(Topic ID: 284330)

** The Next Spooky Pin(s) **

By SantaEatsCheese

3 years ago


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  • 13,405 posts
  • 957 Pinsiders participating
  • Latest reply 13 days ago by mpdpvdpin
  • Topic is favorited by 273 Pinsiders

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Topic poll

“Will Spooky's Next Game In Production Be TNA 2.0?”

  • Yes 65 votes
    21%
  • No 239 votes
    79%

(304 votes)

This poll has been closed.

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Topic index (key posts)

4 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #1125 Great outline of different types of buyers. Posted by mrclean (2 years ago)

Post #6466 First release video Posted by Borygard (2 years ago)

Post #7251 Led strip explanations Posted by SpookyLuke (2 years ago)

Post #9021 Spooky interview on podcast. July 12, 2021 Posted by ZMeny (2 years ago)


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#3665 2 years ago

Salute Spooky and crew for what looks to be a feature packed game with some innovation. Two subways. What a rarity. Ball lift to inlane. Now I am curious.

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Assuming the upper pf has an out facing flipper with ball escape on the outside. Maybe to the subway. The immediate mech to faceoff looks to be a single drop target with a release coil. Then a couple of coil driven mechs. Which could be a drop target w/o release. And an upkick to a return trail.

I bet you the upper pf is an homage to/inspired by Swords of Fury. The out facing flipper.

Good on, Spooky.

#3696 2 years ago

One more observation. For the ball lifts there are three ball opto sensors on the left side. While only one on the right. Assuming this is holds up for the production model, this tells me the following.

Balls returning from the right side subway are for immediate release. While the left side can stack and hold up to two balls while additional balls are in play.

#3698 2 years ago

This is also an opto ball sensor. Assuming a ramp entrance. And guarded by a single drop with a release coil. Could be access way to the upper pf.

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#3700 2 years ago

On second thought, I believe this is a trap a ball behind the drop target arrangement. Not a ramp.

#4638 2 years ago

Is it confirmed or implicit understanding that this is based on the first movie and the first movie only?

SpookyLuke

#4665 2 years ago
Quoted from Bellystyle:

It's super obvious that the servos (in/outlanes mechs) just deliver the ball to the inlane, because all the subways feed them. Ball enters from the bottom, and the servo lifts it (maybe 2 at a time) up.

Yes. But the apparent length of them also suggest the could lift ball to an upper playfieid height for???

Looking at the optos, the one ball lift will not stage balls in the classic lock sense. As it can only detect one ball down there.

1 week later
#8661 2 years ago

I was listning to the SAPS interview where Bug said that they've now made a more that seven shots game. Well, I like to mediate a little on that.

It was Gomez who have stated that a standard size pinball machine is essentially a seven shots game. In an Expo presentation if I am not mistaken. When he said that he ment seven "major" shots. Lanes, ramps, scoops and toys. With the latter typically occupying a wider space. And with most of these shots (ramps and orbits) not returning the ball by the point of entry.

The "seven shots" does not count the standups in the context of the Gomez talk. For the sake of argument this should be remembered.

If you look at The Mandalorian, yes, it indeed features a somewhat classic seven shot layout. With the outside of the playfield being standups. No distinct bashtoy though.

This makes for an interesting comparison with Halloween. Yes, Halloween features a whole 10 shots by the Gomez definition. Where you could say that seven of them are comparable to the ones on Mando. By location on the playfield. And the three additional ones are two sinkholes on the left. And a dead end shot of the right. In the places where Mando features standups. This is very interesting for the sinkholes on Halloween. As these are shots that will transport the ball to a different exit than the point of entry. Unlike standups. I am curious how the pinball dynamics of Halloween will feel from this usage of sinkholes. The flow, the shots difficulty, return to inlane vs. ball in the wild etc.

This type of analysis is also quite interesting on the Jurassic Park game. Counting the Gomez def. (lower flippers only) brings this game to a whole nine shots. Again achieved by replacing the typical outside standups by something else that fits the location and space available. A short dead end on the left. A short ramp to inlane ball trail on the right. And the jeep bashtoy being located further down the playfield. Partially, but not always, overlapping other shots. A brilliant way of packing in more "shots" in.

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