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Silent Hill


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#101 barneyrfd

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Posted 23 July 2025 - 03:13 PM

Crazy man, monster of a game...



#102 TerryRed

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Posted 26 July 2025 - 08:49 AM

 
WORK IN PROGRESS - First WIP Teaser Video
 
The fear of nudge tends to create fear for the TILT!
 
After a long absence, I'm finally back to work on my fan-made Silent Hill virtual pinball game for Future Pinball-BAM! Much has happened since the last update I posted so long ago! The Silent Hill series is in a full revival. We've had the amazing Silent Hill 2 remake from Bloober Team, and we now have multiple new games coming out! Playing Silent Hill 2 remake gave me lots of new ideas and inspirations. So I completely rebuilt and redesigned Silent Hill pinball. Lots of new features and even more crazy ambitions than I had before. Some you will see in this teaser... but many you won't see until future videos.
 
This teaser video shows only bits of the first Scene (Nightmare Alley) and some of the new features. I'll have a full gameplay demo of the Nightmare Alley soon enough! I am loving how this is finally turning out!
 

https://youtu.be/HrG...OK4Og2uf1lNHVmD

 

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Edited by TerryRed, 26 July 2025 - 09:04 AM.


#103 roccodimarco

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Posted 28 July 2025 - 09:33 PM

I just watched the trailer.  This is..... WILD!  I really can't believe what you've been able to create.  I can't wait to load this one up!  



#104 TerryRed

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Posted 01 August 2025 - 08:46 PM

NEW! Nightmare Alley Gameplay!
 
This video shows the terrifying gameplay demo of the entire first scene (Nightmare Alley) from my fan-made Silent Hill pinball game!
 
Silent Hill Pinball is different than other pinball games. There are aspects that will change as you progress through the game's story. This includes the upper half of the playfield, the ramps, the bumper section, the middle open video display area, and more will completely change. The playfield layouts and appearance will change from the foggy town of Silent Hill to the hellish Otherworld.
 
You will need to fight horrific monsters, locate key items, manage your health and survive in order to find your lost daughter in the town of Silent Hill!
 
Longtime Silent Hill fans will recognize many items, sights, and sounds from the entire game series. I tried to add as many beloved things from the series as I could that means so much to me and many other fans. Some things are from the classic games, some are from newer games. This game follows the story of the 2006 movie while combining many aspects of the Silent Hill video games for the gameplay portions.
 
There is lots to see in this video... and this is just the START of the game.
 
There is more is to come with future updates!
 
 
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#105 bil

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Posted 02 August 2025 - 08:50 AM

This table is truly of extraordinary quality. :dblthumb:  :dblthumb:  :dblthumb:



#106 TerryRed

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Posted 05 August 2025 - 11:11 PM

SILENT HILL Pinball (Future Pinball - BAM)

WORK IN PROGRESS

Nightmare Alley Gameplay! (short)

This video shows some of the terrifying gameplay of the first scene (Nightmare Alley) from my fan-made Silent Hill pinball game!

This is a trimmed down "SHORTS" version of the longer gameplay video on my channel (which shows a lot more, and is in 4K).

 

https://youtube.com/shorts/15yavgT7Acw?si=s6H_6TDSSNaFsm4I
 



#107 licwip

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Posted 06 August 2025 - 11:28 PM

Silent Hill was such an awesome game. I still listen to the Blooper Reel and Lisa's Death music from the first one.

 

TerryRed, I hope you don't make this such a huge project that it wears you down and you never see it to its fruition. Don't let perfect be the enemy of best-original-table-ever-but-not-quite-perfect! 



#108 TerryRed

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Posted 19 August 2025 - 05:13 AM

 
WORK IN PROGRESS
 
New playfield layout #2 - blender render preview
 
Yes, you read that right, this is the second playfield layout for Silent Hill pinball. This game is different than all other pinball games, in that it changes it's playfield layout as you progress through the game. After you have escaped the Nightmare Alley in Scene 1, the game changes to this all new layout with different features that drastically changes the gameplay.
 
These images are Blender previews and not actual screenshots. The black areas are for light inserts, decals, etc. The underfield open area has a video display and multiple mini-playfields that move and change, and more.
 
This section of the game is fully working, but I need to now complete the progression / gameplay portions. Love the way this playfield plays so differently than the first. It's very flowy. :)
 
 
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#109 TerryRed

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Posted 20 August 2025 - 02:25 PM

 
New playfield layout #2 - in-game screenshots
 
This is the second playfield layout for Silent Hill pinball, at the start of "Scene 2 - Monster Mystery". This game is different than all other pinball games, in that it changes it's playfield layout as you progress through the game. After you have escaped the Nightmare Alley in Scene 1, the game changes to this all new layout with different features that drastically changes the gameplay. You'll also notice the OBJECTIVES inserts are all changed and different than what they were in Scene 1.
 
The Magna-post is similar to the newer Stern Godzilla magnet post, but with this playfield design it can dynamically change the direction of the ball in each direction coming from a few locations.
 
The Magna=Shot is enabled by the two action targets. When a ball hits it, then the Magna-Shot activates and traps the ball. You have 3 seconds to press launch/action which will fire the ball to the upper right VUK / ramp. This is the only way to make that shot.
 
The right orbit shot will make the ball travel to two hidden drop targets at the top of the playfield that, when hit, will make the ball fall into the red upper loop around the bumper, opening up access to the rest of the orbit shot. When both of the orange triangle inserts are lit, then the entire orbit shot is opened up, so you can now access the upper left hidden vuk and ramp.
 
The left lane shot will fire the ball straight up and dump it on to the left ramp.
 
All this combined makes for a very flowy layout with fun surprises and changes to the gameplay on the fly.
 
 
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#110 TerryRed

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Posted 21 August 2025 - 06:00 AM

Silent Hill Pinball
 
First look at NEW 2nd playfield for Scene 2. Multiple playfields in one game?
 
High quality 4K video preview:
 

 

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#111 TerryRed

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Posted 28 August 2025 - 11:28 AM

Return to Silent Hill

 

Official Teaser Trailer - Deep Dive!

 

Monsters, Wigs, and Fonts... oh my!

 

 

In this video, I break down the small details seen in the new Teaser Trailer for the upcoming Return to Silent Hill movie, coming in Jan 2026!

 

 

 

 

In this video I break down some of the details seen on the world building BTS video.

 

 

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https://youtu.be/gF5...ywJ9ytAtht0zFcO


Edited by TerryRed, 15 November 2025 - 11:45 AM.


#112 TerryRed

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Posted 15 November 2025 - 11:47 AM

Updated Combat

 

WORK IN PROGRESS

- second playfield (scene 2)

- new melee combat with two weapons
- new gun combat with gun, shotgun, rifle
- you can change your weapons (that you have available) in the Inventory Menu / kicker
- if a monster is bashed by the ball, combat is triggered
- you must make the correct choice with flippers (based on left or right flashing indicator)
- wrong choice, monsters attacks, you lose health (no balls, only health in this game)
- correct choice then combat starts with whatever weapons type you have activated
- when combat starts you have a limited time to make multiple attacks
- gun combat's aim is controlled with flippers, action to shoot (gun starts at random position)
- melee uses action to attack
- you can only attack when center flashes green
- when combat session is done ball is released

- monsters that crawl across the playfield can be killed by bashing them with the ball
- ball speed must be fast enough, and you need to hit them enough times before they are killed

- you can choose the have dynamic camera that moves to get closer to action (desktop mode only)
- you can have an iron sights view for gun combat (desktop mode only)
- you can keep your views always static if preferred
- new settings menu on the Inventory DMD allows you to change lots of different settings during gameplay

- health targets trigger Health Drink for a limited time
- when syringe is activated its also for a limited time
- to collect either item, you must shoot the ball into inventory kicker before their time runs out (shown under each insert)
- you can collect and stack health items
- you can use your health items in the Inventory Menu at the Inventory Kicker to restore health (if health is drained, game over)

 

This is still early in the game, and there is much more work to do!

 

Video demo:

 

 

https://youtu.be/OkN...eiQxH-dGi1xQh7Y

 

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Edited by TerryRed, 15 November 2025 - 11:48 AM.


#113 TerryRed

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Posted 21 November 2025 - 03:42 AM

 
The first full trailer for the new Return to Silent Hill movie (loosely based on Silent Hill 2 the game) is finally here!
 
This video is my first reaction (as a fan since 2001). Then I do a deep dive of the details to see what we can find! Is it faithful to Silent Hill 2? Will fans be happy?
 
Let's find out!
 
 
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#114 TerryRed

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Posted 03 December 2025 - 02:53 PM

An all new (and MUCH better) International Trailer for Return to Silent Hill was just released!
 
In my video below, I first play the trailer at the start, then afterward, take time to look at whatever details I can find while offering my own theories and more!
 
I have chapters for all areas of interest.
 
 
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#115 TerryRed

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Posted 27 December 2025 - 08:07 AM

Just when you thought we were done with Return to Silent Hill trailers... an all new trippy Chinese trailer just got released! Well... I can't stop now. I gotta do a deep dive and go through some other recent promotional material!

 

https://youtu.be/WuL...Lsd-QDLZfHNWkxi

 

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#116 TerryRed

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Posted 09 January 2026 - 03:16 AM

Silent Hill Pinball (Future Pinball - BAM)
 
WIP: Lots of updates... and rendering.. and baking!
 
 
So, I've been busy working away on this again... doing a lot of behind the scenes code and stuff you can't see. I did however redesign the first two layouts again so they play much better. This meant I had to redo... everything on them... and lots of baking.
 
Now, I have the entire game (and the first 2 layouts) completely ray trace baked (except for a few things that move dynamically all over the playfield). So all items on the playfield, the ramps, the complete cabinet, the Silent Hill visuals, are all baked now, and look so much nicer during gameplay.
 
I've also added ray traced (baked) Light Models throughout both layouts for most light inserts now (the G.I., flashers, spotlights, beacons, and effects all use FP's realtime dynamic lighting). It's not as amazingly thorough as Niwak's VLM's and BTK (for example I didn't do any for ramps), as I had to do them all manually (the rendering, model importing, code, etc)... but its one of those things that once you see it, you can't do without it, and it looks so much better!
 
In desktop mode, the camera view will dynamically change to areas of interest, like mini playfield, the video display / inventory screen, or cinematic events, etc.
 
 
The game and cabinet in Blender
 
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The rest of all these images are in-game screenshots using the pre-rendered / bakes models and textures (in FP combined with its dynamic lighting)
 
 
Cabinet
 
This is also the first time I have completely replaced the entire cabinet with a new set of models, and baked textures. The reason (its my first time) is that FP automatically creates a complete cabinet for you based on the playfield's dimensions (just create a texture for the art). However, I wanted to create a complete new custom cabinet with art and visuals. On the left side you see the grey foggy town and normal metals that transition to the rusty and bloody visuals of the otherworld on the right side of the cabinet.
 
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Coin door
 
I wanted to have the foggy look and some black goop from the Lying Figures dripping down which changed to the otherworld, rust, and blood dripping down.
 
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Rust and Normal maps
 
I applied some really nice textures and normal maps to the cabinet metals and rust which looks really cool in VR!
 
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New Apron, Action button
 
I made an all new apron, with foggy / otherworld art to match the cabinet. On the left side are new gas segment displays for your Health (if you lose all health from attacks, drains, tilt, you die and its game over), Health Drinks and Syringes (which you can during gameplay and use in the Inventory kicker to restore your health.
 
On the right side it now shows all the ammo you have collected for what weapons you have. This may change in the future depending on how the combat system evolves. There are also two bulbs to show when you can launch a ball, or when you can do an Action / Shoot.
 
The lockbar now has a new Action/Shoot button that will flash / light up when you can do those actions.
 
PMnWpKU.jpeg
 
 
 
 
Rust ball, chrome ball, bloody ball
 
I added a few ball options. A rusty ball and a chrome (which bleeds more the lower your health gets), and a normal chrome ball with no bleeding.
 
This game doesn't use the normal "balls" system (3,5,etc). Instead you start with 100 health. If you lose all health, you die, game over. So the lower your health gets, the more the lower half of the game's GI changes from normal to orange and then to blood red (with fading red effects and heart beating sounds). The flippers and ball will bleed more and more to match your health.
 
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Scene 1 - First playfield layout
 
This game is different than other pinball games, in that the playfield layout will change as you play. Different sections are also modular and will change within the different playfields.
 
The start of the game of the game. The bumpers in the top center rotate and can lower into the cabinet, and something else can take its place.
 
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Combat
 
You will have to fight different monsters with melee weapons or guns (which you aim with flippers and shoot with action button)
 
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Under Mini Playfields
 
The center display section opens up to reveal multiple mini playfields that appear and move at different points in the game.
 
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The Otherworld
 
At different points in the game, you will be playing on the rusty and bloody Otherworld. It can be dark with only a lighter or flashlight to see with.
 
On this section, the top area where the bumpers were are now replaced with a rotating section of gruesome sights!
 
The Under Mini Playfields also have changed their appearance.
 
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Scene 2 - Second playfield layout
 
Eventually you progress to Scene 2 and the second new playfield layout. This one plays very differently! It has a Godzilla-like magnapost, and a MagnaShot in the center that you need to activate in order to access the right ramp shot. The right orbit needs to be opened up. It will lead you to the drop down lanes in the center loop to open up the orbit path to the hidden top left kicker which kicks you to the winding ramp. The combination of the loops, lanes and magnapost means the ball can be flung around the post in different directions unexpectedly!
 
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This is just the start of the game, and there is much more to the gameplay... but I having done some much new baking and other things, I figured this was a good time to show the latest visual updates.


#117 bil

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Posted 09 January 2026 - 11:03 AM

Perfect modern technique serving a true work of art!!



#118 fourbanks

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Posted 11 January 2026 - 11:13 PM

just a FYA terry, in the UK we get content not viewable in our region, so have to use VPN

Mank thanks, if you can fix that for those viewing from the UK 

 

screenhunter145_t.png


Edited by fourbanks, 11 January 2026 - 11:25 PM.

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#119 TerryRed

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Posted 12 January 2026 - 12:30 PM

just a FYA terry, in the UK we get content not viewable in our region, so have to use VPN

Mank thanks, if you can fix that for those viewing from the UK 

 

screenhunter145_t.png

 

 

I use imgr to host the pictures, (have been doing it that way for many years now) as this site won't allow direct attachments of that size and number.

 

I can't control what other countries do if they decide to change / restrict something.



#120 fourbanks

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Posted 12 January 2026 - 02:17 PM

 

just a FYA terry, in the UK we get content not viewable in our region, so have to use VPN

Mank thanks, if you can fix that for those viewing from the UK 

 

screenhunter145_t.png

 

 

I use imgr to host the pictures, (have been doing it that way for many years now) as this site won't allow direct attachments of that size and number.

 

I can't control what other countries do if they decide to change / restrict something.

 

no worries terry :) 


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