Happy Thursday, my faithful pinball paladins. I've got two images from the ole Jon Chad archives for you today! First off is an image that first appeared in the first issue of Drop Target. Alec and I decided to put in an illustrated glossary. Partially so that we could get our readers on the same page semantically, but ALSO (truth-be-told) so that we could firm up our understanding of the specific mechanical components. I'm really interested in tight, highly detailed illustrations, so I became totally enamored with pouring over technical drawings and schematics to get these just right:

Wahoo! Next up is another dream machine that I whipped up the other week. This one is based on an exhisting property. I think you guys might have heard of it, maybe? I don't know...it's from a little thing called THE LEGEND OF ZELDA!

Oh heck yeah! This is one of those games that just sort of designs itself. Specifially, I based this off of the Ocarina of Time, the first Zelda game I played stem to stern. I've found that the only detriment to Zelda games is that they are a little formulaic at times. I know FOR A FACT, that at some point I'm going to have to go to 6 elemental-based temples, I'll have to get pieces of the triforce, and I'll have to beat up Ganon. It's this consistant compartimentalizing, though, that would make Zelda such a pinball-ready property. The modes are already there, ingrained into the very concept.
Anyway, that's what I got for this week. For anyone that was curious about what was wrong with my dream machine last time: the pop bumper coils were locked on. I have a nasty habit of drawing pop bumpers like that. If you were standing next to that dream machine, the sweet scent of burning coils would have assailed your nostrils! Next week: Zeros to Heroes!