(Topic ID: 329419)

Should games include a pause feature?

By seenev

68 days ago


Topic Heartbeat

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  • 27 posts
  • 18 Pinsiders participating
  • Latest reply 64 days ago by dpadam450
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    Topic poll

    “Should games include a pause feature? ”

    • Yes 31 votes
      47%
    • No 35 votes
      53%

    (66 votes)

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    Screenshot from 2023-01-18 17-07-21 (resized).png
    Dont lock me in (resized).jpg

    #1 68 days ago

    As advanced as games are these days, there's still no solution for when I need to answer the door in the middle of a game. What do I do? Let the ball drain?

    I used to have a TZ that hard a sort of pause feature where you could cradle the ball in the flipper and then it could hold it there for a few minutes. That's something at least. But could there be better solutions? What if you could install a pause button for home use and it would power off all switches and coils and drain the ball, and then when you unpause it, it would launch a ball back into play? I'm sure that could be abused, but games could also be programmed to hold a ball in areas like scoops and subways or anywhere the ball is stopped if you hit pause... The solution could vary by game.

    But do you think there should be a pause feature available in general?

    #3 68 days ago

    I know on LOTRs if you open the coin door with a drain, even mutiball, it will relaunch the ball. It’s the only way I could possibly get to Valinor. Would only relaunch when the coin door was closed. I see the point of a pause. Great game/ball. “Dinner’s on the table.”

    #4 68 days ago

    Nope. Physical Pinball Meets Real World. Deal. With. It.
    I drained a ball today cause my dog was eating my shoe. OH. WELL.

    #5 68 days ago

    If so I’d say only if the game is on free play.

    Honestly if you need to “do something” do it in between balls.

    Can’t pause an online multiplayer game

    #6 68 days ago
    Quoted from Mank:

    I know on LOTRs if you open the coin door with a drain, even mutiball, it will relaunch the ball. It’s the only way I could possibly get to Valinor. Would only relaunch when the coin door was closed. I see the point of a pause. Great game/ball. “Dinner’s on the table.”

    It’s called coin door ball save and it’s a feature in Stern settings. Disables all high voltage when coin door is open. If a ball is in play when opened, it will put one in the shooter lane and auto launch when the door is shut.

    #7 68 days ago

    Multimorphic games already have one.

    #8 68 days ago

    Leave your key in. When you go in a scoop. Open the coin door. Paused, like Maui says, you're welcome!

    #9 68 days ago

    Option 1 : lock a ball
    Option 2 : Tell your wife to open the door
    Option 3 : Tell your kids to open the door
    Option 4 : Don't bother opening the door, if someone shows up unannounced it's not worth dropping a good ball
    Option 5 : If friends show up at the door they should know you play pinball and can wait a little til you're done. Or praise your high score if they waited a lot.

    #10 68 days ago

    A few lines of code could add a pause to any game. As an example, hold down the right flipper and press start will fake tilt the game - the ball will drain and a new ball will eject into the plunger lane without penalty. Then you just launch when you're ready to resume, exactly where you left off.

    #11 68 days ago

    Can also work for any multiball - let all the balls drain, grab a beer, come back and relaunch all the balls. Alternatively, a line of code could hold up both flippers automatically so you can walk away from the machine for a short while. As a safety, they'll disengage if you take too long.

    #12 68 days ago

    As others have said....it's already there in Stern games. The coin-door ball save is a setting in the menu. Open the coin-door and the game is "paused". Close the coin door and the game will serve a ball up and the game is back to where you left it. Pretty simple.

    #13 68 days ago

    TZ has dual wind flipper coils. New Stern's don't. While the code would be easy, not a good idea on modern Stern's with single wind coils. Would eventually cause excessive heat.

    Part of the beauty of pinball is that it's such a great escape from reality. I live in Cal and was playing a GB a few years ago when an earthquake happened. It was a small quake, didn't even get a tilt warning, so I kept playing. You don't want to pause pinball. Real life pauses for pinball. Not the other way around.

    #14 68 days ago

    As an extension, you could save a game for later. I get it, might be a little too video game like for some, but we’re already internet connected with badges to collect, so…… I bet Multimorphic can?!?

    #15 67 days ago

    No, a pause misses the whole point of playing pinball. If an interruption causes the loss of ball, start another game. It's just a home game, not like it's for $15000 like last night.

    #17 67 days ago

    Now that I think about this more......I consider the coin door ball save a "pause" feature, but I guess they could have something I would consider more of a "save state" feature.

    This could be the coin door ball save feature, but then have an option to suspend the game and possibly even save its state in a memory bank to load later to finish or even to load to try over and over again.

    I'm quite sure that COULD be done, but I'm not so sure it SHOULD be done. I like the coin door ball save in a pinch, but I'm not really sure anything more would be a good thing.

    UPDATE: I just saw cooked71 post.......it was pretty much what I was thinking, and he got it out sooner. I think the save states would really video gamify things and again....I'm not sure if that would be good or not.

    #18 67 days ago
    Quoted from bobmathuse:

    No, a pause misses the whole point of playing pinball. If an interruption causes the loss of ball, start another game. It's just a home game, not like it's for $15000 like last night.

    You never have had to rock a piss in the middle of a long ball? I’m all for this.

    #19 67 days ago

    As I alluded to earlier, Coin Door Ball Save isn't just for pausing, it can basically act as a never-ending ball save if you do it before the ball in play hits the trough switch. I personally do it when I hear my dog barking at something outside. I can then go check on him and resume with no issues.

    However, if you have a curious cat... ALWAYS CHECK YOUR GAME BEFORE CLOSING THE DOOR AND TURNING BACK ON THE HIGH VOLTAGE!

    (Pic stolen from the Cats thread)

    Dont lock me in (resized).jpg

    #20 67 days ago
    Quoted from phishrace:

    TZ has dual wind flipper coils. New Stern's don't. While the code would be easy, not a good idea on modern Stern's with single wind coils. Would eventually cause excessive heat.

    Nope, the coils are "down volted" after a short period of time. Data East pioneered this with their flipper boards.

    #21 65 days ago
    Quoted from gdonovan:

    Nope, the coils are "down volted" after a short period of time. Data East pioneered this with their flipper boards.

    The voltage is never decreased. It's pulsed less often, but still gets 50+ volts DC. Try taping one of your Stern or Data East flipper buttons closed and see how long it takes for the transistor to fail. Search here for Q15 or Q16 and see how many hits you get.

    #22 65 days ago
    Quoted from phishrace:

    The voltage is never decreased. It's pulsed less often, but still gets 50+ volts DC. Try taping one of your Stern or Data East flipper buttons closed and see how long it takes for the transistor to fail. Search here for Q15 or Q16 and see how many hits you get.

    On Data East they are downvolted to 8v.

    Screenshot from 2023-01-18 17-07-21 (resized).png
    #23 65 days ago
    Quoted from seenev:

    As advanced as games are these days, there's still no solution

    Advanced? So many user experience solutions missed. Worse than answering the phone is when you got to an arcade that's free play and some little kid adds 4 players and leaves after pulling the plunger, and then repeats on several machines. Stern solved this with left flipper + start button, but I didn't know this for 4 years that I've been into pinball. Should be a reset button OR this hack should be listed on the display if a player has not plunged the ball after 60 seconds. "Hit Start and Left Flipper to reset game". Thanks Stern!

    Quoted from seenev:

    What if you could install a pause button for home use and it would power off all switches and coils and drain the ball, and then when you unpause it, it would launch a ball back into play?

    I'm adding this feature to my upcoming games either in the form of the drain you are suggesting or another cool idea that I have. I can't imagine the feature being used all that often though. How many times / how many long games have you played where distractions occured?

    #24 65 days ago
    Quoted from gdonovan:

    On Data East they are downvolted to 8v.

    You're right. Another Doh! moment. Looks like Apollo 13 was the last game to use that board. I've replaced fuses on customer's games, but never repaired or replaced that board. Back on topic, while Stern node board support multiple voltages, I don't suspect they're switching flipper power. It could be a very simple setting. 'Home Play' setting would enable free play and flipper pause by pushing start button while cradling. I don't suspect they'll do it as it may let smoke out of node boards.

    #25 64 days ago
    Quoted from phishrace:

    I don't suspect they'll do it as it may let smoke out of node boards.

    PinMonk (the guy who sells cooling fans for flipper coils), has run tests holding Stern flippers for 30 minutes and said there was no real increase in heating. I don't think smoke is going to happen.

    #26 64 days ago
    Quoted from dpadam450:

    PinMonk (the guy who sells cooling fans for flipper coils), has run tests holding Stern flippers for 30 minutes and said there was no real increase in heating

    With or without a fan blowing on them? Stern SAM games were known for blowing flipper transistors. There are countless posts here over the years with people asking if they cradled too long or cradled too much causing the transistor to fail. I don't hear of that happening on Spike games. Seems like they've tightened up the timing and circuitry. I'd still prefer they go back to dual wind flipper coils, which they briefly did at the start of Spike.

    #27 64 days ago

    Spike, with no cooling he said hardly any difference.

    Quoted from phishrace:

    I'd still prefer they go back to dual wind flipper coils, which they briefly did at the start of Spike.

    Considering I watched an interview with Gomez that was posted a month ago how opto spinners are taken into condieration for game costs (30 cent IR LED's), I can't imagine they are going to pay an extra 30 cents for the additional 2 mosfets.

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