Posted in: Pinbot Extended 2.0
, aud flipper
, display panel
, light panel
, switch matrix
I’m long overdue for an update on my PINBOT 2.0 project. It’s been moving slower than I had hoped, but there’s no real rush here. Also, for a 2.0 project like this, a lot of time gets spent on code and it’s not easy to translate that into interesting posts for people to read. But there are some interesting things to cover 🙂 Thanks to a mate of mine, I’ve been able to source a P-ROC board on loan which will allow me to move the project from my desktop PC into the physical machine to actually test! This is very exciting to say the least! I’m on the look out to buy my own though as I’ll eventually need one – but for now this will do.
For quite awhile now, I’ve been toying with the idea of doing my own home brew pinball project. The idea first crossed my mind around 4 years ago, but I didn’t give it much time. Thoughts about doing it came again and again since that time, each being stronger than the last. But again I had always pushed it off as building a machine from scratch is more work than I was willing to do. It was more work than I could even get my head around. What about extending something that already exists though? Now that was something I could start getting my head around. Enter Bride of Pinbot 2.0. Owning a BoP 2.0 allowed me to see just what was possible with extending an existing game and how it all hooked up hardware wise. I was impressed with what a platform like P-ROC could do and the fact it was all reversible, means the game can be switched back to stock configuration again. I don’t have a large collection of machines that I could choose from in order to do this project, but there was one in my line up that stood out the most. Pinbot.
There are some things that remain on my pinball “to-do” list for quite awhile before I get around to them. Addressing the picture quality of my SWEP1 has been one of these things that I keep pushing back. In the current state, it’s not terrible and the game is very playable which is why I’ve considered it a low priority. But, I know it can be SO much better as much of the detail in the video and playfield animations is lost. The issue is the contrast. The contrast dial (which is responsible for the “white” level) is already at max and cannot be increased further. That’s where the small video amp board from Ultimarc comes in. This little board sits between the PC display output and the monitor, boosting the video signal. It’s available here, along with some additional information: http://www.ultimarc.com/vidamp.html
Posted in: Batman Forever - SEGA (1995)
, coin door
It has taken me longer than expected to advance to the next pinball machine in the queue. I did have plans for a short break after completing Harley (I still need to get around to doing the final write up), but a parts delay delay and sorting out a few mechanical issues at the end of that game ate up the gap I had planned. Sometimes, that’s how it plays out. The good news though, is this next game is one I’m really excited to be working on. It’s been raining SEGA’s here lately, with the next game up for a complete rebuild being a beautiful Batman Forever. It was released by SEGA in 1995 and roughly 2500 units were made. I don’t think SEGA games get enough credit and as a result, people miss out on some great fun. The game has plenty to offer players, serving up multiple ramps, rails, a diverter, 3 flippers, pop bumpers, targets, drop targets, a VUK, canon, Bat cave ball lock, large display (192×64), video modes and up to 6 players at once. The only thing it’s missing for me is a spinner. The game is also a widebody, but with plenty of things around the playfield, it feels filled to the brim. There’s even an easter egg hidden in the game – “After a certain number of slingshot hits, after a 3 second lag, a giant bat will appear on the screen and screech at you. If you hit the trigger then you will get 50M extra points”. I’ll have to keep an eye out for that one – easy points! There are a few issues that need to be sorted out along the way and I’ll go in to those as I work my way through the game. For the most part though it’s working well and just needs a good clean. Time to get started.
Posted in: Apollo 13 - SEGA (1995)
, no sound
Free time & empty space. Who needs it? Well, I do.. but I enjoy working on pinball machines too, so those things have to wait. I didn’t get to enjoy 5 minutes of free space this time before the next game arrived for me to work on. In fact, I had a small shuffle around to create some extra space for this additional machine to work on. The freshly cleared area was instantly filled with a beautiful Apollo 13 from SEGA. I say beautiful because the condition is actually really good, with only a few small spots that need addressing. It’s Australian delivered and spent most of it’s life in a home. The game was released towards the end of 1995 and has so many balls (13) it needs two troughs to store them all. You’re up for a slab of beer every time you need to replace the set. That’s something to think about 😉 The game arrives with one known issue (sound not working), which will be my first item to address before I begin working my way through the game like I normally do. Although the game is reasonably clean on top, it looks like it hasn’t been given a good service in a long time (if ever) as there is a nice build up of black coil dust across all the assemblies below the playfield. I’ll be going through cleaning each one and replacing parts where necessary.