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View topic - [Coding competition 2024] Crazy Pinball by eruiz00

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[Coding competition 2024] Crazy Pinball by eruiz00
Post Posted: Mon Mar 11, 2024 8:48 pm
Last edited by Maxim on Tue Apr 02, 2024 9:18 am; edited 2 times in total
https://www.smspower.org/Homebrew/CrazyPinball-SMS



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The Pinball fever of the 80's in your console!!!
A new arcade machine store has opened in your neighborhood.
The best pinball players are crowding in front of the machines trying to get the best score possible!
Play any of the three new machines in the scene, from the simple but addictives "Wild Saloon" and "Sport Bets" to the biggest challenge known in pinball machines, "Pink world", not for the faint of heart!
Share your records and compete against other players, your scores are saved for the posterity.
Were you penalized in your youth for playing too hard? In Crazy Pinball the machines do not punish strong hits. No fear!
And when you have archieved a record in the three pinball machines, try a hidden arcade classic, too good to be missed!


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A little video playing all the tables
Post Posted: Wed Mar 27, 2024 6:55 pm
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Post Posted: Thu Mar 28, 2024 12:03 am
Last edited by segarule on Thu Mar 28, 2024 12:04 am; edited 1 time in total

This IS a true cover worthy for SMS!
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Post Posted: Thu Mar 28, 2024 12:03 am
As a pinball fan for life, and someone who never understood the lack of pinball games on the Master System, I must admit this is my favorite game this year. It's been a trip seeing your growth from the somewhat crude Baluba Balok to these extremely refined platformers and arcade ports you gift us with... And now this, a pinball game on the SMS!

Anything I would like to see changed? A proper title song for the title screen, and that's all (I mean, one that isn't played on any of the tables). Although I prefer video games where there's a higher probability of hitting the ball when both paddles are used simultaneously, I understand this is a design choice to make the tables more challenging - so I won't ask and would vote against any changes regarding the paddles.

And that's it, thank you so much for giving us not only one, but two new classics this competition. Legendary status achieved.
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Post Posted: Thu Mar 28, 2024 8:01 am
Hey, Matt, hanks for the opinion!!!!

This year I did a personal experiment. I had always wanted to make a physics engine to simulate a pinball machine, and I think it has not gone wrong at all... Was a risky thing, as I was not sure if I was going to finish it properly.

I started the game in December (it was going to be the mini-game of another "macro-production" that I left on pause) and finished it in early February.

For the curious, I used the usual system used in pinball games in 8 bits machines, using minskowski polygons, so that the collision map is a bitmap and you only have to check one pixel (the center of the ball) to know if there is a collision. Each pixel of the bitmap (a char) contains the collision angle from 0 to 63 , and in the case of the bumpers, the angles are from 64 to 127 (so we know that the ball has to suffer a repulsion force)(128 is no collision). This system also allows to easily compute collisions with barriers, sensors, holes, etc. using bigger values (192, 193, 194....).

To elaborate the bitmaps, I had to make a small web application (using raphael.js, flatten.js and clipper.js) that rasterizes polygons created in svg with inkscape, putting the angle of the polygon line in each pixel, and then make the necessary editions for the rest of the elements using gimp (which does not modify the pixels with color profiles).

The most complicated part has been to avoid blockages of the ball in different parts of the tables, and the interaction with the flippers, but I am very happy with the results. I think the simulation is more accurate and fast that those found in other pinball games.

I think the ball will not get blocked in any part of the three tables (I have tested it so many hours...), except in one place, a corner in the left top part of the Saloon table. It is not a big trouble, as the game has its own unblock random routines when needed.

The hidden game is Bombjack, Finally I though that I could release it as a separate game, as I found it very playable and entertaining one itself.

The pinball game took 192kb of the rom (mostly occupied by the collision bitmaps), and Bombjack assets and code uses the four last banks. Both games runs at 60fps and do not use the "two frames in one" technique used in almost all my games in the past.

I hope you like it!!!
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The phisics of the ball
Post Posted: Thu Mar 28, 2024 10:38 am
In my opinion I only see one point to upgrade for this game, the phisics of the ball.
I´m going to try to explain, the ball moves very heavy and hard I know is a steel ball but the movement of the ball is not smooth, the ball moves too much faster.
Starting the ball and the colisions with walls makes zzz move , and with this velocity and collisions with the wall make something like ) move .
Sorry if don´t underestand what I´m trying to explain, I prefer other ball phisics smoother and with a flying look.
Another great entry this year compo with a great cover.
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Post Posted: Thu Mar 28, 2024 10:46 am
This game is epic and better than you could ever dream of in your wildest fantasies!

The physics are great and i like the fast speed of the ball, which makes it challenging. Glad to see it is running at 60fps.
I like the size of the tables and the smooth scrolling.
The music is catchy and the sfx fit very well too.

The game is very polished and complete! I wouldn't mind a sequel :).
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Post Posted: Thu Mar 28, 2024 11:34 am
My suggestion is that game keep the setup when player reach game over. After of end when i back to setup screen i must change parameters again and again. I guess i bit boring.
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Post Posted: Thu Mar 28, 2024 2:28 pm
I loove it :o
I am impressed by the physics and I love the colors & cover ^^
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Post Posted: Fri Mar 29, 2024 3:01 pm
This is really incredible stuff, I'm massively impressed.

Is this the only pinball game for the SMS (excepting I guess Sonic Spinball which is not really a tabletop pinball game)?

Thanks for the explanation you gave here of how you handled the collision physics - it sounds really interesting and gave me some research to do!

I can't imagine how challenging it must be to write the game, so not sure how much room for enhancements there is - I wonder how much more complicated you could make the tables, with more complex traps and ramps and other things? I guess multi-level effects would mean even more space devoted to collision maps? Anyway, I would love to see how far you could push the engine on this.

In terms of the ball physics, I understand M.Osorio's point, the ball does move very fast but I found that after a while I got quite used to it. That coupled with the relatively large gap between the flippers does make the game seem quite challenging. I actually found that it felt harder on Emulicious (with a keyboard) than it did on Retcon (with an original SMS controller) and perhaps it's something to do with the slight jitter that Emulators will inevitably introduce, or maybe the latency in the keyboard control.

Does the ball move at a constant speed off the flippers? I would have guessed not, but I do note that it doesn't seem to be possible to arc the ball low across the table from the top of a flipper - the ball always seems to be driven high and fast, towards the top bumpers.

In addition to your trap zone on Saloon, I also have to report another one on Sports Bets - in a corner directly underneath the left flipper. Of course the random jogging eventually loosed it. Sorry I didn't get time to take a photo of it, if it happens again I'll try and pause in time!

Also, *fabulous* cover art - love it!
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Post Posted: Fri Mar 29, 2024 3:14 pm
willbritton wrote
Is this the only pinball game for the SMS (excepting I guess Sonic Spinball which is not really a tabletop pinball game)?


There's a table in Casino Games, and TecToy created two tables with questionable physics for the Master System 132 collection... And that's it.
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Post Posted: Fri Mar 29, 2024 8:07 pm
Let's see...

I knew the gravity factor and the max speed for the ball were going to be somewhat controversial...

I tryed many options, and the preset taken is due to my personal taste. Simply, I remember my childhood times, and tryed to reproduce the real physics of these machines.

I remember, the ball was wild, and it was very hard to control it without controlling myself... to pause with the flipper... to think.... and then, to lose the ball due a quick collision, an unexpected move, or simply bad luck.

Technically, the game has multiple balls (2) feature built in, but it was too hard and crazy for the player to control, and I did prefer to keep it out from the game.

The game has many fields to be optimized, by example... as the ball collision is done pixel by pixel, I could delete internal collision points from the collision maps (not for the flippers) and, then make a tilemap from them. I think I could reduce the rom size from 192kb (the size of the pinball game only) to 128kb.

Also, is interesting the fixed point math, which have to assume correct results for modules calculation, and scalar and vectorial products.

As curiosity, I upload some collision maps.
flipperangles.png (6.53 KB)
Flipper colisions
flipperangles.png
table1angles.png (17.17 KB)
Table 1 angles
table1angles.png
table1.zip (8.79 KB)
Table 1 angles (svg)

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Post Posted: Fri Mar 29, 2024 10:26 pm
mateusbond wrote
willbritton wrote
Is this the only pinball game for the SMS (excepting I guess Sonic Spinball which is not really a tabletop pinball game)?


There's a table in Casino Games, and TecToy created two tables with questionable physics for the Master System 132 collection... And that's it.


And having played said Casino games table today, I can tell you this is better.
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Post Posted: Sat Mar 30, 2024 9:10 am
Very good idea to develop a pinball game on SMS.

As usual with Eruiz games we have here a well finished project, and what's more we even have the luxury of another game included (you did well to present it separately, it's really a luxury to have such a complete bonus game).

Managing the physics of the ball is something impressive on a hombrew. I congratulate you.
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Playing many hours
Post Posted: Sat Mar 30, 2024 6:02 pm
Last edited by M.Osorio on Sun Mar 31, 2024 10:52 am; edited 1 time in total
Sorry if my first comentary of this fabulous game sounds disrepectful or hard, was not my intention, the game is brillant and fantastic and of course difficult as always, the cover is 11 from 1 to 10, as I said I don´t feel confortable with the ball like this because the rest is very good. I decide as Willbriton said play many hours to learn to play with the ball like this, and burn my pad playing the game.
I only can imagine how difficult is make a game with constantly collisions and could be very hard to change how the ball moves with a better fluid movement, but this only my taste and my opinion, the game is very good as is, and my comentary is only to make it better if it is possible. Now I´m going to tell my ideas after playing the game during hours,

Left/Right to move the table - Now is unlimited, I think this must be changed. For example in pink world with the extra ball I can do all the extra balls I want, just push left continuosly and the ball finish in. In real pinballs this is limited, if you do it continuosly this wil be tilt. My idea with this point is only 4 movements and after this a little period of time of wait like 3 seconds. The game will be more difficult but more realistic.

Colision bettween the ball and 100 round, the triangles near the flippers and the holes when the ball in - When the ball hits the round 100 appears a small 100 and increases the score, a small move like vibration of the 100 circle could very difficult to make. My idea is when the ball hits the 100 circle plus appear the small 100 change the color of the white circle around the 100 circle, or light in the circle. I don´t know what is possible to add, but a small effect when the ball hits this items, 100 circles, triangles near flippers and the holes that the ball in will add a 3D effect and more realistic effect when the ball hits.

I tried the konami of high score in the 3 tables and play bomb jack, this is crazy.

The game is brillant, no doubt about this, sorry again if my comentaries looks hard, was not my intention, my intention is only to upgrade the game if it is possible to be better saying only what I will change in the game.

Screens are about how easy is playing with the unlimited move of the table.

M
Pink World.png (78.55 KB)
Pink World.png
33 Extra Ball.png (76.73 KB)
33 Extra Ball.png

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Post Posted: Sat Mar 30, 2024 6:22 pm
Dont worry, M. I do not take the comments in bad way, in fact all comments are invaluable to compare my personal likes with someone else....

I am checking the code to put in the configuration an advanced tab with physics configuration (Gravity, Max horiz speed, Max vert speed, bumpers force, walls force and friction, table friction, canon force and jumpers force and angle ranges) to check what presets are most confortable fon the people... I found this subject interesting...
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Post Posted: Sun Mar 31, 2024 12:55 pm
I would be grateful if possible i keep going in same table in Game Over with same setup and if i want quit in any moment an option to quit.
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Post Posted: Sun Mar 31, 2024 4:37 pm
Dare I say that I find this your best game yet? I’m always in favor of smaller but more polished games.

The ball physics are remarkably good. When it comes to video pinball, I usually prefer the kind that does things that are impossible on real tables, like Time Scanner or Devil Crash, but for realistic tables this is as good as it gets, at least on 8 bit systems.

I think it would be cool to have a logo and some accompanying art in the middle of the table background, but I don’t know if you have any tiles left for something like that.
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Testing version
Post Posted: Sun Mar 31, 2024 6:49 pm
Hi Kagesan!!!!

Trying my best, always :D No, seriously, Has been an adventure (and a bit of torture) to tune the physics and the collisions.

This year I am going to try some risky things.... to put me out of the confort zone (I know... I should study some AI, some Rust, Latest Java Features, something on AWS services, etc.) errr.... better, I put myself out of my confort zone, but inside SMS zone !!! xD... , I am a bit tired of the typical tilemap+platformer/shmupping engine (although have a 50% project done, with almost all features of a megaman like game)...

... I have an interesting project, a 2 players one, which needs hard to take decisions, from both technical and gaming points of view. I am thinking in opening a topic to take ideas and promote certain discussion about these decisions to take from the community... It is going to be a two-three months project, little, but appealing to me.

But before, I upload a testing rom (this is TESTING, it is not V32) to take feedback... the new features are:

1. Now the ball bounces a bit less against standard walls.
2. Physics simulation selection in options.
3. Cannot hit the table more than one time / second.
4. Continues in game over, maintaining the same configuration taken in options.

Regards.
crazypinball-testing.zip (111.75 KB)
Testing rom

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Testing2
Post Posted: Sun Mar 31, 2024 9:22 pm
This TESTING2 version should be the definitive.... Simply, It has better tunning for the physics, and the fixes in the first TESTING version.

If, in some days, Me or someone do not find something wrong... It will upload with the V32 tag.

Regards
crazypinball-testing2.zip (111.77 KB)
testing2

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Post Posted: Mon Apr 01, 2024 12:18 am
Just some cosmetic things: 1. is it possible to add the word "again" at the end of the Continue "press button to play" message?; 2. is it possible to make the ball not move at the beginning when it's above the shooter, so as to appear more realistic?
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Test 2
Post Posted: Mon Apr 01, 2024 9:56 am
I played with the moon gravity and how the ball moves for me is better, but more difficult to shoot at the top of the table.
Playing in the saloon table for example I can not do the right ramp or loop to mulitply, I can not do good long shoots.
About the unlimited move of the table, good change, now is impossible to make continuosly extra balls and unnatural movements. But is changed to 1 movement, waiting time, 1 movement, waiting time, 1 movement, waiting time and in my opinion is too poor and rest playability. I normally use in the multiplier and something like 1 movement, 1 movement, waiting time, 1 movement, 1 movement, waiting time could be better.
"The ball never stops" ready to shoot at the beggining, or if you keep it on a flipper while I´m thinking in my next shoot the ball moves continuosly. This could be necessary because when the ball stucks, the ball liberates without doing nothing, at the beggining for me is not a problem but in the flippers when I decide to stop the ball looks antinatural.
I don´t know when the ball could stuck, I tried and tried trying to finding where, but for now my ball never stucks, I tried the three tables and I can not find where, In my opinion is impossible to stuck the ball any where.
And finally the 100 stars, when I hit one I always wait a visual effect like light, a color change or something only appears a small 100. I don´t want big visual effects, but hitting something, change the color or the border line, adding small visual effects could be great if it is posible.
M
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Post Posted: Mon Apr 01, 2024 4:04 pm
Ah, yeah I am finding moon gravity much easier and I would say I prefer it over earth gravity.

It's a tough balance, I think probably earth represents better how quickly a ball moves on physical tables, but of course physical tables are much much bigger with respect to the ball, so I think moon is overall a more familiar experience to physical tables as well as many digital pinball games.

Two things that feel better to me:
1. I can control the ball better on the flippers and use them to aim shots
2. The ball seems to bounce and ricochet off and between bumpers more readily, which is a familiar thing from physical tables.

One thing that maybe feels slightly off is the way the ball rolls off the tip of the flippers sometimes feels weird, but I reckon 90% of the time it feels about right.

All in all, I'd say this is now an incredibly good simulation, amazing work!
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Post Posted: Mon Apr 01, 2024 6:10 pm
Last edited by segarule on Mon Apr 01, 2024 8:08 pm; edited 1 time in total
The testing2 is much better.
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but more difficult to shoot at the top of the table.

In fact, reach the top is much difficult. Only this part maybe can be adjusted.
the unque problem is not quit from the table at anytime. Lets try imagine that i chose a table with 9 balls and i got that is wrong table. Now it dont reset and i need wait 9 balls fall to restart the game. I think that a solution could be a exit option in pause. The player press pause and press 2 in controller. So, voilá, the game return to initial menu.
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Post Posted: Wed Apr 03, 2024 11:18 am
Damn eruiz00, you are pumping out some really polished games lately! What to say, this is a really nice pinball game, reminds me of Epic Pinball to a degree.
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Post Posted: Mon Apr 08, 2024 2:12 am
Well, I think I've become invincible at the Wild Saloon table. It's the easiest of the three for me (Pink World on the other hand is the stuff nightmares are made of). The score on the picture was achieved with Earthly physics.

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Post Posted: Tue Apr 16, 2024 12:02 pm
This is a very interesting entry, and thanks for all the explanation regarding how to handle ball's physics, I find that fascinating.
Unfortunately I don't like pinball games on computers/consoles. What's wrong with me, I don't know. But this is a very solid implementation, likely as good as professional ports. The art and music are top notch too.
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