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  • Pinball News - First and Free
    animations including progress displays One of the progress displays click to expand The progress display shows Gandalf top left Bilbo top right Thorin bottom left while bottom right we have one of the key scenes from the first movie An Unexpected Journey A second screen keeps the same three main characters but uses scenes from The Desolation of Smaug A progress display from the second movie click to expand Finally we can see The Hobbit s version of the press start animation first used in The Wizard of Oz The press start display click to expand You can watch the whole video here Finally here s the full announcement from Jersey Jack Pinball Greetings Pinball Fans Today we are excited to reveal the lower portion of an early Hobbit Pinball Whitewood We wanted to show this photo to give some flavor to what the playfield space will look like No real inserts artwork or upper shot with ramps are shown yet In the next couple of weeks we will reveal most of that and show a flipping whitewood In as much as this raises more questions and excitement it goes along the line of showing some of our product development which has helped build JJP s loyal fan base I m getting very excited to see how The Hobbit is coming together said Jack Guarnieri There are some very cool elements of the game including some things that have not been done before so this game will be another full featured action packed game from JJP I m looking forward to showing off a shooting playfield in the coming weeks Unlike The Wizard of Oz where everyone knew the story line and characters The Hobbit has had many closely guarded secrets including what Smaug looked like Thankfully our Design Team

    Original URL path: http://www.pinballnews.com/games/hobbit/index8.html (2016-04-27)
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  • Pinball News - First and Free
    run and give reassurance to pre orderers of JJP s second title The Hobbit Undoubtedly this will lead to some changes at Jersey Jack Pinball as efficiency savings are found and workflows streamlined and we ll be sure to bring them to you as they are announced Here s how JJP announced the deal Lakewood New Jersey January 15 2014 Jersey Jack Pinball Inc the industry leading designer and manufacturer of premium no compromise pinball machines announces that they have entered into an equity partnership with the investment arm of JDA The founding group of JDA has a proven track record of success and generated over 40 million dollars for their shareholders in their last transaction This partnership will now enable Jersey Jack Pinball Inc to have the resources to fund multiple game platforms expand into related technologies and markets and to provide a catalyst for growth It further provides Jersey Jack Pinball Inc with deeper management and financial resources We are very excited to combine the strengths of these two dynamic organizations The expanded talent experience and financial strength that this brings will enhance the future products we are able to build and add to the enjoyment of our player base said Jack Guarnieri Jersey Jack Pinball Inc Founder The principals at JDA are true pinball enthusiasts as well and personally own over 40 pinball machines including Jersey Jack Pinball Inc world renowned The Wizard of Oz Pinball Machine About Jersey Jack Pinball Inc Jersey Jack Pinball Inc was founded in 2011 with a passion to build premium no compromise pinball machines Games built with passion and games that are fun to play which will become treasured for years to come The first game that Jersey Jack Pinball Inc is building is The Wizard of Oz Pinball Machine The

    Original URL path: http://www.pinballnews.com/news/jjp-investors.html (2016-04-27)
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  • Pinball News - First and Free
    which both supports and locks in the LED The slingshot s LED flasher The wireform at the end of the left ramp is bolted to the top of the slingshot using pretty standard hardware but there is also a novel use of a P clip to presumably avoid a potential ball trap Strange place to find a P clip Because it features a kickback mechanism and a directional outer flat rail the width of the left outlane is not user adjustable The top of the left outlane Just above the left outlane are two Shields standup targets which together relight the Rescue insert and so enable the kickback The two Shields standup targets As usual each target has an insert in front which lights up when the target is hit and lighting both extinguishes them so you can do it again A little further up the playfield we find the game s first major shot the eject hole The eject hole lane The eject hole is used for virtual locks when building towards Klingon Multiball and also starts modes when the Mission Start insert is lit The eject mechanism is an unusual one and one whose operation changed from the initial design and promotional material which promised a 2 way Deflector ball eject VUK with wireform tube This was intended to kick the ball up onto the side ramp and round to the upper flipper but apparently proved too unreliable However the 2 way nature of the eject remains thanks to a rotating ball deflector In its normal position a ball is ejected out the front just like any regular saucer The left eject hole in its regular state If the deflector is activated though it rotates clockwise by 90 degrees to move out of the way turning the eject into a vertical up kicker VUK The left eject hole with the deflector rotated out of the way The ball is then kicked upwards and around a web slinger ball guide just like the one at Hobbiton in The Lord of the Rings which deposits it on the left ramp s wireform for a quick trip down to the left inlane A black rubber pad beneath the wireform helps absorb the ball s energy as it lands The alternative path from the left eject hole It s a shame the original design didn t work since there s now not much to choose between the two exit methods with both returning the ball to the left flipper Anyway on the right side of the eject hole lane is the first of six red rectangular Matter standup targets The first of six These are the targets you accidentally hit when you re trying for one of the major shots but they are useful in their own right too as they light the Black Hole standup for random and helper awards And so on to our next major shot and we come to the left orbit lane Like the eject hole the left orbit is identified as a major shot by a Starfleet emblem shaped insert and an arrowhead Enterprise one The first two major shots The emblem inserts are used to indicate the required shots during the current mode while the Enterprise ones show when a shot is available for a combo is a super skill shot or has a scoring multiplier running Mounted over the entrance to the left orbit is the games only spinner The spinner over the left orbit lane Unlike the vast majority of spinners on modern Stern games this one doesn t feature different images on each side which are supposed to look like they are animating flip book style but don t For a change Star Trek uses a holographic pattern which works in conjunction with a bright white flasher LED under a clear rectangular insert to produce a very effective high intensity flash with each spin The spinner flasher Other than the flasher the orbit lane is pretty conventional feeding round to the right orbit lane unless a controlled gate at the top of the game stops the ball The controlled gate which can stop left orbit lane shots Whether this controlled gate allows the ball to pass beneath it or blocks the ball depends on which modes or features are currently running The switch to sense a successful shot to the left orbit lane is only part way up meaning the ball doesn t have to travel all the way to the top to register although the right orbit switch also needs to be triggered to record a full orbit for combo purposes The left orbit switch Running along the outer edge of the left orbit are three more standup targets which are usually lit green by the LEDs under their corresponding inserts The Lock standup targets These targets are used to light locks for Klingon Multiball with all three needed to light each lock on default settings Because they run vertically up the playfield they cannot be hit directly from the left flipper The right flipper can certainly hit them although precision is much harder but they are really designed to be shot from the game s upper flipper which they face Elevated ominously above the Lock targets is one of the game s two asteroids The left Asteroid These are absent on the Pro but fitted to the Premium and LE models They look better than suggested by the initial photographs which led to comparrisons with baked potatoes wrapped in foil complete with a sour cream and chive topping Some people thought the asteroids were motorised and would turn but their main purpose of housing additional flasher LEDs ruled that out The back of the left asteroid If you ve been keeping count you ll know that we ve reached a total of nine LED flashers so far and we re not finished yet A little further up the playfield from the Lock targets sits the first of Star Trek s three ramps the Warp ramp The Warp ramp This is the more unusual of the three as it combines the upper level looping of No Fear with the main playfield level inner orbit from Getaway Although the ramp shot from the upper flipper takes the ball above the playfield by the time it has returned the flipper for a repeat shot at the ramp the ball is back at the main playfield level The ramp has a large WARP decal attached to the bottom surface and a holographic patterned decal covering much of the left wall These combine to make the ramp stand out as a discrete shot much more than a clear ramp would The entrance to the Warp ramp Metals posts fitted with black rubber rings guard the Warp ramp s entrance and they certainly receive a battering The ramp is easily missed and these posts take the brunt of those failures The plastic ramp is also protected by elongated steel side pieces although the left one in particular has its work cut out having to deal with multiple fast and wayward shots from the upper flipper Sitting over the Warp ramp is another Starfleet emblem this time on a rectangular mirrored plastic with added backlighting The Starfleet emblem over the Warp ramp This is more than just a decoration The emblem equates to an emblem insert on the playfield having the same RGB lighting and making the Warp ramp another of the game s major shots while the red LED at the bottom is the ramp s Enterprise arrowhead insert An illuminating view of the RGB LED A completed shot to the Warp ramp is detected by a pair of optos near the top of the incline The optos to register the Warp ramp Once the ball passes under the emblem sign it continues along the ramp and disappears briefly behind the back panel before re emerging and dropping off the ramp into the right orbit lane The Warp ramp disappears into the back panel and travels behind the back panel and re emerges highlighted in red under the right ramp As the ball rolls off the end of the Warp ramp it enters the right orbit lane and feeds the upper flipper albeit at some speed for a repeat shot at the Warp ramp Moving on to the next major shot we come to the left ramp the entrance to which features the next two rectangular Matter standups The entrance to the left ramp The ramp has an initial incline but quickly levels out where the Alpha Quadrant decal ends before it heads into a near 180 degree hairpin bend passing under the Warp ramp The left ramp This makes the ramp appear to behave rather strangely almost defying gravity as the ball continues up the ramp seemingly without any momentum An opto sensor near the top of the incline registers the ball entering the ramp and another at the top of the curve tells the game the shot was successful The curve at the top of the left ramp From here the clear plastic gives way to a steel wireform which runs down the left side of the playfield gives a little wiggle as it passes the eject saucer and ends at the left inlane The lower part of the left ramp As the ball reaches the left flipper it can be shot backhand up the left ramp again just like the Rock n Roll Train ramp in AC DC Next we come to the main toy in Star Trek the USS Vengeance The USS Vengeance This next major shot consists of two parts the ship itself which lights up thanks to LEDs in the warp drives and above the bridge and has some degree of animation and the mechanisms in the centre lane below which interact with the ball In all three versions of the game the ship shakes and rocks as the targets below are hit by the ball or a photon torpedo is fired by the player The USS Vengeance model is mounted on a large base which includes another flasher LED and a shaker solenoid When fired this solenoid hits the ship s mounting which sits on a spring allowing it to wobble The Vengeance sits atop a sping On the Pro that s as far as it goes but on the Premium and LE models the ship can also pivot so it appears to crash into the playfield The USS Vengeance in its normal position The crashed ship In truth the crash effect is less impressive than it originally appeared in the promotional material The ship never tilts forward enough for the ball to hit it so it remains purely decorative It also sits on top of a pretty large and hefty mechanism although this should at least provide some solidity to the device The USS Vengeance mechanism So the best action takes place in the lane below the ship The Vengeance lane The top two inserts show this is another major shot and can be multiplied in value while the lower two are self explanatory They all point at the Vengeance lane which contains three devices a drop target a magnet and a kicker solenoid The Vengeance drop target The game s sole drop target lives here and it is used to both block the ball s entry into the lane and trap the ball within it The drop target is fully controllable thanks to the two solenoids below which allow it to be both raised and dropped by the game When the target has been hit enough times it stays down and the other features are available The Vengeance lane Behind the drop target is a magnet which can grab the ball after which the drop target is reset and then release it so it locks behind the now raised drop target The final feature in the Vengeance lane is the kicker solenoid located at the far end The kicker at the end of the Vengeance lane Like the Raptor kicker in Jurassic Park or War Machine in Iron Man this rapidly fires the ball back at the player when the magnet and drop target are not working together to lock it There are two opto beams in the Vengeance lane The first sits just behind the drop target and is used to confirm a locked ball has settled comfortably A second opto beam runs across the magnet s exposed core to both confirm the ball has been grabbed and to activate the kicker when the magnet is not stopping it Two metal posts on either side of the Vengeance lane feature the same small black rubber rings as the two protecting the side ramp These take a lot of hits and appear to wear and split fairly rapidly so owners by want to try something a little more substantial such as a post sleeve instead Tucked in to the right of the Vengeance lane is our next shot which is neither black nor a hole The Black Hole target However this black hole is one you ll want to head towards because whereas a real Black Hole draws in everything and reduces it to a single point this one gives out things including lots of points To get them you ll need to hit all six standup targets with a small orange lit round insert in front of which the Black Hole target is one We ve previously encountered three of these Matter targets on the left side of the playfield and the final two stand either side of the right ramp When all six have been hit and their inserts lit the triangular insert in front of the Black Hole target lights up to indicate a semi random mystery award is available This is most useful in multiball where it will normally add a ball to the melee the first time the award is collected Unlike Metallica at the time of writing this does have a decent range of awards including points bonus multiplier increases and holds and extra balls So those standup targets really can Matter sorry Continuing around the playfield the right ramp is our next feature and the next major shot The right ramp The usual two inserts point the way up the ramp which mirrors the left ramp by featuring an initial incline followed by a 180 degree turn and a wireform which ends at the inlane While the left ramp is the Alpha Quadrant this is the Beta Quadrant harking back to Star Trek The Next Generation where the left and right ramps were similarly named Those final two Matter targets guard the entrance to the ramp to pick up any wayward shots and send them straight back to you Two more Matter targets Poised precariously above the ramp is the second asteroid which also serves to hide an LED flasher directed at the USS Vengeance Asteroids dead ahead Beware of flashing asteroids As we saw before the hairpin bend at the top of the right ramp is also the point where the Warp ramp re emerges from behind the backboard The top of the right ramp Overall Stern have been careful to hide the wiring as much as possible by encasing it in black heat shrink tubing and using clear plastic on opto cables so they blend it with the clear ramps This has to be commended but one or two examples slip through the net such as the flasher above which are notable because so little else is The right ramp s incline has a tendency to launch fast balls off the ramp so the whole top area is covered with clear plastic which will make cleaning the ramp a little trickier Two pairs of optos sense the ball s travels up the ramp One pair is at the top of the initial incline with the second pair visible in the pictures above and below just before the plastic ramp turns into a metal wireform Plastic turns into metal The right ramp continues straight down the right side of the playfield before turning left to feed the right inlane The right ramp Just before the bend the wireform passes under a small inanimate model of the USS Enterprise Although this is the Enterprise Limited Collector s Edition the Vengeance is the star of the show However the Enterprise does put in this appearance and has just as many on board LEDs as its foe The USS Enterprise Premium and LE only To the right of the right ramp is the right orbit lane which unsurprisingly is the opposite end of the left orbit lane The right orbit lane Equally unsurprisingly it is the sixth and final major shot in the game and it leads up to the top of the playfield There is a reasonably long lead in flat rail to guide the ball into the lane making it an easier shot than it could otherwise be When the ball is shot up the right orbit and reaches the top of the playfield it may be allowed to flow into the left orbit lane and back to the flippers or a second controlled gate behind the Vengeance mechanism could intervene to stop it The second control gate in the orbit lane If the ball is stopped it drops through one of three rollover lanes each marked with one word from BEAM ME UP The Beam Me Up rollover lanes These three multi colour inserts are independent of the inlane outlanes so only need three switch activations to complete The lanes are brightly illuminated by four white LEDs inside the blue lane guides Above the top rollover lanes is the game s back panel which features a space pattern with a dual layer plastic which looks a little like a Dikironium cloud Star Trek s back panel The game uses seven LEDs to illuminate the back of the game four

    Original URL path: http://www.pinballnews.com/games/startrek/index4.html (2016-04-27)
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  • Pinball News - First and Free
    He thought is would be a good idea to improve the play facilities the children and their families were able to enjoy at the hospital with the addition of a pinball machine PinballSTAR Amusements are distributors for Jersey Jack Pinball and Joe thought The Wizard of Oz would be an ideal theme for the hospital s play area So he started a donation fund to buy a The Wizard of Oz machine taking a percentage from his company s machine sales as well as tournament entry fees from The Wizard of Oz competitions he ran at pinball shows he attended and sales of T shirts and posters To help the project along Jersey Jack Pinball donated tournament prizes and made a machine available at a special discounted price At the start of last month Joe was able to announce the funding goal had been reached and the pinball machine would be donated to the children s hospital in time for Christmas At a ceremony on 17th December 2013 Joe was joined by local pinball enthusiasts tournament organisers and collectors to see the donated The Wizard of Oz set up in the play area and enjoyed by the hospital s patients The ribbon is cut on the donated pinball machine The children get to enjoy the new pinball More playtime at the St Christopher s Following the machine s installation at St Christopher s the manager of the Child Life Department Ben Broxterman said Kids are just attracted to it when they walk in every time the room is open someone is playing We even get a lot of kids playing with and against each other It truly has been great to watch the kids interact around the machine Some of the kids who have played it before have been giving

    Original URL path: http://www.pinballnews.com/news/wozdonation.html (2016-04-27)
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  • Pinball News - First and Free
    designed game to market They have opened orders and say they are starting production of America s Most Haunted with 25 Founders Edition games for those who expressed an early interest in buying America s Most Haunted flyer The price has been set at 6 250 with a 500 reduction for original applicants whose games will also feature a numbered plaque The team are offering a choice of cabinet and backglass artwork from the two designs available They even say the first games could be ready at the start of January 2014 Meanwhile the second Spooky Pinball manufactured game Pinball Zombies from Beyond the Grave is also coming along although America s Most Haunted is taking precedence at the moment and it s been a while since any updates were sent out Pinball Zombies from Beyond the Grave s translite After so many years with just one pinball manufacturer it s amazing how many games are being brought to production but of course we re far from finished In fact we re barely half way through Multimorphic have had a busy year too developing both the hardware for their P 3 pinball platform as well as creating two custom themed games the Dennis Nordman designed Lexy Lightspeed Galaxy Girl and Cosmic Cart Racing The Cosmic Cart Racing translite A whole new cabinet design and playfield mounting system makes the game more modular than ever and together with the exchangeable upper playfield opens the door for external developers to create their own games using the P 3 platform Meanwhile one of Multimorphic s other products the P ROC pinball controller became even more popular as a means of both developing new games and modifying existing ones We already mentioned Dutch Pinball and their plans for The Big Lebowski in 2015 but 2013 was the year they made their Bride of Pinbot 2 0 dot matrix conversion available to buy in kit form Bride of Pinbot 2 0 Pre orders for the conversion kit which includes a P ROC board a mini PC to run the game software a new speaker panel and all the cables but not the display itself were open at a cost of 995 but have temporarily been closed pending licensing agreements Another conversion with a P ROC at its heart is The Matrix by Pinnovating Like Bride of Pinbot 2 0 The Matrix made its way to Pinball Expo as part of the Multimorphic display This converted Johnny Mnemonic was actually a second The Matrix machine which was bought at Expo by a collector in California There s no suggestion yet that The Matrix will be mass produced There might be hope of one of Dennis van de Pass s earlier P ROC conversions becoming a little more widespread though So if you are interested in getting Demolition Man on Steroids contact the Pinnovating guys Demolition Man on Steroids Our penultimate port of call in this round up of new games takes us to the Chicago studio of John Popadiuk Jr and his three projects Magic Girl Retro Atomic Zombie Adventureland and Alice in Wonderland Magic Girl is the first to be produced and will feature an LCD panel as the game s back panel putting the display in a similar position to Cirqus Voltaire but larger full colour and nearly the full width of the back panel The back panel display picture 2013 John Popadiuk Exact details of the game are subject to a non disclosure agreement signed by the buyers but the game is not expected to be shipping in the immediate future The game formerly known as Ben Heck s Zombie Adventureland is now called Retro Atomic Zombie Adventureland and is scheduled to be game number two after Magic Girl but information about progress on that too is tightly controlled John has also announced his intention to make an Alice in Wonderland game although that is still at the planning stage with input about the game s features welcomed from prospective buyers Our final new game maker of 2013 lives in Australia and plans to release his game in 2015 Mike Kalinowski owns Homepin a company specialising in new replacement circuit boards for many makes and generations of pinballs and has extensive knowledge of the fabrication of electronic devices in China So it is in China where he plans to produce his games celebrating the 50th anniversary of a legendary TV series Homepin s Thunderbirds game is due in 2015 Thunderbirds Pinball will have a conventional dot matrix display and cabinet design although the control system will be a custom design using embedded microcontrollers One other person with plans to make his own machines is Python Anghelo who longs to make Pinball Circus and has come up with a trilogy of games he plans to get made Although some initial scoping out has taken place it s not believed firm plans have yet been made But we ll keep you informed if we hear any more The Trends LEDs 2013 must surely go down as the year when LED lighting made the leap from premium accessory to mainstream component With nearly everyone now using LED lighting throughout their new pinball designs and even Stern Pinball using LEDs on their base Pro models incandescent lamps appear to have had their day in new games It s not surprising of course LEDs use much less power can be tiny can be grouped together to create multiple colours are more resistant to vibrations last much longer and generate very little heat In those thousands of games designed to use them filament lamps continue to produce the lighting effects the designer intended and often look quirky with LEDs installed but newer games are using surface mount LEDs on small circuit boards in many cases RGB devices which in the long term will limit the market for LEDs produced in bayonet or wedge forms After 2013 hardly any if any new games will need lamp style replacement LEDs We

    Original URL path: http://www.pinballnews.com/comment/2013.html (2016-04-27)
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    they placed four big games such as pool tables This created a sense of spaciousness and increased the dramatic effect of seeing the GnR line up Then they only had to move these 4 big games to the side to magically replace them with all the banquet tables The VIP meal picture by Cyril Z With his assistant Rebecca real magic was then performed by world renowned magician Mr Keller the honoured guest of the festival and a pinball collector as well picture Malizia Communications Attaché LorenZ used to deal in vinyl and have his own music label and production house so he was able to bring this excellent band Reggae Jahzz Attack to rock out ska classics THE FESTIVAL PROGRAMME Several vendors were at the festival One could test out and purchase new Stern games as well as various parts magazines electronics game room furnishings and more Vendors list Bernard Loose Playades Zpeakabonk G8O Panthera E C Flipp Private Game Room Magazine LorenZ Jimmy Flipperled Spinck Pinsound Flip78 DocPinball Pascal Janin and Sulpie who brought some of their foosball tables Vendor Bernard Loose brought seven of Stern s latest offerings some of them right out of the box Hulk LE Metallica Pro Star Trek Pro X Men a custom Avatar a custom Avengers and a custom Tron When I enquired about the absence of AC DC games at the festival Mr Loose said they are so popular he can t keep them in stock Bernard Loose s stand picture Ra 2 Avatar looked great with custom blue powder coating and a blue DMD picture flipmon The workshops and presentations covered restoration techniques and new products How does an EM function by André Roux Quetzal Pinball s Captain Nemo Heighway Pinball s Full Throttle Mask painting by Didier Fruleux Playfield restoration by 2Niro Popop122 and Frank38 Electronics tips latest innovations moderated by Pascal Janin Video pincab building by Hypno74 and Willix Andrew Heighway with Senior Electronics Engineer Romain Fontaine Heighway Pinball showed off their brand new cabinet including a thinner backbox design with better lighting to minimize playfield glare picture Heighway Pinball on Facebook Nicolas Manaud flanked by his brother and associate Timothé Manaud explained how their new PinSound product is an enhanced replacement soundboard with true stereo support enabling easy music and voice call customisation It also adds line out and headphone connectors The PinSound stand picture Cyril Z Antonio Ortuño from Quetzal Pinball shows off a prototype of their boutique pin Captain Nemo to Baron MARTo who helped translate from Spanish to French during the official Quetzal presentation A close up of the Nemo playfield and the embedded LCD The IFPA free to enter tourneys also featured prizes for the top placing woman and child The main contest was conducted on Saturday with around 100 participants The games used were Monster Bash Creature from the Black Lagoon The Simpsons Party Pinball The Wizard of Oz The Addams Family Gold Batman The Dark Knight Twilight Zone The Machine Bride of Pinbot and Goldeneye Main tournament winners from left to right 3rd place Jean Philippe Congnard Eric Rousseau the tourney organizer 1st Place Laurence Boulieu 2nd Alain Boulieu 4th Rémy Luquet picture courtesy of IFPA France The Sunday IFPA contest was a fun event with offbeat set ups The Addams was played with foot controllers the Simpsons with flipper blinders a piece of paper Creech needed reversed hands Monster Bash had a remote control box and Twilight was played sitting down while the playfield lights had been deactivated A unique re imagining of the cash box picture courtesy of IFPA France Sunday winners L R The tourney organizer Eric Rousseau Jeremy Reynaud 2nd Jean Philippe Congnard 1st Christophe Mahieux 3rd Carla Monnier 4th picture courtesy of IFPA France Kids also had their own tourneys on both days in different age categories 3 6 7 9 10 12 150 kids participated and everyone won a diploma The kids pins were set up near the snack bar area Last year they had 3 Mario Mushrooms this year to mix it up they had 4 games on short legs Mario World Cup Soccer Fish Tales and High Speed 2 The Getaway picture Cyril Z The kid in all of us picture Baptiste Hannebicque The snack bar area picture Cyril Z Some thirty busy volunteers helped make the event run smoothly picture Ra 2 Hungry pinballers enjoyed 48 litres worth of crêpes and 2 types of draft beer Belgian Leffe blonde and a Gothic ale by Kronenbourg for just 2 50 or 2 Revellers went through 18 kegs over the weekend picture Cyril Z One of the collectors present Patrick Hardy has sold some of his land to buy more pinball machines Luckily he continues his crusade of making his own Armagnac in the South West of France I will reduce you to French fries THE PINS With 251 pins from which to choose there were quite a few gems to be found It s always fun to see which game is represented the most Besides the 8 Guns N Roses there were 6 World Cup Soccers 4 Medieval Madnesses and thanks to LorenZ bringing 24 of his games an impressive line up of 8 Zaccarias Robot Pinball Champ 82 Farfalla Devil Riders Shooting the Rapid s Time Machine Space Shuttle and Pool Champion The professional electrician on the team made sure the power was properly set up and reliable Some of the Zaccaria games picture Loisirflip fr These friendly unobtrusive signs on most of the pins were surprisingly effective in keeping people from commandeering games Pinball is more fun with multiple players Give your neighbour a chance to play Think about people waiting to play Photos by flipmon The idea apparently started at the Retro Game Alpes salon near Grenoble and has since been adopted by several events in France A brand new Metallica still boxed up was brought by ccsatriani He also brought Last Action Hero Terminator 2 and Medieval Madness Such

    Original URL path: http://www.pinballnews.com/shows/festiflip2013/index.html (2016-04-27)
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    Dutch Pinball President Jaap Nauta The Big Lebowski which was initially released in 1998 has become a cult classic elevating The Dude to cultural icon status With stunning visuals in depth rules full stereo sound and classic film clips Dutch Pinball s The Big Lebowski Pinball Machine brings players directly in The Dude s world The Big Lebowski Pinball gives Pinheads and Achievers an unprecedented opportunity to experience the film first hand by immersing them in the storyline and allowing them to interact with the classic characters we all love said Barry Driessen Creative Director and Chief Designer of Dutch Pinball As tremendous fans of the movie we are all thrilled to have received this license from Universal so we can finally bring The Dude where he belongs to the playfield Preorders for The Big Lebowski Pinball Machine are now available on www thebiglebowskipinball com About Dutch Pinball Dutch Pinball s global headquarters is in Reuver The Netherlands By bringing together a team of creative expert and fun loving pinheads it has quickly established itself as an innovator in developing and delivering players ground breaking and fully immersive pinball experiences through state of the art interactivity exciting and indepth rules and most importantly engaging storytelling About Universal Partnerships Licensing Universal Partnerships Licensing UP L oversees Universal s consumer product licensing film and home entertainment promotions and all corporate alliances for Universal s theatrical home entertainment theme parks and stage productions This dedicated division is also responsible for monetizing the Studio s vast library of films and characters through licensing branding and marketing opportunities UP L is part of NBCUniversal NBCUniversal is one of the world s leading media and entertainment companies in the development production and marketing of entertainment news and information to a global audience NBCUniversal owns and operates

    Original URL path: http://www.pinballnews.com/news/lebowski.html (2016-04-27)
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    MSI instead The fan and heatsink cover the processor but the board supports Intel i3 i5 and i7 socket 1155 processors so it probably has an i3 fitted Newer machines also have the reset button mentioned on the cover fitted to restart the game in the event of a brief loss of power Older machines can have this retrofitted The motherboard talks to the I O board through one of the six USB ports while another is occupied by a dongle which identifies the machine to the operating system and is needed for the game to run The dongle dongle number obfuscated This machine uses the older VGA connection for the monitor Newer models use the fully digital DVI D interface which should help to eliminate mains frequency hum seen on many machines operating in countries with a 50Hz supply The operating system itself along with all the game s graphical and sonic assets are stored on a solid state drive SSD which is mounted at the front right of the metal box On the rear of the box s front face is one of the machine s power supply modules which provides 24V DC for the sound board While the backbox may be mercifully free of cabling looms the Jersey Jack Pinball control system moves all those bundles of wire into the back of the cabinet The back of the cabinet On the left is the PC s power supply which is a standard ATX model as found in millions of desktop computers in the centre is the 8 inch 4 Ohm cabinet speaker while a regular looking pinball transformer sits on the right to provide high power for the solenoids The PC s power supply The transformer As though three power supplies isn t enough a fourth is mounted on the back wall of the cabinet This one provides the power for the many RGB LEDs used on the playfield The LED power supply This power supply is another component of the game which has changed since production began Many earlier games used the type shown in the picture above which feed the RGB LED boards under the playfield with 5V After some of these boards failed newer more robust boards were built which were designed to work with a 7 5V supply but were also backwardly compatible with the 5V supply So newer games have a 7 5V power supply while older ones have this 5V unit Two other devices are located on the cabinet s back wall The first is the main power inlet which happily uses the standard IEC C 13 connector The power connector On the outside of the cabinet the connector is hidden behind a metal blanking plate to prevent tampering or removal The power socket blanking plate The other device is the line out socket which is fed through an Axxess AGL3 5 ground loop isolator noise filter unit With so many power and signal cables winding their way around the back of the cabinet this should clean up the line output for anyone wanting to plug their game into an external amplifier The line out socket and filter Before we move on to the playfield let s quickly jump back of the coin door and take a look at how the game s features are configured and diagnostic tests are run The game s menu system operates very much like the Williams Pinball 2000 one using four buttons behind the door while the monitor shows detailed information The four buttons are Back Down Up and Enter and the operation will be familiar to anyone who has used the menus in a WPC machine The menu buttons Pressing Enter starts navigation of the menu system showing the current time date and software version in the bottom right corner of the screen and the list of top level menu options on the left The menu screen The Up and Down buttons then select from Tests Settings Audits Utilities Install Presets Reports and Presets with Enter choosing that option The most common is probably going to be Tests so here s what the test for the switch matrix looks like The switch matrix test screen As the switch states are changed a highlight glint runs through their corresponding box on the display while the bottom of the screen shows the connector pin numbers and the cable colours Suspected bad switches are highlighted in red dark blue and dark green boxes represent switches in their normal state yellow boxes are optos light green shows when a switch is in its activated state while grey boxes indicate an unused position in the matrix The same colour code is used for the dedicated switch test The dedicated switch test screen The solenoid test page shows the layout of the playfield and presumably at some point in a future update the coil position on the playfield will be indicated as it is fired Three test modes replicate those in the WPC system allowing the game to either cycle through all the coils fire individual coils repeatedly or allow a specific coil to be manually triggered with the menu buttons The solenoid test screen The cable colours driver transistor connector pin numbers and fuse number are all shown for each coil to aid troubleshooting and throughout all the tests the functions of the four coin door switches are shown in the bottom left corner of the monitor So that s what you ll find inside The Wizard of Oz s cabinet and backbox Now it s time to take a look at the playfield The Wizard of Oz s playfield We ll begin on the top surface by taking a tour of all the game s features starting at the flippers The ruby slipper flippers The Wicked Witch is reaching for those elusive red slippers which have a pearlescent flecked finish and are mounted atop the dark red main flippers Despite the violent movement of the flippers they do seem to adhere quite well and are not so large they inhibit removal or replacement of the flipper rubbers The left flipper Like nearly all but not quite all the rest of the game the flippers are fitted with black rubbers which provide a slightly less bouncy experience than most brighter alternatives but don t show the dirt as much A centre post is fitted to the game which is usually a mixed blessing but provides the hope of saving a straight centre drain The entrance to the trough If the ball does escape the entrance to the trough is a standard arrangement with a metal apron and flat rail guiding the ball The apron on the Limited Edition models has a wooden top featuring the signatures of the design team and the number of the machine but this can be unscrewed if it is not wanted Normally when reviewing games the left inlane outlane is one of the lest exciting parts with just a couple of guides to return the ball either to the left flipper or the trough With The Wizard of Oz though things are a little different thanks to the State Fair balloon bumper and the There s No Place Like Home standup targets The left inlane outlane As the ball rolls down the outlane it is guided towards the State Fair pop bumper which is recessed so only about 40 is actually visible It features a special molded bumper cap designed to look like the balloon in the movie The State Fair Balloon bumper cap The pop bumper beneath the cap kicks the ball against a set of five standup targets arranged in an arc which spell out There s No Place Like Home The five bank of standup targets In case you missed the There s no place like home message the first time the phrase is repeated twice more although only one of those has the trademark symbol which appears numerous times throughout The Wizard of Oz As each target is hit its corresponding insert lights up white and completing all five starts a ball saver mode where a new ball is launched and various tasks need to be completed in order to resume normal gameplay An additional switch and rubber ring The entrance to the outlane is surprisingly wide and often provides little opportunity to save the ball once it starts heading that way The left outlane There is a single rollover switch and a Click Heels insert at the top of the outlane before the ball is directed at the pop bumper It is theoretically possible for that bumper to send the ball back up the outlane and return it to play but so far we haven t seen this happen The left outlane entrance does have a modicum of adjustment available to slightly reduce the width There are only two settings and changing between them involves moving both the post and the adjacent flat rail which also has a second set of mounting holes The left outlane adjuster Although the post can be moved without removing the sepia plastic which sits above it the plastic does have to come off to adjust the flat rail To the right of the left outlane is the left inlane and like it s neighbour it too has a rollover switch and associated inserts The left inlane In this case though there are three inserts all indicating a hurry up shot which becomes available once the ball rolls over the switch The hurry up inserts As you can also see the left inlane is also the dropping off point for one of the game s wireform ramps in this case it is the ramp from the Munchkinland mini playfield and also from the Crystal Ball upkicker The wireforms feeding the left inlane The curved clear plastic on top of the There s No Place Like Home standups helps deal with any balls which fly off the end of the wireform and there is a similar plastic on the right side too To the right of the left inlane is the left slingshot which is pretty conventional design consisting of two leaf switches one kicker arm a single layer plastic covering it and a single light source The left slingshot The main difference here is that light source which instead of being a lamp or lamp shaped LED is one of many frosted acrylic posts which provide with varying degrees of success the game s general illumination As before black is the rubber of choice while the metal posts on all three corners rule out the use of star post LED lights to boost the illumination unless you change the posts too as some owners have done Moving on up the playfield the next feature we find is positioned just above the left outlane and is a 4 bank of standup targets The B A L L targets Each standup target corresponds to a letter in B A L L lighting it when hit Completing all four qualifies the Crystal Ball feature the entrance to which is located just above the B A L L targets The entrance to the Crystal Ball feature A spinner marks the entrance to the Crystal Ball lane which turns quickly to the left and sends the ball down the playfield to an upkicker The Crystal Ball spinner Dominating the area is the Crystal Ball itself around which the upkicker s wireform bends on its way to the left inlane The Crystal Ball area If the upkicker is shot when the Crystal Ball is qualified one of a number of Crystal Ball 2 ball modes begins These help your scoring at the cost of making it hard to see what s happening or control the ball The modes include Lights Out where all playfield inserts go out Lights On where everything lights and Flipper Frenzy where the flipper controls are swapped over The Crystal Ball The Crystal Ball itself is more than just a pretty face though as mounted on the flattened base is a small LCD monitor the image from which can be seen through the ball The LCD monitor at the bottom of the Crystal Ball The low resolution of the tiny monitor and the distortions introduced by the ball mean the image is not always clear but then that s often the problem with crystal balls The image in the Crystal Ball Located above the Crystal Ball is the Haunted Forest consisting of three pop bumpers and three standup targets The Haunted Forest The tree pop bumpers or Trumper Bumpers feature specially sculpted tree models holding apples There was a suggestion these would be lit but that feature has been left to the aftermarket as a mod for those who want it They are otherwise fairly standard skinny type pop bumpers with two different shots through them The first is one of the game s skill shots and is made by the upper right flipper It is registered with a red rectangular standup target very much like the More Time target in The Simspons Pinball Party One of the skill shots through the Trumper Bumpers The upper flipper shot into the Haunted Forest The Haunted Forest sign with a rather awkward looking red LED The second shot is more Lawlor esque and passes straight through the Trumper Bumpers to become the left orbit lane The shot through the bumpers into the left orbit lane The orbit lane is flanked by two blue standups which need to be hit to activate the Winged Monkey feature The orbit lane advances along the Yellow Brick Road feeds the Winged Monkey when available is one of the Horse of a Different Colour shots and if nothing else sends the ball round the orbit lane to the upper right flipper At the top right corner of the Haunted Forest is where the game s antagonist spends her time spouting insults and doing all in her power to thwart you The Wicked Witch s location The Wicked Witch is entombed inside a clear acrylic half tube which somewhat diminishes her impact but does allow for some attractive lighting effects to be performed The Wicked Witch Battling the Wicked Witch is achieved by hitting the black plate at the base of her tube The Witch is designed to melt when attacked which in this game means she sinks down into the playfield leaving only her hat visible when she is finally defeated The Witch is defeated The Witch has more than barbed words with which to attack you because directly in front of her are two magnets which can disrupt the ball s path or throw it in unexpected directions Positioned behind the Witch is her castle where Dorothy is taken after being captured by the Winged Monkeys in the movie In The Wizard of Oz pinball the castle is the first of the game s two mini playfields The Witch s Castle mini playfield The Witch s Castle comprises six standup targets to spell R E S C U E a single full size flipper to hit the targets a pair of doors which can open to reveal a saucer behind a small orbit lane to the right of the doors and an exit lane just below the tip of the flipper There are two ways for the ball to enter the Witch s Castle Just above the flipper is a green wireform which has an upkicker at its base If the ball is shot into the upkicker it is launched up to the mini playfield and onto the flipper The upkicker to the Witch s Castle The other way is from the Winged Monkey mechanism which lifts the ball and drops it behind a third door at the top right of the Witch s Castle It can either be locked here or the door can open to release it onto the mini playfield The Winged Monkey drops the ball behind the single door When the R E S C U E targets have been completed and a number of virtual locks made by shooting the Search orbit the castle doors open to reveal the saucer which starts multiball Castle doors closed Castle doors open for multiball Returning to the main playfield we come to the first feature which sends the ball up to the Witch s Castle the upkicker The castle upkicker lane To get into the castle you first need to get past the guards so the upkicker is at the end of a lane which is blocked by a Winkie Guard drop target This needs to be hit multiple times until all the guards are defeated and access to the castle s upkicker is granted The castle lane The drop target is black with a dark decal of a guard in a dimly lit part of the playfield and covered with a clear plastic So it s not the easiest thing to see from the player s perspective The Winkie Guard drop target Once the target stays down the next shot will pass over it and into the upkicker from where it will be ejected to the Witch s Castle as we have seen The clear plastic covering the lane is needed because the game has no way to manually drop the Winkie Guard target If an airball should land behind the drop target it would be stuck so the clear plastic prevents this happening The castle upkicker is another of those major shots lit for Horse of a Different Colour mode and to collect a jewel On the right of the entrance to the castle upkicker is the bright pink Glinda target The Glinda target Glinda a k a The Good Witch of the North is your helper in the game countering some of the Wicked Witch s moves and giving you helper awards along the journey Next to Glinda is the next major shot and one which leads

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