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Posted by jandeboevrie 1 day ago

Space Cadet Pinball on Linux(brennan.io)
340 points | 116 comments
davidst 20 hours ago|
I am one of the original authors of Space Cadet Pinball and I just want to say it is absolutely wonderful there are people who love our old pinball game enough to keep it alive. You made my day.

I am forwarding this post to my Cinematronics co-founders and friends, Mike Sandige (lead engineer) and Kevin Gliner (designer and product manager). They will enjoy seeing this as much as I did.

ndiddy 19 hours ago||
Having a fun game bundled with every Windows install was really something special, so thanks for working on the game and selling it to Microsoft. Without it, we wouldn't have been able to have a Pinball league in my middle school typing class :)

What parts of the game did you work on? Do you have any fun anecdotes about your time working on it, or stories about hard to find bugs?

davidst 18 hours ago||
I was CEO of Cinematronics (to be clear, we were a tiny startup so a CEO title didn't mean much - everyone pitched in wherever they could help.)

I negotiated the contract with Microsoft. My engineering contribution was not in the gameplay itself but in the game's memory manager and low-level rendering code. That was all performance-critical X86 assembly. I doubt any of that code lives on today.

Yes, there were a lot of anecdotes and the story on Wikipedia is both incomplete and incorrect in some ways. One day, I'll get around to editing it.

My memory is of promising it would be ready in time for Windows 95's launch, working excessively long hours, and focussing hard to make it fast enough so it would be fun to play on the minimum hardware requirement for Microsoft Plus.

mghackerlady 21 minutes ago|||
Wikipedia editor here! It would be much better to write a blog post or something, as anything you add will be removed as unsourced original research
Randomno 18 hours ago|||
Have you read the Wikipedia page recently? It was less complete a couple of years ago
davidst 18 hours ago||
I looked at it today and it is more fleshed out but still incorrect. For example:

> In 1994, the company began development of a port of Doom.

No, we were never porting Doom and we used none of Doom's code or resources. And I didn't propose to tone down the violence. The game was intended to be a fun first-person shooter in the same spirit as Doom but that was the only connection.

Microsoft was involved in a high-profile antitrust suit with the Department of Justice at the time. They were understandably sensitive about the potential PR impact of this type of game shipping with Windows and proposed gameplay design changes to reduce the violence.

amiga386 16 hours ago||
Are you reading the right page?

https://en.wikipedia.org/wiki/Cinematronics,_LLC

Hasn't been edited since December 2024. Has never mentioned DOOM.

Randomno 16 hours ago||
This page: https://en.wikipedia.org/wiki/Full_Tilt!_Pinball

Indeed the sources say Doom clone, not port.

davidst 15 hours ago||
Someone with the user name "Hemiauchenia" edited the Wikipedia page shortly after I left my comment here.

Source: https://en.wikipedia.org/w/index.php?title=Full_Tilt!_Pinbal...

wilj 19 hours ago|||
My first time using NT 4, I was setting up a bunch of machines that needed babysitting, and Space Cadet Pinball got me through a lot of long, boring nights.

I've thought back throughout my career to how lucky I was, it kept me from going crazy. Thank you!

unixhero 5 hours ago|||
As you of course know, since it was bundled with the default install of Windows 2000, we all had in our computer labs. It was a nice break from reality, an evergreen gamer and user experience. Eventually people brought Deluxe Skijump, Doom and Starcraft, but Space Cadet was still a viable option.
x______________ 4 hours ago|||
It is (an understatement to say) with great honor to have the opportunity to tell you (and indirectly the team if they read this): Thank You for making possibly one of the greatest Windows selling points ever, the inclusion of Space Cadet Pinball into its base offering.

SCP has had such a massive influence in my life up to the point of getting into the real world of pinball and becoming semi-professional (or the step prior as pro pinball doesn't exist in this part of the world, yet..).

I've been wanting to ask this forever and until this morning, would have thought I'd have brought this question to my grave:

Would you ever consider going back to the drawing board in an attempt to produce an official follow-up to Space Cadet Pinball?

There are a few generations of people who may be yearning for nostalgia in a world of enshittification, micro-transactions and even worse in the virtual pinball scenes, licensing bullshit that never favors the player.

Disclaimer: I've possibly put too much thought into this already, am willing to put everything I have into this if ever needed... but will need to let you comment first :)

aa-jv 2 hours ago||
Fellow pinball enthusiast here - I didn't get into it because of SCP, though, but rather grew up with the machines being regularly rotated and maintained in my Dads hamburger shop in the 70's .. halcyon days indeed!

What part of the world are you in that doesn't have a professional pinball tournament roster? Just curious ..

pabs3 11 hours ago|||
What do you think of the source code escrow suggestion at the end?

I'm an external contractor for Software Heritage, not sure if they are currently working on it, but I think they would be an ideal organisation to play that role.

https://www.softwareheritage.org/

bsimpson 19 hours ago||
kgliner's Hacker News comment from last time is cited on Wikipedia!
s20n 23 hours ago||
It's ridiculous how accurate this recreation is to the original, it looks and feels identical.

The author was able to do this just decompiling the exe files, without looking at the original source code. Basically, completely blind.

So it goes without saying: The deaf, dumb and blind kid sure makes a mean pinball.

saghm 22 hours ago||
I remember in the original there was something you could type when the game was playing the starting sequence (I think it was "hidden test"?) to be able to move the ball with your cursor. I'm curious if this works in this version so I'll probably try it out later when I'm at a computer if no one else has.

edit: It does! I installed the AUR version of it that was linked in the repo README and tested it out, and typing "hidden test" during the game startup sequence lets me drag the ball

Randomno 23 hours ago|||
Just to note, Microsoft provides debug symbols for Pinball
giancarlostoro 23 hours ago||
My understanding is you had to NOT look at the disassembled code for a project but have someone else do so and document what they see and that constitutes clean room. Course if I make Claude do the same thing… write a spec from disassembled code, that could work.
ndiddy 19 hours ago|||
With game modding or decompilation, a lot of people do stuff that's probably illegal but whoever owns the rights doesn't care so they do it anyway. Microsoft is fairly hands off with old stuff like this that doesn't do any material damage to their bottom line. For a more serious example, the full leaked source code to Windows NT 4 and XP has been on Microsoft-owned Github for ages and they haven't bothered taking it down, probably because those versions have been out of support for over 10 years at this point.

You can see on this thread that the original developers of Space Cadet Pinball think this is a neat project so I don't see anything morally wrong either.

Randomno 23 hours ago||||
Yes this isn't clean-room. Though none of these decompilation projects have been resolved in court yet. re3 (GTA3/Vice City decompilation) developers were sued by Take Two but they settled out of court.
pipes 22 hours ago|||
https://www.pcgamer.com/take-two-dismisses-lawsuit-against-g...

I didn't know about this. Not sure if the developers settled or take two gave up. I would guess the latter as the decompilation / port scene seems to be going strong. Though I don't follow it that closely.

anthk 17 hours ago|||
There's openrw which doesn't use re3 code.
aykutseker 23 hours ago||||
Clean room needs an independent second party with their own intent. An AI rewrite probably doesn't qualify, since its output traces directly to what it read.
Sophira 20 hours ago|||
Maybe it was edited, but from what I see, in the last sentence they said to have Claude make a spec, not to rewrite the code.
koolala 22 hours ago|||
Just need two AI for a second party.
rvnx 22 hours ago||
That also was exposed to proprietary assets or binaries at some point during training
koolala 17 hours ago||
I don't think that counts.
nullsanity 23 hours ago||||
[dead]
andy81 23 hours ago|||
It's crazy that license laundering is still the primary use case for LLMs.
andai 1 day ago||
Cool! I checked out the GitHub:

https://github.com/k4zmu2a/SpaceCadetPinball

It's been ported to a whole bunch of consoles. There's also a browser version!

https://pinball.alula.me/

Also, turns out Space Cadet Pinball is part of a bigger Maxis game I never heard of: Full Tilt! Pinball.

Also turns out we almost got DOOM bundled with Window 95! (GLUEM) but it was rejected: "Can't we just get a game of pinball or something like that?" And here we are :)

https://en.wikipedia.org/wiki/Full_Tilt!_Pinball#Development

ramenat2am 3 hours ago||
I wonder if they didn't bundle Doom with Windows 95 because, by those days' standards, it was a pretty scary and violent game, and they didn't want to deal with any possible backlash?
nosrepa 17 hours ago|||
The CEO refutes that they were working on doom elsewhere in this thread.
vikingerik 21 hours ago||
And the version from Full Tilt is a significantly enhanced version of the game. It has multiball, where the Windows bundled version doesn't.
fsckboy 19 hours ago||
i've gotten multiball in the Windows version of SpaceCadet, pretty sure I wasn't the victim of the Full Tilt version supply chain attack because while I knew about other tables I've never seen any of them.
diegomacario 1 day ago||
Last year we shipped a pinball game at Shopify that took some inspiration from Space Cadet. You can still play it here: https://bfcm.shopify.com/

Every year we ship a live visualization of our merchant's sales on Black Friday. For a long time it was just a globe with arcs where each arc shows a real sale going from seller to buyer, but in the last few years we have been transforming the website into something more fun and interactive.

I found programming a pinball machine to be quite challenging. We were a team of 2 engineers and 1 artist and we worked on that project for about a month and a half. We wrote some notes on the process and put them in the desktop computer next to the pinball machine if anyone is curious about how things work.

aa-jv 2 hours ago||
I'm in the middle of a DIY pinball project - all design work and analysis at the moment, including getting a BARRACORA table for a few months to serve as inspiration.

Got any tips and tricks for budding pinball designers? Maybe some notes that didn't make it yet .. ?

HaZeust 12 hours ago||
I love the pinball capture in the middle-far left that "throws" the ball with a mighty effortful groan! Thanks for linking this
flossly 1 day ago||
I like the authors remark on "source code FLOSS escrow" at the bottom of the article.

It's prolly hard to achieve legally, but the idea that a software is close source until it's no longer sold then automatically becomes open source would attract me as a potential user/buyer of the software: less lock-in in the worst-case scenario (being fully dependent on it wile company goes bust or decides to cancel the project).

Reminds me a bit of the https://kde.org/community/whatiskde/kdefreeqtfoundation/

<<The "social contract" ensuring Qt remains open-source is primarily maintained through the KDE Free Qt Foundation, established in 1998. This agreement guarantees that if The Qt Company ever fails to release an open-source version, or if the Qt project is neglected, the foundation has the right to release Qt under a BSD-style license.>>

anamexis 23 hours ago||
It's not quite FLOSS escrow, but source code escrow is somewhat common among big enterprise software contracts. There are companies that facilitate this, e.g. https://www.escrowcompany.co/source-code-escrow/
flossly 22 hours ago||
Did not know that... Thanks.
kjs3 12 hours ago|||
Software escrow is extremely common. I have worked places with escrow for Windows source code, for example.
Asooka 22 hours ago||
I honestly do not think source code will be all that useful. Make it so redistribution, decompilation, reverse-engineering and reimplementation is legal after sales stop and that covers it.
pabs3 11 hours ago||
Why wouldn't the source code be useful?

You might need old binaries to build it, but shove those in a VM and you should be good to go. If they used Debian, then they could even publish the exact snapshot.debian.org date to download the binaries from, and which binaries.

Perhaps they had proprietary dependencies they couldn't get the code released for, but then you could port the source code to open equivalents.

unleaded 1 day ago||
The Full Tilt version also has multiball which is missing from the Windows version. Lock a ball by shooting into a wormhole where the two lights are the same color, lock 3 balls to start.

If you enjoy playing Space Cadet I would really recommend giving Visual Pinball a try. There are so many more pinball games better than Space Cadet, with amazing tables people have made for them all available for free. I think it's Windows only though (very, tables are all scripted in VBScript and PinMAME is loaded as a COM object).

As an aside I tried to hack around with this and found out the programming for Space Cadet is pretty awful (not to disparage them or anything, it works). The state of the lights directly reflects the game state. (This is the cause of the bug where if you drain or start a mission while the rank-up light show is playing, you can skip a rank.)

MegaDeKay 23 hours ago||
> I think it's Windows only though (very, tables are all scripted in VBScript and PinMAME is loaded as a COM object).

Fortunately for us, you're wrong :-)

VPX now runs on Linux, Mac, iOS, and Android. And it runs great on those platforms thanks to some pioneering work by the dev jsm174. The VBScript bits are handled using just enough Wine to make it happen but the rest of it is all native. Surround sound feedback (SSF), the Direct Output Framework (DOF), Pinup Popper packs (PUP Packs) etc are all supported as well. The GUI that used to be Windows only is now built into Windows / Mac / Linux versions via ImGUI and can be brought up live during play.

If you want to try it out, log into Github and download the latest action for your platform [0]. Most non-Windows users will want to use the latest version in master as this brings the most amount of parity to the Windows version compared to the 10.8.0 release last year. Use the BGFX version as that has the new multithreaded rendering backend that supports Metal and Vulkan. If you want to learn more, best to check out the Virtual Pinball Chat Discord [1] or poke around the wiki [2].

The devs have been putting in a lot of work to generally make VPX cross platform and it shows. I have built my own Pincab [3] based on it and its amazing.

*Edit*: Should have mentioned that VPX is now supported by Batocera as well, though the VPX version in there is getting a bit long in the tooth.

[0] https://github.com/vpinball/vpinball/actions/workflows/vpinb...

[1] https://discord.gg/BhR9h5aWm

[2] https://github.com/dekay/vpinball-wiki/wiki/About-Visual-Pin...

[3] https://github.com/dekay/vpin-cabinet/

jgtrosh 1 day ago|||
I intuitively feel like more realistic games could be more fun, and that I might just have fondness for Space Cadet from growing up with it; but the more I played other pinball games the more I appreciate that space cadet is a simply great game to play, it feels great and there's a great variety of things to keep you hooked.

I wish I could find another pinball game I enjoyed as much. The closest experiences I could find are Xenotitle and Demon's Tilt but I found them harder to get into and get good at.

The next best thing imo is Yoku's Island Express.

SubiculumCode 22 hours ago||
I've played a lot of pinball. Space Cadet is a very good pinball game in terms of design, balance, and interest. I wouldn't short it.
eahm 20 hours ago||
You might want to check this one https://archive.org/details/vpinball-x-73-space-cadet for Visual Pinball https://github.com/vpinball/vpinball. There are others that might be even better but JP's is the one that just works without installing and configuring a bunch of other software (https://youtube.com/results?search_query=JP%27s+Space+Cadet - https://youtu.be/UXfohCzilrQ).

Damn amazing how they are making these pinballs today.

More tables here too:

https://vpforums.org/index.php?app=downloads&showcat=50

https://vpuniverse.com/files/category/82-vpx-pinball-tables

https://virtualpinballspreadsheet.github.io

https://nailbuster.com/wikipinup

https://archive.org/search?query=visual+pinball+tables

freeqaz 20 hours ago||
I have struggled to get this project working on non-Windows. It just hangs and crashes no matter what I do or try on Linux/Mac. It's a very Windows-oriented project that's slowly losing the shackles right now.
eahm 20 hours ago|||
Not gonna lie, some tables require way too much work, every software today wants you to be an engineer with 20+ years of some specific experience, what about just double click and let me play the damn game?
mrandish 17 hours ago||
Yeah, I hear you but as I mentioned in my reply to your other post there is a long-term silver-lining to having a bit of onboarding complexity. I think it's a big reason the VPin community is well into its second decade and still full of passionately committed contributors freely sharing awesome stuff. If you want drive-by casual pinball there are reasonably-priced pinball systems on PS5/XBox/Switch and Steam that are quite good. While VPin has gotten much easier in recent years, it's still a hobby that requires active engagement. VPin rewards that effort by enabling unbelievably high-quality, flexibility, customization, community enhancements and an ever-growing library of amazing content that'll take years to explore.

I think the mismatch is when people see all these awesome pinball games "Fer Free!" and assume they're going to click Install and be playing in a couple minutes. I tell my friends to expect at least a half-hour before first play - and that they'll have to read and follow a couple pages of good (but not perfect) instructions to understand and configure a few different tools. If you want things to work reliably:

* Stick to only Visual Pinball (not older emulators like Future Pinball).

* Install it with Pinup Popper and set up your screen mapping and controls based on one of the standard default configs.

* Run tables released or updated relatively recently (3 yrs or so).

* Run tables from well-known release groups and authors (like Visual Pinball Workshop).

* Wait to run newly released tables until they've been out a month, have >200 of downloads and >20 positive reviews.

* Don't run add-ons which mod tables until you're experienced.

And once you're past the install phase and have a bunch of tables fully working with all the bells and whistles you want, there's a new tool called VPin Studio that's great for maintaining your VPin system https://github.com/syd711/vpin-studio.

Re Linux: I've only ever run VPin on Windows. I've seen posts from happy people who run it on Linux so apparently it can work very well but cross-platform is newer so there's less info on it. On Windows getting a full VPin install working is just a little cantankerous but no worse than you'd expect when you realize it's several open source hobby projects which pass data in various ways and aren't usually directly tested together.

eahm 16 hours ago||
Nice thanks, I might check all this again later.
Sophira 20 hours ago||||
It works fairly well for me in Linux on WINE, even with Visual PinMAME. I believe I used the all-in-one installer (vpx7setup.exe, although there's a later version now).

My GPU is an AMD Radeon RX 6600 XT, if that makes a difference.

luqtas 18 hours ago||||
have you followed their build instructions? https://github.com/vpinball/vpinball/blob/standalone/standal...

last time i tried on Debian it just worked... their developer testing app also works flawlessly on Android. Arch Linux has an AUR package with the last git and i updated it yesterday and played a bit before bed

bsimpson 19 hours ago|||
I'd be curious to play a VR table, but the amount of tinkering required exceeds my curiosity.
mrandish 18 hours ago||
+1 on Visual Pinball, it's really mind-blowingly great and supported by a huge, very active community of artists and table developers. For anyone who doesn't yet know, there are hundreds of high-quality tables with a dozen or more new releases every week. While there are new, original tables which do things no physical pinball table can, many are lovingly hand-crafted recreations of commercial pinball machines including all the legendary classics from the 1950s to the 2000s. Any table you remember from your teen years is very probably already emulated.

Much like the MAME project is preserving arcade games before they are lost, the VPin community is doing historical preservation so future generations can enjoy these electro-mechanical machines. Under the hood in Visual Pinball the pinball machine ROMs are emulated by a special version of MAME called PinMAME, while Visual Pinball does the 3D rendering and physics simulation.

The majority of users play VPin on desktop with a keyboard but in the same way some MAME players add dedicated arcade buttons and joysticks or even a dedicated arcade cabinet, VPin supports running in a cabinet which looks like a pinball machine but has a flat-screen where the playfield would be as well as flipper buttons and a real plunger to launch the virtual ball.

VPin supports stereo sound but can also use the extra channels from a standard PC sound card's 7.1 output to drive effects like a subwoofer, bass shaker and up to four channels of positional haptic feedback for realism you don't just hear but feel. I was shocked at how accurately the transducers recreate the feel of real pinball bumpers and slingshots firing inside the cabinet down to the subtle vibration of a metal ball rolling across a wood playfield. In my cabinet I even added flipper solenoids from a pinball machine under the screen where the flippers are rendered. I can vouch for the net effect feeling authentic since my VPin cab sits in our game room next to 8 real pinball machines and a custom MAME arcade cab.

If you're interested in trying out Visual Pinball I strongly recommend starting with the Pinup Popper auto-installer that @eahm linked above (https://nailbuster.com/wikipinup/doku.php). All of this amazing goodness is the result of several different projects which work seamlessly together but installing it all in the right order and places can be confusing the first-time. Having to actually RTFM a bit to do my first install was slightly annoying but I now realize not being one-click user friendly is an upside. It keeps the VPin hobby in that ideal zone where it's just complex enough to limit drive-by casuals from mob spamming an otherwise super-fun, completely free, retro-adjacent hobby and that's why there's still a highly-engaged, knowledgeable community.

cbondurant 21 hours ago||
I like the idea mentioned of a source code escrow, and it feels like that would be a great place for national governments to step in. It reminds me of how the British Library requires that any published book have a copy sent to them for archival. Why not have similar laws in place for source code? If for no other reason than pure archival.

I wouldn't mind at all if it was all just purely kept in a metaphorical locked vault, only to be opened after some special conditions regarding the support and lifespan of the software were met. Even if those terms were like, "only after the original copyright has expired", aka 70+ years, it would still be so much better for the state of preservation of source code over the current norms. We have games that have had their original source code lost in under a decade from their publication. (Kingdom Hearts 1) Any alternative is better than the current state of things.

alberto-m 20 hours ago|
> Any alternative is better than the current state of things.

I don't know, the incentives for creators are already low enough. Any book one writes lands immediately in Anna's Archive and is digested into LLM slop for the profit of Altman & Co. Any piece of investigative journalism, when shared here or on Reddit, sees a link to some paywall-bypass site as one of the most upvoted comments. So we are already in a Bastiat's window situation where people are disincentivized to produce creative work. I'd rather not put the work of software creators even more at risk of being cheaply copied and copyright laundered: any state vault would be an easy target for trillion-dollar corporations.

Aside, as someone doing retro reverse engineering I greatly appreciate the author's words about the tension between software preservation and the need to reward creators for their work.

nottorp 20 hours ago||
> Any piece of investigative journalism, when shared here or on Reddit, sees a link to some paywall-bypass site as one of the most upvoted comments.

That is generally because they're on random sites that want you to subscribe for a year to read the one piece that was mentioned on the sites you read... not going to happen, sorry.

nottorp 17 hours ago||
How this worked for printed news back in the dark ages was:

A friend told you about an article, or a headline piqued your interest.

You could anonymously hand a negligible payment (few cents or dollars in cash) to an intermediary (the newspaper seller at the street corner) to get access to all the content published for a certain time period (daily/weekly/monthly issue of the publication).

Now a "friend" (for example a HN post) still tells you about an article. Unfortunately you can't get an issue, they want an ongoing commitment. It's not anonymous, you have to create an account. The intermediaries are gone though, is that a good thing?

kowalski7cc 1 day ago||
Sooner or later I'll split the game from data so the second part will be easier, allowing custom flatpaks to extend data. The flatpak has received updates especially for keeping an up-to-date runtime but the upstream game, however, has not and Flathub will only show appstream data for the update. You can see on the flatpak manifest repo that latest commit is 6 months old: https://github.com/flathub/com.github.k4zmu2a.spacecadetpinb...
nh2 1 day ago|
I wish somebody had as a passion project or company to build Space Cadet into a real physical pinball table.
vunderba 23 hours ago||
There have been a few attempts at this. I think the most well-known one is probably this one [1].

While we’re at it, I’d love to see a physical version of the seseame street pinbal table [2], though that one might be a bit more ambitious. :)

[1] - https://spacecadetpinball.wordpress.com

[2] - https://www.youtube.com/watch?v=JZshZp-cxKg

unleaded 1 day ago|||
Many people have thought about this, IIRC it's not physically possible to build because there is a lane that goes under a bumper (which in real life they extend down quite a bit) https://files.catbox.moe/pnaeri.png
ahartmetz 1 day ago|||
Assuming that it's about moving the ball unseen (which makes it much easier) from the sink hole higher on the table to the apparent ejection hole and kicker low on the table.

One could have the ball go quite low below the table surface and then use some kind of mechanical kicker to get it up to table level again near the bottom. It's possibly a unique problem, but seems to be much less work than building the rest of the table.

netsharc 1 day ago||
Or just have a different ball ready to come out of the exit hole, the top hole would swallow ball 1, and a different ball could exit after a realistic delay...

A bit like Star Trek teleportation.. is it you, or a copy of you?

vikingerik 21 hours ago||
Several real pinball tables do this, keep a hidden ball staged to make it seem to instantly reappear. The Rick & Morty machine in particular does this - you can shoot into a portal, and the ball (actually a different hidden one) reappears instantly some distance away.
toast0 23 hours ago||||
Pop bumpers on an elevated/overlay playfield seems like a nightmare in general, maintenance would be a big pain. I can't think of a machine that has a pop like that, but my internal pinball database is getting pretty dusty.

You might be able to make the kickback lane work with a subway or maybe make the machine a widebody and go around the mess?

wileydragonfly 1 day ago||||
Just put one pop bumper there, you could make it work
stavros 1 day ago|||
Hm what's the problem with that? I understand that the bumper extends down, but what else needs to be on the underside that makes this unbuildable?
BadBadJellyBean 1 day ago||
I think it's because the bumpers on top (the white things with the blue dot in the middle) need a lot of space underneath and the line runs through the space that they would need.
stavros 1 day ago||
Hm I understand the bumper part, but what does the line represent? Why does it need to run on the underside?
jjmarr 1 day ago||
The line represents a physical tunnel through which the ball can travel.
stavros 1 day ago||
Oh, there's a hole at the top of the line that leads to an underground lane? That makes sense, I couldn't make that out in the photo, thanks.
toast0 23 hours ago||
If you drain to the far left, and kickback is lit, the ball gets sent along the line and comes out the top (and IIRC, refills your fuel?)
stavros 23 hours ago||
Oh that whole thing is a higher level! I see now, I thought that top section is actually a ground section, thanks.
toast0 23 hours ago||
The purple thing is an overlay... There's the ramp, the three lanes (with lights), three blue mini pop bumpers, and then the ball drops into the inlane for the left flipper.

The kickback puts the ball into the left orbit, which is at ground level, the ball will hit the spinner and then IIRC cause it's outside the crop, it goes into the lanes at the top of the playfield, and into the pop bumper area there.

wileydragonfly 1 day ago||
I suggested this to a Stern employee 21 years ago, which obviously went nowhere. Back then they were trying to do a Halo machine, which also went nowhere.
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