Let's design a new Bally/Stern Classic game > Time to talk design...

(Topic ID: 228025)

Let's design a new Bally/Stern Classic game > Time to talk design...


By Whysnow

4 months ago



Topic Stats

  • 163 posts
  • 56 Pinsiders participating
  • Latest reply 89 days ago by wugly
  • Topic is favorited by 11 Pinsiders

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    Topic poll

    “What theme do you like best?”

    • mythical beasts 30 votes
      11%
    • alien creatures 23 votes
      8%
    • underwater 42 votes
      15%
    • space/time travel 53 votes
      19%
    • outerspace 45 votes
      17%
    • wizards 23 votes
      8%
    • boardsports 4 votes
      1%
    • greek 7 votes
      3%
    • hot chicks 45 votes
      17%

    (Multiple choice - 272 votes by 159 Pinsiders)

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    There are 163 posts in this topic. You are on page 4 of 4.
    #151 3 months ago
    Quoted from EalaDubhSidhe:

    Good questions.
    The ball against the rubber could sit on the centre point of the shaft, but the only time such a trap would be conceivable during play is if the pop failed to fire. Bumper skirts when set up properly are raised above the playfield floor, and the trigger radius of the bumper is wider than the shaft in the centre. The skirt is also spring mounted and has its own push against the ball. There's not to say that such a trap can't occur in any game, it's not actually difficult to set a ball against a pop on any old game that's switched off and have it sit there in equillibrium.
    In the second example, the trap can't happen unless the gate was to be physically opened and the ball stuck under it. Again, you couldn't guarantee that it wouldn't ever happen, but a simple nudge would be sufficient to release the ball for either trap if it actually did.

    Fair enough...just the engineer in me thinking thinking outloud

    I remember seeing some PF CAD drawings once that showed the design teams comments about potential PF problems...always stuck w/me.

    #152 3 months ago

    If folks are interested, here's the bare-bones screenshot of the game in its current form.

    pinside design screenshot v1 (resized).jpg
    1 week later
    #153 3 months ago

    Thread bump, since folks have been asking about design programs and this may be a useful example.

    #154 3 months ago

    I like movie themed pibs and some tv themed.

    I would like to see a harry potter, planet of the apes, or gladiator pin. Maybe a G.I. Joe

    Futurama or bobs burgers would be cool.

    I know there is 1 re-theme out there, but a legit Queen themed pin would be a killer (queen)

    #155 3 months ago

    I suggest a Sex and the City theme.Could have Big chase the big O.Would probably get more females interested in pinball.

    #156 3 months ago
    Quoted from EalaDubhSidhe:

    Thread bump, since folks have been asking about design programs and this may be a useful example.

    which program/ version is this?

    #157 3 months ago
    Quoted from EalaDubhSidhe:

    If folks are interested, here's the bare-bones screenshot of the game in its current form.
    [quoted image]

    Looks great! Just my $.02 I think the ball will stay up in the left pops area too long, especially if it enters from the top. If the pop is too close to a rubber, the ball tends to rapid fire back and forth off of that rubber and into the pop. I might remove the bands on the right of the pops and move the bottom pop into that area. You could construct a through-pops shot to the upper left area and also create a space that the pops could cause drains. Cool seeing the theoretical thread turn into a development thread!

    #158 3 months ago
    Quoted from Whysnow:

    which program/ version is this?

    For this game, VP 9.9 with my own tailored object set. I use what I know works.

    #159 3 months ago
    Quoted from FatPanda:

    Looks great! Just my $.02 I think the ball will stay up in the left pops area too long, especially if it enters from the top. If the pop is too close to a rubber, the ball tends to rapid fire back and forth off of that rubber and into the pop. I might remove the bands on the right of the pops and move the bottom pop into that area. You could construct a through-pops shot to the upper left area and also create a space that the pops could cause drains. Cool seeing the theoretical thread turn into a development thread!

    I haven't had any such difficulties in the simulator, though a whitewood could produce different results. The rubbers will also be nullified a little by having a third post in the centre of each band, so there is less spring movement. The optimum distance between each pop in my opinion should ideally be no less than 1-1/4 inch between two 3-inch caps; Bally/Williams games followed this example, but some modern Sterns like AC/DC do squeeze them closer together to deliberately create longer bump periods.

    #160 3 months ago

    So have you played a virtual version of the PF?

    #161 3 months ago

    ben hur, gladiator, greek mythology with "paragony" type of art would be cool

    #162 3 months ago
    Quoted from mbwalker:

    So have you played a virtual version of the PF?

    Yes, that's how it's been built to this point. Accurate sized playfield and components though so a real build should not be an issue. Wouldn't be the first time I've done things this way; digital test first, CAD second.

    1 week later
    #163 89 days ago

    I think a good table might be to theme it after Gerry Anderson's UFO TV show. He did Thunderbirds and space 1999. The UFO's would be great pop bumpers. Could use their missiles as flippers. Call for interceptors for player position. Have sky diver submarine level play under play field like haunted house. Launch sky one from sub by vux yo a small upper level. Have a countdown timer by having the side call out Increasing speed as sol 1 through 9.

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    There are 163 posts in this topic. You are on page 4 of 4.

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