![]() ![]() Relative to the ball, there is a fair amount of distance between those bumpers, which translates to a much bigger mini than you might imagine when the size of a real ball is taken into account.Įven if you built tiny bumper mechs, you would have to have the mini playfield set high in the air (or with some bizarre bumper engineering) because the left bumper is directly over the left kickback lane. Also, the ramp just has a solid wall this is good enough for the computer game, but in real life you need both space and rubber to deal with bumper force to avoid damaging something. ![]() Note the size of those bumpers compared with the "standard" ones elsewhere on the game, and even then, how tiny the ball is. If you built this game to be *giant*, you could fit bumpers on that ramp, but at a normal size or even typical widebody size, there isn't that much room. You might need to make some adjustments to the wormhole thing (purple arrow) though. it looks like you should be able to fit the bumper mechs inside it if you make the ramp thick. Why not? The ramp doesn't overhang much, look at the mission targets in the image. Multiball setup with the trough and the scoops and subways will be almost 1/3 of the mech build I think Smooth kickers like what gamatron or flight 2k uses would be good For the kick out lanes. If I ever built it, I’d probably go ahead and make it a wide body and utilize all of the lanes. Someone does have a working Vp version available to play somewhere. Though I don't have time to build it, I'd be happy to help brainstorm further build ideas if you need it. "Deployment Lights" could be done with optos, possibly. It may be a bit more of a challenge to fit if staging subways are used for the wormholes, as there would likely be one along the right side. The right kickback tunnel can be done with either a flap in the shooter lane or an opening in the left shooter wall, depending on what kicking mech might fit in this space. However, one single bumper would probably work (approximately where the rightmost bumper is on the original). I think the three ramp bumpers would be more or less impossible, given the amount of space underneath, unless you wanted to engineer a whole new kind of bumper. Each scoop would need an eject coil, a release coil to let the ball in from a subway, and a transfer coil to fire the ball up through a subway to a different wormhole. although it would require a total of 9 coils to work the way it does in the computer game. It would be possible to do the teleporting Wormhole scoops with some custom mechs. It ought to be possible to fit them on both sides, assuming we're not building the official Full Tilt version with multiball which would require more space for trough mech. The kickbacks could be done with kickbig mechs (smooth slingshot kickers basically) and older style diverters. However, you may want to design a custom apron with cutouts for the two kickback mechanisms. The weird apron design is a stylistic choice for the computer game a normal playfield with a normal apron would be fine. (Although it could sit out in the open in front of a ramp post perhaps, a la TOTAN) I do actually have a VERY unfinished VP9 wip of Space Cadet shoved into a standard body: ![]() ![]() The black hole (saucer behind ramp) probably can't be in that spot. With a small bit of rearrangement, you can fit this layout in a standard body, more or less. Here's the ideas that have gone through my head on how it might have to go together. I've honestly floated this idea myself, but didn't have the time to make an attempt at it (and have been busy building an original anyway). ![]()
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