(Topic ID: 257587)

Sonic the Hedgehog Spinball

By McSquid

4 years ago


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  • 1,171 posts
  • 160 Pinsiders participating
  • Latest reply 85 days ago by Joe_Blasi
  • Topic is favorited by 165 Pinsiders

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You're currently viewing posts by Pinsider SkyKing2301.
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#149 3 years ago

I was a huge Sonic fan as a kid -- lost count of how many times I played through Sonic 3 / S&K (and enjoyed the idea of, but got quickly bored with, Sonic Spinball) ... so now that I have young kids of my own, I've turned them into Sonic fans also.

The other day, while working on one of our pins together, my 9-year-old daughter asked me, "Is there a Sonic pinball machine out there, and if not, WHY NOT?!" (It never made sense to me either why Sega never made one.) We chatted about fun ideas for what a Sonic pinball would look like -- including a vertical loop, a bash toy (like AfM) for Robotnik, colored balls for "characters" (Sonic, Tails, Knuckles) and a multiball mode with all three of them out there at once.

On a whim, I decided to search out here on Pinside today to see if there were any rumors / plans for a Sonic machine. And I found your thread.

I called my daughter in here and we walked through your development and videos together; WE ABSOLUTELY LOVE THIS. We love that you had some of the same ideas we had, and we love your integration of even more of the original games' features -- the spin dash, the end of stage gate, the music from S3/S&K. She said "I totally want to buy this game" at least 20 times (and I had to explain that it likely wouldn't be for sale, nor could we afford it if it were, lol).

(Per my daughter's request: she would like you consider colored balls for each character, though you may be too far along and/or don't want to complicate it further. I don't know the mechanics of those games that utilize different balls, e.g., TZ, Avatar. In our fantasy version, the game can either sort the ball(s) and/or tell which ball is in play next and updates your on-screen character.)

We are SO following this thread and are looking forward to seeing further progression. VERY WELL DONE, we applaud your hard work. From these Sonic fans to you, thanks for bringing to life what we were only dreaming about!

3 weeks later
#153 3 years ago

Bravo!! Well done on the addition of Hydrocity; very clever method for incorporating the drowning/breathing. Nicely done -- can't wait to show my daughter your latest update.

By the way, you'd asked if we had other suggestions -- she said the Mecha/Metal Sonic is a pretty common thread throughout the games/shows/comics/etc., so she suggested a metal-sonic multiball / battle or something like that. ...not to give you more work to do.....just an idea.

My only other thoughts were bringing in Flying Battery and/or Ice Cap zones, since they have the best music.

#163 3 years ago

Hey I got my daughter up to speed (pun intended), she's super excited as always. While showing her your level list, I noticed for S&K, you have Sandopolis and Flying Battery mixed up -- in the game, Flying Battery is stage two and Sandopolis is stage three. Also, for Sonic 3, Marble Garden is stage 3 and Carnival Night is stage 4. (Yes, we play S3/S&K too much.) lol)

2 weeks later
#178 3 years ago
Quoted from McSquid:

They just wrote it. I stumbled across it while googling to find this pinside thread on my phone (where it isn't bookmarked)
So far media attention has been a mix of talked to me first or didn't 50/50. Everyone has given proper credit and/or linked to this thread or my twitch so I don't mind.

Interesting. Without contacting you, that just seems like lazy reporting / "we're writing about something random we found on the internet so we'll have something to generate clicks / ad revenue".

2 weeks later
#190 3 years ago
Quoted from McSquid:

The second mini wizard mode for Sonic Spinball! Bonus Slots!
Hit the flashing arrows to have a pull on the slot machine! Collect rings to score bonus! Watch out though: If you run out of time or hit Robotniks you lose it all! This is currently the most complex mode in the game coming in at around 1550 lines of code. I'm really happy with how it turned out. Needs some tweaking but its mostly done. I'm also really glad I decided to animate the background. It really makes the whole thing pop.

Great job on this, as I know this was a ton of work to implement, and it's another good example of your excellent efforts to bring in the themes from the game. Constructive criticism ahead though ... which I'm sure isn't what you'd want to hear after putting all the effort into this part. But thinking about it did spawn another idea. Read on...

Personally, I always found the slot machines to be the absolute most boring part of the Sonic games -- it just takes too darn long. I don't want to stop and wait around for slots to spin and rings awarded. Any time I'm playing through S3 or S&K, whenever the slot machine bonus level appears at the lampposts, I skip it every time. I'd much rather play the Gumball Machine or the Spheres -- and I do stop to play those. They're short, and they're more fun because at least you have control. I imagine this will be a problem here in the pinball too -- having to hit the shots will be fun, but sitting around waiting for the slots and rings will get boring.

Come to think of it, the Gumball Machine would actually serve as great bonus game / Video Mode, since you can have control (only need to move left and right via flipper buttons). Plus it's a much shorter mode and wouldn't bog the game down.

#192 3 years ago
Quoted from McSquid:

So here is my take on this: I agree with you.
When playing Sonic and Knuckles I always skipped the slot machine bonus because it was tedious. the slot itself had crap rewards and it was a pain to enter. I really just prayed I got the sphere level because the rewards were just incredible. I could easily get 300+ rings every time in less than a minute of sphere. It was just better. This was bad game design though. unbalanced incentive. All or most of the players options should be viable, and each should be better in different ways. If you make 2 levels, and one is just always better rewards wise, the other becomes a disappointment instantly
In spite of this, every-time I'm going through casino night zone I cant resist hopping in the slots once or twice. The aesthetic is delightful and iconic. The things that made slot bonus bad aren't a problem here. Entering the slot is playing pinball and therefore not a chore, and as it sits its a very high scoring mode, so the incentive to play is there. The DLC pinball machine in Sonic generation's main goal is to spin the slots over and over and it doesn't get boring. Also, Since this mode is inspired by casino run in Jackbot, I can tell you from experience that a 2-3 second reel spin doesn't get boring either. I am planning on adding a flipper cancel to the ring count up (not the reel animations though. That would be a damn nightmare to code) I can even make it faster by default now that i figured out how to make the sound effects not sound terrible on such a short timer. Also as its a mini wizard mode, you wont be getting to it every game. it being rare helps keeps it fun instead of tedious.
And now for a rant! Gumball is the actual worst bonus level in all of sonic. The rewards are terrible, and the aesthetic is forgettable at best and non-existent at worst. Seriously just put me in a room with a bunch of shields and tell me to pick one and leave. maybe throw 10 rings at me. it achieves the same effect without the overused side bounce sound effect. Gravity in sonic is too strong to make the design work. Ive always hated the gumball bonus.
The third and final mini wizard mode will be blue sphere. I already have an idea of how it will be implemented. Gonna need to playtest it to see if its fun though.

Some more thoughts on the topic...
- I think the only time I ever enter the Slot Machine bonus level is when I have all the emeralds and I'm looking for some quick rings to activate Super Sonic. lol
- Agreed, a drop or two into the Slot Machines in Casino night is usually in order (or sometimes happens by accident). Fits better in that particular zone than as a standalone bonus level.
- Spheres is definitely the best! I look forward to how you're going to implement it -- I'd imagine that'll be a challenge since you'd need controls for left, right, and jump. (I don't recall, does your game have an 'action' button?)
- I lol'd at your assessment (and alternative proposal) for Gumball. Sounds like you just came up with another mini-bonus mode -- pick a shield and get 10 rings.

Keep up the great work!

#195 3 years ago
Quoted from McSquid:

I currently dont have any plans to make sphere bonus (the one with the glowing orbs that you must climb) in SSB, I have no idea how that would work. Blue sphere is going to be sort of like "turn off the lights" but instead it will be turn all shots from blue to red. hitting red shots will give you a strike. 3 strikes ends the mode. everytime you clear a blue sphere you get points, everytime you clear them all you get a bigger reward and keep going. collecting all rings in a single round will award a "perfect" bonus like the game.

OHHHHH ok now I see, apparently I was confused here -- by "Spheres," all along I was referring to what you just called the Glowing Orbs ... but I finally realized you were actually talking about the '3D' chaos emerald levels (inside the giant ring) where you collect the blue spheres and they turn red (or into rings). (At one point it did strike me funny how you kept referring to them as blue ... since I was thinking of the Orbs, I always felt they were more white-ish... so yeah, I was thinking of the wrong thing.) My bad, sorry for the confusion!

So, to set things straight, Glowing Orbs is my favorite! lol

#197 3 years ago
Quoted from McSquid:

Glowing orbs is my favorite too. No idea how it would translate to pinball though :\

Yeah not unless it was a standard "video mode" where the ball is held and you play it all on the screen. Left/right/jump.

1 month later
#220 3 years ago

Yeah man keep up the good work! My daughter asks me about once a week if you've made any updates, so we're always checking in.

#222 3 years ago
Quoted from McSquid:

I'm making a video this weekend to be shown at Pinball Expo next week!

Awesome! Guess we'll "see" each other there, since I've got a video to be played there too. They tell me I'll be in the 4pm (central) Friday slot, but they haven't updated the schedule to reflect this yet, lol. I'll watch yours if you watch mine!

1 month later
#304 3 years ago

Can't wait to show my daughter the signpost, she's going to love that! Keep it up man!

3 weeks later
#345 3 years ago
Quoted from McSquid:

The cabinet design is very 90s. Tons of 90s cabs were just a massive logo and a simple background. In my case I went with the classic Sega Genesis black grid that they used on many of their cartridge boxes

Indeed, this was immediately recognizable and absolutely perfect.

We love the spinning sign, so glad to see that worked in there. Looking forward to listening to the interview, been busy with the holidays and stuff. As usual, keepnup the great work!

2 weeks later
#411 3 years ago
Quoted from McSquid:

Someone blow in the cartridge!

I love this animation so much

2 months later
#554 3 years ago
Quoted from Fifty:

This is just a suggestion, so please tell me to go to hell if you'd like. For your wireforms, instead of a half ring, why not use a full ring around the entire thing? Simulate a ring from the game. You could even get fancy and powered coat them yellow/gold. I know the wireforms are already build, but it seems like something that should be there as the ball speeds through back to the flippers.

This is what the ball should see coming down those habitrails...

RL8YS (resized).pngRL8YS (resized).png

#563 3 years ago

Amazing job on the pop bumper caps, man, they look perfect!

2 weeks later
#595 3 years ago

Oh that's awesome, I love that it shows the active shield/ball save on the animation!

1 week later
#606 2 years 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.

1 month later
#668 2 years ago
Quoted from Lounge:

Not even one letter...?

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2 months later
#766 2 years ago
Quoted from McSquid:

Decaling today. Metroid is done. Finishing up Sonic tomorrow.
[quoted image][quoted image][quoted image][quoted image]

What happened to the bottom of the right flipper decal?

#784 2 years ago

More incredible stuff ... the clear coat, the topper ... man this gets more amazing every time I check in.

2 weeks later
#866 2 years ago

LOVE the spinner, I'm all for it!

1 month later
#910 2 years ago

The topper is amazing!!! I can hear the Lava Reef Act 2 / Hidden Palace music just looking at it!

#913 2 years ago
Quoted from McSquid:

Huh.... Totally should have had that playing in the BG instead.

Haha, whoops, sorry...

#914 2 years ago
Quoted from McSquid:

Spinners are done.
Everyone loved the sprite animation spinner so of course we went with it. It turned out great.

Best. Spinner. Animation. Ever.

I can't wait to show my daughter -- we were just looking over some of your recent updates and I realized she hadn't seen the spinner, so I showed her your earlier video with the speed meter ... but in that video, you spin it backwards so it didn't have the right effect. This video is AWESOME and I'll show her tomorrow.

#929 2 years ago
Quoted from McSquid:

Something rather special today. Andy at Rocket City Pinball (SkyKing2301) was kind enough to make me a custom start button for Sonic! It's a beautiful 3D print using a silky filament that has excellent optical qualities. He designed it specifically for SSB and it looks incredible. Unfortunately I'm not doing it justice currently as the start button is not lit up. I will light it eventually but there is just no time before the shows. Check out his other designs at https://rocketcitypinball.com/
I am weird and I hate shooter rods and buttons that aren't smooth, so he was nice enough to further customize the design in such a way that I could pour resin into the center of the button to make it nice and smooth. The ring acts like a pool and surface tension was enough to give the button an excellent smooth dome that my picky OCD-like fingers love to push.
In addition, his daughter Mallory was kind enough to send me a 3D model of a dragon that she modeled in TinkerCAD. Evergreen came out great on the resin printer, and my friend Frank, who did all the painting on the topper, also painted Evergreen for me so we can use them in a DnD campaign in the future. Thanks so much Mallory! Tell your dad to not be lame and bring you to Expo!
[quoted image][quoted image][quoted image][quoted image][quoted image]
[quoted image]

The button looks amazing on the game!!! Can't wait to see it lit up, it'll look even better! Wow... So thrilled to help out this amazing project, Mallory and I are huge fans!

Speaking of which, Mallory says she is blown away how Evergreen turned out. She says thank you so much (seriously, she was beside herself when she saw it), and that her dad is still lame.

(I hope to bring her next year!)

3 weeks later
#967 2 years ago

Ryan -- I was talking it over with Mallory and something came up I forgot to ask you about:

When you choose the game and then go to level select, why aren't the levels in the order that they are in the game? I was seeking out specific levels and they weren't where I'd expected.

Congrats again, it was great to finally meet you and play this absolutely amazing machine! Mallory is super duper jealous.

#970 2 years ago
Quoted from Joe_Blasi:

it does not have all levels from each game.

Even so, the levels it does have are not in the correct order.

#988 2 years ago
Quoted from McSquid:

The levels are in order based on their color. Since each game is just a media pack, they cannot be sorted chronologically by in-game order.

Ah, ok. Thanks for taking the time to explain this!

Quoted from McSquid:

Sonic Spinball Expo Statistics:
Stuck balls: 1 (resolved itself)

Woohoo, I was the only stuck ball, what do I win? lol

#995 2 years ago
Quoted from SkyKing2301:

Woohoo, I was the only stuck ball, what do I win? lol

Quoted from Joe_Blasi:

no it was the ball on the spinner sticker

Oh bummer, I thought it was mine, where I snuck it in under Robotnik immediately after defeating him, but before the target bank could rise back up. Ball got trapped in there until ball search pulled the bank back down, allowing it to roll out.

1 month later
#1022 2 years ago

Fixed the issue with the ball repeatedly going up through the rollover so often, and adds some more action up there. Pop seems more exciting now, more mystery lights, more erratic exits/feeds from that area. Still goes up through, but not as often. Definitely an improvement

Splendid! I got stalled up there a few times with that issue.

2 weeks later
#1029 2 years ago
Quoted from Edenecho:

Great read!
Do you have the footage from the conference speech?

Drat I was going to link to your the twitch feed, since the Pinball Expo 2021 videos were still up for a while, but they don't appear to be there anymore

4 months later
#1088 1 year ago

Wait what?? What did I miss?? Ryan, did you get picked up by one of the pinball companies?!

1 week later
#1126 1 year ago
Quoted from TreyBo69:

Anyway, I think American Pinball should still be thrilled they hired a guy with the skills, eye for design, and passion to build such a great game mostly by himself. Just think of what Ryan can do with a team of engineers, coders, artists, and other designers to execute on his ideas for other games/themes.

This this and more this. Even if Sonic doesn't get made (which would make me a saaaaad panda), clearly they've made a great hire. I have no insight into the Sonic licensing speculation going on but just from a business standpoint, they've hired an awesome guy with spectacular experience who will certainly be contributing in a hugely positive way -- no matter his assignments.

5 months later
#1154 1 year ago

Nicely done! Can't wait to play it again. See you there!

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