Bride of Pinbot (Williams 1991)¶
Long-running build spanning playfield art, Blender mesh optimization, GI color modding, and flipper physics tuning. Notable for the comprehensive GI color mod system (13 options), polygon reduction workflow documentation, and flipper coil strength/era calibration. Built by iaakki, sixtoe, niwak, wrd1972, and fleep1280.
Build Story¶
Development ran from November 2020 through February 2024, with major contributions from iaakki (scripting, inserts, GI system), niwak (polygon reduction workflow), sixtoe (physics, shuttle fix), and fleep1280 (sound cartridge selection). The table demonstrated the importance of era-appropriate Fleep sound cartridge selection and established precise flipper coil strength values for the early WPC era.
Table-Specific Details¶
Mechanisms & Hardware¶
- Early WPC (1991) with medium red coil FL-11630, flipper strength 2400. Acceptable range for early WPC: 2000-2600.
- EOS torque ratio 0.375 was tuned extensively -- should not be changed when adjusting main strength. EOSReturn is a correction factor because VPX return strength is based on flipper strength, unlike real machines where it is based on return spring.
- Flipper alignment via toothpick holes: Real playfields have small holes near flipper bushing positions designed for a round toothpick. Flipper bats rest against this toothpick to set correct start angle. BOP's swing angle corrected to 48 degrees using these reference holes. Even small misalignment causes noticeable ball bounce at inlane-to-flipper junction.
- Flipper frame history: Williams factory frames (A-8108, B-8239) used across nearly all 80s games. Steve Ritchie confirmed designers were "stuck using them." Custom frames appeared in the 90s with CAD adoption. VPW tables should match standard factory configuration.
Art & Visuals¶
- GI color mod system: 13 options via
GIColorModvariable -- Random, Incandescent, Warm White LED, Cool White LED, seven color LEDs (Red through Violet), Custom RGB, Auto-changing. GI brightness controlled via opacity on playfield-sized flashers:FGIFront.opacity = 300 * GIFrontLvl. - Insert text labels maintained as separate image layer from playfield for independent positioning and higher resolution.
- Shuttle primitive had "pinched" artifact from incorrect metal material type with DisableLighting -- fixed by switching to plastic material.
- Playfield image resolution sweet spot: 4000x2000 renders crispest. Power-of-two sizes (4096, 6144) cause blur from mipmapping.
Physics & Gameplay¶
- Fleep sound cartridge selection should match era and system, not just manufacturer. Pinbot cartridge used over Whirlwind despite both being Williams WPC era -- compare by ear, not part numbers.
- Pop bumper bulb primitives driven by GI via ModLampz callbacks:
Lampz.Callback(2) = "DisableLighting pBump1, 25,".
Known Issues¶
- VPX collections can become corrupted -- hit events fire on wrong collections. Fix: delete collection, create new, disable/re-enable hit events on each object, restart VPX between steps.
- WAV sounds imported in VPX 10.7.2 beta do not play in 10.7.0 release -- a forward-compatibility issue.
Techniques Developed Here¶
- Playfield image resolution sweet spot -- power-of-two sizes cause blur, 4000x2000 is crispest
- GI color mod system with 13 selectable options
- Blender polygon reduction workflow -- merge, limited dissolve, normals reset, bevel, weighted normals
- Flipper coil strength by era -- FL-11630 at 2400 for early WPC
- Fleep sound cartridge selection -- match era/system, compare by ear
See Also¶
- Physics Tuning -- flipper strength, EOS torque
- GI and Flashers -- GI color mod, ModLampz callbacks
- 3D Art Pipeline -- polygon reduction, insert text workflow
- Best Practices -- playfield resolution, texture standards