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Homebrew designer Anthony Van Winkle presents BMO, an innovative Adventure Time pinball machine with novel scoring and transparency tech.
Mass Effect homebrew was Anthony's first game, inspired by Game of Thrones layout, started in 2017 and finished in 2020
high confidence · Anthony Van Winkle directly states this timeline and inspiration source
BMO uses timer-based scoring (Crazy Taxi/Safe Cracker style) instead of traditional exponential scoring to keep competition close between skill levels
high confidence · Anthony Van Winkle and Jayauna James explain the scoring mechanic and its design philosophy
BMO features an underplayfield (Hall of Egress maze) revealed through transparent LCD screen technology with smart glass, currently proof-of-concept stage
high confidence · Anthony describes the transparent screen implementation and acknowledges it hasn't been tested in a cabinet yet
Anthony Van Winkle is the current maintainer of Mission Pinball Framework (MPF) after taking over from Yan, the original maintainer
high confidence · Anthony directly states 'he just sort of transitioned out of pinball. And, uh, you know, I took up the reigns. So, I've been maintaining it for the last couple of years.'
GDAU (new MPF media controller) is being used by commercial manufacturers including Winchester and Dune
high confidence · Anthony mentions Winchester uses it, Marco (host) confirms Dune also uses it
Fast Pinball hired the original creator of MPF to rewrite the Fast platform code to ensure compatibility with MPF
high confidence · Anthony Van Winkle states this occurred 'last year when they had their or maybe two years ago'
BMO uses only proximity switches and no rollovers, maintaining a clean aesthetic with 3D printed parts
high confidence · Anthony describes the switch setup and design philosophy
Akira homebrew uses a two-way mirror that drops down as part of playfield design, contrasting with BMO's transparent screen approach
medium confidence · Anthony mentions Akira's approach while discussing underplayfield design inspirations
“Why destroy a perfectly good Game of Thrones when I can build it from scratch, make some modifications to the layout, you know, get rid of some of the shots I didn't like.”
Anthony Van Winkle @ early — Explains the genesis of his homebrew pinball philosophy and why he built Mass Effect from scratch rather than modifying an existing game
“Pinball scoring is exponential. As you get farther in the game, you get bigger and bigger scores. So if somebody's like a little bit better, they're going to end up with a score that's literally 100 times higher than everybody else's score. And that's just really discouraging.”
Anthony Van Winkle @ mid — Core design philosophy driving BMO's inverted scoring model for inclusive gameplay
“The goal of this one was something that I could assemble myself, transport myself in a hatchback, uh, and that would be fun for people even if they're not good at pinball.”
Anthony Van Winkle @ mid — Articulates the design intent for BMO as an accessible, portable alternative to full-size machines
“It's a trap. Because one of the things I learned with this is that the advantage of doing a traditional machine is that problems are solved.”
Anthony Van Winkle @ mid — Cautions that smaller custom layouts create new design challenges that traditional formats avoid
“This is a Mario Party of Pinball.”
Marco Pinball (host) @ mid — Succinct characterization of BMO's party game appeal and accessible design philosophy
“I don't want it to just be a regular underplay. I want it to be a surprise that you get to.”
Anthony Van Winkle @ late — Explains the design philosophy behind the transparent screen reveal mechanic, drawing inspiration from Akira's two-way mirror transition
“It's a symbiotic partnership.”
Anthony Van Winkle @ late — Describes the relationship between Fast Pinball and MPF, highlighting mutual investment in the open-source ecosystem
design_innovation: Anthony Van Winkle is pioneering transparent LCD screen technology (backless LCD with smart glass) to reveal an underplayfield maze in BMO, currently in proof-of-concept stage. This represents novel integration of display technology into pinball mechanics.
high · Anthony describes the transparent screen concept: 'backless LCD screens uh that you have to backlight yourself and then the privacy glass where you run electricity through it, it's opaque, clear it out and it becomes transparent.' Marco confirms he hasn't seen this in commercial machines yet.
design_philosophy: BMO inverts traditional exponential pinball scoring to create competitive balance between players of different skill levels, drawing inspiration from Crazy Taxi and Safe Cracker. Points per second are constant, farther modes get less time, reducing score disparity.
high · Anthony explains: 'The farther you get in the game, the harder it is to earn points and the less time you get to earn them. So even if you have a player who's better, their score is not going to be that much bigger.'
technology_signal: GDAU (new MPF media controller) is being adopted by commercial pinball manufacturers (Dune, Winchester Mystery House) as primary graphics/display engine, validating open-source tools in commercial production.
high · Marco asks Anthony: 'I know that Winchester uses it and June uses it.' Anthony confirms commercial adoption and explains why GDAU was chosen over Unity/Unreal for accessibility.
product_strategy: BMO represents strategic pivot toward compact, transportable homebrew machines that prioritize portability and inclusive party game appeal over traditional tournament-focused design. Complements rather than replaces full-size machines.
high · Anthony states: 'The goal of this one was something that I could assemble myself, transport myself in a hatchback, uh, and that would be fun for people even if they're not good at pinball.'
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community_signal: Fast Pinball and MPF demonstrate symbiotic partnership with Fast hiring original MPF creator to rewrite platform compatibility code and providing early access to new hardware for MPF integration. Shows strong ecosystem cooperation.
high · Anthony describes: 'they completely rebuilt their platform. They hired the original creator of MPF to come in and rewrite all of the fast platform code to make it work.'
technology_signal: BMO leverages 3D printing and CNC capabilities to enable rapid prototyping and iteration of playfield shots and ramps, demonstrating feasibility of digital manufacturing for homebrew design.
high · Anthony explains: 'with a 3D printer and a CNC machine... I can put together a layout and in 2 hours I've got a new ramp.' Contrasts with Mass Effect built entirely by hand tools.
personnel_signal: Anthony Van Winkle took over maintenance of Mission Pinball Framework from original creator Yan after Yan's transition out of pinball, now managing open-source project used by commercial manufacturers.
high · Anthony states: 'he had a kid. He'd been working on it for a long time. So, eventually, he just sort of transitioned out of pinball. And, uh, you know, I took up the reigns. So, I've been maintaining it for the last couple of years.'
design_philosophy: Anthony follows principle of building traditional full-featured machine first (Mass Effect) before exploring experimental designs (BMO), establishing baseline before innovating. Creates foundation of knowledge for confident iteration.
medium · Anthony describes approach: 'demonstrate you can build a proper machine with all the normal rules and all the normal stuff and then say, "Okay, now that I've done that, what's what's different?"'
manufacturing_signal: Anthony created multiple YouTube video series documenting MPF/GDAU setup from scratch and Mass Effect design process, lowering barriers to entry for new homebrew designers wanting to use open-source tools.
medium · Anthony mentions: 'I made some YouTube videos trying to walk people through the process to make it a little more accessible' and 'a new video series that's just literally from scratch setting up MPF and GDAU.'
product_concern: Non-standard playfield sizes create unexpected engineering conflicts (e.g., BMO's side-mounted trough conflicts with cabinet rail placement), increasing design complexity compared to traditional layouts where geometry is pre-solved.
high · Anthony describes: 'the cabinet rails that support the playfield go along the edges and that's exactly where the trough is. So, I had to resolve like how to mount the playfield in the cabinet.'