Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1822348.1822380acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
research-article

Implementing games on pinball machines

Published: 19 June 2010 Publication History

Abstract

Almost no research has been done on designing pinball games although much research has been done on designing video games. We are interested in designing pinball games on pinball machines to teach computer science students about how to interface to mechanical systems in a fun and motivating way. Thus, we have developed a pinball machine interface between a PC and a recent Lord of the Rings pinball machine. We demonstrate that it is easy to innovate pinball games by designing and implementing Pinhorse, a pinball game that avoids some of the design problems of existing pinball games. For example, it features a true multiplayer mode where each player directly influences the game of the other player within a limited amount of play time. This paper describes both our innovative pinball game and the hardware and software of our pinball machine interface that enables game designers to develop such pinball games on real pinball machines.

References

[1]
J. Bork. Controlling a pinball machine using Linux. Linux Journal, 139, 2005.
[2]
J. Bork. Reverse engineering a microcomputer-based control unit. Master's thesis, Industrial Technology, Bowling Green State University, Bowling Green (Ohio), 2005.
[3]
Business Roundtable. Tapping America's potential: The education for innovation initiative, 7 2005.
[4]
D. Clark. An inexpensive real-time testbed - the pinball player project. In Proceedings of the IEEE Workshop on Real-Time Applications, pages 86--88, 1994.
[5]
D. Clark. Progress toward an inexpensive real-time testbed: The pinball player project. In Proceedings of the Real-Time Educational: Second Workshop, pages 72--79, 1997.
[6]
R. Cohen. Designing an experimental pinball wizard. The Electronic System Design Magazine, 19, 1989.
[7]
M. Cutumisu, C. Onuczko, M. McNaughton, T. Roy, J. Schaeffer, A. Schumacher, J. Siegel, D. Szafron, K. Waugh, M. Carbonaro, H. Duff, and S. Gillis. ScriptEase: A generative/adaptive programming paradigm for game scripting. Science of Computer Programming, 67(1):32--55, 2007.
[8]
S. Gustafsson, J. Munoz, S. Norell, D. Real, and Y. Xiao. Smart pinball project - final report. Technical report, Skolan för Elektro-och Systemteknik, Royal Institute of Technology, Stockholm (Sweden), 2004.
[9]
G. Lichtenberg and J. Neidig. An example of hybrid systems control: The pinball machine. Technical Report 2003.13, Lehrstuhl für Automatisierungstechnik and Prozessinformatik, Ruhr-Universität Bochum, Bochum (Germany), 2003.
[10]
M. Rossignoli. The Complete Pinball Book. Schiffer, 1999.
[11]
N. Sturtevant, H. Hoover, J. Schaeffer, S. Gouglas, M. Bowling, F. Southey, M. Bouchard, and G. Zabaneh. Multidisciplinary students and instructors: A second-year games course. In ACM Technical Symposium on Computer Science Education, pages 383--387, 2008.
[12]
M. Zyda. Creating a science of games. Communications of the ACM, 50(7):26--29, 2007.
[13]
M. Zyda and S. Koenig. Teaching artificial intelligence playfully. In Proceedings of the AAAI-08 Education Colloquium, pages 90--95, 2008.

Cited By

View all
  • (2023)Artificial Education Process Environment for Electro- Pneumatic System2023 IEEE 6th International Conference and Workshop Óbuda on Electrical and Power Engineering (CANDO-EPE)10.1109/CANDO-EPE60507.2023.10418034(000175-000180)Online publication date: 19-Oct-2023

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
June 2010
306 pages
ISBN:9781605589374
DOI:10.1145/1822348
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • Microsoft: Microsoft
  • SASDG: Society for the Advancement of the Study of Digital Games

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 June 2010

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. game architecture
  2. game development
  3. hardware interface
  4. pinball machine
  5. software interface
  6. teaching computer science

Qualifiers

  • Research-article

Funding Sources

Conference

FDG '10
Sponsor:
  • Microsoft
  • SASDG

Acceptance Rates

Overall Acceptance Rate 152 of 415 submissions, 37%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)21
  • Downloads (Last 6 weeks)7
Reflects downloads up to 23 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Artificial Education Process Environment for Electro- Pneumatic System2023 IEEE 6th International Conference and Workshop Óbuda on Electrical and Power Engineering (CANDO-EPE)10.1109/CANDO-EPE60507.2023.10418034(000175-000180)Online publication date: 19-Oct-2023

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media