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/ 

The Gilded Age Bagatelle

Evan Fankhauser

Initial Design Ideas:

I designed a bagatelle inspired by the Gilded Age of the USA (around 1865-1902). It was a time period where a lot of wealth was consolidated in a few corporate monopolies in key industries such as oil, railroads, banking and steel. Due to these monopolies, leading to a few recessions and market crashes. From there, I designed a game where the player tries to accumulate as many points as they can without causing a market crash of their own. I felt that this theme and gameplay loop fit the gambling roots of bagatelle boards in America.

As for the playboard, I thought that a giant dollar sign made out of pins would be an effective and thematic centerpiece. My original idea was to have more dollar signs to redirect the ball, but they ended up taking up too much space. I placed the primary “Market Crash” section at the bottom of the machine, where the ball falls out of play. I added two more “Market Crash” catchers down the sides and angled them so the ball had a decent chance to roll out, helping to drive suspense and engagement. As for scoring sections, I placed six towards the bottom of the playfield, two up top, and two with the highest point values inside the main dollar sign. The highest point sections were quite literally “in the money”. For the scoring section on the top and bottom, I assigned points based on where the ball tended to land most often during my initial testing.

Changes and Iterations:

In the end, the general shape of the playboard stayed the same. Some of the pins were adjusted slightly to ensure that the balls could not get stuck anywhere that did not score points or cause a “Market Crash”. The walls in the back corner were changed from straight to curved to direct the ball more subtly. A small curved wall was added at the end of the ball launching track to help guide the ball towards the center of the playboard. The rules were updated slightly to tell players to remove balls once they landed in a scoring section. Otherwise the balls prevented other balls from being scored.

Playtest Feedback:

Overall, players seemed to like the game. They reported that the theme was well executed and most remarked that they liked the giant dollar sign in the center. There are still a few spots where the balls can get stuck, and I also noticed that the green marble is a little larger than the other two, so I may need to check each space with that one. A few players lamented that it was too easy to hit “Market Crash” and that they wanted to be able to play a bit more and get more points before losing. One player suggested adding more decoration, which I agree with. Despite all the critique, I think The Gilded Age bagatelle was a success, considering the materials and time I had to work with.