(Topic ID: 228025)

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

By Whysnow

5 years ago


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Topic Stats

  • 163 posts
  • 56 Pinsiders participating
  • Latest reply 5 years ago by wugly
  • Topic is favorited by 11 Pinsiders

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    Topic poll

    “What theme do you like best?”

    • mythical beasts 31 votes
      11%
    • alien creatures 24 votes
      9%
    • underwater 44 votes
      16%
    • space/time travel 54 votes
      19%
    • outerspace 46 votes
      16%
    • wizards 24 votes
      9%
    • boardsports 4 votes
      1%
    • greek 7 votes
      2%
    • hot chicks 47 votes
      17%

    (Multiple choice - 281 votes by 162 Pinsiders)

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    There are 163 posts in this topic. You are on page 4 of 4.
    #151 5 years 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 5 years ago

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

    pinside design screenshot v1 (resized).jpgpinside design screenshot v1 (resized).jpg
    1 week later
    #153 5 years ago

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

    #154 5 years 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 5 years 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 5 years 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 5 years 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 5 years 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 5 years 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 5 years ago

    So have you played a virtual version of the PF?

    #161 5 years ago

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

    #162 5 years 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 5 years 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.

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

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