Jump to: navigation, search

Difference between revisions of "Sound assignments"

 
Line 12: Line 12:
 
Reverse orbit
 
Reverse orbit
  
ramp shot
+
ramp shot
  
failed ramp shot
+
failed ramp shot - if only 1 switch is hit
  
 
inlane (each unique or shared)
 
inlane (each unique or shared)
Line 30: Line 30:
 
ball launch - invoked when ball [[shooter lane]] switch is released. Example: ''Fun House''
 
ball launch - invoked when ball [[shooter lane]] switch is released. Example: ''Fun House''
  
 +
 +
'''Modes'''
 +
 +
mode begin
 +
 +
mode end
 +
 +
seconds ticker - for timed modes
 +
 +
target switch - example: ding sound for switching skill shot targets in ''Terminator 2''
  
  
Line 40: Line 50:
 
game start
 
game start
  
mode begin
+
hit start button w/ insufficient credits
 +
 
  
mode end
+
'''Gameplay'''
  
 
ball start
 
ball start
Line 60: Line 71:
 
replay achieved  
 
replay achieved  
  
high score achieved
+
high score achieved -
  
 
"add x credits" - credit awarded(for high score achievement)
 
"add x credits" - credit awarded(for high score achievement)

Latest revision as of 13:46, 9 February 2015

With any pinball machine, quite a few sounds(or voice callouts, or combinations of both) can be applied to various events. Here's just a list. Note that you are not limited to just one sound per event. To add variety to your pin, you could have even just different takes on the same callouts & randomly play one on invocation. For example, on a Sesame Street-themed pinball, you could have a callout of Bert saying "Get the extra ball!" as well as Ernie saying the same thing.

Scoring mechanisms

Standup target (each unique)

spinner target - make it brief

Orbit

Reverse orbit

ramp shot -

failed ramp shot - if only 1 switch is hit

inlane (each unique or shared)

outlane - negative sound

pop bumper - numerous sounds

kicker cup capture

kicker cup release

slingshot - unique left/right

ball launch - invoked when ball shooter lane switch is released. Example: Fun House


Modes

mode begin

mode end

seconds ticker - for timed modes

target switch - example: ding sound for switching skill shot targets in Terminator 2


Other

credit add - partial - example "More please!" Star Trek: The Next Generation

credit add - complete

game start

hit start button w/ insufficient credits


Gameplay

ball start

warning

tilt

extra ball lit

extra ball

shoot again

determine replay

replay achieved

high score achieved -

"add x credits" - credit awarded(for high score achievement)