Alright it is 1 AM but I drank a Red Bull not long ago so it's time for an update!!!
Covid has slowed things down a bit. The team isn't able to meet up as consistently as we had hopped but progress has certainly been made. We have also flushed out rules and gameplay features relatively well so plenty to talk about. I blew up a power supply and possibly a power entry board on my first wiring attempt and haven't done much physical work since then but have been playing a lot of pin and figuring out game features that I want to include. Let's dive in:
For those of you that aren't familiar with the Diner layout you've got from left to right: Three Bank Drops. Left Ramp that lifts for a ball lock saucer. Stand up target. Three bank drop. Spinner that feeds a saucer that feeds the roll overs/pops. Right ramp with a diverter that feeds a whirlpool "the cup." Gobble hole that feeds a kicker that comes out through the shooter lane.
Our layout: Three Bank Drops. Left Ramp that lifts for left orbit. Drop Target/Scoop that leads to a subway that will feed shooter lane kick out. Stand up and captive ball (instead of center drops). Spinner/Right Orbit. Right Ramp that has a diverter to an Upper Playfield. Upper Playfield will feed either the roll overs/pops or will load the captive ball for 2X Playfield. Gobble Hole that feeds shooter lane kicker. We are also adding a kickback on the left outlane.
So basically the only things that we aren't changing is the left drop target bank and the ramps although the right ramp diverter will be feeding an upper playfield rather than a whirlpool.
Now for the rules: Basic rule structure is similar to Iron Maiden, Attack From Mars, and some Deadpool type features. Basically I wanted to make it so that there is plenty to work towards whether you are in a mode or not. I struggled with how to make an upper playfield "fun" or at least something that you want to play. I think the inherent problem with upper and lower playfields is that there isn't any risk of draining the ball. So if there isn't any risk the next best thing is to make it matter from a points perspective. Soooo the upper playfield (and shooting it correctly) is the only way that you will be able to load a ball into the captive ball mech that is in the center of the playfield. This captive ball will light the 2X (maybe 3X too) playfield multiplier. Hitting the captive ball will start the playfield multiplier and will also add an extra ball to whatever game state e.i. Add A Ball/Two ball multiball.
Here are the written out rules so far:
SLC Punk Pinball Rules
Begin the game by picking your SLC Punk avatar. Each avatar is associated with a different sub genre of punk music that will be the sound track to your game. The object of the game is to build your crew, your reputation, and earn cred in the punk scene in SLC. Main modes add characters from the movie to your crew. Cred is earned in several ways throughout the game and is calculated in end of ball bonus. Your reputation is increased by achieving particular events in the gameplay outside of the main character modes.
Character Modes: Light main modes by hitting lit shots to spell P-U-N-K. Start mode by hitting the left scoop.
Steve-O (Sex & Violence) Combo mode. Right orbit right ramp or left orbit left ramp.
Bob (Does This Look Infected?) Shoot lit shots to get Bob to the hospital to take care of his festering wound. He’s a moving target once he sees a needle. He hates Needles.
Mike (Punk Fucking Rock) Target Mode. Mike does his best talking with his fist. Drops/Stand ups/Captive ball
Sean (Acid Trip) You don’t really know what’s going on but it sure does look pretty. It’s okay you’re on acid. Just enjoy the ride. You ARE trying to hit certain shots but figuring out which one is the hard part. Try to figure out which shot you’re supposed to hit or just play. It’s whatever trip you want to be on man.
Trish (The Bohemian Queen) Spinner
Add all five punks to your crew for (We Are All We Need mini wizard here)
Reputation: Events that bolster your Reputation occur outside of the Character Modes and progress toward Bad Reputation mini wizard mode.
Nazi Punks Fuck Off! Pop bumpers equate to fist fights. Progress through fights with new wavers, hicks, and posers to fight the real enemy. Stupid fucking nazi scum. Nazi Punks Fuck Off is a two ball multiball that results in power pops for the rest of the game. Can be played more than once to continue to increase pop value.
Evade The Police You’re at a punk show minding your own damn business and the piggies show up to ruin the fun. Escape the show on the upper playfield but be careful. Only one of three paths gets you home safe and results in a playfield multiplier. The other two exits get you roughed up and thrown in jail by these wanna be fascists.
5 Way Combo It’s not all about getting fucked up and fighting red necks. If you’re going to be a real punk you’ve gotta be good at shit too. In this case pinball.
Don’t Let The Bastards Get You Down Ramp shots > Super Ramps
Too Drunk To Fuck You got too spun. It happens to the best of us. You may not be getting lucky tonight but at least you started super spinners.
Complete all Reputation modes for Bad Reputation Multiball.
Punk’s Not Dead (Wizard Mode) You found your crew and built your reputation. You’re the punkest punk that ever punked a punk. Punk’s Not Dead and you fuckin proved it! Huzah!
Cred: Your cred is calculated at the end of each ball based on how you preformed during that ball. Cred is built by the following:
Fights Won Pop bumper hits progress you through fights.
Crew Size Complete modes to add members to your crew
Shows Attended Go to shows by spelling S-L-C with the roll overs to gain access to the upper playfield
Sharp Shooter Ramp and orbit combos
Reputation Increased Completed event that builds your reputation
Mystery: Mystery is lit by completing the three bank of drop targets on the left. Completing drop target bank multiple times before collecting the mystery reward will increase level of the reward. Mystery collects on the right scoop.
ACAB Multiball: Three Strikes Laws are bullshit but hear you are caught by the police three different times. You keep your head up. You fight like hell and with the help of some friends you manage to avoid the clink. NWA comes to mind…
Playfield Multiplier: Escaping from the police and laying low behind the captive ball until things calm down. Your 2X playfield is ready and waiting for whenever you choose to use it. Hit the captive ball to start 2X and add a ball to play. 2X ends when single ball play resumes.
Extra Ball: Extra ball is lit by completing three Character Modes. Extra ball can also be lit via upper tier Mystery Reward. Extra ball from (some number) of orbit shots.
Picture updates next!