See You Space Cowboy: Cowboy Bebop Homebrew

(Topic ID: 214038)

See You Space Cowboy: Cowboy Bebop Homebrew


By InfiniteLives

3 months ago



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  • 98 posts
  • 20 Pinsiders participating
  • Latest reply 59 days ago by InfiniteLives
  • Topic is favorited by 31 Pinsiders

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    There are 98 posts in this topic. You are on page 1 of 2.
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    #1 3 months ago

    Well, I was going to wait a little bit more into development to start this thread, but saw that this week is the 20th anniversary of Cowboy Bebop, so I figured must be a sign to make this thread and officially announce my homebrew Cowboy Bebop pin.

    I've been wanting to make this pin for a few years, but just recently started executing the project.

    using a Stern Whitestar board set that I will have a P-roc running custom code but have not gotten this far yet. Mission Pinball Framework or SkeletonGame seems to be the path to take. Any suggestions, pros/cons I'm all ears.

    Currently just running it off the code for a Strikers Xtreme to test switches and have a flippable game.

    Game (tentatively) will have from left to right:
    4 Bank drop targets with 4 stand ups behind them
    left orbit
    left ramp (return to left inlane)
    left inner orbit with spinner. diverts to the orbit or straight back to a scoop that subways to the scoop on lower right playfield
    captive ball
    center ramp that raises. ramp returns to right inner inlane
    3 bank drop target
    behind drop is a vuk that feeds back to center ramp return lane with ball lock
    right ramp (that raises) and feeds back to the right outter inlane
    right orbit
    right scoop subway return. subway has a 4 physical ball lock

    potentially some more stand up targets, etc, based on positioning and how things fit.

    I have the complete sessions blu ray, dvds and complete 4 disc soundtrack to pull assets from

    Leaning towards LCD instead of the DMD

    Been watching sessions with a pen and a pad making notes of mode ideas and time stamps for call outs

    Been posting some short videos every once and a while on my instagram if you want to follow along there dizz_co

    see you space cowboy (resized).jpg

    #2 3 months ago

    I love Cowboy Bebop!

    #3 3 months ago

    So, we start off with a sheet of plywood and make a few basic cuts for the bottom

    IMG_20180305_162509_165 (resized).jpg

    After we have that taken care off, get the slings installed and the flippers where they need to be and line up some shots

    20180321_195635 (resized).jpg

    #4 3 months ago

    More homebrew — heck yeah! Following.

    #5 3 months ago

    need a shooter lane and an orbit to get things started

    20180322_200050 (resized).jpg

    messy tool mess

    20180322_202615 (resized).jpg

    #6 3 months ago

    Before I put it in the cab, I want to cut out the drop target bank holes. I want to be able to shoot the game and line up shots without having to desolder a bunch of wires each time i need to make an adjustment.

    I cut the hole big enough to fit stand up targets behind it.

    voila

    20180324_160226 (resized).jpg

    20180326_103711 (resized).jpg

    I'll share some more tomorrow

    ~ See ya Space Pinheads ~

    #7 3 months ago

    Are those guides homemade or taken from something?

    #8 3 months ago

    Love cowboy bebop! Following for sure. Good luck!

    #9 3 months ago
    Quoted from zacaj:

    Are those guides homemade or taken from something?

    these guides are taken from striker xtreme and high speed and misc ones i had lying around. I did have to cut some of them down which ill post a pic of later. also, bent some of them around to work better, etc. I do have some stainless steel sheets to make some guides as well as needed.

    #10 3 months ago

    Awesome theme! Favorited this thread to watch your progress. Good luck, space cowboy!

    #11 3 months ago

    Very cool! Definitely another one I'm excited to follow.

    #12 3 months ago

    So next up, install some mechs on the bottom side for the flippers/slings/trough and put the playfield in the cab and wire up the flippers

    20180321_212050 (resized).jpg

    After that, test the orbit then work on the left ramp placement.

    20180327_194300 (resized).jpg

    #13 3 months ago

    One of my all time favorite animes. Can't wait to see how this game develops!

    #14 3 months ago

    Following! Keep up the progress!

    #15 3 months ago

    Cut and modified a habit rail to make a return to the left flipper. I have left it off as its easier to work on the table when its not installed.

    20180328_180306 (resized).jpg

    Been working left to right on shots, spacing in my head on sketches/drawings i have more space than what I actually have haha. You have to keep in mind space for the brackets/posts etc which can really shrink your space down.

    The next shot I want is an inner left orbit that has a diverter that will either let the shot go straight back into a scoop or divert to the orbit. I have a diverter in route but its coming from across the pond so not sure when it will arrive. Used a small guide as a make shift way to have the ball flow to the right until I get the diverter arm.

    20180402_180357 (resized).jpg

    The second guide has a one way gate at the end but it is far too long so I need to cut it down to size. Ive been using these two stools as a makeshift way to clamp stuff and cut it hah.

    20180402_184040 (resized).jpg

    #16 3 months ago

    looking sweet mang!

    #17 3 months ago
    Quoted from Ballsofsteel:

    looking sweet mang!

    thanks dude, making some progress. waiting on parts is the worst hah.

    #18 3 months ago

    Awesome theme I thought about doing as well. Your initial progress is getting me stoked as I just became job free and will have time to work on mine. I've been designing (mostlly brainstorming and writing down ideas, nothing physical yet) for the last 4 years (lots of distractions).

    Can't wait to see what you come up with! I'm using the P-3roc and mostly likely mission pinball with lots of mods. Trying to design what I envision a HUO pinball machine would be. No monetary aspect, so how would that change the design? Very hard and very long games are what I'm looking at joining together (chain them together). For example, my coin door will have a finger print scanner instead for saved games and settings/etc. I'll start a thread of my own sometime soon...

    Keep the updates coming!
    --Kevin

    #19 3 months ago
    Quoted from Cappi:

    Awesome theme I thought about doing as well. Your initial progress is getting me stoked as I just became job free and will have time to work on mine. I've been designing (mostlly brainstorming and writing down ideas, nothing physical yet) for the last 4 years (lots of distractions).
    Can't wait to see what you come up with! I'm using the P-3roc and mostly likely mission pinball with lots of mods. Trying to design what I envision a HUO pinball machine would be. No monetary aspect, so how would that change the design? Very hard and very long games are what I'm looking at joining together (chain them together). For example, my coin door will have a finger print scanner instead for saved games and settings/etc. I'll start a thread of my own sometime soon...
    Keep the updates coming!
    --Kevin

    Nice! One think I am taking out is pop bumpers. They were great on older games when they affect the ball and change gameplay, but on newer games where they are just hidden in the back and just have the random award pop bumper crap, feel like it doesnt add anything to the gameplay. Hopefully my game will flow well and be fast, kinda what Im going for!

    #20 3 months ago
    Quoted from InfiniteLives:

    Nice! One think I am taking out is pop bumpers. They were great on older games when they affect the ball and change gameplay, but on newer games where they are just hidden in the back and just have the random award pop bumper crap, feel like it doesnt add anything to the gameplay. Hopefully my game will flow well and be fast, kinda what Im going for!

    Yep, pop bumpers are often kind of pointless these days, especially when the ball can only dribble one way out of them. You don't need them. The Shadow is one of my favorite games, and it doesn't have any pop bumpers.

    #21 3 months ago

    Dang progress looks so much quicker when you've got a trove of spare ramps and habitrails

    #22 3 months ago

    Dream theme. Godspeed, good sir.

    #23 3 months ago
    Quoted from zacaj:

    Dang progress looks so much quicker when you've got a trove of spare ramps and habitrails

    Well, definitely true, but keep in mind these are archived photos as well, haven't gotten posted up to where I'm currently at, still a few posts away from being up to date.

    Quoted from ARTMAN:

    Dream theme. Godspeed, good sir.

    Thanks, me too! Figured only way it will happen is if I make one hah.

    #24 3 months ago
    Quoted from InfiniteLives:

    Thanks, me too! Figured only way it will happen is if I make one hah.

    Even if a company makes one later, this one is true to your vision of what you want to get out of it.

    #25 3 months ago
    Quoted from InfiniteLives:

    Well, definitely true, but keep in mind these are archived photos as well, haven't gotten posted up to where I'm currently at, still a few posts away from being up to date.

    I think I spend at least a week trying to manufacture each ramp and habitrail on mine

    #26 3 months ago
    Quoted from InfiniteLives:

    Nice! One think I am taking out is pop bumpers....

    I've thought long and hard about what to do with these. Normally I think they are used for two reasons:
    1) Change the pace of the game
    2) Randomize the ball path

    I have a STLE and the bumpers there seem pointless as they all drain in 1 direction, but on IMVE, LOTR, and TH, there are multiple paths out that the ball can take.

    My pop bumper area will have a sudo captive ball on a drop target at the bottom with a magnet above it (to pull the ball back up and get it flinging around the bumpers more/ think ST's vengeance ship). Once the ball settles behind the drop target, when a new ball enters the top hitting the switch as it enters the pop bumper area, the drop target will release the ball at the bottom then raise to trap this ball once its done doing its thing. No rest for the player! I have balls staged in several locations on the PF, so when you drain the next ball is already in play. I really love the LOTR mechanic of when a ball is held on the sword and a new ball comes down the ramp, one of the trapped balls is released early and the new ball coming down the ramp takes its place being captive/held. It has a steampunk sort of clockwork movement that I want to have in several areas in my game. I'll post a diagram once I get it a bit more finalized.

    Sorry to highjack. Your build is looking good/promising and there is tons of material for the theme (and awesome music, The Seatbelts rock!).

    --Kevin

    #27 3 months ago
    Quoted from Cappi:

    I've thought long and hard about what to do with these. Normally I think they are used for two reasons:
    1) Change the pace of the game
    2) Randomize the ball path
    I have a STLE and the bumpers there seem pointless as they all drain in 1 direction, but on IMVE, LOTR, and TH, there are multiple paths out that the ball can take.
    My pop bumper area will have a sudo captive ball on a drop target at the bottom with a magnet above it (to pull the ball back up and get it flinging around the bumpers more/ think ST's vengeance ship). Once the ball settles behind the drop target, when a new ball enters the top hitting the switch as it enters the pop bumper area, the drop target will release the ball at the bottom then raise to trap this ball once its done doing its thing. No rest for the player! I have balls staged in several locations on the PF, so when you drain the next ball is already in play. I really love the LOTR mechanic of when a ball is held on the sword and a new ball comes down the ramp, one of the trapped balls is released early and the new ball coming down the ramp takes its place being captive/held. It has a steampunk sort of clockwork movement that I want to have in several areas in my game. I'll post a diagram once I get it a bit more finalized.
    Sorry to highjack. Your build is looking good/promising and there is tons of material for the theme (and awesome music, The Seatbelts rock!).
    --Kevin

    That sounds awesome! If i include a pop it will probably be exposed on the lower playfield right hand side. I do have a magnet as well to integrate somewhere if it makes sense. Not going to put things in just to have them if they dont really add anything to the gameplay

    Back to the build:

    my center and right ramp have some rust on them so i soaked them in some white vinegar and scrubbed off as much as I could. neutralized them afterward with baking soda. These ramps and many of the habit rails I have are from a lot of Street Fighter II parts I bought like 3 years ago from a guy in Europe. He had a complete plastic set and ramps/rails that I bought from him since I have a SFII and actually like it (sorry levi) They turned out alright but there are some rust stains/spots on the flaps I cannot get off.

    20180401_075344 (resized).jpg

    Here is the cut guide for the orbit and testing center ramp placement prior to the cleansing:

    20180402_195855 (resized).jpg

    And testing spinner location and center ramp placement:

    20180402_191834 (resized).jpg

    #28 3 months ago

    so it should be ready for the lyons spring classic?

    #29 3 months ago

    After all this I found that im running out of space for my 3 bank drop targets that goes to the right of the center ramp and to the left or the right ramp...

    soo, I looked at how I can gain some space back. The left ramp securing bracket on the right side was what I targeted. I bent this in and moved my inner orbit over a smidgen. it is a little harder to back hand this shot now but im okay with that. If i extend the final version of the guide down a hair it will be good.

    Here is the re-spaced orbit with spinner:

    20180403_182928 (resized).jpg

    The gap between this orbit and the center ramp is going to be a captive ball at an angle so you can careen off it and up the center ramp.

    prototyping a captive ball system on a scrap of wood

    20180403_190058 (resized).jpg

    Alright, now we are all caught up to where I am at with the game. Waiting on some parts, depending on how this weekend goes I hopefully will get the 3 bank of drops in and the right ramp situated. Worked on the right ramp a bit last night but nothing ready to post about.

    Quoted from Ballsofsteel:

    so it should be ready for the lyons spring classic?

    something tells me Kevin has way nicer machines for the Spring Classic than this. Hoping I might have something respectable to take to the showdown but we will see how coding goes.

    #30 3 months ago

    Awesome, love the theme. With homebrews, while waiting for parts, it's always a good time to work on cab stuff like running wires from coin door, installing a tilt Bob, making a transformer mount, board mounts, running ground wire, installing flipper buttons, etc.

    #31 3 months ago
    Quoted from nikpinball:

    Awesome, love the theme. With homebrews, while waiting for parts, it's always a good time to work on cab stuff like running wires from coin door, installing a tilt Bob, making a transformer mount, board mounts, running ground wire, installing flipper buttons, etc.

    great suggestions! always something to work on for sure!

    #32 3 months ago

    Got some parts in today!

    20180406_173942 (resized).jpg

    Messing around with my captive ball area and was thinking what if I have the middle raised ramp lead back into the capative ball area, like reverse link lock on avatar. And then you hit the ball back out for MB? Hmmmm

    20180406_180709 (resized).jpg

    #33 3 months ago
    Quoted from InfiniteLives:

    And then you hit the ball back out for MB? Hmmmm

    Sounds dangerous if the player can't easily get it back out

    #34 3 months ago
    Quoted from zacaj:

    Sounds dangerous if the player can't easily get it back out

    Working on a guide right now but I was thinking I can use my magnet to throw it back around like in shadow or goldeneye ball save.

    #35 3 months ago
    Quoted from InfiniteLives:

    Working on a guide right now but I was thinking I can use my magnet to throw it back around like in shadow or goldeneye ball save.

    Ooh cool. As long as it doesn't grab both... I guess you could put a pin in to stop the other one though.

    #36 3 months ago

    Cool idea — love the avatar captive ball lock.. almost bought the mech for my homebrew - like your take on it under the lift ramp!

    #37 3 months ago
    Quoted from Mbecker:

    Cool idea — love the avatar captive ball lock.. almost bought the mech for my homebrew - like your take on it under the lift ramp!

    I really want to pull it off but Im not sure if I can with the angle of the captive ball. I either need to rework the inner left orbit or change this shot to not be a captive ball but maybe just an upost to hold a ball there. not as cool as releasing the ball back up and around. going to need to mess around with it some more later today.

    one thing you learn early on in this adventure is you have to compromise alot

    i could also have the ball sit on the magnet and then have to hit it to release it, will keep working on it

    #38 3 months ago

    So I wanted the capative ball to be empty until you loaded a ball into it, then released it back into the playfield for a multiball. Just can't make it work, but I can use the locked in captive ball to Newton ball the locked ball back out into the playfield. Works pretty good.

    1523133735990339240458 (resized).jpg

    Plan it to use a magnet to throw the balls out if the game ends with a locked ball.

    Also, potentially have more than one ball be allowed to get locked and kick them out in your multiball for increased scoring... But risk reward, if you leave them in there the next player can steal them.

    Posted a short video on my Instagram of it in action

    #39 3 months ago

    Making a guide for the ball to travel back behind the ramp and to the captive ball area

    1523142952515460823897 (resized).jpg

    #40 3 months ago

    Double lock might be hard to get magnet in a position to grab both balls out .. not sure how strong the magnet is guess you’ll have some testing to do looking good - not sure I’ve seen a cap ball done at an angle like that

    #41 3 months ago
    Quoted from Mbecker:

    Double lock might be hard to get magnet in a position to grab both balls out .. not sure how strong the magnet is guess you’ll have some testing to do looking good - not sure I’ve seen a cap ball done at an angle like that

    Yeah, the magnet is def going to be the deal maker/breaker. Going to look thru some manuals at similar magnet uses and see what I can find, thinking the shadow will be the most similar.

    Yeah, I really wanted to do something different with the captive ball angle, so far so good on terms of hitting it but that post to the left of it takes quit a beating on missed shots from the left flipper

    #42 3 months ago

    Possible you can use a slingshot mech or and modded ball lock mech to eject the balls.

    #43 3 months ago

    You could add another captive ball bracket under the ramp so you are moving a captive ball from one position to the other. I thought about this as well for my pin (simulate picking chambers on a lock, ball has to move through different captive positions with 1 way gates to insure the correct direction of travel -- also had a scoop at the end to shoot the ball back to the initial position when completed).

    #44 3 months ago

    very cool and following

    I have added your build to the Custom Build Index
    https://pinside.com/pinball/forum/topic/homebrew-pinball-games-released-2016-to-current#post-4197288

    #45 3 months ago

    Following. Bebop is awesome. Looks cool so far!

    #46 3 months ago
    Quoted from Cappi:

    You could add another captive ball bracket under the ramp so you are moving a captive ball from one position to the other.

    I like where your head's at. If I can't make the magnet work I will def explore other options such as this!

    Thanks !! //Feels the pressure

    Quoted from aobrien5:

    Following. Bebop is awesome. Looks cool so far!

    Thanks!, Hopefully it does the theme justice in the end!!

    #47 3 months ago

    This guide needs to be cut down a bit to make the ramp fit above it. Also need to cut out the blacked out area for the arm that raises the ramp to fit in. If I can figure out final placement of the 3 drop bank between the middle and right ramp I'll probably pull the playfield out and make some cuts later today. Pulled off the surrounding guides

    1523289752140883461718 (resized).jpg

    #48 3 months ago

    Didnt get as much done yesterday as I wanted to but I did get the 3 bank installed and the cut out for the lift mech for the center ramp as well as the cut out for the magnet for the captive ball. Have the playfield out as I make some more cuts and adjustments that are eaiser to do with the game out of the cab. The following pic was first fitting, cut a little bit more on the left side for the left most drop to have better clearance.

    20180409_130356 (resized).jpg

    My magnet core needs to be raised up but it is really tight, need to get a socket that fits it and crank it loose. Looking more into it, it probably has loctite on it so might need to heat it up to try and break it loose. fun

    #49 3 months ago

    Can't seem to break the loctite on the thread of my magnet. Might have to just buy a new assembly. Turned my iron up to 850 and left it on it for 15 min and couldnt turn it loose.

    Oh well, got the 3 bank drops in with the upkicker behind it fitted in. Need to figure out where I want to place posts and or if I want to put some stand up targets back there (if they'd even fit)

    1523673166273919875029 (resized).jpg

    #50 3 months ago

    My buddy is 3d printing me the cathedral that Spike and Viscous fight in that will sit over the three bank drops and the vuk that feeds the ball back up to the center ramp return, hopefully with the physical ball lock post I have coming in from across the pond with a bevy of other parts.

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