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 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.

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.

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.