"A fast, furious and incredibly addictive pinball game featuring - Trapdoors, Rollover Lanes, Mega-bumpers, 4 flippers, Bonus Lanes, extra balls, Ball Trap, Mystery Tube, realistic movement and MUCH MORE!!!"
What the press said
Light Gun Version
Codemasters were approached to make some games for Cheetah, a peripheral manufacturer. They had a Spectrum LightGun, showed us how it worked and said they needed it to ship with a bunch of Lightgun Games. The deadline was very short, a couple of months. We were busy but said that we could adapt Pinball Simulator and it would work. It wasn't the greatest game for a lightgun, but we helped delivered on the promise that Codemasters had made.
Having created a great system for being able to produce side on platformers and also a series of Simulators we wondered if we could start another series of games this time based on Pinball tables. The idea was to create one great high-quality generic Pinball table engine and editor and then be able to re-skin it quickly with different themes as a series of games. Ideally making each new Pinball game in a week.
Unfortunately, the reality was that we found the maths required on an 8-bit computer was beyond our skill base. The ball movement wasn’t perfect and that’s probably because we tackled it in completely the wrong way. The ball reads low-resolution screen pixels for collisions and angles rather than using a table of vectors to describe the visuals. As a result, half-way through production, we decided to cut our losses, and tidy this one up as much as possible and ship it as a stand-alone game that was added to the Simulator series.
Critically and commercially it did fairly well and people enjoyed the game, but several reviewers noticed the ball movement problems.