Well I have been wanting to do a custom pin for a very long time and procrastinated for a very long time but ever so slowly building up the design skills, reproducing parts in a 3d model space including the cabinet etc, making mods, reproduction parts etc (selfish plug to where you can find those) https://www.shapeways.com/search?q=swinks&sort=newest
I have been inspired by the other builds but pinballrockstar from the Minion pinball and a few others have been real encouraging and even though this theme might not be for everyone I am sure people might be able to offer some thoughts & help along the way and learn from my approach.
a good thread is the Minions Pinball
https://pinside.com/pinball/forum/topic/we-are-building-a-minions-pinball-updates-every-friday
Also no one has done a modern style Surfing Pinball with ramps so reckon it is overdue.
Some of you know that I have 2 dream theme pins - Surfing Pinball and Dukes of Hazzard Pinball (DoH). I jumped into the DoH a little too early (deep end) as have lots of ideas but the issue being the programming as have zero experience and would prolong the project alot and has already - so that one is being handbraked until I get this built which is way more achievable as it is going to be a simplier pin allowing me to build up some skills. Some of the game features in this one will be great experience for the DoH Pin.
https://pinside.com/pinball/forum/topic/dukes-of-hazzard-custom-pinball
Now for this game:
- it will be a simplier pin and a cross breed between a re-theme and custom pin - meaning I will be using the rules from an existing game and the playfield design will be custom.
- rules will be from Bally's Skateball as I will be using a full set of Altek boards and led displays and that means the programming is done as the game will be about going surfing and enjoying the experience and enjoying the surf session. I will be upgrading some mechs like the flipper mech to a 90's bally style to improve on some mechanical efficiencies but sure the slight drop in power may cause a challenge - see when I get there. I will also use a stern style sling mech.
- I tried to go for a fan layout with a difference
- once the game is running I can always then consider doing a proc / fast upgrade ??? if I feel the need but really keen in keeping this game as a shallow rule set but challenging to play - we will see how that goes.
Features
(will update with changes as we go along) currently it will have:
11 x drop targets
3 x additional switches linked to servo's via servo triggers to activate 3 additional mechs and will operate in a EM style way as no programming required. - more on these features later.
2 x slingshots at the bottom
1 x slingshot at the top to replace the pop bumper
4 x flippers
3 x roll over star inserts to replace the top in-lane switches
1 x swappable feature from a pop bumper to a 3 or 2 post horizontal spinner to add variety to the game play = means different playing experiences - this is the wave impact zone / a submerged rock ???
2 x reverse inlanes which is inspired by Bally's Fathom but with the Skateball style through gates.
1 x swappable bolt in centre post or a plate under the flippers to mix up the play
1 x direct feed ball launch to the bottom flipper (kook - a beginner surfer) or to the upper rhs flipper (pro surfer) via a switchable gate - still nutting this one out.
2 x ramps (one is the wave ramp) and other is a big move (aerial) or a back door move - gotta see how the wave and ramps turn out.
as for updates - will aim for weekly ones on a weekend either a Saturday or Sunday Aus Time and I intend to keep the modelling approach until I have the wave model down to ensure my shots are doable from a modelling perspective and then do a whitewood.
this is the skateball rule set to adopt into this game
Skateball Rules (resized).png
Edit 27-5-17
a friend let me know ages ago and forgot to update in regards to 2 roll overs on the mid lhs above the upper left flipper.
The game starts out with the two rollovers unlit, and they score 100 points when rolled over.
Dropping all 5 of the S-K-A-T-E drop targets the first time lights the bottom of the two rollovers,
Dropping the S-K-A-T-E drop targets a second time lights the top rollover.
Once a rollover is lit, it scores 1,000 points when rolled over, and advances the bonus by 1,000.
Next ball resets the rollovers which are then unlit.
top side
screen-capture-26 (resized).png
bottom side
screen-capture-27 (resized).png
side view to show the room for a Tiki / HUEY model. Amongst surfers the fun saying is Huey is the surf god providing us with good waves. So Huey will be a Tiki style feature that the ball will travel via a wireform to and collect bonus and then feed to the inalne.
screen-capture-24 (resized).png
general layout and features
screen-capture-23 (resized).png
I am sure I will have a long and steep road to climb which will be all theory as I tinker at nights (time short with 2 young kids) and then do builds on weekends when I get to that stage. Please feel free to follow, pop in for a update, ask questions or offer constructive help along the way.