(Topic ID: 183206)

American Pinball Houdini thread

By lllvjr

7 years ago


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  • Latest reply 12 days ago by bobukcat
  • Topic is favorited by 204 Pinsiders

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Topic index (key posts)

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

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

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

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

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

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

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

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

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

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

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

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


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#336 7 years ago
Quoted from rosh:

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.

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.

Great job so far Rosh. I love how you're taking the whole story of Houdini and it's depth into the game rules as you have. Very Cool!

3 weeks later
#457 6 years ago

I love the challenge of the tight shots on the game. I also admire how Rosh has researched the history of Houdini to implement it into the code.

Not sure if it's their own mechanism, but the ball catapult seemed very good. I never saw it miss a shot.

#477 6 years ago
Quoted from rosh:

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).

With that throw, hopefully it won't break anything if it misses the chest. Excited to hear about the rules Rosh!

1 month later
#675 6 years ago

Let the super jackpot call outs be spectacular. A true reward for achieving them, like in LOTR and GOT!

Thanks!

2 months later
#800 6 years ago
Quoted from rosh:

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.

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.

Thanks for the update Rosh!

5 months later
#2145 6 years ago
Quoted from Malibu-SS:

Now I just have to adjust the trunk shot a bit to make it more of a success

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?

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