I hadn't planned to show the pinball table yet. It's still on the bench, it isn't finished, and it was meant to stay behind a closed door. Except the door wasn't closed: the workshop unlocked as early as the fourth vacuum mission, and all it took was a trip back through the Players menu to walk straight into it.
Several of you found it. So much for the surprise — and just as well, because it made up my mind to build it properly.

Because a pinball table is a solenoid machine. The first one you build will be a 1970s table with no electronics at all: solenoids, relays, a cam motor to put it all in sequence, and a lot of wire.
The score reels will be mechanical too. A wheel turns from 9 to 0, a lug closes a contact, the tens wheel steps on by one: that's the carry in an addition, made of brass.
Complicated to build, easy to understand.
I'm on it full time at the moment. The playfield is drilled to the same pitch as your bench, with the same holes: the parts from the kit screw straight in, unchanged. Walls are no longer picked from a list — you draw them from hole to hole. The flippers are yours to build, solenoid included — you already know how that works. And the shooter rod has a real spring: you can pull it, but you can also push it, just to see how far the coils will close up.
I'm already having fun designing it, and I hope you'll have fun building it.
In the next update, the pinball workshop will open at the end of the robot vacuum missions.
