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.

Hole 18 Disc Golf Pinball

Initial Design

My initial design had 5 main features. A 3D Hole that players should try to hit, OB (Out of Bounds) sections that hurt scores, A Hyzer and Anhyzer line (The different ways you can throw a disc), a putting bumper (It’s almost like you’re actually putting!), and a missed mando section (Explained Later) that would give you a multiball. The recurring theme throughout this design process was that the missed mando section was nearly impossible to get right.

As seen above, the initial build remained very similar to the initial sketch. The biggest difference is that added sections above the flippers for the ball to bounce off of and to. give the missed mando section a clear line to take. These parts made the box feel more like classic pinball, and gave the ball more interesting bounce dynamics when it got to the bottom of the box.

After this layout, I quickly realized 2 main problems. Firstly, I never 3D Printed a basket for the hole, the main thing players are supposed to try to hit. Secondly, If I place any physical objects on the missed mando section as it were, when the player shot the ball, it would just hit the missed mando section. These problems led to solutions of varying success. Firstly, I changed the 3D hole to a 2D image of one that could spin around. This was a great change. As you can see in the design, there are 2 main walls the player can try to play to hit the hole, the hyzer and anhyzer lines, but with a 3D basket, a player would have no reason to go for one over the other. With a 2D plane as the basket, sometimes the flat side will face one line or the other. This encouraged players to go for different lines to get a better hit to spin the basket. The solution for the other problem was not as big an improvement, I just moved the missed mando hits to be passed the launch section.

Final Design

The final design yielding one more major change. Originally, I cardboard next to the hyzer and anhyzer lines to force a player to directly hit the shot. In the final design, I decided to get rid of these because it made the game less fun. This is not supposed to be an insanely difficult real pinball machine, it’s supposed to be a fun, casual cardboard pinball machine, and removing these parts helped fulfill its design purpose.

Removed pieces

Playtesting and Feedback

My original rules and scoring for this box were way too complicated. It had score calculations based on the number of shots it took to hit the basket, it involved subtracting 1 from your score when you hit an OB section. This was too confusing. Players didn’t even try to calculate their scores. Additionally, players were confused by what it meant to hit an OB section. I quickly realized that the rules were too complicated, so I boiled them down to the 2 main mechanics. Hitting the basket gave you +1 point, and hitting the 3 missed mando colors would give you multiball. Except how do you do live multiball on a cardboard pinball machine? I simply changed it to just give you an extra life.

These changes yielded much more positive feedback for my box, but one problem still remained. WHAT DOES THE MISSED MANDO MEAN!?!?!? Let me explain, and show why I couldn’t fix it.

Mando in disc golf stands for mandatory. It requires players to throw their discs on a specific side of something, like a tree. If you miss the mando and throw to the wrong side, you take a stroke penalty and have to throw at a drop zone. Why does it give you extra balls? This comes from a house rule of my friends and I when we play. If all players miss a mando, we let ourselves rethrow it. I wanted to put this idea into my game. So I put the section in and put 3 different targets for 3 different players. In hindsight, maybe it would have been better to have 1 small target than 3. Players didn’t understand why there were 3 things you were meant to hit. In their defense, it didn’t make sense (or wasn’t explained clearly). I realized this kind of feature is not intuitively designed, and that was kind of the biggest problem with the box.

Missed mando targets to hit that players never saw

Other than this, feedback for my game was mostly positive. I credit its greatest strength as playing well. It feels like a pinball machine, obstacles are spaced fairly, and you can learn to hit the shots. Despite the missed mando problem, I would still refer to this box as a success!

Pin-8-Ball

Initial Design Ideas

Having a recent obsession with playing GamePigeon’s 8-Ball for iMessage, I knew almost right away that I wanted to theme my pinball game around the actual game of 8-ball as a whole. I have a lot of fun competing with people over the digital version on iMessage, and I also very much enjoy playing it in real life whenever I have the opportunity to. I thought that combining 8-ball and pinball would make for a very unique kind of game.

Image credits: https://depositphotos.com/photo/billiard-table-31572899.html

While initially planning the game, I was going to name it “Pinbilliards“. I did this because I thought that combining the names of the two games would make for a fun title. In order to create a playfield that resembled a pool table, I planned to incorporate a couple of different features, such as:

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

Trying to think of a way to mix the two games together was a bit of a challenge, but I figured out a way that I think put a different kind of spin on both of the games. The original ruleset for Pin-8-Ball revolved around the player’s ball having its own identity. The identity of the ball would change throughout the game, and the identities that it could have all resembled existing billiards from the actual game of 8-ball. Along with the ball of the player, each bumper also had an identity resembling that of an existing billiard. There would be one bumper for each billiard that has a number. During play, the player’s ball would start as the cue ball after launch and then change its identity to whatever the identity of its most previously hit bumper was. This would happen continuously until the ball went out of play. The player would also receive an assignment: solids or stripes. This assignment was determined by the very first solid or striped bumper that was hit by the player, and it would remain with them for the rest of the game. In order to score, the player would have to get the ball into one of the six holes on the playfield, which would then affect the game depending on what the ball’s identity was when it went out of play. The effects were as follows:

  • Matches player’s assigned type: Score points and launch again
  • Matches type not assigned to player: Subtract points from score and launch again
  • Cue ball: End game
  • 8 ball: Double current score and end game

At this point in designing the game, I notably forgot to determine what would happen if the ball fell to the bottom of the board, past the flippers.

Initial design sketch for Pin-8-Ball

Initial Design

After some planning and beginning to physically build Pin-8-Ball, there were some elements of my original plan that I realized I was going to have to change.

Firstly, in order to make the playfield really look like a pool table, I decided that I’d have to decrease its size and build 3-dimensional walls to place inside of it. This also meant that the ball would have to be spit out of the walls somewhere on the board. I was a little bit worried about making the choice to make the playfield smaller, but I decided to commit to it with hopes that it’d make the eventual final game much more immersive.

After making the playfield smaller, I also realized that I’d have to decrease the amount of bumpers on the playfield. It was already too crowded to begin with, so I decided to decrease the amount of bumpers that would be on the playfield from 15 to 7. This left the game having 3 solid bumpers, 3 striped bumpers, and 1 8 ball bumper. I chose to use billiards number 1, 4, and 7 for the solid bumpers and 9, 12, and 15 for the striped bumpers. I decided upon these ones because they were at even intervals from each other, but they did not have any real significance in accordance with Pin-8-Ball.

Finally, I decided to try and clarify the rules a bit while writing them down on paper. In doing this, I added actual score values, determined what would happen if the ball fell to the bottom of the board, and started referring to the ball’s “identity” as its “type”. It was at this point that I also changed the name of the game from “Pinbilliards” to “Pin-8-Ball“. I decided to change the name because I thought that it both sounded better and would make game’s the theme more obvious.

The prototype’s rule card reads as follows:

  • Your ball changes as you play!
    • It starts as the cue ball
    • It transforms on contact with a bumper into whatever kind of ball it is labelled with
  • You will have a ball type – stripes or solids
    • This is determined by the first bumper you hit that isn’t the 8 ball
    • Solids: 1, 4, 7; Stripes: 9, 12, 15
  • Score is determined by what type your ball is when it goes into a hole

At the bottom of the rule card, I made a small table that listed what happened depending on the player’s ball’s type when it went into a hole:

Matches your type: +100, shoot again
Does not match your type: -50, shoot again
8 ball: Double your score, end game
Cue ball: End game
Ball falls to bottom of board: -50, shoot again

Playtest Results

After playtesting, the I learned that Pin-8-Ball needed some work to be done. Although there was positive reception regarding the theming of the game, the playertesters struggled both with actually playing the game and with understanding the rules.

A lot of the playtesters reported that their ball would go into the holes on the playboard way too easily, making it so that they didn’t actually get an opportunity to play the game much. Some also noted that it would immediately hit the 9 bumper a lot of the time, and there were a lot of reports of the ball getting stuck on either the 4 or 12 bumpers. There were also some low ratings on the clarity of the rules as well, and according to one playtester, they did not convey how the 8 ball works well enough. On top of this, some playtesters were questioning if the numbers on the bumpers had any significance.

Final Design

Using the feedback I received, I started work on making changes to Pin-8-Ball while also giving it a presentable appearance.

In order to make the game more playable, I added 4 more bumpers (2 solid, 2 striped) to the playfield, particularly around some of the holes. This increased the bumper count from 7 to 11. I also moved the ones that were causing the ball to get stuck and applied pins to the playboard in other areas where it could get stuck.

I decided to try and make the rules more clear by writing a newly reworded card in addition to a separate one that contains the scoring information. I also made a small change to the rules, that being that the player now chooses whether their type is solids or stripes prior to starting their game. The final rules card reads:

  • Before you play: Pick SOLIDS or STRIPES
  • Your ball will represent the different billiards found in 8-ball! It will change what it represents to the type of the last bumper that it hit.
  • Immediately after launch, your ball is the cue ball.
  • There are 3 types of bumpers: SOLIDS, STRIPES, and 8-BALL.
  • When your ball goes into a hole, the game will be affected based on what your ball’s type was. Try to pocket it when it’s your chosen type.
  • Refer to the SCORING GUIDE after pocketing a ball.

The new scoring guide reads:

BALL TYPEEFFECT ON GAME
Your type+100 score; shoot again
Not your type-50 score; shoot again
Cue ballNo effect on score; end game
8-ballDouble your score; end game

The scoring guide also has a note at the bottom regarding the ball falling to the bottom of the board, which reads: “If your ball goes out of play by falling to the bottom of the board, subtract 50 from your score and shoot again, regardless of type.”

Visually, I was planning on changing the game a lot.

One of the visual upgrades that I made to the game was that I painted the bumpers to look like the billiards that they represent. During the process of painting them, I decided not to give any of them, except the 8 ball, their respective numbers in order to avoid the confusion regarding their significance that was noted during the playtest. Solid bumpers were painted with solid colors with a white circle on top, while striped bumpers were painted with white stripes on their tops and bottoms in addition to the base color and white circle. The 8 ball was painted like a black solid bumper, but I also wrote an “8” on its white circle.

Another visual change that I made was that I gave the playfield a complete makeover. Using a combination of tape, construction paper, and paint, I made the entire playfield green, just like a typical pool table. Additionally, I gave the walls a paint job so that they’d represent the edges of a pool table and painted the flippers to look like pool cues.

Finally, some minor visual changes that I also made include the addition of a header for the game so that it could be displayed and identified more easily and decoration for the rules cards.

Moving Forward With Visual Pinball

Looking ahead at developing a visual version of Pin-8-Ball, I don’t think that I’ll have to make many changes to the game in general. I think that the theme and rules can be executed even better in a digital environment, so I want to proceed with making a virtual version of Pin-8-Ball by sticking with most of what’s included in the physical version. Because of this, I only plan to change a few things.

One change that I am going to make regards tracking the most previous bumper hit. One of the biggest concerns that playtesters had with Pin-8-Ball was how difficult it was to keep track of what the last bumper that they hit was. In Visual Pinball, I plan to include a backboard in the game which will automatically track and display this for players.

I also might have to change the position of the bumpers on the playfield while translating Pin-8-Ball to a digital environment. The bumpers that exist in the physical version of Pin-8-Ball aren’t super bouncy because they are made out of cardboard, so I imagine that having bouncy bumpers in the digital version can potentially change up how the game plays and feels. Because of this, I plan to do a lot of testing with both bumper positions and how bouncy they are while building the virtual game.

Final Thoughts

After executing a second playtest, I learned that a lot of players enjoyed the changes that I made, particularly the visual overhaul. There were a few lasting issues, and some new, such as continued difficulty understanding the rules, new spots where the ball can get stuck, and it being a bit difficult to actually pocket the ball while it is the cue ball or 8 ball to end the game, but I feel as though the final version is a major improvement in comparison to the prototype.

This was a fun project to work on, and I had a great time building it. Just like with my bagatelle game, Skitelle, I am happy to say that I’m proud of my creation!

Pepperland Pinball – Pinbox Pinball

Initial Design

My “Pepperland Pinball” machine is inspired by my favorite childhood movie, Yellow Submarine. I was (and still am) a HUGE Beatles fan, ever since my parents played me my first Beatles CD when I was ~3 years old. In middle school, I found a VHS tape of Yellow Submarine at the local thrift store and I was hooked– I watched it religiously after school and I used to keep a tally of how many times I had seen it.

So, I decided to pay tribute to one of my favorite films through my pinball machine.

My design includes locations from the film (like the Sea of Holes and Pepperland), The Beatles in the middle of the machine, and the chief Blue Meanie at the bottom of the machine, menacingly reaching up the playfield. All of the artwork is either adapted from the Yellow Submarine graphic novel (Thank you Professor Jacobs for lending me your copy!) or the film itself.

For 3D elements, I planned on having a ramp connected to a wire spiral on the upper righthand side of the playfield that spirals down “around” a 3D printed yellow submarine and bumpers inspired by the movie’s abstract foliage.

Design Iteration

I started by making a sketched version of the artwork for the playfield and created the 3D elements like the spiral ramp to test where it made the game feel the most fun.

I created the ramp for the spiral out of cardboard, then made the spiral itself out of foam after making a cardboard mockup version. I wanted to make the spiral down out of wire/metal instead of a flat ramp with rails, but it wasn’t holding the shape properly. To keep the marble from flying off the ramp, I added rails out of paper shopping bag handles.

Due to physical limitations, I ended up having the ramp release the pinball behind the spiral rather than to the left of it.

At the same time, I worked on creating the final version of the background used for the playfield (The Blue Meanie’s ears on the cap are part of the 3D triangles to direct the ball toward the flippers). The lighting is different in all three photos, but this shows the progression on the artwork as I was working.

Playtesting and Changes

In contrast with my Bagatelle Wizard Machine, I did not have it ready in time for proper playtesting. I presented a functional version of the machine without the aesthetics completed.

The main feedback that I received was the triangles that guide the ball toward the flippers were too close together (causing the ball to go down the center) and that there were technical difficulties with the spiral (ball would get stuck behind it, ball would get stuck on the ramp, needs another layer of rails in some places). I plan on fixing these as soon as possible, and the playtesters gave me some ideas on how to fix the ramp which I appreciate.

Post-Playtest to Final Version

Due to time, the solutions I tried with the spiral ramp simply were not working, so here’s the last picture of the machine with the full spiral ramp.

Due to the spiral ramp not working, I ended up having to trim it in order for the ball to be able to make it up the ramp, and not get stuck behind the machine. Instead of releasing the ball behind the ramp, it sends the ball to the “Sea of Holes” in the upper left-hand corner of the playfied.

I added two “bumpers” using straightpins and cardboard circles, as well as two sets of thumbtacks with rubber bands. I also added the design of the flying glove to the curved backboard.

Future Digital Design Version:

I am planning on recreating a lot of the design from the analog to the digital version, with some changes due to the capacity to program the machine. For example, my stretch goal is having a “march of the meanies” minigame where targets pop up out of the ground of the machine, and you have to hit them all to score a large bonus.

For other changes, I’m planning on using a “wire” spiral instead of a ramp as initially intended, and add sound effects from the film.

Dungeon Delver Pinball

Initial Design Ideas:

While building the body of the Pinbox 3000, I saw all of the classic fantasy decorations on the side of the frames and knew I wanted to use them for my machine. My initial idea was to have the player take on the role of a wizard casting a spell to try and hit various targets, but that did not come across in the initial build. I struggled to think of what I could build out of just cardboard and in a limited amount of time, so I settled on some classic pinball elements: spinners, bumpers and targets. The pieces from the Pinbox 3000 kit proved to lend themselves well to these kinds of components. The knight and skeleton are tall pieces that make good targets, the unicorn and octopus are wide and shorter to make good spinners, and the other pieces are small enough to make good bumper tops. 

The general idea was to place the elements around the playboard so that the ball could ricochet between a few before rolling down to the bumpers. I originally planned to section off the unicorn spinner such that the ball would have to roll into it from above, but I mismeasured my playfield cover, which I used to position the other playfield elements. I decided to angle the knight and skeleton targets slightly so that the player could more easily see them. I added an angled stand to the underside of each to create this effect. The bumpers were made of cardboard tubes with an image glued on top and a couple of rubber bands wrapped around the bottom.

The rules are incredibly simple. The player gets five balls and tries to keep them alive while hitting targets to score points.

Iterations and Player Feedback:

The initial build had a lot of smaller problems that quickly added up. First and foremost, none of the players were able to pick up on the theme. I made the quickest fix possible by changing the theme from a wizard shooting spells to the player sending heroes into a dungeon. There were also issues with the scoring instruction formatting, namely the lack of rhyme or reason to the order of objects. I had ordered them by element type (bumper, spinner, target), but the players preferred having them organized from left to right, top to bottom. 

The players did like how each element felt very tactile and satisfying to hit, with the unicorn spinner being the overall favorite. The targets and bumpers both had their issues. The angle on the targets was too low, making them more like ramps. Several players launched the ball out of the playfield after hitting these targets. The teaching assistant suggested that I put a sheet of plexiglass over the playfield to prevent this. However, I cannot afford that and I only had two days to make improvements, so I used cardboard to boost the targets forwards a little. The bumpers were initially not very bouncy. They were not secured very well and did not have enough rubber bands. Now they are attached to the playboard with a thumbtack through the bottom and have between six and eight rubber bands apiece to increase the bounce potential.

Moving to the Virtual Version:

The main thing I want to add in the virtual version of this machine is more complexity. Right now, it is the most basic a pinball machine could be: it has flippers and things to hit. I would like to have a machine that has other features that players expect, like a multiball or some kind of score multiplier. I think some kind of combo of hitting pieces could trigger the multiball.

I would also like to find a way to make the knight and skeleton targets more interesting. Currently, they are the most static pieces in the prototype. I would like to add some sort of movement, either horizontal or a pop-up, that makes them more engaging.

I would also like to add some sort of ramp or rail. I find them to be very satisfying elements of pinball games, but I was not brave enough to make one out of cardboard or try to figure out the physics to get one working on a physical board. I also want to add a kicker, possibly behind the octopus spinner, to add a bit more variety to the game. 

I am excited about a few physical quality of life features offered by Virtual Pinball, such as score tracking and the gate on the ball release. I could also add a gate to the unicorn spinner corral to keep the ball out unless it enters from above. Also, having true bumpers will be very helpful in making the game feel more like pinball.

Lastly, as a challenge, I want to try and add more for my theme. In my instructions, I say that the balls are all heroes. I think it would be interesting if each ball had something unique about it that would change the game slightly as it progressed. For example, the final ball might be a “healer” who can restore one other ball if the player completes a challenge, or a “thief” that scores extra points from “treasure” elements. However, this is a stretch goal that will depend on other projects that I also need to work on.

Image Citations:

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/ 

Basket-telle

When I was thinking about what I could design and theme my bagatelle around, I thought about how I would track score, and what seemed the most intuitive option was using buckets. This reminded me of a game I played a lot as a kid, which was a very bagatelle-like game, with buckets and a spring to try and line up the balls into all the buckets. Jungle Safari inspiration shown below:

But also the buckets made me think of basketball, and I decided to go with that theme for the bagatelle. I wanted to emulate the different types of shots in basketball, like bank shots, swish, free throw, and the pocket. The different variety of basketball shot types was my guiding point for the different types of point scoring. 

In my final design, I added to the basketball thematics by laying out the basketball key and labels. I made the swish bucket too short, so that if you just ride the rim it will overshoot and airball, simulating the precision needed for a swish in basketball. In my testing, Air ball is by far the most likely shot that players get, so I adjusted my rules to give players more balls. I initially had players have 3 balls, cause I only had 3 marbles, but too few players would make any baskets. Now, through my own testing, I found that the bagatelle is fairly consistent with practice on it. I was able to pretty consistently make some kind of basket for each shot, although the learning curve takes a good couple games. Most new players would get 5 out of 6 balls as Air balls, but with repeated practice they were able to get on average 3 balls in per play. 

In the final design, I was happy with how it felt super similaiar to playing Jungle Safari, with a lot of skill expression being in the force of the marble shooter. The bank shot acted as a good mechanism to weed out the too weak shots, and the air ball punished the too strong shots, so the game required a lot of precision. The pins were mostly left the same, with only minor placement adjustments for spacing. The pins were really bouncy and it added a lot of pachinko-like randomness when the ball went down the center. There also were more niche strategies that players found during playtesting, with trying to bounce the ball off the shooter mechanism to bunt it into the dunk, which was a fun low percentage shot.

Overall, I am happy with how Basket-telle turned out. Some adjustments I could still make on it would be to round out the shooting lane. The little bump at the top was too inconstant on your initial shot, and I saw other students use tape to smooth that out and have a more consistent and smooth curve to their shot.

Pinbox Bagatelle – Magitelle

Initial Sketch and Idea

My design remained mostly true to my initial sketch. There were a few scoring changes from the initial plan, but the biggest change was that when you got the ball into the middle cup, the one that the hidden ball in a cups and ball routine would be in, the player would get an extra ball. This small, on a whim change had big ramifications for how the bagatelle would be played.

Side-by-side comparison

Changes

One idea that I stuck with the entire time was that if got two balls in different card slots that matched suits, you would get 10 bonus points. But when I added the extra ball, I realized that not rewarding any points for landing in that slot would make the extra ball reward worthless. It may as well have not been there. So, I made the extra ball reward 15 points as well. This meant that the new meta was to try to get infinite extra balls for infinite extra points. Although there is no upper limit to Magitelle’s score, the highest score a player was able to achieve was around 80 (disappointingly low compared to infinity).

Another interesting thing about the meta is that because of the pin on the Jack of Diamonds on the very right, it is possible to shoot with such little power that the ball would stop at the Jack of Diamonds, but it was also possible to shoot with enough power to have the ball stay along the right wall, and then come down and bounce over the Jack of Diamonds into the Queen of Clubs. That meant if your first ball missed the extra ball and landed in the other Queen of Clubs or the King of Diamonds, a player could purposely try to match the suit for guaranteed bonus points instead of trying thier luck at getting the extra ball.

Scoring at the bottom, players can jump the Jack of Diamonds.

User Reactions

The feedback I got was mostly positive, although there were a few points of possible improvement mentioned. Firstly, a playtester wrote that it is hard to see the suit of a card when a ball lands in that slot. Someone else wrote that the rules don’t clarify if you should remove a ball when it lands on the board. Both of these would be simply fixed with clarification on the instructions that once a ball lands you add its score and remove it.

A bigger issue with my game that I discovered through feedback was that the ball got stuck on the launcher very often. For some reason with the way I assembled my pinbox, if the ball bounced onto the launcher it would stay there. I knew this would happen when I played it, but I was easily able to just relaunch the ball by pulling back on the plunger and releasing, but players didn’t know if that was a legal move they should do. While I could have explained that in the rules, I instead tried to mess with my launcher to stop the problem of it getting stuck, but I was unable to stop it. Another issue was that the pins used to stop the ball would sometimes dig too deep into the cardboard and lose effectiveness. This was really only an issue with the pin in the top right of the box that the ball would bounce off of off the launch. Although I could lift it back myself, after repeated hits from the ball, the pin would always sink down. In hindsight, I could have hot-glued the pin at the correct height, but that thought did not occur to me while making improvements between playtests.

Despite these small issues, I received a high rating for theme execution, info/clarity, and playability, which I would call a huge success!

That is the journey I took with my Magitelle Bagotelle!