This is a video of me explaining the pinball machine more in-depth, with a video of the gameplay as well.
Here is the overall game play of the board.
The board pieces were digitally fabricated and cut out based on a layout that we created in Onshape. We also created our theme using Canva by combining different images found on the internet. We printed the vinyl out using a large vinyl printer.
Functionality: The board is held together by wood screws. Every part of the board was made to withstand countless uses. The board has never had a problem with this.
Included are the Onshape files, some slowmo videos, and a regular speed video
The LEDs were made with LED strips connected by wires and secured to the board with tape and staples. Each LED would shine through precut holes on our board.
Functionality: The LEDs are always on. Whenever an event happens, it causes them to trigger and flash different colors.
Code: The code runs in the while loop. When a component is activated, it activates the respective LED strip. For example, when the targets are pressed, the LED strip closest to the targets flashes red, green, and blue. Then the LED returns to its original resting color after a certain period of time. I had to code each color's rgb value and match it to its specific color name.
Included are some close-up images, the Onshape files, a slowmo video, and a regular speed video
The scoreboard was made with an lcd monitor, an extra circuit board, a digitally fabricated cover, screws, and wires. The lcd monitor is connected to the extra circuit board, which is connected to its own power source. The monitor is connected to the cover using screws and the cover was made to slot into the board.
Functionality: The scoreboard turns on when the game starts. It shows a welcome message, and then you can begin playing. You can get an unlimited amount of points until you lose a ball. Then your points are reset, and you can play again. Once you lose all the balls, a game over message plays. The game restarts
Code: The code runs in the while loop. When a component is activated, it also activates the score. For example, when the targets are pressed, the score = score + 100. This coding logic adds 100 points to the new score value. When the ball guide detects a ball, it causes the ball count to go down. There are time sleeps to ensure that the game can run smoothly.
Included are some close-up images, the Onshape files, a slowmo video, and a regular speed video
The servos were made by using a servo motor, servo horn, a digitally fabricated mount, screws, wires, 3d printed servo toppers, and wood glue. The servo toppers are connected to the servo horn by a special type of glue for plastic, and the servo horn is made to fit onto the servo. The servo is connected to the mount using screws.
Functionality: The servos are always functioning. When the game starts, the servos start turning immediately. The goal of the servos is to disrupt the player by guiding the ball in a different direction than intended.
Code: The servos are set to a specific speed and direction for them to run constantly. They are a part of the while true loop. Certain events can also trigger the servos to stop for a second with a time sleep and change direction (there is a number value in the code for this).
Included are some close-up images, the Onshape files, a slowmo video, and a regular speed video
The flippers were made by using a solenoid, springs, a digitally fabricated mount, screws, wires, wooden rods, buttons, and wood glue. The flippers were also digitally fabricated. The flippers are connected to the mount by the wooden rod, wood glue, and screws. The mount is connected to the solenoid and a spring. The solenoid is also mounted to the board. The button is wired to the solenoid and also to the circuit board.
Functionality: The flippers function whenever the buttons are pressed. When the buttons are pressed, they set off the solenoid through the while true loop in the code. This causes the solenoid to push up, pushing the flipper mount with it. The main flipper is also pushed up with this action. Then, the screws pull the mount back as the solenoids reset. The screws hold the mount in place and stop it from rotating too far.
Code: The flippers resting value is set to false. When the buttons are pressed, the value changes to true, activating the solenoid. Then there is a quick time sleep and the solenoid resets. The code also triggers the LEDs.
Included are some close-up images, the Onshape files, some slowmo videos, and a regular speed video
The targets were made by using a lever, a digitally fabricated mount, screws, wires, and wood glue. The target itself was also digitally fabricated and painted. The screws were used to hold the mount and lever together, connect the mount to the board, and hold the target in place. The wires are connected to the lever.
Functionality: The targets function by detecting when the ball pushes the target, causing it to also push the lever. This causes the circuit to close, which starts the while true loop in the code.
Code: The lever resting value is set to false. When the circuit is closed, the value changes to true, activating the code. The code causes the score to change and trigger the LEDs.
Included are some close-up images, the Onshape files, some slowmo videos, and a regular speed video
The bumpers were made by using a solenoid, a digitally fabricated mount, screws, wires, a 3d printed cone, and copper tape. The top of the bumper was also digitally fabricated and painted. The screws were used to hold the parts together with nuts to add stability. The solenoid is held by the mount that is attached to the bottom of the board. The copper tape is attached to the cone, which is attached to the top of the bumper using screws. There is also copper tape on the board itself. The wires are connected to the copper tape.
Functionality: The bumpers function by detecting when the ball touches the copper tape. This causes the circuit to close, which starts the while true loop in the code. This causes the solenoid to activate, which brings the bumper down onto the ball.
Code: The solenoid resting value is set to false. When the circuit is closed, the value changes to true, activating the code. The code causes the solenoid to close momentarily and then open back up, allowing the ball to exit. Points are added to the score. The LEDs are also triggered.
Included are some close-up images, the Onshape files, some slowmo videos, and a regular speed video
The launcher was made by taking a wooden rod and attaching circular pieces on each end. One end would be the side that the player pulls, and the other end would hit the ball. The launcher uses two springs to add tension. We also included a stabilizer block to keep the launcher in place and make it consistent. We designed and laser-cut the entire launcher in Onshape except for the preexisting wooden rod.
Functionality: The launcher functions through force from the player. Whenever the launcher is pulled, the force that it is pulled with is transferred to the other end of the launcher through the spring, which then hits the ball into play.
Included is a close-up image, the Onshape files, a slowmo video, and a regular speed video
The goal of the targets is to add to the player's score when they are hit with the pinball.
Functionality: The ball triggers a "lever" to tilt back, causing the switch to engage. Another option is for it to trigger LEDs. It should be able to do this at least 80% of the time when the ball hits the target (when it hits it hard).
Design: The paddles for the targets will have the same minion design. The target mounts will be designed to fit together with finger joints and use wood screws to connect to the board. Everything will be designed on Onshape CAD. The body will be minimalistic and be as space-effective as possible. It will use machine screws to hold the lever in place. The targets will be mounted from the bottom.
Space Efficiency: The targets will be designed to be as minimalistic and space-effective as possible.
Durability: Assembled with wood glue and screws (no hot glue), the targets are built to be constantly moved without malfunctioning and keep the sides parallel.
This design was found on YouTube and it uses servos and a pulley system to "drop" the targets when hit. They call it the drop target design. This is a very common design found, but we think its too complex for our targets.
Here is another example of the drop target design. This design was also found on Youtube and it uses the same design concept as option 1.
This design I found on a website. This design uses a paddle that gets hit and triggers the score when hit.
From this research and consultation with classmates, we decided that we would make a design most similar to option 3. This is because the drop target design was too complex to make, while the paddle design made the most sense. With the paddle design, we can make a target that is easily triggered, and easily reset, while taking up minimal space on the gameboard.
We created a decision matrix to help put our thoughts together and weigh the pros and cons of each design. A paddle that immediately triggers the score every time was the best option. We also did not want to use a drop target. Based on these choices, we created a sketch of the design on onshape CAD, with the different components clearly labeled. I based this sketch on option 3, as it was my preferred choice. The design will be made of wood and will include a switch (not pictured) on the inside of the assembled parts. There will be precut holes for each screw that is needed for the security of the switch and security on the board.
Here is the prototype target.
There were three problems with this target:
The target design wasn't what we wanted it to look like. This was an easy fix to make because all we had to do was laser-cut new paddles with our final design on them.
The target didn't always stay symmetrical. One way we could fix this is by making the paddles wider to cause more friction. This would stop them from getting turned sideways when hit by the ball.
The target didn't register and change the score enough. A solution for this would include making a larger paddle, and changing the orientation of the mount so that the target could reset into its starting position and be ready to be hit by the ball.
To the left are videos of the final targets and the mounts on the bottom side of the board. We were able to fix all of our problems. We changed the design of the paddles to include a laser-cut minion. We also made the paddles bigger to create friction. This helped to stop the rotation of the targets when hit by the ball hard enough. Lastly, we adjusted the mounts in a few ways:
We recut our mounts so that they were smaller and saved more space. This is because when installing the mounts, there was minimal space to attach them to the board, so they needed to be more compact.
We also adjusted the positioning of the mounts. This is because the paddles wouldn't trigger the levers every time the ball was hit. The adjustments allowed for the score to be triggered more consistently, and for us to reach the 80% mark.
The flippers aim to hit the ball up to the top of the board whenever the side buttons are pressed.
Functionality: The flippers allow the player to press a button, causing a solenoid to push the handmade flipper up, hitting the ball. This is an example of electric energy (button), converted to kinetic energy, propelling the ball back into the game board, and allowing it to reach the top.
Alignment: The flippers are symmetrical to each other.
Design: The flippers have the same design and shape, to create a feeling of organization.
Space Efficiency: The flippers are spaced apart so that they leave enough space for the ball to pass through them without using unnecessary space.
Durability: Assembled with wood glue and screws (no hot glue), the flippers are built to be constantly moved without overheating or malfunctioning.
This design was found on Youtube and it uses a pulley system with rubber bands to move the flippers. It is a good concept, but is too simple for our designs.
This design was found on Youtube and it uses solenoids and springs. Even though it is made from cardboard it works very well and is something that I would consider taking inspiration from.
This design I found online during a Step by Step Youtube video. This design uses a push method that springs back when you let go. It is a good design but it lacks an electrical aspect.
We created a sketch of a potential design, with the different components clearly labeled. I based this sketch on option 2, as it was my preferred choice. My design will be made of wood and will feature one spring on each side. The part that the solenoid is pushing will be shaped like the flipper and the spring will be on the front of it. The solenoid will be on the edge of the flipper to get the best possible push force. We created a decision matrix to help put our thoughts together and weigh the pros and cons of each design. A flipper shape for the solenoid to push would weigh less so we chose that design. The best spring placement was on the front of the anchor so it could pull the flippers back into place efficiently. The solenoid's best positioning was on the edge of the flippers to get the most power possible.
Here is the prototype flipper.
The first problem with the flipper was that it wasn’t able to hit the ball to the top of the board due to its placement and the solenoid not being in the right spot. To fix this problem, we will reposition the flippers so that the solenoid can hit them with more force. We will also reduce the amount of friction and we might have to swap out the solenoids.
This also ties into the next problem because the flipper did not stay straight when it was hit due to a lack of friction between the anchor and the board. We will have to find the perfect amount of friction for the flipper to be able to hit the ball powerfully and stay straight.
This is a video of our final flipper. You may not be able to tell, but the design still has some flaws. This is because we encountered new problems when redesigning our flippers. An example of this was that we got more friction when we added our vinyl onto the board. We will try to fix this by sanding the bottom of our flippers to be smoother. Also, turning the board over now causes the solenoid to occasionally miss the flippers, allowing nothing to happen. We will have to take more measures to secure our flippers in place. Another problem we still encounter is that our flippers still need to be more powerful. We are thinking about changing the underside design to be a plus sign piece instead so that the flippers can be more steady and more powerful. We are continually working on fixing these problems with new designs and solutions. We will continue to prototype until our flippers function exactly how we would like them to.
On this field trip, we went to a pinball arcade to do some research on different components of pinball machines. I have included descriptions and videos of what I found:
Scoreboard: I found that the scoring varies a lot. It is generally based on hitting the right targets/servos/components. I also noticed that in a lot of the games, if you hit the right thing, you can get score bonuses/multipliers. The scoreboard often shows visual animations too.
Ball Return: The ball returns are mainly used to guide the ball back to the launcher, although it is also used to keep the ball in play and make sure it doesn't get stuck anywhere. They try to take up minimal space on the boards.
Game Layout: The layout of the games generally wastes little space and adds as many little things are possible. They are all very creative and stick to their theme. They also all have lots of LEDs. One thing that I like is that some have a second level where you can get more points. On the board that I researched, there was a funnel that the ball could enter.
Lighting Plan: Lighting changes based on events that happen in the game, for example, if you hit a target, a light flashes. Some lights are always on to enhance the aesthetic of the game.
Pinball Theme: All of the themes are very obviously represented in the machines. The theme my partner and I are planning to do is Minions In Black (Despicable Me + Men In Black).
Scoring System: The score changes based on different events that happen within the game (ex. A target is hit = the score goes up, a trigger is hit = a chance to multiply your score).
Flippers: They are powered by buttons on the sides and are used to keep the ball in play. You are able to access them whenever needed.
Targets: When they are hit they change the score using either a sensor or a switch. They usually trigger some sort of reaction from the lights and also give the player a chance to get multipliers/powerups.
Ball Guides: They effectively block paths and lead the ball where it needs to go. Similar to the ball return, they also keep the ball in play and don't let it get stuck anywhere.
Servo Component: I noticed that the servos can be used as a powerup or they can be used to unlock new paths for the ball (basically enhancing the game). I want to incorporate this within my game.
Unique Mechanical Component: I noticed that a lot of machines have a character that shakes and lights up when hit. This usually gives the player points. I also noticed a spinning component (similar to a pinwheel) that also gives the player points.
LED Strings: The LEDs light up when a specific thing is triggered (target, servo, mechanical component). They can change colors and you generally want to fit the theme.
This video shows the ball guide/launcher area and it also shows the funnel that I wanted to incorporate into my design.