I'm interested in knowing more about how pinball games like Pinball Dreams were done. Especially how the collision detection and physics simulation worked.
I found a little bit of info here:
Looking at the collision map it's not clear to me why the obstacles here take up a lot more space than on the playfield map. Is it perhaps because you only check for collision for one pixel at the center of the ball? If you need to check pixels at the edge of the ball instead, how do you know which pixels to check in order to detect all collisions?
I believe it should certainly be possible to make a fast, smooth scrolling pinball game using the F18A, and also a simplified version for the old VDP, given enough ROM or SAMS space.
This preview of Pinball Dreams for the C64 is already rather old, but it's a nice teaser: