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Dick Hamill showcases recoded Black Knight with custom hardware, new rules, and open-source philosophy.
Everything Dick Hamill does is free and open source, published on GitHub under GPL3 license with schematics and Gerber files available for others to create board sets
high confidence · Dick Hamill directly stated during presentation
The recoded Black Knight uses an interposer board with Arduino that can be rebooted to original Steve Ritchie code by holding the credit reset button
high confidence · Dick Hamill explained hardware configuration during demo
Rule difficulty in vintage games is more heavily influenced by software settings (ball saves, grace periods, timers) than playfield layout
high confidence · Ryan McQuade and Dick Hamill discussed during Q&A segment
The recoded Black Knight features operator menus that don't interrupt gameplay, unlike original Williams/Bally/Stern machines where hitting operator menu ended the game
high confidence · Dick Hamill demonstrated menu access during live gameplay
Progressive presets feature allows different difficulty levels for different players in multiplayer: 2-player is easy/hard, 3-player is easy/medium/hard, 4-player is easy/medium/medium/hard
high confidence · Dick Hamill explained during second game setup with Scott
All music used is by Casey White of Whitebat Audio, published copyright-free on YouTube with proper credit
high confidence · Dick Hamill credited during gameplay commentary
The tilt warning timer feature was inspired by watching tournament players place phones on machine glass to track 30-second tilt warning windows
high confidence · Dick Hamill explained innovation during setup
“I only do this stuff because I enjoy doing it. Uh, and I want, you know, to kind of spread around and nothing tickles me more than to like get somebody else's code written against my board sets and then like plug them in.”
Dick Hamill@ 1:50 — Defines Hamill's open-source ethos and motivation
“There's only so much I can do on the playfield, though, cuz you only have certain adjustments that the designer provides with you... but if you have access to the software, ball saver length, um, grace periods, like that, that stuff can make a game feel incredibly approachable.”
Ryan McQuade@ 35:54 — Core insight on difficulty tuning via software vs. hardware
“I literally woke up hearing this in my sleep last night.”
Dick Hamill@ 20:54 — Humorous comment on extensive playtesting and sound design immersion
“Progressive presets means Scott you're going first... Player one in pre in progressive rules is going to be easy easy mode. Player two is going to be hard mode.”
Dick Hamill@ 29:52 — Demonstrates handicap system innovation
“Innovation do not always happen on the play field. There's a lot of rule stuff that we still need to work on.”
Dick Hamill@ 32:50 — Reflects philosophy that software innovation is as important as mechanical design
design_innovation: Dick Hamill implemented operator menus that allow real-time rule adjustments without interrupting gameplay, breaking from original Williams/Bally/Stern convention where entering operator menu ended the game
high · Hamill demonstrated accessing menus mid-game and explained he abandoned attempt to faithfully reproduce old operator menu behavior, deciding to 'make them so they don't interrupt gameplay'
design_innovation: Progressive presets feature allows automatic difficulty scaling for multiplayer games: 2-player easy/hard, 3-player easy/medium/hard, 4-player easy/medium/medium/hard, functioning as handicap system
high · Hamill implemented and demonstrated feature during second game setup; credited to friend Mike's request
design_innovation: Automated tilt warning timer displayed on machine during gameplay, eliminating need for players to use phones to track 30-second windows between tilt warnings in tournaments
high · Hamill explained inspiration from watching tournament players place phones on glass, implemented timer that updates real-time
design_philosophy: Rule difficulty heavily influenced by software settings (ball saves, grace periods, timers, drop target reset times) rather than playfield layout alone
high · Ryan McQuade stated 'the difficulty is very heavily linked to the rules' and 'the settings are probably even more important' than playfield design
community_signal: Dick Hamill promotes GPL3 open-source ecosystem for pinball software/hardware, publishing schematics, Gerber files, and code on GitHub and Pinball Refresh website; community members creating aftermarket board sets and alternative code
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high · Hamill stated 'everything I do is free and open source' and expressed delight at others writing code for his board sets; 'It's all, you know, wild west'
manufacturing_signal: Arduino microprocessors used as interposer boards in vintage machine recoding, described as 'one of the cheapest microprocessors you can get out there'
high · Hamill described hardware setup: 'an Arduino plugged into that. So, it's the simplest micro, one of the cheapest microprocessors'
gameplay_signal: Recoded Black Knight features named combos (Latin-named relics) that can be chained for scoring multipliers; includes 9 different named combos, church bell audio feedback for combo progression
high · Hamill demonstrated combo mechanics throughout gameplay; explained 'combos um can be chained together' with Latin names for relics collected
gameplay_signal: Custom magnet save implementation inspired by later Williams games (Pharaoh, Jungle Lord) using intermittent magnet rather than original Black Knight's continuous 5-second save; featherable like electronic nudge
high · Hamill explained 'I didn't do the 5-second magnet on like Black Knight I had originally. Uh later they did games like Pharaoh and Jungle Lord where it was intermittent'
product_concern: Background music dropout when accessing operator menus mid-gameplay; Hamill noted as bug requiring fix but gameplay continues with sound effects
medium · Hamill acknowledged 'We do lose the background music right now. That's a bug I got to fix' followed by audience 'Unacceptable' response
restoration_signal: Custom addressable LED strips integrated under ramps and on playfield rails, controlled by game code for mode-specific color feedback during gameplay
high · Hamill explained laser-cut ramps have addressable LEDs allowing code control; 'during combat modes, they're all color-coded'; playfield rails 'also do game code stuff'