(Topic ID: 257587)

Sonic the Hedgehog Spinball

By McSquid

4 years ago


Topic Heartbeat

Topic Stats

  • 1,171 posts
  • 160 Pinsiders participating
  • Latest reply 80 days ago by Joe_Blasi
  • Topic is favorited by 165 Pinsiders

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#372 3 years ago

Sorry if you've explained this previously elsewhere, but I'm curious how you go about coding the scoring from scratch and coding/compiling any graphics and sound. Is there a guide somewhere on those aspects of homebrews? Standard software most people use? I might be curious to embark on a similar project with my kids in a few years.

6 months later
#746 2 years ago
Quoted from McSquid:

All cut
[quoted image]

Total pin porn! Place this under a veil, moderators!

2 weeks later
#786 2 years ago

God every time I check in I wish I had the time, skill and determination to make a home brew game. This is incredible.

#789 2 years ago

Curious and maybe I missed, but why put it back together without full and final artwork?

1 week later
#813 2 years ago

Highlights that mapping the top of the playfield is one thing. But the bottom...

#840 2 years ago

How about offering the option TBD by the winner?

#859 2 years ago
Quoted from McSquid:

Do we love or hate this as a concept?

Love. Certainly more creative than all the glitter spinners Stern has put out over the years.

#860 2 years ago
Quoted from TreyBo69:

Idk how I like the look of the sonic head on top vs him being entirely on the spinner, although the aspect ratio may make the graphic too small
What about Sonic wagging his finger like the splash screen?
[quoted image]

No way. The spinner builds speed. Perfect theme integration.

#865 2 years ago
Quoted from TreyBo69:

What if a fast shot gave you a minor % bump in score/completing goals related to the shot? Like make a few speed ranges and award an extra 0/5/10/15% on a jackpot shot. Sorta like a AIQ’s tower

I don't see how measuring actual speed would add much to the game. There's only so much a player could do in that respect, given the nature of gameplay and the limits of the physics. Even repeatedly looping through a spinner hits a speed limit quickly. I think his spinner->speed mechanism nicely marries classic pinball play with the source game's theme.

#872 2 years ago
Quoted from Chosen_S:

Could do a ring collect mode after losing your last ball for a chance to get your ball back. Kind of like “no place like home” on woz

Or as a kind of earned ball save opportunity, but of course with a timer to collect X number of rings.

#875 2 years ago
Quoted from McSquid:

I don't think ball save modes are really necessary. The shield system is already quite generous (probably too much so) considering they don't go away when you use them. I think any game modes I program will be part of the main game. Extra ball already lights when 100 "banked rings" are obtained (a banked ring is a ring you have finished a level with that is contributing to your end of ball bonus for the rest of the game) I chose this approach since its almost impossible to get 100 at once outside of a bonus stage and 100 ring extra lives aren't awarded on bonus stages.
I'm loving the discussion though! Thanks for helping make the game as good as it can be! Cant wait to see you all at Expo and Pintastic!
I'll be streaming building today. MIGHT end up flipping by the end of the day.
Twitch.TV/Ryan_McSquid

You make good points and clearly know this game in greater detail than I do...

1 week later
#891 2 years ago

Deleted

#892 2 years ago
Quoted from McSquid:

More high scores at last!
If I think of anything particularly clever for spindash ill change it. Dizzy is the best i can come up with and i dont like it enough.
Each of the icons that is supposed to actually tell you something about the award us animated slightly. It greatly entertains me. I'll worry about proper explanations for them later. time crunch and all that.
Perhaps more exciting to me is analytics. After my day of play testing I found out I could easily add to the audits the game naturally keeps track of. Tonight I went nuts telling the game to keep track of tons more. Can't wait for an entire weekend full of data!
[quoted image]

Dash Master?

1 month later
#972 2 years ago

So many spins. My favorite stat on the list.

Quoted from McSquid:

Sonic Spinball Expo Statistics:
Total plays: 346
Vendor hall was open for 24 total hours, so roughly one game played every 4.16 minutes
Highest score: 77,782,900
Average score: 9,685,918
Game choices:
Sonic 1: 157
Sonic 2: 56
Sonic 3: 25
Sonic 3D Blast: 4
Sonic CD: 10
Sonic & Knuckles: 18
Sonic Mania: 11
Sonic Spinball: 10
CFD: 46
Freedom Planet: 3
Ristar: 7
Modes played:
Green (Orbits): 224
Blue (Water): 39
Yellow (Combos): 28
Red (Fire): 7
Cyan (Ice): 25
Purple (Blackout): 35
Mania Multiball: 67
Switch Multiball: 17
Loop Multiball: 3
Badnik Frenzy Multiball: (accidentally untracked)
Bonus Pipe: 32
Bonus Slots: 21
Bonus Sphere: 11
Left flips: 25,515
Right flips: 38,339
Spinner spins: 191,495
Pops: 14,126
Slings: 7,714
Left ramps: 2,261
Right Ramps: 1081
Loops: 1001
Scoops: 829
Left orbits: 5,316
Right orbits: 3,461
Left outlanes: 388
Right outlanes: 430
Tilt warnings: 392
Tilts: 18
Balls locked: 462
Super jackpots: 56
Amy add-a-balls: 18
Mystery awards: 164
Loop awards: 270
Rings collected: 11,721
Shields collected: 682
Bump slots secret: 2
Uptime: 99.97%
Software Crashes: 1
Stuck balls: 1 (resolved itself)
Glass removed for service: 0
Broken parts: 1 (Signpost spinner peg fell out, still worked with only 3)

#982 2 years ago
Quoted from pickleric:

I have one! When can I buy a Sonic Spinball? Looks like so much fun.

Made to order for $25k? Market behavior makes this no longer an insane notion.

#985 2 years ago
Quoted from McSquid:

This doesn't really get me where I want to be though. I want to go career. Yes it would be nice if Sonic got produced, but it's more a resume than a product to me.

You've certainly made your case.

Question is: Build your own operation or join an established one? Very different paths, obviously.

5 months later
#1077 2 years ago
Quoted from McSquid:

I'll be on Marco stream tomorrow playing and talking about the game!
Wizard modes are 95% done. Mostly polish and debugging remaining. After that the code will be 1.0 with all original intended features complete. I'll still add to it (I have a few more extra modes planned) but it will be an awesome milestone to call the code 1.0[quoted image]

Truly badass execution!

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