Cosmic Colony Pinball

This machine started as a Williams Space Shuttle in rough condition - no sound, no backglass, melted ramps, and playfield very worn.  But it can be re-molded!  My first step was "gasp!" stripping the playfield and sanding to wood - all along thinking of Ed Cheung's careful Space Shuttle restoration while I tore into mine!  But I also decided to re-theme it with a space theme and use some of the amazing images from the Hubble telescope - I think Ed will approve...

 

Development History:

The project started in October 2006.  Here is the stripped machine with the main CPU board hooked up to a Windows PC that provides control, sound, and displays.  This took me though the basic programming phase of the project which was several months (as my after work, after kids sleeping project).  In these days, it was called "Solar Colony" but the marketing department of my one-man operation made me change it to "Cosmic Colony" because of the nice rhythm saying it.

 

The machine was first demonstrated In May 2007.  Following a special preview at San Jose's renowned Thursday Night Pinball, the machine went on the road to Pin-a-go-go for a weekend of pretty heavy play.  Here is the "extreme makeover" version of the machine that went to TNP and PAGG:

 

About the machine construction:

Base machine: A trashed Space Shuttle that was sanded and re-painted.  Two slim clear ramps were made to replace the big black monster ramp.

Reprogramming: The controls computer is a P3-1Ghz PC running Windows XP.  The main interface is through 2 parallel ports which connect into the CPU socket of the original electronics to run the lamps, switches, and solenoids.  The sound and display run directly from the PC, with a 22" LCD display in the backbox to show score, status, and some streaming video.  The programming language is C# with a very object oriented design structure.

Artwork: Since I'm not much of an artist myself, I decided to take nature's finest.  Most of the artwork is from images from the Hubble telescope.  The images are combined into 8x11 sections in Photoshop and printed onto transparencies on a color laser printer.  For the playfield, the wood has been painted white and the inserts are bare, with any overlays printed on the transparency.  For the plastics and stickers, the images are printed the same way and then painted white on the back.  Adhesive then applies them to the top of clear polycarbonate plastics.  The playfield also has a thin polycarbonate cover, which is great when flat, but currently it bubbles up when heated - future versions will look at improving this.

Ruleset: This doesn't attempt to replicate Space Shuttle, but is mostly new.  "Playocity" is a measure I have combining points per ball, the speed of points accumulation, and the number of mishits (like lit lane rollovers and early hits of center drop target) - ball bonus is based on the playocity measure, as is the "Meteor Storm" objective below.  The rule card summary:

Skill Shot: Launch ball into flashing lane.

Multiball: Lock balls on left and right and complete center ramp, post time 20 sec

Major objectives – completing each mode the first time lights extra ball on right ramp:

Comet Chase: Complete right ramp 3 times in 30 sec

Colony Rescue: Complete center ramp in brief time when launch is not initiated

Meteor Storm: Get the Playocity meter over 200

Super Jackpot: In multiball, lock both balls (held 10 sec) and complete center ramp.

Fusion Power: Complete bumper count

Lunar Grass: Complete R&D standups count

Solar Domination: Complete all 15 new colonies

Spell C-O-L-O-N-Y and initiate launch on center ramp.  Inlanes spot letter, initiating launch too early (center drop target) unspots letter.  Complete center ramp to Colonize.

Advance R&D: Opens outlane gate

 

Debut at TNP and PAGG (May 2007):

Overall, response was really great!  The game had some glitches, a few restarts, and a few sticky ball points (due to bubbling playfield cover), but people still really loved seeing it.  Most games played through fine, and nearly 500 games were played in those 4 days.  I got a lot of great comments about game play, and many pinball enthusiasts were saying this is what modern pinball should be.  The funniest comment I got, from 2 independent sources: With the backbox wood sticking out, looking at the backglass from an angle it reads "Cosmic Colon" -- we had some laughs about that theme potential!

I'm really glad so many people were impressed by this project - their interest is a motivation to extend this further and find a way to release it into the pinball community.

California Extreme (Aug 2007):

The machine spent 2 long days at California Extreme - a really great show!!  A total of 282 games were played, and 6 games were stopped with one pesky software bug (ball counting in the ball trough after multiball that only got 80% fixed the day before).  I got a lot of great comments from people about the project.  This time the funniest one was about what a great concept "Lunar Grass" (one of the game modes) is -- actually I designed it as real grass.  You know, turf...that grows on the moon!  Well, maybe lunar grass is a great concept no matter how you think about it.

We are fortunate to have some great pinball shows here in NorCal.  Thanks to all who attended and played!!

 

Video Links:

 A flyover with the machine idle during a game:

 

A few balls being played, with a multiball session too:

Development Future:

This project has been a lot of fun, and I'm happy the machine is at a state where it's pretty fun to play (no, I haven't come close to beating it yet..)  I have a few reliability items and finished touches to add to the machine.  I have a good technology base in place and several directions it can go.  Some possibilities are:

  1. A pure controls programming for similar machines, where sound and display can selected as original or new versions.  I would like to make a multiball version of Comet at some point.

  2. Another custom machine with a different theme, but based on a System 7, 9, or 11 game.

  3. A kit to allow others to plug in a PC and define a rule set, sounds, and graphics without using a programming environment.  Since the only custom hardware I use is cabling, this could be done very cheaply, and I would really love to see the creative efforts of a lot of really great guys in the hobby who have "always wanted to do that"!  Whether is art, craftsmanship, game play, or technology, we all have something to contribute in this hobby, and a customization kit would be a great outlet for this!