(Topic ID: 150374)

"Dukes of Hazzard" Custom Pinball

By swinks

8 years ago


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    There are 268 posts in this topic. You are on page 5 of 6.
    #201 8 years ago
    Quoted from nman:

    These rules look great. Love the bust out of jail concept and working in the controlled crossover lanes. For the stars/seasons, maybe skip the one with Coy and Vance...
    Actually, nevermind, it mind be fun to keep them in as some sort of easter egg at least.
    Please oh please promise that one year you'll at least consider bringing this to Atlanta for SFGE. I know its a long way, but Atlanta practically used to be the home for this (well, before it became the home for mediocre hip-hop). People here would go absolutely crazy for it. Maybe we can try to work out some sort of crowd-funding for the trip or something.

    Yeah, Star Gazer, i can't help but feel like you should be getting royalty payments or something...

    thanks for the comments

    Star Gazer did kindly reach out to me but I will be looking after SG for his efforts as I really appreciate it so much.

    eg he did some very cool concepts for Ghostbusters and of one of them I got his permission to make and in return will give him a finished set of PKE flipper bats once the design is final and tested (so far at a few hundred plays and going well) out of respect and something he can use or display.

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    As for bringing the game overseas.

    - currently my biggest and most challenging goal is building a playable game that is fun and challenging,
    - my dream goal would be to bring it to the US and it that case I would build a second one and leave it there while one stays at my place in Aus
    - my ultimate dream goal would to get it produced but at the moment that is nothing but a dream - I am just excited that I have started and will be stoked to finish it as so many hurdles to jump along the way or should that be bridge gaps to jump.

    #202 8 years ago

    Love the way this is going Swinks!!

    #203 8 years ago

    I have also been thinking about fonts for the inserts and luckily there is a Dukes of Hazzard font which I will most likely use for the inserts details as it captures the era of the show - Hobo BT

    http://fontzone.net/font-details/Hobo+BT/?preview=THE+DUKES+OF+HAZZARD

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    #204 8 years ago

    Did I miss something - where does the ball plunge up into the playfield?

    #205 8 years ago
    Quoted from allknowing2012:

    Did I miss something - where does the ball plunge up into the playfield?

    lol,

    aiming for a 3 ball system storage and launch between the flippers with a timed 10 second control and shoot skill shot

    or if my first idea does not work

    a ball launch from the mid rhs barn which will feed the outer rhs crossover return lane for a 10 second control and shoot skill shot.

    #206 8 years ago

    the playfield has been updated now with fast feed cross over ramp feeds. The difference is this game will have ramps feed the ball to behind the mid section buildings and speed feed the flippers. LHS mid section will be Cooters Garage with a petrol pump target and RHS mid section will be the Dukes Farm / Barn.

    was re-thinking the arrow inserts to be in the gap of the drain lane to be triangle - yellow road closed signs so players know that the gate won't drop down - thoughts?

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    #207 8 years ago

    checked out all the episodes and compared with features that are important in the game and roughed out 9 modes that are suggestive enough but named loose enough to mix it up through the game for variety as their could be a number of different races that can be specifically names on the dmd, same as the moonshine run can be a day run or a night run with most lights out so the police lights flashing will really stand out.

    also went for the Dukes of Hazzard style font - Hobo and think it fits in nicely and captures that classic look. In time this will be made to look fancier but this is more for the mode names to zero in on the game features.

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    #208 8 years ago

    This is gonna' be sweet!
    Wally

    #209 8 years ago

    Make sure the bottom seven modes are randomized.

    #210 8 years ago

    Be nice to integrate Boss Hogs secret office safe somewhere.

    #211 8 years ago

    I've been following this thread pretty closely and I don't "think" either of these ideas have been tossed out yet

    1. There HAS to be a general lee parked with a ramp that makes the ball skid across the hood

    2. Every flasher on the playfield should have a basset hound "guh guh, let's go flash!"
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    #212 8 years ago
    Quoted from flashinstinct:

    Be nice to integrate Boss Hogs secret office safe somewhere.

    the safe is in there for sure

    Quoted from TKDalumni:

    Make sure the bottom seven modes are randomized.

    my goal is the bottom 8 are randomised but each row of 3 or 2 is activated when some targets are hit and then 2-3 paths light up and once you shot a particular path it locks in that mode. But if caught by the law in possibly 3 modes (The Chase, The Heist, Moonshine Run) you go to jail and a escape is a important mode - this might change or what needs to be performed to complete "Jail Break" might be different each time? Though it did make me consider the location of those missions all being at the top of each stack closest to the police lights.

    nice ideas toyotaboy - really like the car bonnet one...

    1 week later
    #213 8 years ago

    Does anyone know where I can find a toy diecast / metal vault like this or similar can be found? Need a similar one for my Dukes of Hazzard custom pinball and not sure what the search name is for the US safe, vault or something else?

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    #214 8 years ago

    found one and bought one

    2 weeks later
    #215 8 years ago

    Anything new?

    #216 8 years ago

    hand sketched a couple of small things but no new cad as yet, had a short holiday and started a new job, but hopefully soon

    #217 8 years ago

    Forgot to add bought some parts for the play field, spinner for barn idea, 2 x pop up post mechs lots of inserts, pinball life have some cool ones.

    1 month later
    #220 8 years ago

    Been a little while and finishing up a lot of little projects so I can concentrate on this game design. I went to the Gosford Classic Car Museum today and saw the Aussie version Valiant Charger which is a little different in some ways but a great motivator.

    https://www.facebook.com/gosfordclassiccarmuseum/…

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    #221 8 years ago

    Swinks, somehow missed this thread before. I'm here to help now game looks sweet so far.

    #222 8 years ago
    Quoted from Tsskinne:

    Swinks, somehow missed this thread before. I'm here to help now game looks sweet so far.

    cheers mate, went quiet for a little while, mojo tank was low

    #223 8 years ago

    Working on a concept idea to have some mail boxes on the lhs linked to a spinner off the triangle lane divider. Lighting up each mail box as the "Mail Box Mow" feature awards improved driving skills as you get better at power sliding around the country side clipping mail boxes. 1st box needs 25 spins, 2nd box needs 75 spins and 3rd box needs 150 spins (totals to be determined later). Improving your driving skills extends the countdown before police start chasing (multi ball) on a getaway or moonshine run.

    Also a fun award for the most destructive driver as one of the records to beat.

    When the ball goes down the out lane you might only get one spin but a high speed ramp feed could give you 5 or more spins.

    just a concept to place a spinner in a different location.

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    1 month later
    #224 8 years ago

    Have the ball ramp that outline.

    #225 8 years ago

    swinks: before you get too far down the design path, I would get a flipping whitewood started to see how your shots feel. You might be surprised how different you imagine the shots versus what really happens with gravity. Keep what works well, change what doesn't.. Then adjust your layout to make it work.
    There's nothing worse than laying something out, only to realize you have to kill a design and you've spent all that time making a pretty model. I speak from experience.

    2 weeks later
    #226 8 years ago

    toyotaboy is 100% correct above. Spending a couple weeks with foam core, cardboard, a hot glue gun and flipping flippers is 50x more valuable and informative than anything else in my experience.

    #227 8 years ago

    @ toyotaboy - thanks for the advice

    #228 8 years ago

    Another thing I've been doing this time around (Yes I'm on my 2nd revision of my whitewood now).. Now that I know how things react in the real world, I'm making adjustments but instead of modeling exactly what it looks like (posts, rubbers attached floating, modeling individual walls as if I'm going to fabricate them), I'm doing what I call 2-1/2D.. doing quick sketch layouts of walls and just extruding them up. That let's me lay things out much quicker, and if I don't think something is going to work, or I don't think it's going to flow well, I can quickly make changes.

    Once I'm happy with my layout, I can either carve it out of 1" foam, 1" MDF, or I can shell it out and 3d print walls.

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    #229 8 years ago

    great point, thanks for the tip - that is a great one

    5 months later
    #230 7 years ago

    Loved the Dukes as a kid (about 10 years old at the time). Favorite (other than Daisy in her tight shorts) was Roscoe. Always thought he was hilarious.

    Maybe for the final ball drain of the game we get his signature "kew kew kew" laugh. During attract mode, if you press one of the flipper buttons, it could be one of the random call outs.

    FREEEEEZE!

    "Ya dipstick!" (Tilt warning?)

    Something I'd definitely like to hear is some wild bluegrass/banjo music during the car chases.

    And Waylon Jennings? Should probably be heard after the first and second ball drains--saying something like "stay tuned" (taken from an earlier suggestion by someone else--the freeze frame idea). That was an excellent idea

    ....

    Was reading your rules... maybe for your "jail" mode, lock one ball (each for Bo, Luke, and Daisy) and then the Multiball comes when you break out of jail.

    #231 7 years ago

    love the ideas chadderack - thanks for the suggestions and I think I will be adopting of few of them.

    project has taken a break but will be starting for another season soon, but have had lots of ideas floating in my head.

    was toying with the idea of before launching the first ball that you pick the tv series or the movie with you left or right flipper button. Tv series gives you the music and objectives based on that and movie gives you more modern music and slightly different objectives.

    #232 7 years ago

    The pinball needs to jump through bar doors like they use to do with the general

    #233 7 years ago

    found a good podcast (muscle car and dukes of hazzard related) that talk cars and then on to a particular episode - with lots of show sound bites.
    The Kibbe and Finnegan Show

    also really want to have a set of air horns in the cabinet for the getting a Match and achieving and wizard mod - would scare the crap out of people.

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    1 week later
    #234 7 years ago

    Really nice to see this thread come alive again (I've been secretly hoping for progress). Also grew up with the Dukes and think it's a great theme for a pin. Would love to help any way I can. Even if it's some graphic design (I have experience in photoshop, illustrator) to help with the visualization of your ideas.

    Lots of great ideas from everyone in here so far. And, agreed with others, some type of jump, where the ramp would just end and the ball could fly through a barn, bale of hay, whatever. And just like the narrator that chimes in to explain the plot during the TV episodes, his voice can help direct you where to shoot in various modes. Love the previous idea of "stay tuned" after a drain as well.

    Hilariously awesome idea for the airhorns (playing Dixie) in the pin. I used to commute 1 hour to Philly, and I was so sick of road jerks that I (illegally) installed air horns in my car (With a hidden switch to select the stock horn). Those horns would scare the crap out of people on the road. I'm just imagining those decibels coming out of a pin cabinet. I think even young healthy players would have a heart attack. You should definitely do air horns, but you might have to muffle them a bit! Seems like a great way to start the game : launch the ball, and the airhorns play Dixie and we hear the boys hooting "yeeee-haww".

    There was always a little wooden covered bridge in a lot of the episodes, that might make a nice little feature for the ball to pass through on one of the ramps. It can have a trap door under it where maybe after a sabotage "dynamite" explosion, the bottom would open and divert the ball somewhere else (giving more ball paths for one ramp).

    Keep up the great work, always a pleasure to read about your progress!

    #235 7 years ago
    Quoted from Dr-Tommy:

    Really nice to see this thread come alive again (I've been secretly hoping for progress). Also grew up with the Dukes and think it's a great theme for a pin. Would love to help any way I can. Even if it's some graphic design (I have experience in photoshop, illustrator) to help with the visualization of your ideas.
    Lots of great ideas from everyone in here so far. And, agreed with others, some type of jump, where the ramp would just end and the ball could fly through a barn, bale of hay, whatever. And just like the narrator that chimes in to explain the plot during the TV episodes, his voice can help direct you where to shoot in various modes. Love the previous idea of "stay tuned" after a drain as well.
    Hilariously awesome idea for the airhorns (playing Dixie) in the pin. I used to commute 1 hour to Philly, and I was so sick of road jerks that I (illegally) installed air horns in my car (With a hidden switch to select the stock horn). Those horns would scare the crap out of people on the road. I'm just imagining those decibels coming out of a pin cabinet. I think even young healthy players would have a heart attack. You should definitely do air horns, but you might have to muffle them a bit! Seems like a great way to start the game : launch the ball, and the airhorns play Dixie and we hear the boys hooting "yeeee-haww".
    There was always a little wooden covered bridge in a lot of the episodes, that might make a nice little feature for the ball to pass through on one of the ramps. It can have a trap door under it where maybe after a sabotage "dynamite" explosion, the bottom would open and divert the ball somewhere else (giving more ball paths for one ramp).
    Keep up the great work, always a pleasure to read about your progress!

    thanks for chimming in, I am almost done the last batch of CFTBL snackbar mods so any mods from here on in are just for fun

    yeah agree with you re the decibels and would play around with muffling so doesn't give people heart attacks.

    my biggest challenge is going to be programming (any volunteers ), and then art but have alot of ideas but lacked the time recently, so am happy to post and build up the steam again.

    got some motivation coming tomorrow - share soon

    as for the jump ramp, I had thought of a left to right but recently been thinking a end of playfield one which the ball launches into a multi switched vertical panel that the higher you power up the further the car would travel (car jump distance) and the lower the chance of hitting the lowest which would be a creek landing. Admittedly this is a take on the idea that Elwin did on his proto Archer but with ideas to fashion differently and the highest shot connects to a landing ramp.

    also thinking of a kilometres / miles travelled bonus at the end of game giving 10 or 100 points for every switch hit, with each switch = 1 km or mile = 10 or 100 points.

    #236 7 years ago

    I love the way this pin is evolving. Looks like a sweet layout for sure.

    I'd also like to say that I wish I could convey my ideas like Star_Gazer can. I have lots of ideas for games I have on the drawing board and the only thing I have is some notes on the layout and an image in my mind.

    1 week later
    #237 7 years ago

    nothing from the last week to add, except had a birthday a week ago and got the full box set to go with the rest of the collection for some serious inspiration, ideas, call outs etc

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    and wanted to update my logo for this year as the woodie version is 16 years old, gb version is for a few GB mods, surf ones is because swinks was once a registered surf furniture business and want to a surf retheme game one day, might have to do a hotrod version graphic car of dukes for this game

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    2 weeks later
    12
    #238 7 years ago

    I wish you all the best Swinks ! We have one of the original General Lees. So neat to combine two of our favorite things ! Good Luck.

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    #239 7 years ago

    beautiful car, how I wish I could get one...

    I am hoping Dodge bring the Charger to Aus one day and add some details

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    #240 7 years ago

    as for the DoH game, not alot to report, finished a few coin door parts and one is a replacement modded panel that can be backlight with a game name instead of coin mechs for home use. Another version will have buttons and then a backlit decal that will show a old school stero / 8 track player and game music can be shuffled around or tv series or movie game rules selected????

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    #241 7 years ago

    An 8 track would be epic for that Wonder if you'd be able to put a real 8 track in that slot in that location? Might make opening and closing the coin door a bit tricky... maybe some clearance issues with it and the ball trough.

    Don't remember if they every heavily used one on the show; but it fits the time period perfectly.

    Great pics of those cars!

    #242 7 years ago
    Quoted from Apollon:

    I wish you all the best Swinks ! We have one of the original General Lees. So neat to combine two of our favorite things ! Good Luck.

    No pictures of it mid-jump?

    1 month later
    #243 7 years ago

    I listen to the The Kibbe and Finnegan podcast Show every now and then and they mentioned your pinball machine. Any updates?

    #244 7 years ago

    It's on the side while he is working on the surfing pin.

    #245 7 years ago
    Quoted from crlush:

    I listen to the The Kibbe and Finnegan podcast Show every now and then and they mentioned your pinball machine. Any updates?

    Quoted from Travish:

    It's on the side while he is working on the surfing pin.

    Yes had been talking to the Kibbe and Finnegan guys via email a while back and just got the mention the other day probably before I switched officially to my other game. I still have my note book and constantly making notes and sketches for the game but not actively 3d modelling the game as decided to jump on my other game first due to no programming or dmd animations required to build up my experience and then come back to the Dukes of Hazzard as still a dream theme for me. Kibbe and Finnegan Podcast is a good inspiration and lots of ideas for modes etc.

    So the delay is a bad thing but in a way a good thing for many reasons.

    Here is my other design which is moving along and working on ramps now. Some of the fatures of this game will be going into the DoH game so they will be beneficial.
    https://pinside.com/pinball/forum/topic/tube-time-custom-surfing-pin

    2 years later
    #246 4 years ago

    well it has been a long time and rebooting this thread / game.

    I almost game my ideas / concepts and rules to commercial project and whisky product and then something didn't seem right, alot of changes wanted to be made without letting me to fully cement the design and felt it was going to go a very different direction to what I wanted to go.

    I have finished mods now for a while and have a new job which is not creative so I want to do some creative things when I get home so rebooting a custom pinball which will involve this game and the custom surf game.

    This element is - playfield tiles

    I just designed this playfield tile that will sit into a machined recess into the playfield. This tile is a ball diverter that uses no motors and just physical ball interaction in which I took the idea from The Shadow pinball from the ramp but adding it to the playfield. I intend to do a few different tiles so a game design can be changed quickly with just 3 bolts or mix it up by rotating the tile to face one of 6 directions. With this tile the entry could be facing the flippers so to enter hit the ball from the flippers into the entry location and the ball can go into one of 2 directions then you could rotate 180 degrees so the ball enters from the top say from the pop bumpers and can go one of 2 directions. Allows for play variety or game customisation say in a commercial game.
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    #247 4 years ago

    Yessssss! This thread is alive again! With some great new ideas! Tile concept and diverter is really cool!

    I live in Switzerland now but this summer I was back on the east coast and made a detour to "Cooter's Place" in Luray with the family. Got to sit in Ben Jone's General Lee, eat at Daisy's Diner, and hang out in the museum awhile.
    https://cootersplace.com/pages/cootersluray

    Damn, did that bring back memories. I'm loaded with ideas and I'm pretty decent in graphic design if you want any help, happy to contribute to see this project move.

    Watching closely for some fresh updates soon! Good luck with the next steps!

    #248 4 years ago

    Been waiting for you to start this back up. My ultimate theme.

    #249 4 years ago
    Quoted from Dr-Tommy:

    Yessssss! This thread is alive again! With some great new ideas! Tile concept and diverter is really cool!
    I live in Switzerland now but this summer I was back on the east coast and made a detour to "Cooter's Place" in Luray with the family. Got to sit in Ben Jone's General Lee, eat at Daisy's Diner, and hang out in the museum awhile.
    https://cootersplace.com/pages/cootersluray
    Damn, did that bring back memories. I'm loaded with ideas and I'm pretty decent in graphic design if you want any help, happy to contribute to see this project move.
    Watching closely for some fresh updates soon! Good luck with the next steps!

    That would of been an awesome experience and one I would like to do one day.

    And thank you for the offer of ideas and art which I may seriously consider when the time comes - gotta pull my finger out and extract the ideas in my head and put it to design & build. I am going to merge some features of the surf pin like the reverse feed lanes to the flippers with a regular ball launch and scrap the centre ball launch.

    Quoted from shovelhed:

    Been waiting for you to start this back up. My ultimate theme.

    thanks for waiting and sorry for my distraction & delays

    #250 4 years ago

    I thought I was smart and original using a truck horn for a knocker. Now that this thread is revived/active I see you thought of it 2 years ago.

    There are 268 posts in this topic. You are on page 5 of 6.

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