High School  ·  Capstone

Solar Flare — Pinball Machine

Multi-game-mode autonomous pinball machine — the project that made me fall in love with the engineering process.

Year 2022
Role Mechanical & Controls
Team 3 students
Solar Flare pinball machine

A high-school capstone built with two close friends: a fully autonomous, multi-game-mode pinball machine, designed and built from scratch with no manual to follow. The highs, lows, failures, and late nights are what made me fall in love with engineering.

The biggest lesson, clearer to me now than it was then: the simple design is usually the best, and the right team matters far more than what the team knows technically on day one.

A gearbox-and-flywheel launcher, ramped up to speed in code over a short window. Getting the gear ratio and ball spacing right took five iterations of motor sizing and gearing. (Audio left in — apologies for the language; it conveys the emotional rollercoaster.)

Attempt 1 — motor and gears too small
Attempt 2 — bigger motor, gear ratio still off
Attempt 3 — larger gears, run at 5% power
Attempt 4 — full power on a simulated ramp
Attempt 5 — installed in the real enclosure

A single ball was too small for the distance sensor to read reliably, so I built a LEGO seesaw to increase the surface area. A ball rolling down blocks the sensor; the code decrements the ball count when the reading drops below 10 cm. Stray readings during play ranged 20–30 cm, so the tight 10 cm threshold gave clean, binary detection with no false counts.

Concept — verified the sensor reads the fall in slow motion
Integration into the main enclosure

Originally the flippers and game logic ran as separate code. The professor judged that too simple, so we re-architected everything as a Boolean state machine: a large set of booleans and if-statements representing game states, evaluated continuously inside a single while-loop. Inefficient by design, but it was the constraint we were given — and getting it working was a genuinely happy moment.

Successful integration using the ladder-logic-style state machine

The weakest subsystem. Release timing depended on the box angle and was only a few encoder ticks wide between success and failure, and it shifted with the number of queued balls. We didn't have time to redesign it, so we tuned the timing to release as the launcher hit max speed. Alternative designs are discussed in the full report.

Ball release integrated with the launcher
Full-system timing troubleshooting with the detection system installed

Progress shots through the build, from internals to paint.

Internals in progress
Ball release, launch, and detection with the ramps
Internals view
Field motors and flipper platforms
Full internals
Internals — launcher removed for repair
Board layout
Pencil layout — flippers, backboard, drop hole
Top view
Board drilled, acrylic top and face installed
Painting
Painting the board and box

Described by the professors, TAs, the Head of Mechatronics Engineering, and the Dean of Engineering as the most complete project they had seen.

Demo day setup
Demo day setup
Someone playing
Flipper activators in hand, ball on the board
Normal mode — leaderboard via file read/write
"Balls of Fury" mode — rapid multi-ball detection
Normal mode (no audio) — escalating field motors and ball releases
3
Game modes
5
Launcher prototypes
100%
Autonomous gameplay

A fully working, autonomous multi-mode pinball machine with a leaderboard — and the project that set the direction for everything since.

Download Full Report ↓