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(Topic ID: 252842)

Witness!!! Mad Max Fury Road Homebrew

By SickNate

11 months ago

Topic Stats

  • 440 posts
  • 113 Pinsiders participating
  • Latest reply 4 days ago by SickNate
  • Topic is favorited by 170 Pinsiders


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    There are 440 posts in this topic. You are on page 1 of 9.
    #1 11 months ago

    My nephew is a senior in high school and wants to be an engineer.
    He's not sure which type (mechanical, electronic, automation, ..etc) so we decided to build a pinball machine.
    It is the perfect project IMHO.
    We're both huge Mad Max fans so the theme was decided about 30 seconds after the project was decided.
    We got my brother in law on board to do the art, and we're off to the races.
    We set a timeline of 9 months to completion and are going to try our best to achieve that.
    We're about 2 months in and have the virtual/solidworks design done(hopefully).
    Maybe we should count our 9 months starting now

    Anyhoo, hope some peeps will like our build.

    MMFR_Ver8 (resized).png
    #2 11 months ago

    here's an isometric view

    isommfr (resized).png
    #3 11 months ago

    Looks cool, look forward to following along.

    what are your plans for control system and software?

    #4 11 months ago
    3cgpda (resized).jpg
    #5 11 months ago

    Going with fast pinball controller and mpf software
    Using a intel nuc computer

    #6 11 months ago

    Cool layout! Love the extra sling and the under flipper shot.

    What are those solenoids in the back for?

    #7 11 months ago

    It’s “witness me!”, bruh

    #8 11 months ago

    The solenoids in the back are to divert the ball to the lower scoop through a subway.
    The brass pipes are supposed to represent the citadel water pipes.
    There are ball locks within them.
    The plan is to have a mode that locks a ball in each pipe. Once all 3 are locked then you hit a scoop. Vid plays of immortan joe turning on the water.
    Light show of blue and white. Balls release for citadel multiball.

    #9 11 months ago

    0990D2C3-C13D-4BCE-9FE9-DE2450947433 (resized).jpegC4E0A987-54CC-4B9A-8DAC-4864832D8746 (resized).jpeg

    When down to one ball after citadel multiball “do not my friends become addicted to water. it will take hold of you, and you will resent its absence”

    #10 11 months ago

    I think the scoop is to low it will slow down game play b/c of sling constantly putting it in the scoop. But it looks awesome definitely following.

    #11 11 months ago

    Scoop is a concern... pretty close to a mirror of Metallica scoop placement, which I think has good flow. I considered swapping it with the target above it.
    But then subway to it would be hard/tight

    #12 11 months ago

    What’s with the wire form dropping the ball underneath the ramp on the right? There doesn’t seem to be any mechs or switches there so it appears like a weird spot to drop in?

    #13 11 months ago

    Nice!! Following and much fun building the Walhallaaa Pin!!

    #14 11 months ago

    Awesome following this as well!

    I am 90% through a Mad Max custom retheme myself and getting pretty excited about it. Mine is only based on the original movie.

    #15 11 months ago
    Quoted from Jakusu:

    Awesome following this as well!
    I am 90% through a Mad Max custom retheme myself and getting pretty excited about it. Mine is only based on the original movie.

    The first movie?! There’s hardly anything happening in the first one! Only the damn Toecutter!

    #16 11 months ago
    Quoted from Isochronic_Frost:

    What’s with the wire form dropping the ball underneath the ramp on the right? There doesn’t seem to be any mechs or switches there so it appears like a weird spot to drop in?

    looks like it would be the only way to have a slower-ish feed to the upper flipper

    #17 11 months ago

    Man its all about the first movie for me...

    I liked Fury Road a lot, but its relevance to max didn't do it for me at all. I actually lost interest in the franchise 1/3 way through mad max 2. And max max 3, my god shocker.

    Still fury road was crazy and really looking forward to seeing this come to life.

    #18 11 months ago

    Right wire feeds upper flipper.
    Will need tuning... just a place keeper for now.
    A lot of 3 flipper games, the upper feeds itself. We want huge combo possibilities, so you can go 1,2,3 back to 1,2,3 etc

    #19 11 months ago

    big fan of the franchise. game looks like a lot of fun. cant wait to see the progress

    #20 11 months ago

    Is this the premium model? Maybe you can remove a ramp, 2 pop bumpers, scoop, and subway and make a pro version.

    It looks really good. I hope you get the locking mechs to do what you plan. I appreciate the endless combo loops you are planning also. Hope all goes well.

    #21 11 months ago

    Why STERN has not licenced this theme is a mystery. One of the best movies in the last 10 years. The film clips are awesome and would not get old. Nice work on this, one of the best themes I can think of.

    #22 11 months ago

    I’ll post a pic of the mech when I get home. Well... the virtual version.
    I’m pretty confidant in it.
    My real concern is the pop bumpers.
    They’re custom...hopefully won’t need to many revisions to get them working

    FB465D67-33E8-4187-B03D-2CCD6D0A1C6B (resized).jpeg
    #23 11 months ago

    Sure it looks cool, but when will we get updated code? (sarcasm)

    #24 11 months ago

    Just about every line/clip in the movie makes great pinball call outs.
    We have a lot planned.... just focusing on mechanical right now

    #25 11 months ago

    Following. Loved the movie. Such a great theme with post apocalyptic setting, over the top cars, cool characters, and non stop action. Layout looks awesome. Very cool you got your nephew involved. Only suggestion I would have is making sure you have the Interceptor heavily represented. Also suggest a mode shooting a shot to spit gas down the supercharged intake of a car like they did in the movie. Each shot revs up the engine and increases the volume. Sure wish Stern did this theme.

    #26 11 months ago
    Quoted from SickNate:

    peeps will like our build

    Thanks for sharing your whitewood with us, very exciting...

    Are you looking for honest feedback on the design?

    #27 11 months ago

    looks real cool, will be watching

    really like the metal tube parts - will add a nice touch

    #28 11 months ago

    Awesome work so far! Looks like a good start on the layout.

    #29 11 months ago

    We’re big boys...lay the honest opinions on us

    #30 11 months ago

    Ball save!

    #31 11 months ago

    the ramp on the lhs which you hit with the top right flipper, the ramp might need an extension on the side, reckon you might get some airballs over the ball lock at the moment.

    does the ball lock have a feed on the back of it? if not could the ball lock go back a bit to allow a small ball guide to the ball lock?

    what are you thinking in the way of sculpts, toys, scenery to add to the pipes / ramps?

    #32 11 months ago

    Looks like a very interesting layout!

    #33 11 months ago

    We actually are planning to have “ILIDILA” in the rectangle between the flippers.

    Play exact vid on extra balls.

    If you look at the iso view of the ramps,
    There are tabs at middle and top. Those will be bent at 90 degrees. Plastic covers will bolt on to save air balls. Also all three turn around will have lids

    #34 11 months ago
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    #35 11 months ago

    Great Theme!
    Great Start!

    Did you have any thought to a unique printed Toy, that would make us all Drool?
    So many choices with this theme!

    Looking forward to the progress, Thanks for sharing!

    #36 11 months ago

    Looks great!! Been an ambition of mine to do a home-brew....maybe one day......

    Quick critique: the right ramp seems to me to be a possible problem point. First the turns and drop, the balls are going to do some serious bouncing around and not drop smoothly. The drop area itself for that right ramp, looks like it will drop into a lot of area where the ball can get stuck.....

    #37 11 months ago

    Sick build bro! So much great material to pull from.

    #38 11 months ago

    CosmoKramer!!! Thanks for the cab!!!
    I can not recommend him enough for cabs in SoCal

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    #39 11 months ago

    Looking good, will definately follow.

    #40 11 months ago

    Hey this is pinball - you should be well into taking pre-orders before showing the mechs!

    In all seriousness, fabulous project and theme. Best of luck with it!

    #41 11 months ago

    I didn’t want to bother doing solid model of the oring in an oval.
    There will be one like my quick sketch up here
    F8B256A6-FCC2-4148-B2B8-8637DDBE4F2E (resized).jpeg

    #42 11 months ago

    The missile switch !!! thats gold! looking forward to seeing how you guys go on this build !

    #43 11 months ago

    As of now the plan for the switches is
    Under red switch co-op or vs mode
    #2 bonus on ramps or orbits
    #3 bonus on pops or slings
    #4 bonus on spinners or targets

    For the different boss modes there will be a best config of switches for most points

    #44 11 months ago

    Toys are hard because there is like zero licensed merch for mad max.
    I would love to do kit cars/ models etc.
    If they existed. My dream topper would be the doof wagon.

    We’ve also kicked the idea around of headers/pipes coming off the side of the upper cabinet

    I plan on making a plunger that looks like furiosa’s bone dagger / shifter.

    Hopefully some kick ass art on the playfield and plastics will pull it all together.

    If I end up getting a 3-d printer I’ll do much more as far as toys go.

    I’ll post later on some of the ideas of theme integration.

    Attached is a pic from awhile back of the ideas for the inserts/lights/modes

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    #45 11 months ago

    Bash toy?
    be80ab95c0cfe1630be6c520ccaadf67 (resized).png

    #46 11 months ago
    Quoted from SickNate:

    lay the honest opinions on us

    I am looking at the possibility of repeat loop shots like we start to see in Whirlwind with left flipper in 1989 (but not the right flipper).

    I am not a fan of dual spoon-fed inlanes -- which we start to see with Cyclone 1987 -- they make pinball too easy and predictable...

    Have you considered:

    1. Left ramp-return feeds into middle ramp-return which feeds into right inlane (this would cut back ONE spoon-fed inlane on left)
    or a shorter route:
    2. Left ramp-return feeds into middle ramp-return to upper-right flipper, and have ZERO spoon-fed inlanes. (I am concerned about how to feed the ball into the orbit flow on right, but it would be worth a try)

    I much prefer the randomness of Space Shuttle and High Speed, where the ball returns are more unstable, versus the predictable safety of Cyclone. Wondering if you appreciate that level of challenge as well.

    Just wondering if you've considered either of those possible paths for the ball.

    #47 11 months ago

    Mof, this is about the 7th or 8th redraw of the playfield. I’m no pinball wizard.
    I use to own Metallica and loved doing combos one ramp to other for as. Long as I could. Until recently We had the upper flipper ramp feeding itself. As we were fleshing out the rules we changed it.

    Combos are king in this game.
    If you notice the upper scoop has V8 inserts then 3 rectangles. First ramp hit the upper circle of the 8 lights up, then the lower circle, then “thunder up”, “fang it” it, and finally witness. At any point you can hit the scoop to cash out the combo. Witness will play video of morsov jumping at buzzard car kamikrazy explosion.

    #48 11 months ago

    Looks like it will be very fun! Did you design for a stucky ball? Lol

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    #49 11 months ago

    check this guy out for custom mad max hot wheels, as he has done a few

    #50 11 months ago

    Haha... that’s another case of one oring going around both posts. Hilarious I left a virtual ball there

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