Flash Retheme Project: QUEEN!

(Topic ID: 159310)

Flash Retheme Project: QUEEN!


By TopMoose

2 years ago



Topic Stats

  • 373 posts
  • 109 Pinsiders participating
  • Latest reply 34 days ago by TopMoose
  • Topic is favorited by 100 Pinsiders

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There are 373 posts in this topic. You are on page 8 of 8.
#351 7 months ago
Quoted from TopMoose:

Here's a gameplay video:

Awesome!!! So pumped this will be at Pincinnati for all to see!

#352 7 months ago

Congrats!
Looks fantastic

#353 7 months ago

Great job! I’ve been a huge Queen fan since I was a kid and a Queen pinball machine would be a must buy if one ever went into production. It’s so cool you converted one over yourself!

#354 7 months ago

Wow. That is quite an achievement. Congrats!

#355 7 months ago
Quoted from TopMoose:

Here's a gameplay video:

what progress from the last update. love the new sound effects and insert light shows. when does the conversion kit come out?

#356 7 months ago

Woo hoo! We are now Pinside Official!

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#357 7 months ago

Pinsiders are Fing talented. Well done!!

3 months later
#358 3 months ago

Three months after finishing the project, the weekend I've been anticipating/dreading has finally come: Pincinnati - Queen's first and only public appearance! The machine has never been disassembled or even moved from the room where it was born, so I carefully unplugged all the circuitry, wrapped the head and body in cellophane and brought it down to the convention hall, along with my Flying Carpet.

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Once set up in the hall, I re-attached everything and held my breath...

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...and it came to life! What a relief! I just had to wiggle a few loose wires into place but everything worked perfectly.

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Overall, there were just two issues: first, the speakers I've been using were nice and loud in my house, but in a room with 200 other games, they were completely drowned out. Making things worse, the gameplay relies on audio cues, so people weren't understanding what was going on. On day 2, I bought some patch cables and hooked up a set of headphones, but no one wanted to wear the headphones. On day 3 I got smart and brought my guitar amp to blast the soundtrack. That was the day where people finally understood what was going on.

Problem 2 is that the ATX devices and the Asus Tinkerboard processor aren't meant for extended use in an arcade setting. After a few hours the coils got weak, the lights started to fade and things generally ran slower. It was unfortunate, but I had to shut the machine down for a while each day to let it cool down.

Another issue that came up - on day 2 the CPU failed to boot. Luckily I had a backup microSD card handy and was able to get it going, but on one of the cool-down periods I rushed home and made a couple more backups, just in case.

Once the event was done, I packed the game back up and hauled it home, this time to my living room. I was able to get it working that night.

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And so ends the adventure. Much like John Deacon, the Queen pinball machine now is retired from public life and will spend its remaining days in a quiet home in the country, performing only for family and close friends and resting comfortable on the laurels of its legend.

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#359 3 months ago

At the Pincinnati show, the reception was mostly positive by far. Once the game was set up, a small crowd of pin donors gathered to see how it works and try it out. The news media showed up and I had a brief interview with a local radio station. Most of the compliments were about the artwork.

I'll admit that the game has an unusual start sequence - after pressing the start button, you have to select a game mode with the right flipper and then lock it in with the left flipper. Only then does a ball kick out. Instructions are printed on the apron, but I also put up a giant poster next to the game explaining all this. I then had to put a card on the glass with a note, basically saying PLEASE READ THE POSTER, DUM-DUM. Even then, very few people took the time, so I had to hover around the game like a helicopter parent helping people start a game. After a while, I stopped explaining that they had to "select a game mode" and started telling them to "choose a song." That seemed to work much better. Since I was always near the game, it was interesting to note peoples' reactions. Here's an approximate breakdown:

30%: took photos of the machine but didn't play it.

50%: walked up to the game, ignored the THREE DIFFERENT SIGNS I put up explaining how to play, started multi-player games and walked away before any of them were done. I couldn't be there the whole time and sometimes they got to the game before I could intervene, so this was inevitable.

20%: Actually took time to figure out the gameplay and try out different song modes.

A few highlights: The only person to get to Bohemian Rhapsody wizard mode was a woman from North Carolina. An excellent player who seemed delighted by the game. Also, there was the young guy bellowing out "Somebody to Love" along with Freddy on the headphones as he played. So gratifying to see someone enjoy my work so much.

On the flip side, it's not a pinball convention without people griping and whining about stupid minutia. A small number of people ignored the massive achievement that someone with zero background or experience in electronics or coding could create a new, original pinball machine. I have to admit that as gratifying as it was to get so many compliments on my work, the few people with complaints really stuck in my craw. They looked this miracle - this thing that SHOULD NOT EXIST - right in they eye and complained about all sorts of petty things. Here's what they said:

"I can't hear it."

Answer: It wasn't designed to be in a room filled with hundreds of other loud games. I'm working on it (see previous post).

"It's not bright enough."

Answer: #44-base LED bulbs are designed for 6.5v power, but there's no commercially-available 6.5v ATX. In order to simplify things, I ran all the lights off the 5v power, so they're going to be slightly dimmer. Also, using colored bulbs brings down the brightness but I think it's worth it for the effect.

"It's a low-scoring game."

Answer #1: I used a 1979 Bally cabinet, which only accommodates 6-digit score displays. Also, I really wanted to stay within the late '70's/early 80's aesthetic and make it feel like an older game, from when Queen was in its heyday.

Answer #2: Maybe you're just not a very good player.

"Can you turn the volume down? Your sounds are really annoying."

Note: This is from a guy who repeatedly turned my external amp OFF on day 3 while my back was turned.

Answer #1: The sound design is integral to the gameplay. Callouts and music cues are as essential as the scoring and light displays and, after a weekend of experimentation people can finally appreciate the game in its full form. It has to be loud just to compete with the other games in the room. Today is literally the last time this game will ever be available for public exhibition so I want people to get the complete experience while they can.

Answer #2: Go fu#k yourself.

In the end, Queen was designed for an audience of one - I made it for myself to play in my own home and it doesn't have to answer to anyone else. I'm proud of it and I'm happy that the reception was positive overall.

#360 3 months ago
Quoted from TopMoose:

In the end, Queen was designed for an audience of one - I made it for myself to play in my own home and it doesn't have to answer to anyone else. I'm proud of it and I'm happy that the reception was positive overall.

You did an amazing job, anyone who dislikes it should see answer #2 as stated!!!

Quoted from TopMoose:

Answer #2: Go fu#k yourself.

#361 3 months ago

Ha, I was thinking you should move answer 2 to the number 1 spot and only have one answer.

Looks great. Wish I had been there.

What's the next one?

#362 3 months ago

Thanks again for bringing your game Doug! It was nice chatting with you as well.

#363 3 months ago
Quoted from chuckwurt:

Thanks again for bringing your game Doug! It was nice chatting with you as well.

Any time you want to come over and play, just give me a call!

#364 3 months ago

Great job in making this game!

#365 3 months ago
Quoted from TopMoose:

Any time you want to come over and play, just give me a call!

I meant to catch you before the end of the show, but Linsey and I really did enjoy playing your game. Thanks so much for bringing it out, we would love to have another go at it when we aren't sick and or exhausted.

She is still totally with you on signage, people just don't read. Don't let them get you down, you made a really cool pin and you rock for sharing it.

#366 3 months ago

Read everyone of your posts. What dedication!

One thing I didn't seem to see is...how many (thousands of) hours to do think you have in this project?

#367 3 months ago
Quoted from TopMoose:

At the Pincinnati show, the reception was mostly positive by far. Once the game was set up, a small crowd of pin donors gathered to see how it works and try it out. The news media showed up and I had a brief interview with a local radio station. Most of the compliments were about the artwork.
I'll admit that the game has an unusual start sequence - after pressing the start button, you have to select a game mode with the right flipper and then lock it in with the left flipper. Only then does a ball kick out. Instructions are printed on the apron, but I also put up a giant poster next to the game explaining all this. I then had to put a card on the glass with a note, basically saying PLEASE READ THE POSTER, DUM-DUM. Even then, very few people took the time, so I had to hover around the game like a helicopter parent helping people start a game. After a while, I stopped explaining that they had to "select a game mode" and started telling them to "choose a song." That seemed to work much better. Since I was always near the game, it was interesting to note peoples' reactions. Here's an approximate breakdown:
30%: took photos of the machine but didn't play it.
50%: walked up to the game, ignored the THREE DIFFERENT SIGNS I put up explaining how to play, started multi-player games and walked away before any of them were done. I couldn't be there the whole time and sometimes they got to the game before I could intervene, so this was inevitable.
20%: Actually took time to figure out the gameplay and try out different song modes.
A few highlights: The only person to get to Bohemian Rhapsody wizard mode was a woman from North Carolina. An excellent player who seemed delighted by the game. Also, there was the young guy bellowing out "Somebody to Love" along with Freddy on the headphones as he played. So gratifying to see someone enjoy my work so much.
On the flip side, it's not a pinball convention without people griping and whining about stupid minutia. A small number of people ignored the massive achievement that someone with zero background or experience in electronics or coding could create a new, original pinball machine. I have to admit that as gratifying as it was to get so many compliments on my work, the few people with complaints really stuck in my craw. They looked this miracle - this thing that SHOULD NOT EXIST - right in they eye and complained about all sorts of petty things. Here's what they said:
"I can't hear it."
Answer: It wasn't designed to be in a room filled with hundreds of other loud games. I'm working on it (see previous post).
"It's not bright enough."
Answer: #44-base LED bulbs are designed for 6.5v power, but there's no commercially-available 6.5v ATX. In order to simplify things, I ran all the lights off the 5v power, so they're going to be slightly dimmer. Also, using colored bulbs brings down the brightness but I think it's worth it for the effect.
"It's a low-scoring game."
Answer #1: I used a 1979 Bally cabinet, which only accommodates 6-digit score displays. Also, I really wanted to stay within the late '70's/early 80's aesthetic and make it feel like an older game, from when Queen was in its heyday.
Answer #2: Maybe you're just not a very good player.
"Can you turn the volume down? Your sounds are really annoying."
Note: This is from a guy who repeatedly turned my external amp OFF on day 3 while my back was turned.
Answer #1: The sound design is integral to the gameplay. Callouts and music cues are as essential as the scoring and light displays and, after a weekend of experimentation people can finally appreciate the game in its full form. It has to be loud just to compete with the other games in the room. Today is literally the last time this game will ever be available for public exhibition so I want people to get the complete experience while they can.
Answer #2: Go fu#k yourself.
In the end, Queen was designed for an audience of one - I made it for myself to play in my own home and it doesn't have to answer to anyone else. I'm proud of it and I'm happy that the reception was positive overall.

It was really sweet getting to talk and hangout with you for a while on day 2 my boyfriend and I couldn't stop talking about how awesome the game was, thanks for sharing

#368 3 months ago

Thanks for bringing this to the show I enjoyed checking it out and playing it good work!

#369 3 months ago

I've been following your project and I'm very much impressed with the final project. I love Queen and this is a dream pin! Great job.

1 week later
#370 3 months ago

Just discovered this thread. I think Freddie would say 'It's fucking brilliant, darling.' Thanks for sharing the project in such great detail!

#371 3 months ago

#answer 2.
I am 6 homebrews in now and have in turn taken them to shows for the general public to play.
It seems like a natural progression to build and show your work to a largesse audience...sadly this isn't always the most gracious audience.
Punters walking up to a game without the skill set to even start a game then offering their critique.Comments I've heard? Some even involving the relocation of entire mechs.
#answer2
Don't take anything you hear at a show for or against to heart.Better to get your pin to a friendly barcade or such where it can be on coin/freeplay for' Pinball players ' to have a go at.This is a far better use of the time you spent building in modes and wizard modes(To be fair to Pinball shows people generally only get one go at your machine because there is someone waiting in line).
I'm in Australia and chances are I'll never play your game that doesn't mean I don't appreciate the work and creativity that has gone into this pin so...Don't lock it away though get it out there, get it to an arcade where players can play it over and over, get some real enjoyment and understanding of the rules and where the feedback is far more constructive.
Thanks for sharing your build along the way...for now I have a Flash at home I'll just put Queen on the stereo and pretend.

2 months later
#372 34 days ago

I am amazed by your accomplishment! So cool. Your concept of an em multicade via the various modes is brilliant. This is a pinhead’s pinball machine ... like PhD level pinball. I feel like I’m at least a tiny part of the project because I believe you sold me your PoTC to make space for Queen. I hope that if I ever come back to visit Cincinnati I can twist your arm into letting me play it. Was hoping that it would become a Pincinnati staple, but I totally get you not wanting to deal with all the hassle.

#373 34 days ago
Quoted from DrScoops:

I am amazed by your accomplishment! So cool. Your concept of an em multicade via the various modes is brilliant. This is a pinhead’s pinball machine ... like PhD level pinball. I feel like I’m at least a tiny part of the project because I believe you sold me your PoTC to make space for Queen. I hope that if I ever come back to visit Cincinnati I can twist your arm into letting me play it. Was hoping that it would become a Pincinnati staple, but I totally get you not wanting to deal with all the hassle.

Absolutely - let me know when you're in town and you're welcome to come over and try it out!

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