab the fifth main sound track, since there are only 4 main tracks planned (the third track was added in the 18.2.25 release), the machine objects to be asking for a fifth. In a one player game, each ball gets one of the main tracks.

If you already installed .25 no need to update unless you plan to use 5 ball play.

I'm sure a few more bugs will crop up and I appreciate the patience of those who are owners and those waiting to be owners.

#2219 6 years ago
Quoted from ronaldvg:

Do you have any idea when there is a shipment coming to Europe ?

I don't have a time frame, we do have an EE working on the various 'certifications' and 'approvals', e.g. CE.

We did discuss this at our weekly meeting this morning, the importance of getting machines overseas for folks to see and play, now that production is rolling along I expect more time and resources will be put towards this. Obviously we missed some big shows over the last few months, hopefully we can get Houdini out to the next ones that come along.

10
#2224 6 years ago
Quoted from luvthatapex2:

The 71st game off the line sounds about right.

possibly, as I mentioned previously, Serial Numbers get assigned when the head is assembled (well, I think that is still the case), so not always grabbed exactly in order, so, not necessarily the 71st game, but its number off the line would be around that. What you do know is that at least 71 heads have been assembled (computer, monitor, speakers, amp). Even if they were in order they came off the line, you can have a machine with issues that needs to be fixed, so would not shock me if game some game numbered in the 60s is here being 'fixed'.

We had a full team meeting yesterday and I was somewhat shocked by how many folks are now working on the line (the fact the parking lot issue has grown should have been my first indicator, and I know we have a bunch of folks carpooling), the level of staffing has jumped quite a bit over the last few weeks since the line and sub assembly stations were re-organized. Some have experience working on a pinball assembly line, some don't, so there is a lot of training going on. The flow of games off the line is clearly increasing each week.

#2230 6 years ago
Quoted from Tuna_Delight:

Kaneda's not digging Houdini's shot difficulty in his latest podcast.

in other news, the sky is blue.

He has been somewhat of a broken record on that, but since he played it for awhile I think he had a better understanding of the layout and clearly was starting to appreciate some of the shots, like Stage Alley that goes through the pops into the stage. However, if he was not trying to backhand the inner loop, which many of you know is the easier way to make that shot, he was making it harder on himself (but clearly was making it, since he was reporting about the catapult missing short -- hopefully they will adjust the catapult strength up one notch).

I agree with him that Houdini is not for everyone, then again, no machine is. Some will find it a challenge that they want to keep playing, others will walk away in frustration (which is better than walking away in boredom). The challenge and depth of Houdini I think will make it a great game at home to keep you interested, challenged and wanting to play, and will still be a good earner on location for many of those same reasons.

Hey, Chris/Kaneda, I've played hundreds and hundreds of games on Houdini, and the shots still look challenging, but you will find after a while you will stop thinking about that and just let it flow and focus on the rules and objectives and I think you will enjoy the challenge. I do appreciate you taking the time to go check it out and giving it some airtime and I respect that you say what you think, even if you are totally wrong

Sound is pretty key to get into the game, and it is quite different from many games. It is also key to know what to do. Hopefully they will increase the volume.

#2244 6 years ago
Quoted from Eskaybee:

is the curtain supposed to open to reveal a stage?

Yes, it should open after being hit or via other methods. Where was this?

#2248 6 years ago
Quoted from Malibu-SS:

Also after the update I opened the stage and once it opened I would score points just hitting the flippers.It has only done this once

Never any points associated with the flippers, so wonder if there was a switch out of adjustment that was closing from the vibration, not sure what else it could be. Curious to see if anyone else sees this.

Quoted from Malibu-SS:

I believe it only gave me one other ball,which i quickly lost,but seance multiball continued till I lost the ball......I am guessing this is not normal?

when you lost the second ball, and it ended, did the ball end immediately (e..g bonus kicked in) or was there any delay before going to bonus and/or did it first do a ball search? Sounds like it thought there was still two balls in play when that first one drained, so either there was and it was trapped someplace or it just thought there was (e.g. it believed it ejected a ball that actually failed). If the latter, I suspect an issue with scoop fall backs that is messing up the release of the second or third ball from the scoop. I'll have to try to replicate that so I can confirm and work on a fix for it.

#2258 6 years ago
Quoted from Join_The_Cirqus:

Have been checking the AP store everyday and still not on the site to purchase

Haven not seen sales guy around the last few days. But if you don't see them on the store in the next day or two just email [email protected]

Quoted from aobrien5:

It's a shame the No lightning bolts bonus got taken out.

Was a little too much of an 'inside joke' to keep on there for the long run and hopefully plenty of folks got a chuckle along the way before we pulled it off, but, we did stick to the no Zs in the game (in the high score you are putting it in, not us), well actually somewhere on the playfield . . . . Rosh sits backs and chuckles as he knows Houdini owners will now be searching the playfield

Quoted from PinMonk:

Shaker Motor - Lost somewhere on a boat in the Pacific, apparently. No word.

Jim, the guy who needs to finish up some engineering on the shaker motor kit has been doing final machine review/testing, once we are comfortable that others can preform that work he will get back to it. While not every game has been 100% perfect out of the box, I think you all have seen that overall there have been few issues and that is a result of Jim and Joe reviewing and adjusting every machine before they go into the box.

#2262 6 years ago

Here is another good video of game play. Always amazes me when you watch a really good player make it seem so effortless. Pretty impressive scores considering he did not know the rules or strategy.

12
#2287 6 years ago

Want to make a quick introduction, Barry Engler BarryJ is the service manager here at American Pinball, and has decided to join the craziness that is pinside. Guess he figured he would rather hear about things directly vs me relaying the info.

Lets try to be nice and not scare him off

#2305 6 years ago
Quoted from transprtr4u:

So does this mean we will 2 AP reps dealing with all the questions?

I didn't think I was doing a good job keeping you guys up to date and answering questions, so I twisted Barry's arm to join pinside to help me.

#2317 6 years ago
Quoted from Ericc123:

Rosh, you are the best man.

Thanks.

Obviously I was joking about not keeping up, although as more people buy Houdini . . . The reality is after I forwarded a couple of items to Barry over the weekend, he got a pinside account so that he could get the info direct.

Quoted from transprtr4u:

everybody says pinball is hard!

Pinball is hard. Listening and honest communication thats a little easier. Although to be on pinside, you also need to have a pretty thick skin.

#2322 6 years ago
Quoted from ypurchn:

Any Houdini’s in the Deep South? GA? AL? SC?

There are a few down there, but not sure if any are on location. Larry from flip 'n out, flipnout1 might know, since he distributes into a lot of that area.

#2337 6 years ago
Quoted from konjurer:

I'd like to see a challenge as to who can spell Houdini and make it through Master Magician mode first on the default settings. There was a similar challenge going on for TNA.

I've been waiting to see someone get to Movie Binge and/or Great Jail Escape -- which are in the latest code release (sans some voice calls, animations). I think movie binge will be the easiest of the three mini-magician modes to get to it, and has huge points if you do well with it (and you did well with the individual movie modes when you did them).

Been working on Ultimate Secret Mission today, then I'll get to the Houdini Master Magician mode.

#2379 6 years ago
Quoted from NPO:

next week at TPF 2018

We should have four at the show, so lines won't be like they were last year.

Quoted from bemmett:

How about Magic Glass anyone seen it in person yet?

We are hopeful to have some of new version of magic glass on a couple of the games at TPF. Have not gotten confirmation. I believe they will then become available shortly after that.

Quoted from PinballSTAR:

Joe Balcer, bless him, has been playing every game for 20 minutes before he approves it to go into a box to ship.

Joe does not spend 20 minutes playing the machine, Joe (or Jim or Barry) spend way, way more than 20 minutes going over the machines, adjusting and tweaking the flat rails and ball guides to be sure the ball flows correctly to the flippers, adjusting the coil strength, reviewing wiring, checking switches and overall inspection. Then they will typically run though a few of the modes to confirm other things are right. It is a far more thorough check then just playing the machine. Not saying they will never miss something but as you have seen, there have been pretty few issues on the games that have shipped.

#2395 6 years ago

I got a inquiry about rules, so I grabbed some links to to different levels of info on it, and figured I would also post the info here to help new owners and those now able to play on location or those heading to TPF.

Below are three links, from high level to most detailed. I do have a more detailed rules doc from when I designed the ruleset, but it is out of date, I need to update that and get it out for those who want even more details on the different modes. Although between the this week in pinball write up and the SDTM video there is plenty of details. Also not in these are the details on the three mini-magician modes and the master magician mode. I'm working on the third mini-magician mode now, once that is complete I'll put together some info on all three.

A high level . . .

https://images.pinside.com/8/35/03/83503ae253ab36939683b09d4389bef61098fa04.pdf

more detailed (scroll down to 'rules and code'). . .
http://thisweekinpinball.com/houdini-deep-dive-overview-likes-dislikes-code/.

if you have not watched the SDTM video of the game walk through, you should check that out. The rules are covered starting at about 45 minutes in (get a cup of coffee first) . . .

#2396 6 years ago
Quoted from vicjw66:

however only the grand champion score is ever shown in attract mode. Weird.

All high scores will show in attract, however, if they are a single 'part' of attract, so if you hit flippers to move it will move you to the next section, not the next high score, so once you see 'Grand Champion' don't touch the flippers and it will go through all of the high score stuff.

Quoted from vicjw66:

I enjoyed it, and hopefully more sound effects will be coded later for hitting shots. There are times when you make a shot and there is no observable feedback.

Most shots do have a sound (if they are scoring points), but may be a little subtle, I'll continue to look at adding where they are missing and polishing those that exist.

.

Quoted from vicjw66:

The part I thought was really cool was the chance to win back your drained ball. I much prefer that you have a set number of "flips" to hit all the shots vs the way WOZ gives you a timer countdown

While the left outlane mode, Return from Beyond is flipper count based, the right outlane mode, Escape Death, is timed based. Flipper limit on that would not have worked as well since it they are not direct shots. That one tends to come up less often since it is both a little harder to earn and the ball does drain out the left about 50% more often than the right (depending on outlane post locations). Escape Death is also harder to complete than Return from Beyond.

1 week later
10
#2464 6 years ago

Hey guys, just got home from TPF, was a great show and it was great meeting so many of you. I'm pretty wiped out after only getting about three hours sleep last night, so I think I'll sleep for a week. I see there were a few posts since I've last checked in, and I'll go through them tomorrow and respond as needed.

We had four Houdini's at the show, did not see final audits, but guessing around 2500 plays across the machines. There was never a single moment from open to close that the machines were not being played. Even during the VIP time from midnight to 2AM there was a line. There were also games in some of our distributors booths that were also played non stop. We only took the glass off once, that was at 2AM this morning, right when were getting ready to shut down, the shooter lane switch on one game got bent and had to be adjusted.

In our booth we did have one game running test code with a few new features. I'll share more on what I was testing after I recover, but here is a sneak peek to whet your appetite for those who were not there, or just did not see it.

IMG_3051 (resized).JPGIMG_3051 (resized).JPG

21
#2474 6 years ago
Quoted from Ericpinballfan:

Arcade Expo Houdini non stop playing since we opened yesterday.

Eric, I really want to thank you for taking your brand new machine to Arcade Expo for all to enjoy. Not a lot of guys are willing to take a brand new game right out of the box, set up and have 500+ games played on it before you have even had it in your home. Guys like you are what make this a great community.

#2475 6 years ago
Quoted from ZEUS:

"The Man from beyond" in Movie mode

That would be correct. There are three 'stages' to this mode. first you need to free Houdini form the Ice he has been frozen in for 100 years, you do this by hitting the stage. Once a freed, a second ball is put into play and you how need to free him from the insane asylums (where he ends ups when he keeps thing someone other woman is his wife, and he does not understand it is 100 years later). Shooting orbits will then free him from the asylum, and put another ball into play (assuming you did not already drain one which will end the mode). Then the lights all go out, as the search for the escaped Houdini commences. Three shots are lit for the jackpots (orbits and stage), but only one will actually pay off. You can tell which my sneaking a peak at he display to see where Houdini is standing, although hard to see him unless the moving search light is on him. The Playfield then also as a searchlight pattern. The way the spotlight behave during the third phase is changing in the next code update.

#2476 6 years ago
Quoted from HOOKED:

Entry to left loop and the trail next to the ramp, no sounds trigger and a small tweak.

Assuming you talking about the the lower left loop (milkcan) it does have a sound as it is the first part of the attempt to advance the multiball. The right inner loop does not currently have one, it is certainly possible I will add one at some point.

#2477 6 years ago
Quoted from PinballManiac40:

American Pinball seminar at TPF starting shortly.

Yeah, probably the worse presentation I have ever given. Between being exhausted and distracted by knowing the Michigan basketball game was starting, I was clearly off my game. I apologize to those who sat through it.

#2478 6 years ago
Quoted from PinMonk:

I wonder what rubber they're using.

I believe they are the perfectplay rubbers that PinballLife Sells.

#2479 6 years ago
Quoted from hawkmoon:

We had a chance to play 2 balls on Houdini at PAGG last year!! Maybe that was the pin that broke the flipper rubber! No complete code at that time,ergo only 2 ball play!!Was fun then!!

AT a many shows last year we used 2 ball play to keep lines moving, and so everyone would get a chance to play. I believe Spooky was doing that this ear at TPF with Alice Cooper for the same reason. Joe wanted one ball play, but I argued that you can't have someone way 30 minutes a line, for one ball that could end up as a house ball.

#2481 6 years ago
Quoted from PinMonk:

There's some weird inconsistency with that scoop. Hitting the sling top corner is because the power for the coil is too high. But if you set it low enough so the ball barely kicks out and rolls in front of the right sling like it's SUPPOSED to, sometimes for no apparent reason it can't kick a ball up and out of the scoop. Without changing the power, I've noticed sometimes the ball is slow and other times it FLIES out of the scoop.

Quoted from SDTMinSTL:

Thanks for the response. I'd love to hear Josh's thoughts on this at some point if possible. He is the last word.

Okay so here is the scoop.

Ideally you want the power just strong enough to get it out and have it go past the sling right to the flipper. If you make it too weak, and it falls back, the scoop will fire it out stronger. The strength increases if it believes there is continue to be fallbacks, since there is the issue of a double or even triple stack in the scoop. So a rapid shots back into the scoop can result in a harder kickback. if you are finding it is hitting the top of the sling, you want to try to adjust, every so slightly the end of the flat rail. You can use a screw driver between the rail and the post to angle it out slightly. Sometimes the top of the scoop also needs to be either opened up or closed slightly to improve the flow.

Best way to tweak this is to go into the API cockpit and go to Settings->coils. Then pull out the interlock switch in the coin door to enable high power. You can then just drop the ball into he scoop and have it fire out. Manually hold the right flipper in the up position to be sure it is hitting the right spot. Then adjust power up or down or that angle as needed, rinse and repeat until it is consistent, obviously ithere will always be some amount of inconsistency, it is pinball after all.

It is also possible that some of the earlier machines that shipped were not properly tweaked on the ball coming out of the left side orbit. The same concept applies, if you hold up the left flipper when you find a ball around the orbit (with some reasonable about of power), it should go nicely past the sling to the flipper. If it is hitting to ar how to the end of the flipper, then you can adjust the exit of the orbit slightly. In some cases you may need to remove the plastics if you need to move out the flat rail further up from the end. If you need assistance with this contact our support phone number and Barry can help guide you through it. We are now giving the left orbit exist more attention in the final inspection process.

#2483 6 years ago

I think I have now responded to the various questions that have come up over the last few days, if I missed any let me know.

Quoted from transprtr4u:

Not being at TPF ... What was the overall reception about Houdini?
Seems like it got some great attention over the weekend !

From where I was standing (and boy was there a lot of standing), the overall reception was great. We had a line the entire time (both with our 4 and the 2 in other booths). I had people stopping me wherever I went during the show to dell me how much the enjoyed the game, loved the look, etc. Of course for those did not like it, I'm sure they would not stop to tell me that.

We only took the glass off one machine (other then to clean things each morning), and that was at 2AM Sunday morning, when the shooter lane switch got slightly out of whack. Avg games times were around 3:40, average score was around 90K and there were way fewer games over 500K then I expected, I think there were only a dozen across what must have been over 2500 plays (not sure of the stats for games in the booths of distributors). The catapults on three of the machines were 93% to 98%, the fourth machine was 99% on day one, but dropped a lot on day 2, clearly we did not notice or would have adjusted the power, which we did on Sunday and its accuracy went back up.

#2496 6 years ago
Quoted from adamross:

I had to use a different hex wrench since the one included didn't fit. Wasn't sure if that was intended or not...

We had a bad batch that were slightly off in size, they worked fine for the head, but did not fit cleanly into the bolts. Games shipping from this point forward will have the new wrench.

Quoted from alexred:

My left side orbit exit goes SDTM if it has any speed at all. Is it supposed to go to the left flipper?

Yes, it should go to the left flipper regardless of speed. Probably best to call in and talk with Barry so he can explain the process to adjust vs me trying to do it here.

Quoted from konjurer:

I didn't understand how to toggle the settings - like set to freeplay. I guess you have to hold two buttons down to toggle the setting??? Very confusing. I managed but it was not intuitive.

hmm, changing settings is really no different then on any other game. Typically you hit 'enter' in the desired item, and then you use the middle two buttons to move back and forth through options and then enter again to save the change (or 'exit' to cancel the change).

Quoted from konjurer:

Generally, you guys need a "quickstart guide."

Hmm, thought there was a set up guide right on top when you open the box as far as how to set it up. I'll share this with production to see what is going on with that.

The reason you need to push down on the lockdown bar, is it is adjusted for a tight fit, so you don't get side to side movement. That little bit of pressure gets it deep enough for the lock to engage. I find that I pull the lever to the left, then put the lock down bar in, then when you push the lever will pull back to the right on its own locking it in.

Milkcan loop, I think you are talking lock shot (the 'tight' shot to right of the ramp that feeds the catapult). The milkcan loop is the shot from the right flipper to the loop way down on the left that goes under the milkcan and down to the left inlane (you then want to shoot the ramp to advance the multiplier).

#2523 6 years ago
Quoted from wallybgood:

Just wanted to tell you that I thought the Houdini Seminar was very well thought out and well prepared.

Quoted from wyopin:

I just like the fact that the UM game was distracting great presentation though! Go blue!

'Great' -- you are too kind, but I do think the content of what we wanted to share made sense for where we are.

I will say the basketball was game, okay, well that is not true, it was somewhat of an ugly game as the refs just weren't letting the teams play and find a flow, but it was an amazing finish with the buzzer beater (as long as you were not a Houston fan). It was also great to see one of our players stop dead in his tracks while celebrating to go over to a player on Houston to console him. Always great to see that kind of sportsmanship. Go Blue!!!

Quoted from PinballSTAR:

No magic glass yet... SOON !

We had hoped to have a couple of sheets at TPF, they were sent there from our manufacturer, but somehow they never arrived. We need to figure out the best way to show them off in the short term so they can be assessed by buyers. Obviously once they are on machines at shows people can assess them in person. I thought the first iteration was really good, but sounds like this new version will be better and also more durable and scratch resistant since it is some kind of a hard coat. I'm curious to see it as well.

Quoted from Ericpinballfan:

I thought several months ago Rosh commented that Euro power was coming after production was up and running.

The power supplies we have can be switched for 220, but there are other things we have to look at, such as necessary certifications, which is the bigger challenge. We have someone working on this. However, we are also looking at some other minor changes to our power supply and that must be done before we do certification, otherwise we have to go through it again. This is a pretty high priority.

#2530 6 years ago
Quoted from Whysnow:

how many of these will be at MGC?

Not sure yet. I should have more info late next week.

Quoted from bemmett:

But the version that will come to us buyers is the NEW version not the old one then?

We only had a few sheets of the old for testing and review. No one would be getting those. I do expect that at least one of the machines at MGC will have the new magic glass. I would also hope we will have the shaker motor in a machine as well.

#2537 6 years ago
Quoted from pinballinreno:

Can I order a game now and recieve it later this year with all of the cool toys like shaker motor, magic glass and mirror/art blades?
Or should I wait until september/october and order then?
Who do I order from to get a game to reno nevada? or do I have to order direct?

I would expect that within a month or two all three add-ons will be available installed at the factory. There is a decent size backlog right now, so odds are if you place an order now with a distributor (we do NOT sell direct), by the time you got to the top of the list they would be available, if not you could always tell the distributor you want to wait.

We have a lot of great distributors all over the country, most, if not all, will help get a game to you in Reno. You can find them listed on our website (link below). It would be inappropriate for me to recommend one over another.

https://www.american-pinball.com/distributors/

Quoted from PinballTilt:

please correct me if I'm wrong here, the cabinets are all drilled for the shaker.

you are correct, they are drilled and T-nutted. You just screw in four bolts to install, then 2 screws to put the safety cover on and then it plugs into a circuit board about a foot away. Probably takes less than 5 minutes to install.

#2540 6 years ago
Quoted from FightNightFZ:

Should I get leg protectors, are they needed?

Machine comes with leg protectors installed

#2555 6 years ago
Quoted from Mike_M:

I thought the right most one at the booth felt weak but the others felt fine.

I discovered on Sunday morning at 2AM that the right most game was having issues, was fine on Friday, with 99% results on catapult, when I checked stats at end of night Saturday/Sunday morning I saw it was way, way down, so clearly some power thing cropped up Saturday that was not there Friday, and since that was at the far end with no room on either side, we were not really watching the game play on it (and no one mentioned it). I believe it was adjusted for Sunday.

Quoted from VividPsychosis:

Don’t give up on reverse inverted either! I nearly always start it with a 2x shot so it runs at 6x jackpots and I can now almost always hit atleast 3 or more Jackpots!

Once you get the hang of it, it is certainly not 3X harder then reversed, so well worth it. Work the playfield multiplier up and this can be 24X.

#2574 6 years ago
Quoted from PinballTilt:

rosh is there any area of the playfield on your test games that are showing signs of wear?

I've not seen any on my dev machine, which has some huge numbers of plays on it, nor have I seen anything of note on the game at Level257, which as a few thousand, but can't say I have really inspected it closely. I'll try to remember to take a closer look next time I am out there.

Game comes with mylar at scoop, and in pop/stage area. There is also mylar 'half moons' in the coin box for those who want to add them to the sling shots.

My understanding is that a playfield will be on its way to cliffy in the not too distant future, so for those of you who love cliffys . . .

Quoted from VividPsychosis:

My I ask what the issues were?

I know he had an opto get knocked off the subway, probably happened when the playfield was being lowered, there is not a ton of space between the opt and the slide bracket in the cabinet, and that was causing some oddness, not sure what other issues he had, I'm sure he will pipe in with more info.

Quoted from Kerry_Richard:

I certainly hope Houdini playfields aren't switched to another vendor. The ones I've seen are beautiful, solid and amazing!

I think they look and play great, and the only way we would switch is if we felt there was something even better. Playfield quality is of the utmost importance.

#2588 6 years ago
Quoted from konjurer:

I have a odd request, Pinstadium

Hooking a third party modification to Houdini can void the warranty. In would therefore be inappropriate for me to provide direction or input on this subject.

#2598 6 years ago
Quoted from PinMonk:

Same thing on Spike2 now. According to Gomez the power budgets are so crap on Spike2, mods can blow node boards. Nice. What happened to building in a cushion?

Whether we gave built in a cushion or not is moot. The point is we have no control over what might be hooked up, some things may have no impact, others could (e.g. fancy topper with a bunch of motors or servos, spotlights brighter than the sun, etc.). In addition, regardless of power requirements, the act of hooking things up can result in damage to the system in other ways. It is certainly possibly that if you don't know what you are doing you could damage the electronics. It is possible that at some point down the road we may consider certifying add-ons or even potentially adding code to support third party mods. Note, I said down the road, not something we would entertain right now, we have enough on our plates.

Quoted from PinMonk:

W-wait. Is this just for electrical stuff, or will putting Cliffies on (before you start adding them at the factory <- nudge) void the warranty, too?

While I understand why it would be desirable, I seriously doubt you will see them added at the factory. Currently none of the add-on options impact the playfield assembly line, they are all cabinet related and therefore easier to manage. Possible we would look at it, but I don't see production management liking this idea.

If you damage your playfield putting on protectors, that is on you, but otherwise I do not believe it would impact the overall warranty coverage.

#2657 6 years ago

Wow a lot of posts over the weekend. I'm sure I am missing some questions, but you can always post again.

Quoted from pinchamp:

I did not notice much stacking (if any) of modes or multiballs in any way.

Almost every Stage (not the video mode) and movie mode can be stacked with either Trunk or Seance MB, but the mode must be started first. All of the modes benefit from the stack, with Needles being the one with the most upside from the stack. MBs can be stacked with each other, including three different triple stacks of Straitjacket with Seance and Trunk or Bullet Catch with trunk and Seance or Man from Beyond with Seance and Trunk. Jail escapes hurry ups are also stackable, and can be started after a mode has started (not after a MB has been). Secret mission combos are always active once they are started (and can be started during modes), although those don't typically benefit from a MB, in fact, more likely the opposite, since a shot not in sequence forces the combo back to the beginning.

A great strategy is to lock two balls in the trunk, then light a movie mode by spelling FILM at the lower lanes. Then shoot the rightInnerLoop which will then start the movie mode and Trunk MB at the same time.

As a reminder, when you make the milkcan loop, you need to immediately hit the ramp to advance the playfield multiplier. It is a tough shot, and I seem to make it plenty, when I am not really trying. The hard part is then hitting the ramp after, there is that sense of panic about having to hit it that makes me miss. There is only one mode that relies on your hitting it, and it can be quite lucrative if you can make it, so, higher difficulty provides higher points. Learning to hit that loop and then the ramp, and then use flippers to spell FILM is a worth while skill to develop.

Quoted from pinchamp:

flipper press to get through any delay longer than 3 seconds on the display.

All stage, film and escapes intros can be flipper escaped out of it, just hold both in. Magic shop cannot. Start of Seance can (start of Trunk MB, is quite short right now, but will likely get a little more pizzaz on the start at some point). Keep in mind I play Houdini multiple times ever day, if there is anyone who would want flipper escapes it is me.

Quoted from konjurer:

Does Houdini use the Multimorphic RGB LED boards or are they custom to AP?

It uses the PDB_LED driver boards, which is direct driving the LEDS, not serial, but the LED boards are custom.

Quoted from PinballTilt:

I would like to see a ball save timer too for the subway kick out. Is there any plan for these additional features in upcoming code Josh?

There is one now, but will make it slightly longer in next release. Check settings to be sure it is turned on, but pretty sure it defaults to on.

Quoted from mcbPalisade:

What is the power ratings on Houdini? Just the ones on the back is fine. If you happen to know power usage as it is on an arcade floor not being played that would be great too.

I don't know, I'll see if I can find out.

Quoted from konjurer:

I can't find such a setting for mode length. The only thing related to the stage modes is how difficult it is to open the stage. There is a setting for the King of Cards Timer but that is the only one I see.
Josh - Any chance to add a setting to extend the stage mode timer?

A couple of modes have difficulty or value settings, but most do not have timer controls. I tried to create them where they are makable, but challenging. However, I get the desire for a longer clock, so I'll give it some thought.

Quoted from ZEUS:

Anyone seeing this happen ? I've bent switch back a couple times as it continues to occur, and actually made sure it was slightly angled as to try and prevent the sideload or hitting at an angle.

Have not seen this. Are you removing the switch to fix it or, or doing while sill in the playfield? Might be now that it has bent, it will continue to do so. If it continues to be an issue contact our service department for assistance.

There was also some questions about the sound system. There is no headphone jack, wish there was, but was not something we could fit into the BOM. Easy to add one where both it and the speakers are live (just use a splitter between the computer and the amp, run an headphone extension cord out through the coin door), but harder to do it with the cutoff, but there are likely third party products that can help with this. When we did the original design, we felt the bass was more than strong enough. I think as parts were sourced some changes were made due to cost concerns, and the bass is not quite as good as it was. We are taking a look at this. Hooking up a subwoofer is quite easy to do, as there are available terminals right on the amp. You can tweak Bass and Treble settings on the amp to adjust more to your liking.

The scoop -- it is not a software thing, other then when it throws it out stronger if it thinks there are fallbacks or stacked balls. I find mine to be pretty consistent. We are looking at P-roc control system and power systems to see if we can identify any issues affecting the performance and consistency of thigns. Coil power can be impacted by changes in line voltage, if they are big enough, but those would typically impact all coils, not a momentary effect on one coil, but with most you would not notice it. For example, if I force the line voltage down by 5 volts, my catapult will go from very high accuracy to being short.

As far as the Pinstadium conversation. While it is inevitable that it will pop up on any thread about a new game, hopefully we have now covered the pros and cons of the system when being used with Houdini, and have seen what it looks like with and without, from multiple people. So, hopefully we can move on from that discussion. Of someone can feel free to create a new thread called Houdini and Pinstadium and let it be debated there.

I think I've covered the various questions that have come up, if not, post it again.

#2709 6 years ago
Quoted from PinballTilt:

Can we get an adjustment for hold voltage on the flippers? I'm really getting sick of losing the ball because the s-e-a targets bounce back with such force that it pushes the flipper down and drains. I also noticed that changing the stage to do the kick out doesn't work on my game. Now i see two balls in there and it still kicks out the scoop (I was attempting to have it kick out the stage so less chance of the sdtm from the scoop)

looks like Mailibu-SS gave you the answer. I don't find this to be an issue, but I guess I don't keep flippers up after flipping. Also be sure to not set your flipper strength stronger then it needs to be. You need to find the right balance between strong enough to make the ramp and not so strong that hitting the narrow targets results in airballs or super fast bounces back to the flippers. In some cases you may find having the left flipper a notch stronger than the right gets the right balance.

As far as the stage exit, that feature will not currently work due to a stage change that was made for production, a longer story for another day.

There is a ball save on the scoop. Clearly it is too short and will be longer in the next code update.

We have identified an unexpected behavior with the p-roc control system that is causing some consistency issues with the catapult and possibly the scoop (although the biggest issue on that is having the scoop, power and flat rail properly adjusted). I have made some code changes to work around this behavior, and based on initial testing it seems to have resolved or at least significantly minimized the issue. I have shared the changes with Scott Danesi, who has seen some similar issues on TNA, and I am waiting for his feedback. I am working through some other tweaks will be needed as a result of this change, and assuming the testing does not uncover new issues, these changes will be in the next release.

As a reminder, current code version is 18.2.27 (18.2.25 is basically the same unless you use 5 ball play). You can see what version you are running during boot up and by going to the API Cockpit (service menu).

#2711 6 years ago
Quoted from PinballTilt:

Is there an option to enable restart of a game if the first ball did not go as planned?

Currently disabled, I'm not comfortable that it properly resets things.

#2716 6 years ago
Quoted from PinMonk:

Any ETA on the next code release?

I expect to button it up and start some 'field testing' by end of next week. Hard part is drawing a line in the sand and stopping adding/fixing/modifying things. Maybe if you guys stopped asking for stuff I'd be able to do that.

#2721 6 years ago
Quoted from Ericpinballfan:

I personally would love for the knocker option in future update.

I expect at some point we will offer one. First is getting the shaker motor kits available. For knocker there are a couple of different ways we can go about adding it and we need to assess the pros and cons of each.

Quoted from murfe88:

Has anybody figured out the rules yet ? How do you get the Houdini letters ?

Hold both flippers in to see the progress map, that will shed some light. Seven different areas of the game, each has a letter associated with. In most cases you need to start, collect or complete X of those items (for seance you need two jackpots and for Trunk MB you need a super jackpot). Also check settings for options which will shed more light and also will let you make it easier to earn them (not that the master magician mode is in the game yet).

#2752 6 years ago
Quoted from Ericpinballfan:

Go to menu, eject balls, go to coil tests, set trunk catapult power.

Go to API cockpit service menu, then Settings (not Tests), then Coils to adjust coil strength. Check the manual for instructions on how to adjust coil strengths. Section 3-10. Manual can be downloaded from the support section of our website.

#2772 6 years ago
Quoted from konjurer:

Rosh,
Have you given any more thought to adding a setting to adjust the mode difficulty such as extending the time to complete?

Yes. I listen to all feedback and give thought to it. Sometimes I will react right away and change things, sometimes I let it simmer to see if it makes sense to me and/or how it might make sense to do it, and sometimes I just throw it in the bit bucket. You will have to wait until the next release notes are published to see what I've done with the various 'input' that I've gotten.

#2789 6 years ago
Quoted from Ericpinballfan:

Not yet, coming soon. ~~~~fin~~~~

Quoted from alexred:

Is milkcan multiplier timed?

Yes, each level is timed. If you advanced more than one level, when the timer hits it will fall back a level. A small milkcan on the left side of the screen shows the 'timer' for the multiplier. It is on my list to add settings so the timer can be made longer than it currently is and I may certainly change the default as well.

Quoted from Rdoyle1978:

Has anyone had to take one apart ? I usually prefer to take the backbox off newer pins so I don’t damage them (sooo heavy!). WOZ and TH were an absolute breeze in about 20 minutes - DI was more like a nightmare several hours long. I got it, but it would be good to know which Houdini will be.

There are only a handful of wires that go from the head to the cabinet (two USB cables, power cables for computer and amp, connection for the backbox LEDs, I think that is it) and I believe just 1 that goes from the head to the playfield (cable for the mini-display). However, access to where wires plug in is not super easy, and you may have to remove the monitor assembly to be able to easily remove and re-attach them. Even if you do have to remove the monitor, it won't take very long to do it, as the bracket is just removing two screws and loosening four others to remove it. Should be closer to the 20 minutes than hours.

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5,800
Machine - For Sale
Albuquerque, NM
Hey modders!
Your shop name here
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