(Topic ID: 257587)

Sonic the Hedgehog Spinball


By McSquid

1 year ago

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  • 627 posts
  • 106 Pinsiders participating
  • Latest reply 3 days ago by McSquid
  • Topic is favorited by 132 Pinsiders

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    There are 627 posts in this topic. You are on page 13 of 13.
    13
    #601 16 days ago

    TWIPY has arrived! Thanks again everyone!

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    #602 16 days ago

    Way to go! Such a home run!!

    #603 16 days ago

    I just found this post from the TWIPY awards.
    I wanted to congratulate McSquid and to thank him for
    fallowing a target pinball rule that I have found always makes a good pinball.
    History: I have found that sense Williams Black Knight, that a good pinball
    --- layout has a 3-4-12 rule... or 4-3-12.
    Your pinball layout fallows the later.
    -----------------------------------------------------
    1) The pinball playfield has 5 clusters of targets, in 3 position on the playfield.
    --- That is a total of 15 primary targets to hit.
    --- and a bit of extra room to add more stuff to sweeten the setup...
    Again, congratulation on the TWIPY award and having a neat pinball layout.

    #604 15 days ago
    Quoted from vec-tor:

    I just found this post from the TWIPY awards.
    I wanted to congratulate McSquid and to thank him for
    fallowing a target pinball rule that I have found always makes a good pinball.
    History: I have found that sense Williams Black Knight, that a good pinball
    --- layout has a 3-4-12 rule... or 4-3-12.
    Your pinball layout fallows the later.
    -----------------------------------------------------
    1) The pinball playfield has 5 clusters of targets, in 3 position on the playfield.
    --- That is a total of 15 primary targets to hit.
    --- and a bit of extra room to add more stuff to sweeten the setup...
    Again, congratulation on the TWIPY award and having a neat pinball layout.

    I'm not sure I follow. Can you elaborate on what a "4-3-12" rule means?

    #605 14 days ago
    Quoted from McSquid:

    I'm not sure I follow. Can you elaborate on what a "4-3-12" rule means?

    Simple multiplication... Williams Black knight has:
    1) a 3 bank of drop targets...
    2) multiply by the dispersion on the playfield...
    [ Black Knight has 4 banks of drop targets dispersed on the playfield ]
    3) equals the total...
    -- Black Knight has a 3 bank D/T X 4 locations on the playfield = 12 targets to hit.
    4) So Black Knight is a classic 3-4-12 layout.
    OR a layout design can flip the ratio 4x3 = 12
    The layout that you have fallows the 4-3-12 formula.
    ++++++++++++++++++++++++++++++++++++++
    Look at the target setups on these two playfields, they meet the minimal formula and
    where able to add a bit more....
    A) High Speed 3-4-12
    B) Torpedo Alley 3-4-12
    In all, it is just my quirky target terminology/formula I realized many years ago.

    #606 14 days ago

    I'm not sure I'm following this 3-4-12 either, especially because:
    1) you just said Sonic has 3 groups of 5 targets, which per your description would be a 5-3-15
    2) High Speed has 5 groups of 3 targets (though two of these groups aren't "collectible", they're just hit-whichever-one-is-lit), which per your description is a 3-5-15.

    I'm confused here.

    #607 14 days ago
    Quoted from SkyKing2301:

    I'm not sure I'm following this 3-4-12 either, especially because:
    1) you just said Sonic has 3 groups of 5 targets, which per your description would be a 5-3-15
    2) High Speed has 5 groups of 3 targets (though two of these groups aren't "collectible", they're just hit-whichever-one-is-lit), which per your description is a 3-5-15.
    I'm confused here.

    The formula is for the bare minimal threshold.
    Once a playfield meets the threshold the rest is just extra.
    Another example is:
    Premier/Gottlieb Hollywood Heat... 3-4-12.
    Side note:
    "High Speed has 5 groups of 3 targets" Answer; true. [ layout target threshold achieved + extra ]
    "(though two of these groups aren't "collectible", they're just hit-whichever-one-is-lit)"
    Answer; This comment is a rules comment, not a target layout.
    ++++++++++++++++++++++++++++++++++++++++++
    Like I said above: "it is just my quirky target terminology/formula I realized many years ago".
    Congratulation McSquid on your achievement.

    #608 14 days ago
    Quoted from vec-tor:

    The formula is for the bare minimal threshold.
    Once a playfield meets the threshold the rest is just extra.
    Another example is:
    Premier/Gottlieb Hollywood Heat... 3-4-12.
    Side note:
    "High Speed has 5 groups of 3 targets" Answer; true. [ layout target threshold achieved + extra ]
    "(though two of these groups aren't "collectible", they're just hit-whichever-one-is-lit)"
    Answer; This comment is a rules comment, not a target layout.
    ++++++++++++++++++++++++++++++++++++++++++
    Like I said above: "it is just my quirky target terminology/formula I realized many years ago".
    Congratulation McSquid on your achievement.

    Wow.... triple nerd score - I dig it.

    #609 10 days ago

    Life stuff is starting to settle down. Working on ball search right now. May is going to be the month of playtesting. I'm having as many (fully vaccinated) people over as possible for play-testing sessions. I'll be streaming them (at the guests discretion) and hopefully gathering a bunch of good data before It gets torn down for V2 in early June. leaves ~5 months to finish v2 before the show(s) For now its time to get that glass on. I'll probably be moving the game upstairs for the month, and if it goes REALLY well, a friend of mine wants to do a public location day that i may consider.

    #610 10 days ago
    Quoted from McSquid:

    Life stuff is starting to settle down. Working on ball search right now. May is going to be the month of playtesting. I'm having as many (fully vaccinated) people over as possible for play-testing sessions. I'll be streaming them (at the guests discretion) and hopefully gathering a bunch of good data before It gets torn down for V2 in early June. leaves ~5 months to finish v2 before the show(s) For now its time to get that glass on. I'll probably be moving the game upstairs for the month, and if it goes REALLY well, a friend of mine wants to do a public location day that i may consider.

    Very cool - hope to see it ‘in the plywood’ one day soon!

    10
    #611 9 days ago

    Out of the dungeon!

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    #612 8 days ago

    it's so pretty!

    #613 8 days ago

    Getting some extremely valuable feedback from actual playtesting. Everyone likes it so far though. Really need to finish the badnik multiball so casuals can use the center toy. Turns out that 1 act is achievable for most skill levels so the signpost is good. I think once the playfield isn't warped, and the lower 3rd is reworked to be correct, that the average ball time will be long enough to make even 1 full zone casually achievable. Having some higher skilled pinball people over soon so going to get some more good feedback.

    Some notes so far:

    - Everyone loves the loop. So far no one cares that they don't shoot it directly.
    - The sign post is more popular than I expected.
    - The game is perfectly playable/approachable if you have no idea what is going on.
    - Players don't notice the speed system. This should be fixed in v2 when they have a massive speed bar right in between the flippers. It happens by accident enough that its not a huge problem
    - most of the issues identified are known issues that are planned to be fixed in v2 already (visibility to the upper rollovers, warped PF, wonky lower 3rd)
    - players dont immediately recognize zone select, but eventually seem to find it. Once they scroll it once or twice they figure out what is going on right away
    - no one understands Game select. going to add a desription
    - no one looks at the LCD ever.
    - one of my better players mentioned that they love that the upper flipper shots are generally safe so you can totally just go for them. also they felt it was easy to control shooting for the left orbit or ramp easily with the upper flipper
    - my mom is better at pinball than I thought

    Ive was about to give up on adding the mini LCD but I have reconsidered. I think it would work GREAT where knuckles currently sits...

    #614 8 days ago
    Quoted from McSquid:

    - no one looks at the LCD ever.
    .

    for all the complaining about what is on a lot of LCDs in newer machines, I fall into the never looks at the LCD.. unless stuff stops happening on the playfield and I need to look up to find out what's going on.

    looking great, so much fun following along.

    #615 8 days ago
    Quoted from BorgDog:

    for all the complaining about what is on a lot of LCDs in newer machines, I fall into the never looks at the LCD.. unless stuff stops happening on the playfield and I need to look up to find out what's going on.
    looking great, so much fun following along.

    Not complaining, just mostly noting that telling the player what they need to do on the LCD is not enough by itself. The lights need to do their job, the sounds need to back them up, and callouts are very helpful. Still hoping I can skip callouts, but I'm coming up with backup plans.

    If most players were like you, and looked at the LCD when they didn't know what to do, everything would be great. Unfortunately they don't.

    I'm gonna try to make the mini LCD idea work for this reason. People will actually read it on the playfield (I hope)

    #616 7 days ago
    Quoted from McSquid:

    Not complaining, just mostly noting that telling the player what they need to do on the LCD is not enough by itself. The lights need to do their job, the sounds need to back them up, and callouts are very helpful. Still hoping I can skip callouts, but I'm coming up with backup plans.
    If most players were like you, and looked at the LCD when they didn't know what to do, everything would be great. Unfortunately they don't.
    I'm gonna try to make the mini LCD idea work for this reason. People will actually read it on the playfield (I hope)

    Sorry, didn't mean to imply you were complaining, I was referring to all the people that complain about how awful the animations are on new machines, when as you noted people playing don't look at it. I think the complaining comes from all the stream watching where as an observer you have time to watch the lcd, and it is often more prominent/easily seen on the stream than the playfield.

    #617 7 days ago

    I feel like standardizing the idea of next shot instructions on a little lcd on the apron should be a ‘thing’ (like on JJP POTC). Even in the other JJP games with mini LCDs, I can’t look away from the flippers long enough to read instructions without losing track of the ball(s)…

    Quoted from McSquid:

    Not complaining, just mostly noting that telling the player what they need to do on the LCD is not enough by itself. The lights need to do their job, the sounds need to back them up, and callouts are very helpful. Still hoping I can skip callouts, but I'm coming up with backup plans.
    If most players were like you, and looked at the LCD when they didn't know what to do, everything would be great. Unfortunately they don't.
    I'm gonna try to make the mini LCD idea work for this reason. People will actually read it on the playfield (I hope)

    #618 7 days ago

    Does the sign actually spin? Would be neat if that would be a spinner like the Totan lamp.

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    #619 7 days ago
    Quoted from Bagdad:

    Does the sign actually spin? Would be neat if that would be a spinner like the Totan lamp.
    [quoted image]

    #620 7 days ago
    Quoted from Trumpanche:

    I feel like standardizing the idea of next shot instructions on a little lcd on the apron should be a ‘thing’ (like on JJP POTC). Even in the other JJP games with mini LCDs, I can’t look away from the flippers long enough to read instructions without losing track of the ball(s)…

    JJP the screen is to big. Other then maybe when you hold the ball and have the player make choices on it.

    #621 6 days ago

    Amazing work, and i belive you can upgrade the design of the backglass, because i fell dont make justice to all of your work. Congrats

    #622 6 days ago
    Quoted from RGAires:

    Amazing work, and i belive you can upgrade the design of the backglass, because i fell dont make justice to all of your work. Congrats

    I am not an artist. Art is expensive. Maybe someday, but I'm going to focus my art budget on the playfield for now.

    #623 6 days ago
    Quoted from McSquid:

    I am not an artist. Art is expensive. Maybe someday, but I'm going to focus my art budget on the playfield for now.

    Have you looked at fiverr.com? I had a logo made for my website and it cost $10 - and that was after a $5 tip. Https://www.flutterduck.com

    #624 6 days ago
    Quoted from McSquid:

    I am not an artist. Art is expensive. Maybe someday, but I'm going to focus my art budget on the playfield for now.

    Yes i understand that, maybe others or even me can help you with that... i mean... you deserved it man

    #625 4 days ago

    Minor thing that I should have done when wiring the cabinet is done now: proper handling of high voltage. The power board has a switch that you connect to your coin door switch that will kill the high voltage when open. typically during development this is just shorted with a jumper. I forgot to change this when wiring up the cab. The result was a ball search that would keep running as I lifted the PF, less safe to work on, etc. This is now fixed, and I have a switch input to MPF so I will be able to show a slide when the coin door is open. Its a little but important thing that took a bit of effort to get done.

    Playtesting month continues, although with mothers day this weekend wont see any guests until next weekend.

    I've been having more lighting bugs since i moved the game than ever before. ive replaced 5 light boards and a wire harness and STILL have intermittent lighting problems. getting frustrated. I bought a second fadecandy in case the first is dying. we shall see.

    #626 4 days ago
    Quoted from McSquid:

    Minor thing that I should have done when wiring the cabinet is done now: proper handling of high voltage. The power board has a switch that you connect to your coin door switch that will kill the high voltage when open. typically during development this is just shorted with a jumper. I forgot to change this when wiring up the cab. The result was a ball search that would keep running as I lifted the PF, less safe to work on, etc. This is now fixed, and I have a switch input to MPF so I will be able to show a slide when the coin door is open. Its a little but important thing that took a bit of effort to get done.
    Playtesting month continues, although with mothers day this weekend wont see any guests until next weekend.
    I've been having more lighting bugs since i moved the game than ever before. ive replaced 5 light boards and a wire harness and STILL have intermittent lighting problems. getting frustrated. I bought a second fadecandy in case the first is dying. we shall see.

    Coin door ball saver needed as well things like coin door disable tilt, etc

    #627 3 days ago
    Quoted from Joe_Blasi:

    Coin door ball saver needed as well things like coin door disable tilt, etc

    Yup. many reasons to use that switch. "coin door open" is gonna be its own mode that does lots of stuff.

    There are 627 posts in this topic. You are on page 13 of 13.

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