(Topic ID: 160859)

ReCyclone - Custom Rebuild from the top

By shimoda

3 years ago

Topic Stats

  • 21 posts
  • 8 Pinsiders participating
  • Latest reply 2 hours ago by Tomass
  • Topic is favorited by 8 Pinsiders


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There have been 20 images uploaded to this topic. (View topic image gallery).

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#1 3 years ago

Several months (or longer) ago, I received a well-worn Cyclone playfield from Arizona I believe. Pinsider midcoastsurf sent it to me. I have been collecting parts and thinking about modifications to the basic layout since getting the playfield. About a month ago I sanded and 'cleared' it with some Rust-O-Leum enamel just to protect the wood.

Initially I had been meaning to build this playfield up based on the movie The Life Aquatic but recently decided to switch to another Wes Anderson film, Fantastic Mr. Fox. Not sure when, but at some point I realized the tunnels were perfect for this. At some point in the last year someone sent me their busted but hacked to work subway ramp. Today I pulled out the old parts from a Bad Cats playfield I had and modified the doghouse scoop/kickout to work as a feeder ramp/pre-launch below the playfield. Rather than use it like it would have been used on Cyclone, and partly because I wanted the ball actually hidden (not visible in the see-through inserts on the Cyclone playfield) I was able to trim and modify the weldment to work as a feeder. I'll be posting more pics in the future and generally tracking progress here from time to time.2016-05-27_15.58.02_(resized).jpg


As seen in the pics, the standup targets on the right are being replaced by drops that will allow a load in to the kickout on the right. Additionally I'm opening up the back and making a full orbit with an up-post on the left to drop the ball into the former ferris wheel feed. I haven't figured out that yet but I am already modifying a habitrail from a Gottlieb Monte Carlo to act as a subway from that area to the vuk served by the center target ramp (and the upper area will serve as a stagin area for multiball using two disappearing posts. I haven't worked out ramps yet but am considering a couple captive ball/newton/horseshoe arrangements and will have one if not two convertible ramps, and possibly a magnet but that isn't yet in the plans.

Here is with the rear ball guide premilinarily being tried out:

More pics soon.

#2 3 years ago

Modified subway feed:

#3 3 years ago


#4 3 years ago

Reserved 2

#5 3 years ago

BTW, if anyone has the habitrail entry ramp for the shooter lane for Cyclone I could really use one. I will be making the skill shot unit separately as I will only be using three of the landing positions for the skill shot. The upper two will be covered with a ramp so the ball can drop leaving room for an orbit rail below. Looking to have convertible ramps on the left and right orbit entrances and another just left of the center drop.

#6 3 years ago

Will be interesting to see where this goes...

#7 3 years ago

I might have the habitrail entry ramp in my Cyclone parts pile - I'll message you when I find it

#8 3 years ago
Quoted from cpu-slave:

I might have the habitrail entry ramp in my Cyclone parts pile - I'll message you when I find it

That would be fantastic. Thanks. I'm debating whether to go with the original ramp from just left of the target and modify it something completely different involving a tight ramp shot from an upper right flipper.

#9 3 years ago

Found it. PM Sent

#10 3 years ago

Thanks! I'll get pics of it installed when it arrives. Will also allow me to start designing that entry/skill shot mech.

#11 3 years ago

Got the entry rail today thanks!

So I've got a subway gate system worked out, hope it won't cause jams but we'll see. Cobbled together from hardware I had around and the most minimal number of moving parts (1).


#12 3 years ago

Gate is pulled by a solenoid. Two positioning gate arms are pulled back with the transition arm brought in to block the second ball from coming in on the first position until the gate returns to it's default position. I cut an old Bally outhole kicker bracket and am using that and the coil with it as the actuator. Going to use an extension arm and placement so the pull matches the pull needed to fully actuate the gate arm. It's position is limited by the design of the gate mech itself. It looks cobbled but works very well. Allows me to stage the balls nicely in the visible see-through inserts. I'll get vid or more pics posted when I get there. Also got the first subway access cut out using an old habitrail from a GTB Monte Carlo. will possibly have another subway from the top left - this would feed not into the locks but directly to the vuk (as I left room just for this). Looking to give as many path options as possible.

#13 3 years ago

This is AWESOME!

Will you be at SFGE to chat ab your plans for Fantastic Mr. Fox? I'd enjoy hearing about your plans for your homebrew pin. I wish I had the knowledge to be able to create the theme of my choosing. I look forward to seeing and hopefully playing your pin at next years SFGE!


#14 3 years ago

I'm hoping at least to have it playable by expo next year if not finished. I will be at SFGE. Doubtful I'll bring the playfield unless I have more achieved by then like ramps or the rest of the guides. Then it might be interesting to be able to show what's going on.

3 years later
#15 39 days ago

After a loooooong hiatussubway (resized).jpg

1 month later
#16 2 days ago

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So here I've got my basic subway constructed. I also have an older style gate return mech that will be used to divert the ramp within the subway.

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Drops installed on the right to allow for lock shots

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Gottlieb lift ramp from Monte Carlo to provide both a ramp on the left and orbit shot option (actually the shot will normally be an open orbit but drop to access this ramp)

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first use of my new HF 240 spot welder, several other HF tools (other first time MIG welding was done after this, but too ugly to show )
This turn around ramp will allow a shot from the added 2" flipper on the right below to lock a shot behind the drops as well.

IMG_9907 (resized).jpeg

I had an older 2" bat shaft but no replacement bat so this became my first foray into 3D design and first self-designed thing printed on my week old 3D printer (Ender 3 Pro)

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There are lots more things coming. Currently designing more ramps/parts in Fusion 360, including my own version of a shuttle skill ramp and entrance ramp. I have an old diverter mech from an F-14 which will allow a lift ramp on the right (assuming I can get that to work) to feed any of three locations - either inlane or a captive shot I'll show later. The captive shot will actually require the player to qualify the captive lock, lock it, then hit it again for a lock or other action. If this playfield felt crowded before, it's gonna be Pinburgh in no time!

#17 15 hours ago

Another post for the zero people reading this. Started learning Fusion 360 Thursday. Mad me bats#$t crazy. This is about 14 hours of work later. Skill shot ramp for right side. If I had a bigger 3D printer it would be one object. Doesn't yet include the back ramp area which will likely be two more sections or I may transition to sheet metal for that.

skillRampProgress (resized).PNG

#18 14 hours ago

at least 1 lurking...

#20 2 hours ago

You’ve got my intrigue.

#21 2 hours ago

Just curious, what will make the drops reset? I assume it will have to wait until end of ball since nothing in the code to reset when all are down?

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