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The History of the Pinball Construction Set: Launching Millions of Creative Possibilities
 
 
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  The History of the Pinball Construction Set: Launching Millions of Creative Possibilities
by Matt Barton, Bill Loguidice
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February 6, 2009 Article Start Previous Page 4 of 4
 

Interplay's The Bard's Tale Construction Set (1991) put all the creative flexibility of The Bard's Tale series of popular role-playing games at a player's fingertips. Finally, virtual dungeon masters could easily create high-quality adventures for their friends.

Semipro development tools have often allowed sophisticated users to do amazing work with popular titles. Examples include Doom's fan-made Doom Editing Utility (DEU) from 1994, which was useful for making the game's WADs,[12] or file packages that contained levels, graphics and other game data, and Bioware's RPG Neverwinter Nights (2002; Apple Macintosh, Linux, PC), which came with the Aurora toolset for complete custom module creation.

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However, these tools -- though certainly powerful -- still represented a daunting challenge for the average computer gamer.

Further, although there have certainly been occasional console games that have allowed level creation or modification, like the course designer in Nintendo's Excitebike (1984; Arcade, Nintendo Entertainment System, and others), or even complete game creation, as in Agetec's RPG Maker 3 (2005; Sony PlayStation 2), there have been few attempts other than the failed Virtual Pinball to bridge the middle ground that PCS so successfully made its own -- that is, until the 2008 release of Sony's LittleBigPlanet for its PlayStation 3 system.

Sony's LittleBigPlanet offers robust construction and collaboration features.

Superficially, LittleBigPlanet is an attractive but simple side-scrolling platformer[13] starring a cute, anthropomorphic beanbag. However, the game's true potential is realized in its level editing and sharing tools, which let up to four simultaneous players create original stages, objects, and enemies in real time, either together in person or online.

Ultimately, it's the platform's online capabilities and ubiquitous hard drive that help bridge the gap between the inability to share creations and the limits of cartridge-based storage of the past, paving the way for a bright future for software toys in general, regardless of platform.

Screenshot from the flexible Game Maker, version 7, which allows for both drag-and-drop construction and more traditional programming techniques.

Still recognized today, Budge and EA received a belated Technology & Engineering Emmy Award in 2008 for PCS, alongside first-person shooter Quake (see book Chapter 5, "Doom (1993): The First-Person Shooter Takes Control") and virtual world Second Life (see book Chapter 24, "Ultima Online (1997): Putting the Role-Play Back in Computer Role-Playing Games"), in the User-Generated Content -- Game Modification category.

Nevertheless, we've yet to realize Budge's dream of a "construction kit construction kit," with which even a total novice could produce a professional-quality product.

Nevertheless, we seem to be getting closer with newer programs like ClickTeam's The Games Factory 2 (2006; PC) and Mark Overmars' Game Maker (starting in 1999; PC), both of which offer a combination of drag-and-drop object-/event-based programming with traditional coding and scripting techniques.

Perhaps one day soon it will be someone's creative vision -- not their mastery of programming -- that brings the next winning game idea to fruition.

Visual Pinball is the most popular of the modern day successors to Pinball Construction Set, and consists of an emulator, simulator and editor (shown) that allows users to create and play recreations of pinball machines. Despite having something of a high learning curve for everything from setup to construction, this non-commercial application is extremely flexible, inspiring the creation and recreation of thousands of tables.

To read the first chapter in this series, The History of Pong, please click here.

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[12] As previously mentioned, this stands for "Where's All the Data?". See book Chapter 5, "Doom (1993): The First-Person Shooter Takes Control," for more on Doom.

[13] See book Chapter 19, "Super Mario Bros. (1985): How High Can Jumpman Get?" for more on the platforming genre.

 
Article Start Previous Page 4 of 4
 
Comments

James Hofmann
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I think that these kind of tools are rife with possibilities. It's unfortunate, though, that they've historically been sold without source, as disposable consumer products. The open-source approach points towards a way to create a truly powerful, long-lived tool, and commercial companies could still be involved by adopting services+support business models.

(I'm working on something like this.)

Mike Lopez
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I had the honor of working with Bill Budge on Virtual Pinball and I built several of the bundled tables. At the time we had to fight with The Powers That Be to ship on a cartridge with battery backup for saving (which was more expensive of course). I recall the pre-ship forecasts being quite low and the launch and post-ship support being low as well. In retrospect I think the product would have benefited from multiple camera angles beyond top-down like an isometric view but I do not even recall if the architecture might have supported even a faked 3D perspective (probably not is my guess).

Still I had a blast working on that title and I immensely enjoyed working with Bill, providing feedback / design suggestions (the worm hole item was my suggestion) and building tables.

Mike Lopez
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It makes sense but I never really thought of PCS as being the first game with user generated content because as an industry that was not a self-aware notion until the sharing aspect over the Internet became viable in the era of Doom.

Gary Lucero
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I realize it's not a game construction kit, but shouldn't Lionhead's The Movies be mentioned when talking about user created content? Some of LBP's creators came from Lionhead and I'm sure it was at least partially influenced by The Movies. Lionhead created movie making software that was used to great effect by a lot of people, and even though it failed to capture much market share, it was a breakthrough product in a lot of ways.

Lorenzo Wang
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Pinball contruction is not dead!

Check out this little treasure:
http://www.futurepinball.com/

Wylie Garvin
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I remember seeing Pinball Construction Kit around when I was a kid, but like Mike, I never realized until reading this article that PCS was the first game to embrace user-created content, and way back in 1981! I do remember World Builder on the macintosh ( http://members.chello.at/theodor.lauppert/games/wbuilder.htm ) but that was five years later.

Mark Grant
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Thank you so much for bringing back such great memories. I spent way over a hundred hours playing with PCS in high school (1983-5).

Thanks Bill Budge - you made my childhood even better!

juice uk
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It's nice seeing a bit of history unveiled like this :)

In the UK, an early attempt to enable user-created content was Penetrator on the ZX Spectrum. Released in late 1982, Penetrator is a Scramble clone which comes with a built-in GUI-based editor, allowing you to build a completely new and unique level and insert it in place of one (or all) of the built-in levels.

I reviewed this game for my website a while ago (*plug* http://www.caffeinated.org.uk/spectrum/games/review.html?reviewee=penetrator) - there's an animated gif showing the editor in action. Sadly, the UK doesn't appear to have been as receptive to the idea of user-generated content - possibly because machines generally used tape for storage instead of disks, which made managing non-linear data more complicated.

Bryan Carter
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Maybe the industry wasn't aware of it, but anyone with a 300bps modem in the mid 80's for their Apple or C64 and access to the file transfer sites traded custom levels for games like Load Runner, Floppy and ACS. There was also lots of trading of MCS scores. So I wouldn't say trading was something special as a result of the Internet. If anything I would say it just became more prolific due to the increase of connected users and of course the burst of custom content with Doom.


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