Umberto Eco had some pretty interesting insights into pinball. Tips, even. Spoiler alert: "You don't play pinball with just your hands." With you so far, Professor. "You play it with the groin too." Um...?
"The pinball problem is not to stop the ball before it's swallowed by the mouth at the bottom, or to kick it back to midfield like a halfback," he continues. "The problem is to make it stay up where the lighted targets are more numerous and have it bounce from one to another, wandering, confused, delirious, but still a free agent." So what's the trick? "You achieve this not by jolting the ball but by transmitting vibrations to the case, the frame, but gently, so the machine won't catch on and say Tilt. You can only do it with the groin." And, by logical extension, the conclusion: "A female groin is required, one that interposes no spongy body between the ileum and the machine." Thanks, Umberto. I have lived with that phrase "spongy body" ever since I first read Foucault's Pendulum. I guess that's the price we pay for literature.
Anyway, I dearly wish that Umberto Eco had lived to see PinOut - although, granted, he would have struggled to play it with his groin, as the whole thing runs on a phone. PinOut is ingenious and stylish. It's pinball, but it never ends. Get the ball to the top of the table, and you'll find there's a gap that allows it to move onto another table, and another beyond, and another beyond that. Neon witchcraft, of course, drawn in taut, slick bars and curves of neon. You have sixty seconds to get as far as you can, but regular time extensions mean that you will never play for only sixty seconds.
God, it is a beauty. So simple! The dual flippers of pinball reduced to taps on the left or right of the screen. Those flippers become more than just a means of propelling you up the tables, they become sort of impromptu save points, moments to rest the ball for a few seconds, if you can face that, before proceeding further into pinball Spook Country. The elegant threading of ramps and bridges you race across make me wonder if pinball didn't find a spiritual home deep in the spaghetti junctions of southern California, and the endless ease of the whole thing makes me wonder if we weren't born hardwired for it, a mechanical video game that will never truly be outmoded.
Man, most surprising is this: I have encountered stories amongst the tables. Not just through the power-ups or the odd mini-games that occasionally pop in, but through quirks of physics, like the time I accidentally gave a ball - I was on a serious hot streak here - too little force as it pootled along a ramp that turned out to be much longer than I had expected. It never slowed down enough to roll back to me for another flip. Instead it just crawled forward, eating the precious seconds I had built up, and meaning that when it eventually flopped out into the next arena it came to rest on the flipper just as the game kicked me back to the hi-score table, defeated.
PinOut is free, but you can pay a little bit to make the game so much worse by saving your checkpoints for you. A bit of a dilemma, this one, as I want to give the developers some money for making something so special, but I don't want to ruin the purity of it in the process. I think I will pay up, as pinball itself is one of those games where money is baked into the whole proposition from the start, your coin rattling through the hidden spaces of the interior even as it allows your ball bearing to curve over the machine's glossy outer surfaces. Pinball, eh? Pinball!
PinOut is a pinball video game developed by the Swedish indie game studio Mediocre. It was released in October 2016 for Android and iOS.[1][2] The goal of the game is to propel a ball as far as possible before time runs out. After the first 7 levels the endless mode begins.[2][3]
The game has the basic appearance of a conventional pinball game, with a rolling ball propelled upward on the play field by hitting it with flippers. However, unlike a conventional pinball game, the play field extends upwards endlessly. The display follows the ball as it moves. Multiple flippers are placed throughout the play field. There is no drain; play is limited by a timer. The challenge is to go as far as possible up the play field, within the available time.[2]
To gain additional time, the player can hit glowing dots with the ball, gaining 1 second per dot. If the time run out, the game ends. There are ten checkpoints in the game. With an in-app purchase, the player can enable restarting from past checkpoints, restoring their progress to that point. Otherwise, players must start at the beginning.[2]
There are four different minigames (one of these is easter egg to Does not Commute, another Mediocre AB game) which, when the player lose, the resulting score will be added to the timer. These minigames appear in a small area at the top of the screen, reminiscent of the "video mode" minigames in hybrid electronic pinball games.[4]
Metacritic gave the game an average score of 81 out of 100, indicating "generally favorable reviews".[6] Gamezebo gave PinOut a rating of 4.5 stars, praising its graphics and soundtrack, while criticizing the timer as oppressive.[7] Pocket Gamer praised the originality, game-play, and aesthetics, but said it can be "a little tough".[3]
ANOTHER NOTE: This might look pretty flash but it is NOT VERIFIED and NOT OFFICIAL it's very easy to make a mistake with this sort of thing. This means that you should not bet the farm by doing a design based on this drawing without checking what you are doing.
Does anyone have a hi-res pic of a Due? This one is from the product page, it has a lot of flare and is lo-res anyway. Good quality and NO barrel distortion please. If I get a Due I'll shoot my own from a great distance so there's little perspective distortion. (I did work as a product photographer in a past life)
As for the bottom pins, currently I favour breaking that section off, but I'll play with CR's idea and see how readable it is. Often this creates too many parallel lines that are hard to follow though.
Thanks panzar, for the moment just a jpeg maybe 2000px on the long side will do. If possible square, shot from as far away as possible with a long lens, no pincushion/barrel distortion, even light, no hot spots etc.
Graynomad:
Does anyone have a hi-res pic of a Due? This one is from the product page, it has a lot of flare and is lo-res anyway. Good quality and NO barrel distortion please. If I get a Due I'll shoot my own from a great distance so there's little perspective distortion. (I did work as a product photographer in a past life)
Remember that the picture you have now, seems to be the one with markings on the ICSP next to the 16u2 chip, my Due does not have those markings, so one should prefer to get an picture of that one, so we have the correct orientation, since it's upside down compared to the SPI (old icsp placement) on the board.
Graynomad:
Thanks panzar, for the moment just a jpeg maybe 2000px on the long side will do. If possible square, shot from as far away as possible with a long lens, no pincushion/barrel distortion, even light, no hot spots etc.
Awesome work so far Rob.
What a confusing data sheet.
Looks like there are multiple sets of SPI controllers - I don't see how they make it to IO pins tho.
For example PA25-26-27-28 make up SPI 0 with 3 additional chip selects on PA29-30-31 - where are are PA30-31 on the Due schematic? PA25-26-27 only seem to be on a 2x3 header?
Similarly for PE28-29-30-31 for 2nd SPI - what pins do they get multiplexed onto? I can't tell from the data sheet, same for the additional chip selects on PF0,1,2.
Hello,
Recently I created a board with multiple DF players to output separate audio sources to designated speakers. Unfortunately, I'm running into a problem with playback on these boards. I have wired the boards as shown in the pictures. I am making use of the IO pin, which is supposed to trigger either the previous audio file or the next audio file. However, the DF player seems to be completely ignoring this, and instead plays the smallest or largest audio file first, and ignores the order of the files on the SD card. I have them labeled as follows: 00x.mp3, and have tried changing the format several times to include numbered folders, more leading zeros, and anything else I could find on existing tutorials for the DF player. Changing the format made no difference.
20221029_00010519201080 174 KB
20221029_00001619203413 410 KB
Here is where my issue gets even weirder, though. I originally had the negative side of my 5v power supply connected to the ground on my Arduino board, and the largest audio file would play first. When I removed the connection to ground from my board, the trigger would still activate, but it would instead play the smallest audio file first. Apart from this odd flip-flop, I was very surprised that the digital OUT from my Arduino board was still able to activate the transistor, given that there was no completion of the circuit via ground to the Arduino board. This entire situation has completely confused me, and I'm hoping someone with more experience can identify the problem, as well as provide some insight on how my digital OUT pins are still able to saturate the transistor despite the absence of a pathway to ground on the Arduino.
To further help with the troubleshooting process, here is a description of the DF player breadboards:
-Positive 5v on the far left side, with negative 5v on the far right
-Transistor wired to close connection to negative 5v when saturated. Base connected to Arduino digital OUT with 10kohm resistor, collector connected to IO2, emitter connected to 5v negative.
-DF player mini connected directly to 5v negative
-DF player mini connected to 5v positive with 20ohm resistor
-3.5mm audio jack wired to DAC_R & L pins, also connected to 5v negative