VP8 Flipperless Recreation Pocket Sized Boom Boom released

tiltjlp

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Favorite Pinball Machine
Flying Trapeze 1934
Harvey's Pocket Edition Boom Boom, which was probably made in the 1920-40s. suggests that there might have been a larger, full size version of Boom Boom. Of course maybe all it means is that the game was small enough to fit into a jacket or coat pocket, or even the back pocket of a pair of jeans.

Obviously Boom Boom was sturdy and well made. When your game was over, you simply turned the game right side down so the balls could be reloaded for a new game. In my version, I award 50 points for balls entering the Reload Chute, as well as returning the ball for replay. Enjoy the game. You can get Pocket Edition Boom Boom here: http://www.pinballnirvana.com/index...download&sid=10&min=40&orderby=titleA&show=20

737.jpg
 

Attachments

  • Boom Boom Pocket Edition (Harvey Mfg)(192x-6x)(tiltjlp)(1.0)[Bagatelle].zip
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I don't understand the mix of gold and silver balls. It looks like the silver ones are in the picture? I could shop them out for you, if you need it.
 
I just think the gold ball looks better with the dark wood. You can always swap in a silver ball. Sure, if it's not too much trouble, getting rid of the silver balls would be great. If it's too much of a hassle don't bother though.
 
Done.
Gold is good. I made that ball a long time ago. I could improve on that too. I want no credit for that small thing, just glad I could help. It's the only thing I ever wanted to do.

I did not square the image, because that is not really needed I think and you would have had to move your nails.

I suppose I should have removed the plunger graphic as well. I'll do that too if you want.
 
Shockman said:
Done.
Gold is good. I made that ball a long time ago. I could improve on that too. I want no credit for that small thing, just glad I could help. It's the only thing I ever wanted to do.

I did not square the image, because that is not really needed I think and you would have had to move your nails.

I suppose I should have removed the plunger graphic as well. I'll do that too if you want.

Sure, do anything that you feel will improve upon it. And thanks.
 
Also, I could play this a thousand times and press 1 before S each time, I think. It does make sense, you are not adding a coin, just not use to S. What is the font and size you used John? I mist not have the font, or it would size right. This is what I get.
 

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Since I can't see attachments I don't know what I'm missing. As for the font, I use Courier New, usually 20 point. Being a writer, Courier New looks familiar to me, and usually all I ever use. As for no coin drop, since many of the tables I make are toys or home sale games which were manual, I just got into the habit of using the S key to start a new game for all my tables, with only a few exceptions.
 
Thanks to Shockman's graphics handiwork, which removed the ball images and the plunger from the playfield, I have released an update of Boom Boom. I have also made several minor adjustments to the game play. I think the game looks so much better now, and since it's a very small DL, you might want to grab it here: http://www.pinballnirvana.com/index...download&sid=10&min=40&orderby=titleA&show=20 An updated SS is in the first post above.
 
I got 4.050 points in my first game. How about? What's your highscore?
 
What's this? I don't think that's wanted.
 

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I can't view attachments, so I don't know what I should see. My best score so far is 6300. One of the keys to high scores is a lot of nudging, and getting lots of balls in the replay lane at the bottom. You only get 50 points down there, but you also get the ball back to play again.
 
There are two balls at the same time. At plunger it wasn't to see, but when fired up, they devided.

I tried to make zoomed screenshot. Maybe you can see here:
 

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No, still can't see it, but I know what you're talking about. Shouldn't happen, but I'll see if I can duplicate it and find a fix for it. Now if it's only counting as one ball than it might be a plus, and could boost your score.
 
Boom Boom Looks cool....

I Started on a Spidey Bagatelle today, but if you can't see attachments, there reason for me to post a WIP thread :anger: It's one of those plastic shooters with 6 balls.
 
My version has ten balls. Not fully working yet.
Too bad that a couple of balls could not set beside each other without gobbling each other up, so kickers for the lost and return lane and simple shifting down of what's left. The cups, what ARE those things called? triggers, I know what you're thinking, but the walls, any and all of them can drop, so the balls can still be collected and re-racked. I know what you are thinking, without kickers the balls wont sit beside each other, they'll gobble each other up.

This is so much different than yours john, and I don't plan to release it to compete with yours, I just want to learn how to do it and how much fudging would work well enough for a realistic model. First you would not nudge a pocket size anything, you would tilt it. Second, a cup would hold probably three balls, before the nudging or tilting would release one or two. No magic teleportation of balls. The contact points are at the base of the nails instead of the top of them, perspective demands it. I used the same walls that make the ball dissapear that was used in POTO so you will not see a pixel different than the source pic but still the ball will roll behind the nails and you wont see them through the cups. or lane walls.

I think I can even use the vp plunger as a gate to let the ball from the return lane into the shooter lane. Easy with one ball, harder with a row of others behind it. Problem is with the VP plunger, I see no way of not having a full strenght pull.

10 balls at a time is a lot of VP balls at once, some systems might not like that, they could have 6 or 8, it would be easy enough to program the mechs to work with anything under 11.

As I built this, and pin placement is the only real difference in gameplay, this is a very hard game. The pins seem to be at places that would make it hard, not places that would help. Some help, but many need to be avoided. The two above the upper left cup are close enough together to trap the ball, graphic, not mech., I know yours don't, and mine don't either, but if placed exactly to the graphics it will. This shows a problem with the scale. This had balls smaller than pinballs, or the scale is off, but the scale would still be the problem, and the answer either way.

The graphic is skewed as well, and I guess I should have strightened it out. I don't know if I want to do that or just worry about that stuff when I design my own.

Flipperless is OK, I think the mechanics have to be convincing with these little old things to have then amount to much though.

Thanks for BoomBoom John, Thanks for letting me use it as a template too.
 

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Also I think you might have it wrong about 'Pocket edition' I think there was a hole version and a pocket version, with the pocket being the things I call cups.
 
Shockman said:
My version has ten balls. Not fully working yet.
Too bad that a couple of balls could not set beside each other without gobbling each other up, so kickers for the lost and return lane and simple shifting down of what's left. The cups, what ARE those things called? triggers, I know what you're thinking, but the walls, any and all of them can drop, so the balls can still be collected and re-racked. I know what you are thinking, without kickers the balls wont sit beside each other, they'll gobble each other up.

This is so much different than yours john, and I don't plan to release it to compete with yours, I just want to learn how to do it and how much fudging would work well enough for a realistic model. First you would not nudge a pocket size anything, you would tilt it. Second, a cup would hold probably three balls, before the nudging or tilting would release one or two. No magic teleportation of balls. The contact points are at the base of the nails instead of the top of them, perspective demands it. I used the same walls that make the ball dissapear that was used in POTO so you will not see a pixel different than the source pic but still the ball will roll behind the nails and you wont see them through the cups. or lane walls.

I think I can even use the vp plunger as a gate to let the ball from the return lane into the shooter lane. Easy with one ball, harder with a row of others behind it. Problem is with the VP plunger, I see no way of not having a full strenght pull.

10 balls at a time is a lot of VP balls at once, some systems might not like that, they could have 6 or 8, it would be easy enough to program the mechs to work with anything under 11.

As I built this, and pin placement is the only real difference in gameplay, this is a very hard game. The pins seem to be at places that would make it hard, not places that would help. Some help, but many need to be avoided. The two above the upper left cup are close enough together to trap the ball, graphic, not mech., I know yours don't, and mine don't either, but if placed exactly to the graphics it will. This shows a problem with the scale. This had balls smaller than pinballs, or the scale is off, but the scale would still be the problem, and the answer either way.

The graphic is skewed as well, and I guess I should have strightened it out. I don't know if I want to do that or just worry about that stuff when I design my own.

Flipperless is OK, I think the mechanics have to be convincing with these little old things to have then amount to much though.

Thanks for BoomBoom John, Thanks for letting me use it as a template too.

Feel free to release your version if you want Shockman. I surely didn't reject your version, I simply used my version because that's what I've gotten accustomed to. And you're right that a PC version of those kinds of hand held games can't be as accurate as any of us would like, since nobody is going to pick up a monitor and turn it over to get the little metal balls to reload in the plunger feed section. But I think they're fun to play, know they're fun to make, and they definately are a piece of pinball history.
 
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