My philosophy is that Pinball is an art form, and a knowledge of current and vintage machines is essential to understanding the “grammar” of this artistic communication. Aesthetic is said to be “Content put into an overall Structure in order to create Meaning”. In the case of Pinball As Art, the content is our flippers, bumpers and targets; the structure is our Playfield geometry and rule set. Speaking the language of pinball means understanding how these elements have been used in the past, and how they work together to create game-play.
Here are four different Playfields that were designed and fabricated within the last three years. I’m posting links to DXFs, SVGs and VP simulations, for use as templates or reference for your own design. Two of these were recently on display at the Seattle Pinball Museum show featuring custom Pinball machines…
Jupiter Crush :
This Playfield was designed to be reminiscent of tables from the late 70’s and early 80’s, with features similar to games like Bally’s “Skate Ball”, “Rolling Stones” and “Harlem Globetrotters”. Every game should have a hook or twist that makes it unique, and this game features a Negative Bumper that subtracts points when lit. Reseting the bumper requires a skill-shot to the lower left U-turn.
Wide-body games were an attempt to make pinball more exciting by adding more features, but unfortunately most of these games didn’t make good use of the extra space. The engineering challenge for this Playfield was to maintain all of the features and game-play of a classic wide-body, while proving it could be done in a standard-size machine. As an added twist, early artwork for the classic game that was rejected 40 years ago was used for reference on the Playfield and Backglass.
This Playfield is meant to be reminiscent of games like “Fathom” and “Blackout”. The simple set of rules is deceptively difficult, with game-theory elements of risk-and-reward designed to thwart those players who are only out to get the high-score.
This fourth game in the series is designed to literally “take it up a level”. It has features inspired by classics like “Fan-Tas-Tic”, “Freedom” and “Silverball Mania”, as well as a lower level similar to games like “CFTBL” or “Black Hole”. This lower level is actually intended to be a “virtual” Playfield that will have many different features that can change on-the-fly.
The upper level is also meant to be changeable to keep the game fresh and interesting. The symmetry of the ramps was chosen to allow maximum flexibility of future upper level designs.