A non-exhaustive list of resources that were used while building Pincrediball.

Game Store Pages

It's not quite there yet, but there will be two most important links, so let's reserve some space for them:

Own content

A list of links to Pincrediball's stuff (duplicated from the Contact page):

Creator home page (which further links to all related stuff):

Godot (game engine)

The second game engine I tried for Pincrediball, with a list of used resources:

Phaser (game engine)

The first game engine I tried for Pincrediball, here's a list of resources used:

Game Development

Generic game development resources:

Pinball Machines

Generic resources about Pinball.

Tools used

In addition to the game engines above, the following generic tools were used in making Pincrediball and its website:

Pinball Glossary

This will be a Pinball glossary, with only the terms that are relevant to Pincrediball. It's by no means exhaustive, on purpose.

Machine Components

  • Pinball Machines consist of a main "Cabinet" with the main Playfield, and a Backbox with usually a Display (which might be a "DMD" (Dot-Matrix-Display)).
  • The Plunger is the device that sends the ball initially into play from the Plunger (or "Shooter") Lane.
  • Gates allow the ball to go through them and register this (e.g. for points). They can be "one-way", for example at the end of the Shooter Lane.
  • Flippers are the carrot-shaped pieces near the bottom of a Pinball Machine to hit the ball with.
  • Sling Shots are the triangular shapes that give the ball a speed boost towards the opposite side when hit.
  • Bumpers will "bump" the ball when hit, giving it extra speed. Typical types include "Mushroom (circular) bumpers", and Rectangular or Pill-shaped bumpers. A "Dead" or "Passive" bumper won't give the ball extra speed, but will register a hit (e.g. for points).
  • Drop Targets are upright pieces that drop down the playfield when hit. They're often in groups of three or more, forming a (Drop Target) "Bank".
  • Rails (also "Habitrail" or "Wire-form") are usually two or four metal wires that guide the ball along a specific path.
  • Kickback is a launching device often placed in Outlanes which (when enabled) "kicks back" the ball into play.
  • Lanes are like car lanes: long paths just wide enough for a ball to roll through. Outlanes are the lanes on the side of the machine that typically will Drain the ball.
  • Orbits are usually lanes that go from one side, via the top of the playfield, all the way to the other side of the table.
  • Ramps lead the ball up along the z-axis to an elevated lane or mini-playfield.
  • Rollover (switches) are flat switches on the playfield that register when a ball rolls over it, perhaps in a specific direction.
  • Gobble Holes (or "Sinkholes") swallow up a ball underneath the playfield (with further effects dependent on the specific machine).
  • Popper (or "Vertical Up-Kicker") will "kick" the ball up along the z-axis, e.g. onto a Habitrail.
  • Spinners are targets that spin rapidly when hit by a ball, racking up points for each spin.
  • Newton's Cradle is usually a "Captive Ball", trapped in a small lane, when hit by the active ball will move along the lane for points.
  • A Toy is any special unique component specific to the theme of a table, with special visual and game or quest effects.

Game Mechanics

  • Draining a ball means it'll roll down to the Trough at the bottom, loosing that specific ball from play.
  • Tilting happens when the machine is physically bumped to nudge the ball a bit. Tilting too much usually ends the game by temporarily disabling everything (including Flippers) on the machine.
  • Quests are theme-specific targets to hit in special orders, to achieve bonus scores and multipliers.
  • Modes are stages of the game where different targets mean different bits of Quest progression. They often come with changes in scoring for various targets.
  • Skill shots usually means Plunging the ball with just the right amount of force to hit a specific target when the ball initially enters play.
  • Jackpot is a big bonus for a particular shot, sometimes only available in a specific mode, during a stage of a quest, or during a Multi-Ball.
  • Multi-ball is a mode where the game enters extra balls (beyond the usual single ball) into play, typically accompanied by bonus scoring for specific targets.
  • A Ball-lock is when the machine allows "locking" the current ball (and providing a fresh active ball), so when enough balls are locked a Multi-ball may be started.
  • Ball Saver (option 1) can refer to a limited time period after plunging, in which a drained ball will freely be returned into play.
  • Ball Saver (option 2) can refer to a specific physical device between -and just below- the two flippers, to bounce the ball back up and "save" it from draining.

Pinball Skills

  • Dead Bounce means letting the ball purposely bounce of a flipper that's not being activated, to loosely let it bounce to the other flipper.
  • Death Saves are tilting the machine slightly when the ball is rolling through an Outlane to Drain, bumping it back up sneaking it back into play.
  • Live Catch means activating a flipper to instantly catch the ball in the corner of that flipper.
  • Drop Catch is similar to a Live Catch except you also release the flipper downwards just when the ball hits, to give more control over the ball.
  • Post Pass transfers the ball from one flipper to the other by bumping it slightly onto the slingshot corner to send it over to the other side.
  • Tap Pass transfers the ball from one flipper to the other by tapping the flipper very lightly.
  • Flick Pass means slightly and shortly dropping the flipper while the ball is about to roll off it, to "flick" it over to the other flipper.
  • Cradling means holding a ball in a permanently activated flipper.
  • Cradle Separation is tapping the flipper to move one ball out of multiple (from a multi-ball) from the cradle over to the other flipper.