Pin-8-Ball – Visual Pinball X Edition

Initial Design Ideas

After creating the physical rendition of Pin-8-Ball using the cardboard PinBox 3000, I decided that I wanted to digitally recreate it using Visual Pinball X.

The final physical design of Pin-8-Ball

As with the physical version, I wanted the virtual version of Pin-8-Ball to strongly resemble a tradition pool table. In order to accomplish this, I planned to carry the following features over from the physical version to the digital version:

  • Bumpers that represent different billiards
  • Holes that represent the pockets in a pool table
  • Flippers that resemble pool cues

After playtesting the physical version of Pin-8-Ball enough, I made the determination that while its rules are fun and unique, they required the player to keep track of too much information while playing the game. Thankfully, however, I knew that they would translate over to a virtual medium that could automatically track it for the player very well. As a result, I decided to keep the rules the same as the were in the PinBox 3000 edition of Pin-8-Ball. Following in the steps of its cardboard predecessor, I planned for the virtual version of Pin-8-Ball to feature a single ball in play at a time that held onto an ever-changing identity throughout the game. The identity would once again represent the different billiards that could be found on a pool table, and each bumper also had an identity which corresponded with one of the numbered billiards. After starting as the cue ball after launch, when the player’s ball would hit one of the bumpers, its identity would change to become that of the bumper. Before the start of the game, the player would choose either stripes or solids to determine the type of ball that they would be aiming to “pocket” for the rest of the game. Then, whenever the ball would go into one of the six “pockets” that were on the perimeter of the table, depending on the identity of the ball, the game would be affected. The effects were as follows:

  • Player’s Type: +100 score; shoot again
  • Not Player’s Type: -50 score; shoot again
  • Cue Ball: No effect on score; end game
  • 8 Ball: Double current score; end game
  • Ball falls to bottom of board (regardless of type): -50 score; shoot again

Because Visual Pinball X offers far more opportunities and flexibility in its editor than a physical cardboard kit, I decided that I wanted the proportions of everything in game to be consistent with that of a real pool table as well. Therefore, I drew a sketch that based the size and shape of all of the game elements off of the size of the player’s ball. This also enabled me to plan on incorporating all 15 numbered balls as bumpers in the game due to their decreased size in proportion to the playfield.

Additionally, Visual Pinball X offers the capability of pairing your game with a backglass, which I planned to do as well. I wanted my backglass to display all of the information required to keep track of the game in a convenient, easy to understand manner. As a result, I drew up a sketch of a backglass concept as well.

Finally, I also decided to add a new mechanic to the rules that involved tracking which individual billiards had been pocketed. If a player were to pocket all of the billiards of their own type, then they would receive double the score for the rest of that game. In turn, if the player were to pocket all of the billiards that weren’t their type, then the game would instantly end and their score was negatively impacted depending on one of two circumstances. If the player’s score was positive when this happened, then it was divided by 2, and if it was negative, then it was multiplied by 2.

Initial Design

Unfortunately, I learned pretty quickly that although there were far more capabilities to create the virtual version of Pin-8-Ball with using Visual Pinball X, its editor still had lots of limitations.

First and foremost was its lack of documentation and explanation. As a result of this, my use of the editor was significantly hindered as I had to learn how to use it through practice and research of great lengths. Additionally, due to the nature of Pin-8-Ball‘s gameplay flow, it was crucial that I ensured that the playfield was adjusted perfectly to maintain it a balanced experience. Because Visual Pinball X lacks a grid-snapping feature, I had to spend a lot of time manually typing in and lining up the coordinates of each element of my playfield. This ultimately led me to have to temporarily scrap the idea of including a backglass to go along with my initial design because I did not have enough time to learn about how to set it up. Instead, I opted to use the backglass editor to create a user interface for the table that displayed the crucial information, because by default, elements on the backglass editor would appear over the playfield in gameplay.

As a result of another limitation, I also had to designate which bumper corresponded to which billiard using decals, because the bumpers themselves could not be properly configured to display my custom-made billiard graphics.

Aside from these limitations, however, I was able to encapsulate my original vision for the game very well in its initial prototype.

Playtest Results

Due to a misconception regarding our class schedule, there was not much of an opportunity for Pin-8-Ball – Visual Pinball X Edition to receive playtesting. I did gain some valuable feedback from what little amount of playtesting there was, however.

Overall, playertesters had fun with the game and enjoyed it, but universally agreed on 1 thing: that I should increase the size of the pockets. By pure coincidence, I had just previously realized that I measured the proportions of these holes in accordance with the ball incorrectly, so I already planned to increase the size of the them. The playtesters also supported another idea that I had which involved adding more flippers to the playfield in order to produce more engagement because they’d sometimes have to wait a long time for the ball to reach the flippers again.

Final Design

As a result of the playtesting and my own realization, I began work on resizing the pockets for the final version of Pin-8-Ball – Visual Pinball X Edition.

In order to increase the size of the pockets, I had to reshape the walls of the table and reconfigure how launching the ball worked. There was no longer any space for the ball to travel from the plunger, through the wall, and out the top of the table to enter play, so I added a ramp to it to travel over the wall with instead. I also added more decorative elements to the outer edges of the table to make it resemble a real pool table more closely.

In order to address the issue of waiting for the ball to reach the flippers, I decided against adding more of them to the playfield. I could devise a way to implement them in which it wouldn’t look or feel awkward, so I approached this problem another way instead. Rather than adding more flippers, I made the playfield more open by repositioning some of the bumpers and decreasing their radius to actually match that of the ball.

Thanks to the help of a fellow peer, I also discovered the existence of bumper caps, only accessible through copy and pasting from a separate template table. These bumper caps were capable of supporting my billiard graphics, so I replaced the decals on the playfield with them to give the bumpers a much more polished appearance.

After struggling to get the backglass feature to work properly for an excessive amount of time, I made the unfortunate decision to scrap the idea altogether in favor of a refined user interface. I bundled relevant information together, established a consistent theme throughout it, and programmed it to supply information to the player in the most feasible way possible. Instead of the playfield being in the middle of the screen, I shifted it all the way to the left side, and dedicated the right side to the user interface. I also changed the aspect ratio of the table during gameplay so that it’d display my graphics correctly.

Finally, I changed the point of view of Pin-8-Ball – Visual Pinball X Edition to be top-down and orthographic. I made this choice for two reasons. Firstly, it made it easier to see where the ball was on the playfield because of its large size. Secondly, Visual Pinball X has a rendering error that causes the kickers that I use as the pockets to render on top of walls. By making the camera view top-down and orthographic, I was able to work around both of these issues.

Final Thoughts

Overall, translating Pin-8-Ball from the real world into a computer was certainly an interesting experience. I’m happy with how it turned out, though, and I like the changes that I made along the path of its development. With the likes of Skitelle and Pin-8-Ball – PinBox 3000 Edition, I am very proud of this project!

Pepperland Pinball – Visual Pinball Version

Final Physical Design – Starting Point

Here’s a picture of my finished physical design, complete with two bumpers, two rubber band bouncers, the curved music staff ramp, and the blue meanie ears elements.

From Physical to Digital – Changes

Something that I struggled with while working on the physical version of the machine was the spiral ramp. From the very beginning, I wanted to have a ramp that led into a spiral-shaped rail encircling the titular yellow submarine. However, due to physical limitations, I couldn’t get the ramp to work properly without either the marble getting stuck on the spiral or the marble not being able to make it up the ramp.

However, in the Visual Pinball version, this is no longer the case!

Something else that I wanted to include from the beginning but due to the physical limitations of the coardboard I couldn’t make properly were the Blue Meanie “pop-up” targets. These targets drop down once they’re hit, so through the power of your pinball you can defeat them and help save Pepperland.

Initial Digital Design

Playtesting Reactions

People enjoyed the theme and were excited that I got the spiral ramp properly implemented into this version of the game! I also recieved some great feedback to help improve my final design:

  • The back bumper should be changed to either be closer to the middle of the back wall or further to the left, since it dumps the ball in a strange spot.
  • The ramp is very difficult, and even more so to get enough power in order for the ball to make it around.
  • If the ball went down the right side of the ramp, it would always go into the gutter. (People liked the rubber triangle near the bottom left of my design, and wished it was on both sides)
  • When the meanies are finished being knocked down, there doesn’t feel like there’s much else to do.

These comments helped inform the version of my final design.

Final Digital Design

For my final design, I made some changes in conjunction with the comments from the playtest feedback.

  1. The spiral ramp (and the submarine) were moved forward.
  2. I added the triangular shape to the right side of the playfield as well to help prevent too many gutterballs.
  3. I replaced the two larger bumpers with three smaller black bumpers to represent more of the Sea of Holes. If I were to continue working on this project, I would instead make these kickers.

Mario Visual Pinball

Visual Pinball Post

My cardboard Pinball machine was Disc Golf Themed. Unlike most people, I didn’t bring my cardboard box to digital. This was mainly because I felt like there weren’t enough features for a more advanced machine, and I also wanted a machine that was more recognizable to the average person. For these reasons, I decided to pivot and make a Mario-themed Pinball machine. Right off the back, I was happy with how many different features I could easily include using things from the Mario universe. Let me explain the making process.

Initial Sketch

Original Pinball Design

The idea sketch idea had these main features: Peach’s Castle in the center, mushroom bumpers, a warp pipe that brought the ball around the course, goomba spinners, a Luigi ball unlock, and a Bowser figure that would fall in lava after you hit every other feature. While presenting this in class, Professor Jacobs had the brilliant idea of using lights instead of actually animating the figure. I ended up taking his advice.

Block out

The initial block out yielded 2 main changes from the sketch. The first change was that I moved the bumpers to behind the castle. This was because it made it possible for the ball to go into the bumpers right after launching it, and it also meant the castle would be less covered and more of a centerpiece of the machine. The second main change came from feedback from Kai while I was working on it. He said that the middle of the board felt very empty. I realized that he was right, so I added targets down the middle that you could shoot, and they would fall. At this point, I didn’t know what I would make the targets, but I wasn’t worried as there were lots of enemies in the Mario Universe from which I could choose.

Polishing

The polishing phase of this machine took the longest by far. The first thing I worried about was textures. I was inspired by Mario 64, so I used my inspiration to steal those textures. Then I Modeled a version of Peaches Castle in Blender and added it to the machine. I thought the playfield would look boring being all grass, so I added a lava section at the back. When it came to texturing the bumpers, I realized that mushrooms would no longer make sense, but Mario 64 has bully enemies that try to knock you into lava, so it seemed like a fitting reskin for the bumpers. I decided to make the targets in the middle red coins. After adding the bridge texture to the playfield below the castle to look more like the starting area from Mario 64, I had to move the targets a little to be on the bridge. The game also revolved around collecting 8 red coins, so I had to bump the number of targets from 6 to 8. I also added a little Bowser statue to the top right corner of the box using the model from Mario 64. Another change from the sketch was that the top left corner had a Luigi section which would give you a Luigi ball, but I changed it to Luigis Mansion because I thought it would look cooler. This would end up having negative consequences later (Foreshadowing!!). A small detail I added was that the first ball you have is red, like Mario, but if you get the Luigi ball, it’s green to show a visual difference. The last visual thing I added was lights, so the features had visual feedback for the players. And then with a little bit of scripting magic, the box was complete. It works almost exactly as I planned. If you shoot the ball into the castle, it will just spit it out, but if you shoot it into the castle after hitting every spot, indicated by their lights turning off, the bowser statue will light up showing that you won!

Feedback

I got some good feedback at Imagine. The main thing I took away was that it was fun and addicting (Yay!) Multiple children were playing it and had to be begrudgingly taken away by their parents. The only bit of negative feedback that I got was that when players hit Luigi’s mansion and it kept their ball and put a green ball into the launcher, players did not realize they got an extra ball, and they thought their first was just stuck. This is because I had no signifiers of what would happen when you hit that. Maybe if I just kept it as the Luigi symbol it would have been clearer, or I could have just had the words unlock Luigi ball on the mansion to show it. Those were the main points of feedback I had gotten.

Conclusion

I am very happy with how the box turned out. I think the features work well, some of the shots are challenging, but I don’t think they’re too hard. What I’m most proud of is that it plays and feels like a pinball machine, which was my main goal from the start. To that end, I think I succeeded wonderfully and I’m very proud of the work I did for this class!

Sources

Dungeon Delver Pinball: Visual Pinball Edition

Cardboard to Digital:

My original plan was to keep the Visual Pinball machine as close as possible to the cardboard Pinbox 3000 version, with some improvements that can be made in the digital version. However, the Visual Pinball template has a much larger playfield than the Pinbox, the flipper can output much more force, and the ball seems to have less friction than the marble on cardboard. In short, there is a lot more space in Visual Pinball, and the ball can easily get there. 

Perhaps the most frustrating challenge of Visual Pinball was the scripting. I know a few programming languages fairly well, but Visual Basic was not one of them before starting this project. I knew logically how all of the code should work, but I did not know how Visual Basic handled things like random number generation, resulting in quite a bit of time spent in documentation learning the syntax. 

Dungeon Delver Pinball Initial Build in Visual Pinball

Initial Build:

The initial Visual Pinball build is almost identical to the cardboard version, but with functional targets and bumpers, as well as a gate to keep the ball from falling back into the plunger lane. However, this approach did not provide much of a challenge, given the increased playfield size and flipper strength, the Kraken spinner was no longer challenging to hit. To help correct this problem, I added a ramp in the center as the only path to the spinner, and added some kickers and gates to send the ball back into the rest of the playfield. Unfortunately, the centralized ramp did not give the ball enough space to move between elements, creating a boring game. Playtesters also reported a fair amount of deadspace in the upper portions of the playfield. They also noted that it was hard to see the images on the playboard elements to aim appropriately and maximize their points.

I did succeed in scripting the game. There is a hero system where each ball is randomly assigned to be a Warrior, Thief or Archer, and scores more points for hitting certain targets. The selected hero is indicated by text on the backglass and by lights just above the flippers. There is also score tracking on the backglass. The game is coded to give players five balls, and once the game ends, pressing the “1” key resets the game.

Dungeon Delver Pinball Final Build in Visual Pinball

Final Build:

For the final build, the first thing to fix was the board spacing. My first attempt was to move the ramp over to the right wall, but that caused problems with the launch gate. I decided to move it against the left wall, and flipped where all of the elements were. I had to put a short wall under the ramp to prevent the ball from getting stuck. Flipping the board seemed to help a little, but the unicorn spinner ended up being too difficult to hit. I had to shift the nearest bumper and target a little to the left and widened the gap leading to the spinner. Unfortunately, this version did not get much playtesting, so I am unsure if it needs further adjustment. I also made most of the playboard elements larger to make the graphics on them easier to see, but they can only get so big before the game becomes too easy. I also added more bumpers to fill the remaining dead space I noticed. In terms of scripting, I added a seed for the random number that determines what hero the ball represents to avoid the same patterns from repeating. I also added the rules to the backglass for ease of access.

Overall, my Visual Pinball machine is still fairly simple, but I am proud of how it turned out. I managed to add a fairly unique mechanic with the hero system that should help spice up the game. I also managed to make a playfield where every element is worth engaging with, if only just a little. My only issue is that I didn’t have time to add more complex heroes.

Image Sources:

Cardboard Version:

Knight: https://www.istockphoto.com/vector/cute-style-fairy-tales-fantasy-knight-character-cartoon-illustration-gm1474528483-504347407 

Wizard: https://creazilla.com/media/clipart/3169829/wizard 

Archer: https://www.freepik.com/free-vector/archer-woman-ready-shoot_358686133.htm#fromView=search&page=1&position=42&uuid=dde1dce4-7d96-465b-93f2-22cfd242d507&query=%40brgfx+archer 

Skeleton: https://www.123rf.com/photo_30590734_skeleton-warrior-vector-clip-art-illustration-with-simple-gradients-all-in-a-single-layer.html 

Playboard pieces: Provided in Pinbox 3000 Kit https://pinbox3000.com/products/pinbox-3000 

Playboard cover: Created by me in Dungeon Painter Studio http://pyromancers.com/dungeon-painter-online/ 

Digital Version:

Sword: From Tuye Project on Vecteezy.com https://www.vecteezy.com/vector-art/11641963-sword-drawing-illustration?autodl_token=9a63caadb550585a5653a54e9eace9e398d05ddf3e9f642f712920a51468c182b822280b26b776506f890f58d636beaf23e98b9a8156293c92f5f0625ec1e1f9 

Lich Hand: From Rizky Okta Dwiputra on Vecteezy.com https://www.vecteezy.com/vector-art/7356880-hand-drawn-zombie-hand-illustration 

Kraken: From Rashel on Vecteezy.com https://www.vecteezy.com/vector-art/44264408-octopus-silhouette-isolated-on-white-background 

Knight: From Adam Kiss on Vecteezy.com https://www.vecteezy.com/vector-art/55278662-medieval-knight-silhouette-with-sword-for-tattoo-or-coloring-book-designs 

Jewel: From Muhamad Chabib Alwi on Vecteezy.com https://www.vecteezy.com/vector-art/6693742-diamond-vector-icon-template-black-color-editable-diamond-vector-icon-symbol-flat-vector-illustration-for-graphic-and-web-design 

Skeleton: From Taras Dubov on Vecteezy.com https://www.vecteezy.com/vector-art/5362190-skeleton-black-terrible-silhouette-human-body-skull-and-bones 

Amulet: From Muhammad Usman on Vecteezy.com https://www.vecteezy.com/vector-art/16622049-necklace-vector-icon-design 

Unicorn: From Ingrid Jimenez on Vecteezy.com https://www.vecteezy.com/vector-art/7539061-unicorn-black-silhouette-collection 

Bone: From Brian Goff on Vecteezy.com https://www.vecteezy.com/vector-art/553158-bone-vector-icon 

Storm the Castle!: Visual Pinball Edition

The original iteration of Storm the Castle!, in Pinbox 3000 form.

As mentioned in my previous post about Storm the Castle!, I said that I would be revising the layout I made in my Pinbox Pinball project in Visual Pinball, an open-source pinball engine, with a list of definite fixes for the virtual layout. Just so you don’t have to go back through the other post, what I said I’d be doing is the following:

  • Move the castle a bit back and have all the bumpers forward, that way it seems more akin to attacking an opposing force.
  • Add some sort of visual representation for each of the troop types (infantry, cavalry, artillery), perhaps with a little cutout drawing on top/in front of each bumper.
  • Change how the castle works. I can’t exactly keep the balls stuck in a hole in Visual Pinball, since that’ll result in a softlock. I’ll most likely make the castle a walled-off kicker with a rail being the only way to get into it, but we’ll see once I get started on getting this together.

Changes

I not only incorporated the changes listed above, but I also did the following:

  • Change the enemy troops from being bumpers to drop targets. This would make the concept of taking out the enemy forces much, much more tangible, since hitting the target would remove them from the board.
    • This posed a separate problem of not having much to do once targets were eliminated, so I decided to incorporate another mechanic: Waves. Once you knock out a group of targets (Infantry, Cavalry, Artillery), you would get a point bonus for routing (taking out) that respective group, and they would all pop back up.
    • I also decided to have all troops pop back up once your ball was out of play. That way you wouldn’t have to launch a ball into an essentially empty board.
  • Add a spinner to the castle ramp. That way you still get some credit for hitting the ball up the ramp, even if you don’t actually breach the castle.
    • At first it doesn’t give that big of a bonus, but if you can manage to successfully breach the castle, it’ll give you more points. The more you breach the castle, the more points you’ll get.

Design

Thanks to Visual Pinball being a virtual pinball editor, I didn’t have to worry about making the table itself; the engine has a preset for a completely blank pinball table.

The default blank table Visual Pinball provides.

The trickiest part of getting the table working was the scripting. While including simple things, like a bumper, drop target, trigger, etc. is as easy as dragging and dropping, Visual Pinball is kinda archaic; if you want to do fancier things, like group targets together or have a kicker hold a ball for a certain amount of time, you’ll need to use Visual Basic scripts to make things work; however, because Visual Pinball has been around for so long, forum posts and really old websites provide a lot of the exact code you’re looking for.

The pinball table in one of its earlier stages.

Thanks to those online sources for making the scripting process easier, I was able to add a lot more functionality than I’d hoped for, including the following:

  • Incorporating a light that will go out if you hit its respective target.
  • Including a multiball mechanic every 5 times you breach the castle.
  • Increasing the amount of points you get every time you knock down a set of targets or breach the castle.
  • Having an end of ball (Assault) bonus, which would be dependent on how many times you breached the castle or knocked down sets of targets.
    • I would’ve loved to have the Assault Bonus show each part one at a time, similar to your typical pinball table after you lose a ball; however, timers were hard to manage and I ultimately couldn’t get it done in time.
  • Pressing F5 to reset when the game is over.

However, there were still some issues that popped up that were a bit out of my control. These included:

  • The pinball itself could completely miss the kicker in the castle, which meant that you’d be shafted out of points if this happened.
    • I decided to justify this one by saying that cannons won’t always hit their mark; just refine your aim and try again.
  • Score updating and displaying text representing bonuses (i.e. defeating a troop type or breaching the castle) was wonky.
    • This is why there are two separate displays for the score and flavor text; that way, score can be displayed while bonuses are clearly described.
    • There’s an issue of how consistently the text updates when you get a bonus, and while that could be rectified with Timers in Visual Pinball, it ended up just not working when I tried to program it.
The first final (oxymoron?) iteration of Storm the Castle!, complete with art pass and display text.

Playtesting and Feedback

Unfortunately, I couldn’t get much peer feedback because my table wasn’t in a playable state when we needed to playtest the tables in-class, so I had to improvise with feedback from friends and from Imagine RIT, which is RIT’s signature event for makers.

I’ll talk more about how the Imagine RIT experience went when I talk about the Demo Days, but in short, feedback at the event was overall positive. The biggest critiques were in regards to the lights; the orange and yellow lights had minor issues with contrast when under certain viewing angles. It also seems to be a game in which players are either capable of extremely high scores or super punishing, and there’s not much in-between there.

I’m overall very proud of how things turned out with the Visual Pinball iteration of Storm the Castle!. I’m glad I was able to put in most of the functionality I wanted into the table, and it’s super satisfying to play now.

Pinbox Pinball: Sketchy Situation

Initial Design Ideas

When I started brainstorming for my Pinbox 3000 pinball machine, I knew I wanted to build a sketch-inspired game. I set out to create a game that looked like it had been sketched by a kid during class. Every part of the game would lean into that vibe from the lined paper backdrop to the handmade cardboard elements designed to mimic school supplies like rulers, pens, and erasers.

Originally, my win condition was going to be super specific: the player would guide the ball up a ramp to hit a “guard” holding a pencil sword. This pencil would be attached to a spinner, and if the ball hit the tip just right, the pencil would spin out of the way, revealing a hole beneath the guard’s legs. Sink the ball in the hole and you win.

That was the plan for weeks. I moved straight into sketching a rough outline on my cardboard playfield.

This design features 2 eraser themed bumpers at the bottom on the playfield, a ramp on the right side too simply add some more action, and finally the big ramp in the top left to hit that pencil and get you that victory. In Hindsight this design was very empty and didnt have much gameplay past the ramp. But I continued with it yet again and made a rough physcial design.

The phyiscal prototype pretty much matches the planned outline without many deviations. The main one was that the soon to be erasers were moved slightly. However as construction went on with this design, I realized I was falling behind. The guard mechanism was tricky and I couldn’t get the win condition to work the way I wanted. Everyone had compelted boxes and this was the state of mine.

So I pivoted.


Rough Physical Design & Major Pivot

After days of struggle, I brought the pinbox home and redesigned the game in one night, 9:30 PM to 4 AM. I kept the notebook sketch theme, but ditched the knight guard. Instead, I designed a doodle monster that lurks at the top of the field. The goal now was to hit the ball up a ramp and into the monster’s open mouth, damaging it like a boss fight in a video game. It felt like a natural evolution, still cartoonish and creative, but way more fun and less finicky.

The board featured a hand-drawn lined paper background, a monster made of scribbles and cardboard, books actaing as the borders and a cup on pencils as an obsticle. My loose design rules were simple: everything on the board could be made out of supplies a kid might find in their pencil case or on their desk.


Iteration & Playtesting Feedback

While I was happy with the design, it still felt more like a novelty than a full pinball experience. That’s when I got some great advice during playtesting from my Ta Kai: having only a win condition wasn’t enough. Players need ongoing feedback, reasons to keep playing, trying, and improving. A scoring system would help with that.

So I got to work on the final iteration. I added:

  • Scoring zones: Black blobs across the board represent the monster’s attacks. Hitting them gives you 100 points.
  • Point bonuses: The previously useless ramp now leads to a block worth 500 points.
  • Combat scoring: Hitting the monster gives 2000 points. Getting the ball into its mouth? A satisfying 10,000 points.

These additions made the game feel way more dynamic, adding the replayability and engagement it was missing before.


Final Design: The Sketch is Complete

The final version of Sketchy Situation is bold, colorful, and fun. The ramp mechanics work smoothly, and the monster’s dramatic presence at the top of the playfield gives the game a clear focal point. The layered cardboard build gives it depth, while the notebook-themed backdrop and hand-drawn elements sell the idea that it came straight from a kid’s imagination.


Stepping Stone to the Digital Version

This machine is just the beginning. As I move toward building a digital version of Sketchy Situation, I see so much potential for expansion:

  • Real-time score tracking with animations and effects
  • Combo multipliers if you hit multiple scoring blobs in a row
  • Dynamic visuals (scribbles that animate when hit, explosions, pencil-drawn UI, etc.)
  • Sound design to emphasize hits, bonuses, and boss fight moments

This physical build helped me test ideas quickly and solidify a theme, but in a digital space I’ll have more freedom to go wild with feedback systems, progression, and flashy polish.


Conclusion

Building Sketchy Situation was both chaotic and satisfying, just like a real sketching session. What started as a cardboard mess turned into something that feels cohesive and playable, and I learned a lot about how to pace a game, when to pivot, and how to turn feedback into stronger design.

And now? I’m ready to make it go digital.

Space Bagatelle

Let’s talk about my Bagatelle Project!

Initial Concepts

I was inspired by old school depictions of space travel and pulpy adventure serials. I knew I wanted to something in that style. I started thinking about how a Bagatelle, something made in an era before flippers and before heavy graphics, would showcase the theme of space.

(INSPIRATIONS: Microsoft 3D Pinball Space Cadet, Pulp Sci-Fi Serials)

With that in mind, I drafted up my first design!

I thought that by making it so launching the ball and having it “Land” on planets for points could be very fun! Since you don’t have a lot of control over the ball, the hard part became designing and placing objects on the board to help guide the ball without feeling like there wasn’t any room for chance.

Building The Machine

Here’s where we were at just before I started play testing. We can see that there’s three ‘Planets’ which 500 or 1000 points each. I decided that since the kit came with 3 marbles, I would make it so that you had three “attempts” to land a spaceship on one of the planets.

Final Product

After play testing, I noticed a few issues so I pivoted. I added a FREE BALL if you launched the ball into the Black Hole since the way that the cardboard is angled has it so there’s a chance it lands in there on the right shot.

I also adjusted the pins and cardboard on the top part of the machine since stuff wasn’t slowing down enough to land on one of the planets.

Fin

This project was really fun! If I had more time I think I would’ve messed with the overall design a *little* more just since I didn’t really like how they were spaced out (hah). But I liked the design constraints that a Bagatelle comes with, I feel like you can make something more interesting with it because of that.

Gridiron Gauntlet Pinball

made by Geoff Gracia

Design drafting
I had the idea and use of this come to my very early into the semester. It was based on a table called “ABC’s Monday Night Football”. It was a super interesting and complex array of lights, targets, and ramps. It had an awesome metagame system that used the lights to track your “distance” on the field, which you increase by hitting the ramps. Hitting them would move your light up the field until the Endzone! In my mind it truly felt like it was ahead of its time. There’s also not many other tables like it. I wanted to recreate it and then some: I wanted to have you playing against an enemy team that would be scoring based off your mistakes and progress. I planned to include a lot of playfield toys and I was hugely excited to undertake!


First version

After a lot of tooling and toying, I settled on what elements I thought were on the necessary course, and rendered my first version of my Pinbox pinball machine:

this was version 1 of 3; version 2 is not captured in any media

Below is the user feedback I got with this rendition

My general consensus was that the “homage” scoring system was too confusing, especially with, and because of, the limitations of Pinbox. I abandoned the “yardage + score” tracking system. Also I found that in order to keep the ramps, I needed to create a surrounding perimeter that would prevent the balls from launching out of the field. I also decided to ditch a “spinner” target feature at the top that was suppose to be for field goals. I didn’t find a way I liked and that worked.

There was a version that I demo’d at Imagine that was the in-between phase, it was basically the one you will see below with the paint job and graphics. I wanted to confirm that the walls and movement of the on field pieces would positively impact the final. I did find out even at Imagine, that I needed to move around my “buckets” and shrink them a little bit to prevent people from only landing in the bucket and never reaching the flippers.


“Final” version

This is my culminated final version. I added the paint job and my personal created graphics. You are supposed to use the ramps to land in what is supposed to be a broadcast booth, and to hit the deep pass target on the wall. Both of these require a lot of force and accuracy in the shot to make the full velocity off those ramps, but they’re equally feasible. The buckets are the same and labeled better. I also added the golf tee from the kit as a ball save peg, I also painted it yellow to emulate a goal post. This is a feature I love in other pinball tables, and is something I always like to try to incorporate.

While it didn’t feel like an appropriate space-with the people needing to just quickly play and pass through-to ask them to type up on a user feedback sheet, I was able to observe the people playing. My plunger mod worked well, since I noticed at Imagine that older and younger age crowds tended to struggle with the pull and it would pop out of its socket semi-frequently; at The Strong, it worked pretty flawlessly. The ball only came out once in a freak marble overload situation, but the walls all worked as intended! All the users were drawn to its loud colors and graphics and had fun with the mechanics.

You can see event specific notes here


Visual Pinball

Visual Pinball gave me trouble on mobile systems since we started working on them. I got the app to install and could see the editor but I was never able to actually run the game outside of the classroom desktops.

from my Laptop running Linux Mint


In the muck of getting it to work on my multiple laptop attempts, I also decided to deviate my digital table away from Gridiron Gauntlet, and instead revive my “Hockey Night” Pinbbox bagatelle in a pinball machine format in Visual Pinball.

My post on that is linked here

Frog and Toad Pinball

Audrey Fuller, Brandon Korn, Gabe Frahm

When creating our physical machine, we wanted to approach a challenge of making something pretty unconventional- a multiplayer game with two connected pinball machines. Initially, there was a lot of discussion about whether we wanted this to be a competitive or cooperative game. There were originally ideas of making a competitive wizard themed pinball game where players would send their opponent additional balls by hitting difficult shots, and if either of the players drained any of the balls on their playfield, they would lose. We discarded this idea for a couple reasons, one of which being the logistics of how we’d send balls to the other player’s side. Ideally, we wanted some way to “unlock” the shot to get a ball to the other side, but we wanted to stay away from moving parts relying on electronic components on our cardboard machine for logistical reasons. The other, and bigger reason, was that one day Audrey wore a Frog and Toad shirt into class and Professor Jacobs commented on it. The three of us discussed how much we liked Frog and Toad, how fun it would be to make a machine based on the IP, and it just felt right to make a cooperative game based on the cooperative spirit of the Frog and Toad brand.

In our discussion, we decided to steer away from a game based on points because, for one, it would be very difficult to track points in a game with no electrical components and may feel stressful, and two, it may cause players to get too focused on their own game and largely ignore the cooperative aspects we were trying to achieve. We decided that a game of “completing objectives” could be much more cooperative and so we decided to design our game around this idea. Each player has an identical playfield, which has multiple holes placed around with specific ways to sink a ball into them. The hole in the top right (visiting the sparrow) is achieved by launching your ball up the log ramp. The hole below it (jumping across lily pads) can be made with a skill-shot. The hole on the left side (picking flowers) can be filled by guiding your ball down a series of spinners (although we have seen players send it in by pure luck and avoiding the fields). The hole at the top (cleaning the house) is one of the most difficult shots to hit, since it requires a high amount of precision and power. The most difficult part of this shot is the hole in the backboard behind it which can send your ball to the other player’s side of the machine. This can prove to be an issue if done accidentally (can potentially overwhelm the other player and require them to send you a new ball), but if done purposefully can provide opportunities for cooperation, and you could also get your ball in your partner’s top hole. One of the most unique parts of our machine is our ball launching system. We subverted how balls are typically delivered to playfields, and modified it to foundationally encourage cooperation- you deliver balls to your partner’s playfield. If you drain a ball and need a new one, you need to communicate this to your opponent and they have to send you a new ball. We made the ramp much longer, and instead of following a curve to the back of your own playfield, it passes through a hole that delivers it to the back of your partner’s field- right above the flower field spinners.

We had multiple ideas for our ruleset, but eventually decided on our current rules of a “blackout” like game. The game is won when both players have put a ball into each of their holes, and they have two minutes and 30 seconds to do it. 2:30 was found to be a lenient enough amount of time to allow players to win without being too stressful, but still provide enough of a challenge to be fun. There are two balls on the playfield at any given time. The typical state of the field is one ball on each playfield, but this can be changed by one player launching a ball through the middle, or if a player drains a ball. If a player drains the ball, it is their responsibility to shout it out to their partner, and for their partner to send them a new ball while making sure they don’t drain the ball they have in play.

The most important part of making the machine come alive was the art and design. Audrey did a fantastic job designing the art on the playfield, and it really pulls the whole thing together. The art on the playfield gives the whole experience a feeling of whimsy, and really helps the players feel encouraged to work together. Many parts of the gameplay experience, such as the log, and flowers, were inspired by the art direction and it makes for a cohesive and fun experience 

The art, layout, ruleset, and cooperative style of our game proved to be highly successful in our playtests. Players were having fun, frequently communicating things they needed like additional balls, but also enthusiastically communicated their successes! We’re overall quite satisfied with this machine, and are excited to see people play it at Imagine RIT, and at the Strong Museum pinball event.

Storm the Castle!

For my Pinbox Pinball table, I initially wanted to do a magic/wizard-themed pinball table, as the idea of a “Magic Missile Multiball” mechanic sounded really cool. However, as many others had a similar theme they wanted to execute, I decided to pivot to a more general medieval theme; one that would keep the era the same, just with a different overall theme. As such, I went with a castle siege.

Design

The main thing I wanted to implement was a central castle that would be the fastest way to “win” the game. You could only get in via using a ramp to launch your ball into the castle. Alongside that would be supporting forces to defend that castle, all of varying degrees of strength.

The initial concept for the table layout.

The overall playing field was designed to represent the kind of field a castle would be in, complete with a moat to deter any ground invasion.

To fit the theme of trying to attack the castle, I designed the launcher track to have a cannon motif. It’s most likely not 100% era accurate, but I think it works much better than having a top-down view of a trebuchet or catapult.

The cannon in the launcher track.

When it came to building the castle itself, I admittedly had a lack of foresight into the design process; as a result, launching a ball up the ramp into the castle was extremely difficult. Because of this, I decided that getting a single ball in the castle, under any circumstance (whether actually using the ramp or some sort of crazy bumper shenaniganery), would result in an instant total victory. Additionally, I included a crown motif to represent the significance of attacking the castle; with the fall of the castle, the kingdom would fall too.

Around the castle were the bumpers representing the defending forces. Because of how I placed the castle, it was harder to hit the bumpers towards the top of the table (aside from the initial launch of the ball); as such, I made bumpers towards the top of the layout (i.e. “behind” the castle) represent more points. Additionally, I had a very basic score rating based on the amount of points someone got before the game was over, representing how successful your “attack” on the castle was.

The full final table, with rules, scoring, and ranking.

Playtesting and Feedback

Feedback for Storm the Castle! was overall positive. Many people compared shooting balls toward the castle to playing a carnival game; a bit ironic, seeing as my bagatelle table was Skee-Ball, which would fall under similar circles. (Maybe this is a calling for me to design carnival games?)

The main things people praised were:

  • The visual presentation of the board itself.
    • This came as a huge relief for me, as that was easily the most time-consuming part.
    • I feel like I might’ve exhausted some of those paint markers entirely…
  • The use of the plastic chip stacks to represent the bumpers/enemy forces.

The castle was both a point of praise and a point of criticism. While everyone loved the design concept for it, a good amount of people found it placed awkwardly (i.e. too close to the flippers) or hard to play around. Lots of people enjoyed the idea of going for the castle, while others called it too prominent and luck-based.

Other points of criticism included:

  • Lack of a topper with the game’s name.
    • This would’ve been a lot easier to deal with if I hadn’t already used the included one for the Skee-Balltelle.
  • Balls could get stuck in the launcher, as the exit path was a bit too narrow.
  • Balls launching off of the table, mainly due to an unintended lip in the ramp.

I’m planning on revising this layout in Visual Pinball, since I think the core idea is still fun and could be improved. What I plan on doing is:

  • Move the castle a bit back and have all the bumpers forward, that way it seems more akin to attacking an opposing force.
  • Add some sort of visual representation for each of the troop types (infantry, cavalry, artillery), perhaps with a little cutout drawing on top/in front of each bumper.
  • Change how the castle works. I can’t exactly keep the balls stuck in a hole in Visual Pinball, since that’ll result in a softlock. I’ll most likely make the castle a walled-off kicker with a rail being the only way to get into it, but we’ll see once I get started on getting this together.

In the end, while there were a few issues that prevented Storm the Castle! from being the absolute best it could be, I’m satisfied with how the Pinbox turned out. I’m glad I could keep the idea intact throughout the design process, and the end result, while not perfect, was still a fun prototype; it gave me the exact steps to take for making it in Visual Pinball.