Poor design in WOZ software compounds hardware issues

So here’s a rant I have to make… this comes after arguing in forums for years about a certain feature many of us WOZ owners have been asking for, only to be told, “No.”

We ran into a problem with our WOZ pinball where the game would act like a ball hit the castle doors on the upper left playfield even when a ball wasn’t up there. This was caused by two things: 1. The switch on one of the castle doors was too sensitive (requiring quite a lot of work to adjust) and 2. The upper playfield flippers continuing to flip every time the flipper buttons are pressed, regardless of whether or not there’s a ball up there.

Myself and many people have complained about the need to have a feature in the game to DISABLE THE UPPER PLAYFIELD FLIPPERS WHEN THERE ISN’T A BALL UP THERE, and Keith Johnson has flat out refused to do this. There are many reasons for this feature request – most specifically to reduce wear on flippers that are only used a tiny percentage of time. It’s a key issue that pertains to game reliability: don’t fire coils unnecessarily.

This same problem was also present in The Simpsons Pinball Party and someone made a third-party add-on board to fix it. That’s how annoying this thing is – and it’s a two-second software fix but they refuse to fix it. So you have unwanted wear and tear on upper playfield flippers, and additional bugs like what I describe in this video.

I don’t expect this problem to be fixed, so I’m just ranting. I hope this will be a lesson to other pinball manufacturers that listening to your customers is important. Broken games are not fun to play. If you can make a small software change that makes your games more reliable without in any way, sacrificing game play, WHY NOT DO IT? (That’s a rhetorical question actually. I suspect the real reason for not doing this is so they can sell more flipper parts.)

/endrant

First Look: The first multi-ball pinball machine (with flippers), 1956 Bally Balls-A-Poppin!

Here’s a special treat. We are working on restoring a 1956 Bally “Balls-a-Poppin” pinball machine. The very first multi-ball pinball machine with flippers! Here is the full playlist of the current progress on the game, including the video from our unboxing. Right now it’s up to 4-5 parts. Skip ahead in the playlist to see our progress!

Using a logic probe and schematics to diagnose a light matrix problem

Work continues on this Gottlieb System 80b pinball machine Raven, but there’s a problem with the light matrix. Certain lights are not properly activating. I go through the process of fixing some lights that aren’t working properly. This video chronicles the entire process of diagnosing what the problem is. I go over the schematics and how to use a logic probe to test the circuit.

Repairing a faulty pinball chip

Work continues on a Gottlieb “Raven” System 80b pinball machine.

If you watched the previous videos, we had a problem with some lights not being activated by the MPU and traced it to an issue with an IC – now we’re going to replace the IC. For more visit: http://PinballHelp.com and twitter.com/PinballHelp

“Party Zone” – Pinball Showcase and Review

I just pulled this game off route and decided to do a showcase video, so enjoy this quick overview and introduction to this really neat, rare, early WPC DMD game, “Party Zone” by Bally.


1991 Bally early WPC DMD game by Dennis Nordman with art by Greg Freres. Review and play overview and game introduction. This game also plays “Pinball Wizard” by the Who. It has lots of humor, is a non-licensed theme featuring a variety of characters from other pinball machines including Elvira and the Party Monsters, Dr. Dude, Monster Bash and others. Features cool 80s music and 2-ball multi-ball.

Basic Rules:

Start multi-ball and build jackpot. Special song plays if you hit the max jackpot (Purple Haze by Jimi Hendrix). Visit the club three times to qualify multi-ball (shoot the right orbit-like shot, which isn’t an orbit but deposits the ball in a kick-out to the right ramp). During multi-ball shoot left orbit or right orbit shots to build the “rock-it fuel” jackpot, then the left ramp to collect. There is no ball save.

Various interesting features including, Captain B-Zarr – an amusing comical DJ that will play different songs you can select by hitting the center saucer after qualifying by hitting the two targets flanking the saucer.

Supersonic Robotic Comic: Random award qualified by hitting the three stand up targets to the right of this saucer, which kicks to the right ramp feeding the right flipper (same kickout the club shot goes do). The robot talks backwards in random gibberish and awards things like multi-ball, laugh attack (all switches score extra points), random points, and bop-till-you-drop where the pop bumpers score 1m each and punk music plays.

Eat, Drink, Be Merry: Shoot green stand up targets on the left to qualify, then shoot the left ramp for Eat (1m), then the right saucer (Supersonic Robotic Comic) for 2m, then the center saucer for “Be Merry” for 3m – amusing animations.

Way Out Of Control: Shoot the lower right stand up targets to qualify, each time enables a different mode for the far right shot (5m, 10x playfield, special, etc.) – when not qualified shoot this shot for 1m and more each shot.

End Zone: Outlanes when lit, reward points; more points by hitting the football player targets

Review:

Great game with great flow and a fun, unique theme. Beautiful artwork. Ruleset is simple yet challenging. A great game to practice pinball technique including nudging. Reliable game on location, lots of playability in home use as well. Short ball times with lots of repeat playability. Great game for competitive pinball.

Gameplay: 8 – Fun, challenging game with a lot of repeat playability; a bit difficult/unforgiving for beginner players.

Playfield Design: 8 – Excellent flow and satisfying shots; cool and unique ramps; looks more simple than it is.

Ruleset: 7 – Shallow but fun ruleset that gets players shooting all over the playfield; a few modes stack with each other allowing strategic play for higher caliber players. But otherwise a short list of modes and features that interrupt each other. Scoring is well-balanced.

Art: 7 – Gorgeous day-glow art package that is fun and frivolous. People are likely to either love or hate the art, not because of the talent or quality but depending upon whether they appreciate the offbeat theme.

Music: 7 – Another hit-or-miss. If you can appreciate the intentionally kitschy 80s-style adaptations of popular songs which fit in with the theme, you’ll enjoy this.

Theme: 7 – Unique, non-licensed theme.

Creativity: 7 – Overall a very creative pinball machine that takes more chances with art and theme than playfield or mechanics.

Inside the custom pinball machine, “This is Spinal Tap”

In the coming months, in addition to my regular chaotic addition of various repair, gameplay and maintenance videos, I’m going to be undertaking a new creative endeavor: making a custom pinball machine. As part of this process, I took a trip to the Texas Pinball Festival, paying close attention to what other people have done in this area. Here is a video of another enthusiast’s passion: a custom pinball machine themed after the movie, “This is Spinal Tap”. Here’s an impromptu video I shot while having a chat with the developers. I hope you enjoy it.