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Aussie Pinball Forums => Pinball Mods => Custom Games => Topic started by: swinks on May 23, 2017, 08:01:14 AM

Title: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 08:01:14 AM
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 (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 (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.
http://aussiepinball.com/index.php?topic=14442.0 (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 Alltek 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 mechs.

  ^^^ Big thanks to ddstoys ages ago for helping me out with parts (flipper, sling mechs etc) that will soon go to the chromers.  ^^^

 ^^^ Big Thank to strangeways for sending me some gear for the other game - it will still happen I just need to build up my skills, but really appreciate your help ^^^


My goal will be a something little in artwork somewhere as a thanks to those that helped me as a tribute and thanks for their help.
 
- but for sounds I will be using 2 x WAV triggers for backing songs and sounds for that more modern feel.
 - 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
 4 x additional switches linked to servo's via servo triggers to activate 2 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 or drop down wireform - 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.
this is the skateball rule set to adopt into this game
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 08:06:55 AM
as for cabinet it will be in a 90's style bally / wms and I have a vision for the art - will just depend if I can do it when the time comes - might outside my skill set though original was toying with the idea of something relating to the Skateball style.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: Strangeways on May 23, 2017, 08:13:03 AM
Very nice flow on this table - reminds me of Seawitch, which is a FAST machine. Keep up the good work !

The Skateball artwork is lacking - I'd like to see a surf themed art package - whites, and blues with a crest of a wave breaking ?
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 08:16:34 AM
The wave is going to be a major part as it serves as a main toy, space filler as well as a ramp and all going well will feed 2 different ramps - which will be determined by the power of your ball hit up there. This is the goal anyway.

first image is my attempt to model a basic wave, then next 3 are to slide the wave on to the playfield to aid in the visual and the direction I want to go.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 08:19:31 AM
Very nice flow on this table - reminds me of Seawitch, which is a FAST machine. Keep up the good work !

The Skateball artwork is lacking - I'd like to see a surf themed art package - whites, and blues with a crest of a wave breaking ?

Thanks Nino, a couple of people have told me that of the Seawitch - never seen one up close.

As for the art, totally agree and was never totally happy with it, but have a vision and was going to take a portion of the translite and zoom up on it for the cabinet so not too busy but with a cresting wave etc.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 08:24:26 AM
wave development

been learning how to create this by setting up lots of profiles stepping back in a 3d space and then morphing those profiles to create a wave - this is the starting point but thought it might help people understand if they were curious and it is over the new proposed top plastic. I draw everything in 3d 1:1 scale in 3D Solidworks which is great as it allows me to assembly multiple parts and test for fit and function (to a degree).

back to the wave the below images show the virtual testing, will take many revisions to get to what is in my mind
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 08:47:00 AM
alot of the updates where from the last few weeks when I ramped things up.

below is where I go to over the weekend - starting to take more shape now.

image 1 - full playfield with plastics and targets, ramp starting to under go some tweaks and now has a SS ramp lead in to the wave
image 2 & 3 - close-ups of targets that will trigger direction changing servos, and the unique design ball launch to the flippers
image 4 & 5 - top lhs flipper - modelling up ball restriction bracket behind the flipper that can be a simple bolt on feature of a 3d printed plastic or stainless steel part.

 ^^^ Big thanks to Pop Bumper Pete for giving me a NOS modding board which lead to being able to switch operate some servo's seperate from the Skateball program ^^^

 ^^^ Big thanks to RTBB, Pinball Life and Alltek for the gear I have already purchased in preparation for the build  ^^^

Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: pinnies4me on May 23, 2017, 12:02:54 PM
Wow! Love your work! Looking forward to more updates.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 23, 2017, 01:23:57 PM
another almost mid week (in Aus) update
Boards have arrived The full Alltek Boardset (MPU, Solenoid, Lamp with test board) has landed.


And I started on the WAV Trigger boards from Sparkfun today for the games sound effects. I will go into more detail in the near future producing a pdf document that people to download and learn how to use these in pinballs from a no experience approach. I know a few guys have used them and I got some details but with no experience I was still a little confused so from my experience others should be able to give this ago for game rethemes or custom added sounds / music.
Below is my little custom SWINKS test rig comprising or 2 WAV trigger boards (red boards) and a board fitted with 32 switches to simulate playfield switches. This test rig will help me dabble and experiment before the playfield is ready and to test out my theories. The boards come with no fittings so you will have to buy the headers, cut to size and solder into place.
Why did I go for these boards: here is why - they are cool.
 - each board takes in 16 inputs (switches)
 - each board takes whatever sized mini SD card
 - the SD cad can hold up 1000 songs / sounds = 8hrs of audio on a 8gb card at 16-bit, 44.1kHz Stero CD Quality output
 - you can blend and overlap 8 x songs / sounds. This allows a switch on the cabinet to scroll through songs to the one you like and then play the ball. Each switch can connect access a selection of sounds from 1 to 80 odd and with the basic software you can tell it to go to next, random, stop when another sound comes on or to blend. You can also control volume on each batch so music folder a little softer and the sound effects pop over the top of it.
So no bally sound board needed on this game as these WAV trigger bords will bring up the modern sounds and music. You can step up to connect this board to a audino level and allow more than 16 switches but I don't want to get that involved hence the use of 2 boards.
https://learn.sparkfun.com/tutorials/wav-trigger-hookup-guide (https://learn.sparkfun.com/tutorials/wav-trigger-hookup-guide)
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: pinball god on May 23, 2017, 11:00:54 PM
keep up the good work and enthusiasm.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: Strangeways on May 24, 2017, 09:12:56 AM
alot of the updates where from the last few weeks when I ramped things up.

below is where I go to over the weekend - starting to take more shape now.

image 1 - full playfield with plastics and targets, ramp starting to under go some tweaks and now has a SS ramp lead in to the wave
image 2 & 3 - close-ups of targets that will trigger direction changing servos, and the unique design ball launch to the flippers
image 4 & 5 - top lhs flipper - modelling up ball restriction bracket behind the flipper that can be a simple bolt on feature of a 3d printed plastic or stainless steel part.

 ^^^ Big thanks to Pop Bumper Pete for giving me a NOS modding board which lead to being able to switch operate some servo's seperate from the Skateball program ^^^

 ^^^ Big thanks to RTBB, Pinball Life and Alltek for the gear I have already purchased in preparation for the build  ^^^



It can sometimes be just the small things - but I love the plastic protector behind the flipper - so the ball does not get stuck.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 26, 2017, 05:49:28 AM
I am toying with the idea of a 2 part wave, one is static and the top section is rotating and potentially roll around 60 degrees starting at a peaking wave and rolling through to a tube. The idea is the static wave houses 2 bearings in each side and the rotating wave has a curved slot for the wave to roll on the bearings. This can be driven by a rotational motor.
Tube would direct the ball lower to the RHS flipper
 Peaking wave would direct the ball higher to HUEY and then the LHS flipper
Maybe the game could be set for a switch activation to move the wave from one position to the next or it could continuous rotate back and forth adding the challenge for a well timed shot for the perfect wave.


Then my dutch friend came out with a cool concept sketch to simplify the shots. It looks extremely cool but then fouls with my 4 flipper layout .... have to have a think
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: DSB on May 27, 2017, 03:07:28 PM

Sick tube man!


Quote
continuous rotate back and forth adding the challenge for a well timed shot for the perfect wave


How deep can ya get!!! I like this idea.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: pinball god on May 28, 2017, 02:51:38 PM
I am toying with the idea of a 2 part wave, one is static and the top section is rotating and potentially roll around 60 degrees starting at a peaking wave and rolling through to a tube. The idea is the static wave houses 2 bearings in each side and the rotating wave has a curved slot for the wave to roll on the bearings. This can be driven by a rotational motor.
Tube would direct the ball lower to the RHS flipper
 Peaking wave would direct the ball higher to HUEY and then the LHS flipper
Maybe the game could be set for a switch activation to move the wave from one position to the next or it could continuous rotate back and forth adding the challenge for a well timed shot for the perfect wave.


Then my dutch friend came out with a cool concept sketch to simplify the shots. It looks extremely cool but then fouls with my 4 flipper layout .... have to have a think

a nice innovation and departure from a lot of static bash toys
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 29, 2017, 08:04:05 PM
Got the wave ramp very close now - hopefully a hard hit will connect a high traveling ball to one wireform for bonus collect and low to medium hit will hopefully travel low to a lower wireform. Now just starting to work on the entry point of the SS ramp lead in.

And a guy was curious and created a VP from one of my earlier sketches and said that it had some fun shots - bummer that he played it before me.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: OziMoose on May 30, 2017, 10:53:18 AM
Your a talented patient man Swinks. Any sneak peaks of the table artwork? Sooooo looking forward to seeing this custom pin finished.   
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on May 30, 2017, 10:03:44 PM
Any sneak peaks of the table artwork?

arrrh NO sorry  *.*


tweaked the lead in ramp & wave enough to test out in the near future and now happy to move on with other parts of the game
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on June 07, 2017, 07:42:48 PM
I have tweaked the wave to be narrow on the lhs which I think has improved the look in balance and to allow a functional toy (so to speak and still yet to be refined) in the back lhs corner - which has been something I have wanted to do in a long long time.

1. What is the toy?

2. What is the function?

Hint for 2. - I don't think it has ever been done before but every game has one.......
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: oldskool1969 on June 07, 2017, 07:53:52 PM
TILT it looks like to me ( old school style )
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on June 07, 2017, 09:08:11 PM
yes it is, something a little different and you can get a visual on how much you can tilt the game, using a few custom parts and a 6mm rod end bearing.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: pinball god on June 09, 2017, 10:31:46 PM
do you think it will react the same being at the top of the playfield or need more/less sensitivity?
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on June 10, 2017, 06:58:04 AM
do you think it will react the same being at the top of the playfield or need more/less sensitivity?

in theory it should be as sensitive in the front and back nudging and probably a little less sensitive in the side nudging, some of it will come down to how it is adjusted (up and down) and some down to the activation plate internal shape as can make it narrow at the sides over the up and down shape.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on August 20, 2017, 08:26:06 AM
been a little while so here is an update with alot of little changes - with the most recent being the wireform ramp from the wave ramp feeding the inlane, still have some mount backets to playfield to go and one more wireform support bracket to design near the exit point.

will also have a spinner that will be 100 points per spin when not lit and 1000 points when lit
also a rough players perspective shot of the whole playfield.

the design has changed a little with a upper sling now removed and added a inner orbit back to the upper rhs flipper. I also moved the target banks around a little and underneath is a diverter that will feed to a vuk / wireform ball lock that will feed to the wave wire form - "Party Wave" Multiball. Also removed the lower bank of targets to inroduce Huey Surf God as the ball lock saucer for bonus collect.


- other notes -
- received all my boards from Altek
- received my custom cabinet and backbox wiring harness from Third Coast Pinball
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on September 01, 2017, 07:35:28 PM
Tube Time playfield build in cyber space
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: Strangeways on September 02, 2017, 09:14:28 AM
I really like the ramp shot. It is a dual ramp shot that with correct power and timing, the ball will end up it either wireform. I'd say it would need a lot of tweaking, but the entrance protector might govern where the ball goes ?

No pop bumpers = suggestion = Top right hand corner under the ramp - Would one fit there ? Even if it is hidden, like the lower PB on ST TNG or Dr Who, it is cool to see the score ticking over, but not quite know where the ball is ? Like body surfing, you don't know if you going to ride the wave, or be dumped on the bottom !

I like the open playfield and the innovate left and right lower sections of the playfield,
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on September 02, 2017, 12:16:18 PM
I dare say the ramp will be an item that needs work but just hoping the lead to the ramp works and the ramp can be crafted to work, but yes you are correct a weak / poor shot to the wave will lead to the dump wireform and a more powerful shot will direct the ball to the longer wireform.

The large hole will be a optional pop bumper, or a 2 post spinner or a 3 post spinner = variety

The wave will hopefully be a light blue see through plastic eventually giving you some visibility to the outer orbit and the upper right vuk shot.

and the lower section to the flippers is a blend of fathom / skateball = a bit of a nudging game
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on September 14, 2017, 07:18:34 PM
for those interested, tweaked the vuk wireform a little to keep it within the available cabinet space, nicer shape though needs to have a taper designed in to reduce the side when the ball exits the vuk wireform - will do this on manufacturing.

- going to concentrate on the supports for this vuk wireform at the moment
and then
- tweak the wave wireform and need to complete mounts and a replacement wireform spinner.

The vuk wireform will feed a second ball "party wave" multiball after the first ball passes the long wave wireform.

the profile line is the mirror blade shape and the cone thing is the huey surf god went weird for some reason?
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: pinnies4me on September 16, 2017, 08:35:31 AM
Very interesting concepts in there, enjoying the progress!
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: pinnies4me on September 16, 2017, 08:35:39 AM
Very interesting concepts in there, enjoying the progress!
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on October 15, 2017, 07:56:36 AM
has been a little while as went away on holidays for a little while, but back and started to tweaked a few things:
- I improved the vuk wireform and wave wireform.
- I also added a gobble hole as a option behind the 3 bank drops under the wave like a wipeout hole - current it will have a rubber in front of it can easily be an optional feature though still needs to create a exit point.
- lastly re-working the launch bend / upper right flipper to add in a skill shot. Some of the guides still need to be redesigned but this is where I am up to at this point. Basically when the ball sits in the shooter lane it will activate a panning gate that will open and close so will be about timing to shot the ball and either goes to the flippers or shoot out through the gap (waves) and launch up the wave and pickup points from the spinner and return to the lower right flipper. So this will be the paddle out from shore or jump off the breakwall start to the game.
Title: Re: *Tube Time* - Custom Surfing Pinball
Post by: swinks on October 28, 2017, 06:01:32 AM
just committed to a bench cnc:
mechanical kit from UK - OX CNC
controller kit from Inventables - X Carve

process area - 820 x 1275mm perfect for playfields