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  1. Capt.Card (Gottlieb-1974)

    Overview History Discussion
    Post an update WatchAdd bookmark
    •••
    Capt. Card (Gottlieb, 1974) FixZ 3.3 V1.00
    IPDB No. 433
    NOTES:
    You can access the menu with the Special2Key.
    You can toggle (by the toggle HUD key) the HUD reel.
    If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
     
    RULES:
    Points are scored as indicated
    Drop targets score 500 points
    Bonus value is 100 points for each lit cards or 1000 points for each lit card in suit if sequence of four is completed
    Completing the spades, clubs, hearts and diamonds sequence score a "WOW" and lites hole and bottom rollovers for "WOW"
    Ball going into outhole after all sequences have been completed resets all targets

    65 downloads

       (0 reviews)

    0 comments

    Updated

  2. High Hand (Gottlieb-1973)

    NOTES:
    You can access the menu with the Special2Key.
    You can toggle (by the toggle HUD key) the HUD reel.
    If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
     
    RULES:
    Points are scores as indicated.
    Drop targets score 500 points.
    Bonus value is 100 points for each lit card, or 1000 points for each lit card in suite if sequence of four is completed.
    Completing the spades, clubs, hearts and diamonds sequences lit bottom rollovers and hole alternately for special (5 balls).
    Completing the spades and clubs or hearts and diamonds sequences lit... (3 balls).
    Special scores 1 replay.
    Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay.

    70 downloads

       (0 reviews)

    0 comments

    Updated

  3. Crossword (Williams-1959)

    NOTES:
    You must use BAM 365 or higher
    MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR

    You can access to the menu with the Special2Key.
    You can toggle (by the toggle HUD key) the HUD reel.
    If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
    You have to lift manually the balls with the Special1Key or set in the menu "Automatic Ball Lift" to yes.
     
    RULES:

    * Making numbers 1 to 5 and all letters lites 4 side bumpers to score 1 replay.
    * Matching last number in score to lited star that appears on back glass when game is over scores 1 replay.

    108 downloads

       (1 review)

    0 comments

    Updated

  4. Egg Head (Gottlieb-1961)

    NOTES:
    You must use BAM 365 or higher
    MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR

    You can access to the menu with the Special2Key.
    You can toggle (by the toggle HUD key) the HUD reel.
    If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
    You have to lift manually the balls with the Special1Key or set in the menu "Automatic Ball Lift" to yes.
     
    RULES:
    "X" or "O" is selected by hitting lighted rollover buttons or targets.
    Hitting a bumper aftyer "X" or "O" is selected lights "X" or "O" on corresponding spot.
    Complating a line of "X's" or "O's" awards 1 replay and lights changing rollovers for additional replay.
    Matching last number in score to lighted number that appears on back glass when game is over awards 1 replay.

    88 downloads

       (0 reviews)

    0 comments

    Updated

  5. Funland (Gottlieb-1968)

    NOTES:
    You must use BAM 365 or higher
    MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR

    You can access to the menu with the Special2Key.
    You can toggle (by the toggle HUD key) the HUD reel.
    If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
     
    RULES:
    Points are scored as indicated.
    Arrow stopped on lighted number spots corresponding number.
    Hitting all number lights one number for special.
    Special awards one replay.
    Matching last number in score to number that appears on back glass after game is over awards one replay.

    Free replays depend on the difficulty level chosen.

    143 downloads

       (0 reviews)

    0 comments

    Updated

  6. Gotham City (Bat Man)

    Gotham City (Bat Man),
       An original future pinball table,  based on warner brothers television show "Batman,the animated series".
     Table rules, 
      Light "Gotham City" for special at the top kicker, by hitting targets on the left side,and
      in the rotospinner,
     ( special lasts for 90 seconds).
     Knock down the three drop targets (on the mid right side) for a  chance for a 5,000 point
     bonus and bonus multiplier to increase at kicker behind the drop targets,( Under hologram))
      Lighting "City" (with the rotospinner),also lights a chance for Multiball, in the upper left kicker (under  hologram).
       The Roto spinner will give small bonus chances (roto points doubled when  the blue dub light is on).
     Lighting "The Joker" gives a chance for 10,000 bonus points.
     Lighting "Bat Man" gives a chance for 7,500 bonus points.
     Replay scores on the table card.
     ( Some very well made Midi renditions of  Bat Man  music were used for background music.) 
     
     
     Visit https://mark1pinball.weebly.com/
     

    75 downloads

       (0 reviews)

    0 comments

    Submitted

  7. The Munsters Pro (v1.0)

    '*********************************************************************
    '**                                                                     The Munsters                                                                  **
    '**                                                                           Pro  v1.0                                                                       **
    '**                                                                Game Instructions                                                             **
    '**                                                                                                                                                                   ** 
    '**                           1 )  Award ExtraBall - Enter the Raceway to Spell Dracula                      **
    '**                                                                                                                                                                   ** 
    '**                                                                         MultiBall:                                                                      **
    '**                                        2) Hit Bumpers 5 Times or Light Up Lilly                                         **
    '**                                            To open Trap Door behind left Spinner                                        **
    '**                                                                  to lock the Ball.                                                                 **
    '**                                                               Lock Ball 3 Times                                                               **
    '**                                                           for Eddie's Multi-Ball.                                                           **
    '**                                                                                                                                                                  **
    '**                            3)  Bumpers have been adjusted for more ball control,                           **
    '**                       as the levels increase the bumpers become more aggressive.                  **
    '**                                                                                                                                                                  **
    '**                                       4) Be Patient with MidField Kickers                                                    **
    '**                                      Videos to Come for delays in kick out.                                                **
    '**                          5) Will Add more music later with new call outs.                                       **     
    '**                                                                                                                                                                 **
    '*********************************************************************

    354 downloads

       (1 review)

    9 comments

    Submitted

  8. Daffie (Williams 1968)

    IPDB #624

    133 downloads

       (0 reviews)

    0 comments

    Updated

  9. Doozie (Williams 1968)

    IPDB #704

    111 downloads

       (0 reviews)

    0 comments

    Updated

  10. Capersville (Bally 1966).fpt

    Table entirely built by myself. Some textures are adapted from Starman7007's VP9 table.

    58 downloads

       (0 reviews)

    5 comments

    Submitted

  11. Megadeth (Thermo-Nuclear Protection) (v1.07)

    Megadeth "Thermo-Nuclear Protection" (v1.06)
    1) Knock Down Both Targets behind middle Spinner 
    to go to Upper Level.
    2) Extra-Ball: There is a Trigger on the Upper Level 
    hit this 5 times Awards Extra-Ball.
    3) Megadeth (Thermo-Nuclear) Multi-Ball: Top Of PlayField 
    on each side of Lane Guides are 2 Kickers 
    Fall into either one for Megadeth (Thermo-Nuclear) Multi-Ball.
    4) R.I.P MultiBall:Left Ramp goes Down for 10 seconds 
    Knock ball under Ramp without going to the end of the tunnel,
    If ramp lifts up while ball is under Ramp 
    Ball Is Captured and Released within Time for R.I.P. Multi-Ball.
    5) Knock Ball through Left Spinner to enter "The Cage"
    For A Period Of Time the Ball will Bounce around until Released. 
    6) Change Song: Add Coin to Change Song.
    Enjoy Playing,
    More To Come. 

    367 downloads

       (0 reviews)

    2 comments

    Updated

  12. Sunny

    Manufacturer:Williams Manufacturing Company (1944-1958) [Trade Name: Williams]
    Date Of Manufacture:December 29, 1947
    Model Number:14
    Type:Electro-mechanical (EM) 
    Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
    Notable Features:5 balls for 5 cents. Flippers (4), Passive bumpers (13), Kick-out holes (3).
    Design by:Gordon Horlick
    Art by:George Molentin
    Notes:'Sunny' was the first flipper pinball machine made by Williams.

    We previously showed the designer of this game was Harry Williams. The manufacturer’s original playfield drawing (not shown here) is dated x/x/49 (edge of paper is missing) and is signed with initials GTH. It also indicates the original game name was 'Super Bonanza'.
     
    NOTE:" VERSION 1.0 "
     
    This version 1.0 is a new, corrected version due to a bug detected in the original version by me that affects the game's gameplay.
    Now you can play it with no problem. Is 100% playable.
    Enjoy ioThis version 1.0 is a new, corrected version due to a bug detected in the original version that affects the game's gameplay.
     
    Feel free to send me comments. Thank you.
     

    111 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Dragonette

    1954 Gottlieb Dragonette pinball
    Description: Dragonette, Gottlieb, 6/54, 950 produced, 5 trap holes, double award, BALL COLLECT TRAY, complete side bumpers 1 to 8 in order to light playfield replays, outstanding Roy Parker backglass and playfield art, woodrail pinball. Dragonette came out first, but was so popular Gottlieb released 4 Belles, which is a copy of Dragonette.
    Gottlieb Dragonette has several ways to win a replay (or if game played as Double award, two replays). First is to complete the 1-8 side bumper sequence (in order). If this is done, the red "ding dong" bottom rollovers (A/B lanes next to the flipper) lights for a replay. These two left/right side rollovers alternate with the 10,000 unit. Next is to complete both the A and B rollovers next to the flippers, as this awards a Replay. It also lights the center rollover between the red pop bumpers for a Replay. The next way is to put a ball in each of the four outside trap holes. This also awards a Replay. Putting a ball into the fifth center trap hole gives another replay.
    Notes:Same playfield layout as Gottlieb's 1954 '4-Belles'.

    'Dragonette' artwork satirized the popular 'Dragnet' television show.

    85 downloads

       (0 reviews)

    0 comments

    Submitted

  14. The Addams Family, Revised Slamt1lt Edition (Bally, 1992) (Color DMD, SSF, 3 Monitor Setup, FizX 3.3)

    Happy Halloween!
     
    Just in time for Halloween, I am sharing my update to Slamt1lt’s Addams Family ULTIMATE Pro version 1.05. Slamt1lt brilliantly expanded Bally’s 1992 classic with changing playfield light insert colors during gameplay.  He added a new Mansion Mode that he calls Classic Addams TV Show, replacing the old six-million-point mode.  He added the switchable retro and modern modes.  The retro mode plays the original sounds and music where the modern mode adds new sounds, music and other features.  He added sideblades with pictures of the Addams family members textured with a bump map.  He also added movie clips, revamped DMD graphics, and attract mode enhancements.
     
    Video Overview of the Table and Game Play
     
     
     
    In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt’s work while leaving his core design and gameplay untouched.  Slamt1lt mentioned in the script that he not able to add a black and white mode.  At the time he created the ULTIMATE Pro version, the only way to replace a texture in the script was to list a table object's name and the texture.  Unfortunately, Future Pinball leaves many table objects unnamed.  A newer BAM feature later introduced global texture replacement by name, allowing textures on unnamed objects to be replaced as well. Using this new capability, I was able to add the black-and-white mode.
     
    The best place to showcase the black and white mode is on the Classic Addams TV Show mode, reflecting the original show’s black-and-white broadcast. You can also choose to play the entire game in black and white or disable the mode entirely to enjoy full color — all adjustable through the new game menu.
     
    Gimli and I developed a menu system that we call a "tweaker".  Tweakers were added for game, lighting and FizX.  You can adjust parameters like camera views, physics, and sound levels. It has cabinet-friendly DMD displays and overlays.  See the instruction manual in the download for not only how to operate the tweaker but other features on the table as well.
     
    Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker.
     
    Cabinet users will also appreciate the addition of Surround Sound Feedback (SSF) which uses Fleep’s recordings and adds FizX 3.3. 
     
    My friend Paolo replaced the low-polygon bear rug model with a new, higher-quality version — it now raises its head and its eyes glow red at various points during the game.
     
    Something that is very popular with the desktop and VR users is the addition of a  color DMD which you can see in the screenshots.  Unfortunately, DMDExt normally used on cabinets does not support the color DMD. I have requested a new feature to be added to DMDExt to pass the DMD colors at the website linked below.  This change would allow you to expand the color pallet you use on other tables also.  Please post comments that you would like to see this change happen.  It requires a login ID that you can set up in a few minutes. 
     
    https://github.com/freezy/dmd-extensions/issues/520
     
    The Addams Family is my favorite table that Slamt1lt created, and if you’ve been thinking about trying one of my tables, this is the perfect place to start.  I feel like the four months of development time paid off. 
     
    A big thank-you to Paolo for the new bear model and animation script, to Fourbanks for testing assistance, and to DigitalArts for testing the three-monitor cabinet version. You can see a photo of his cabinet setup in the image gallery included with the posting. Please be sure to read the included PDF for setup instructions and additional tips. 
     
    Thank you for downloading my table mod — and enjoy The Addams Family, Revised Slamt1lt Edition!
     
    — George
     
    List of Changes
     
    1) Replaced nearly all of the textures on the plastics with higher resolution graphics.
    2) Replaced the playfield textures with unbaked textures from the previous version.  Replaced the apron textures with higher resolution unbaked textures.
    3) Created instruction cards and added them onto new surfaces on top of the apron (The new surfaces allow higher resolution textures be used.) 
    4) Added new backglass texture and speaker panel with higher resolution graphics. 
    5) Added the electric shock onto the left flipper with the same one that was on the right flipper. (It displays the status report that Slamt1lt added). 
    6) Identified 2 playfield textures that were being loaded into memory but never used and so they were deleted.
    7) Replaced the HUD texture that had Addams Family logo with picture of the family with logo.
    😎 Removed dynamic flippers and installed FizX with Hud toggle key code.  Removed Smoke's ball rolling sound so as to not conflict with the version of ball rolling sound on the FizX template.  Removed all of Slamt1lt's triggers that added ball hit sounds.  The ones added by FizX sound better and use Fleep's recordings. 
    9) After installing FizX, the ball would only travel about 2/3 of the way up the right bear ramp before rolling back down. Found that Slamt1lt had changed the custom ramps to be not collidable and added FP ramps.  It was determined that he did this because of the prior physics made the ball jump off the ramp.  An effort was made to fix the FP ramps but the custom ramps from the previous version worked better so they were added and the old FP ramps deleted.  This made the ramps fully functional.
    10) Moved the upper left flipper slightly and reconfigured the area around it to allow the flipper to hit the stationary targets and kickers on the right side of the table.  Made corresponding changes to the playfield texture to make it match the position  of the flipper.  Blackened the playfield behind the 2 grave targets.
    11) Reconfigured the upper right flipper and surrounding objects to make it easier to hit the ramp and the train lane. 
    12) Changed the code for the camera so that the message is no longer displayed that asks permission for the  game to take over camera control.
    13) Added and tested lighting and game tweakers.
    14) The slingshots flash when hit on Slamt1lt's version.  The shadow maps were changed to be brighter during the flashes by adding more bulbs. 
    15) Slamt1lt added black and white versions of the playfield and plastics to the texture manager; however, he posted in the script "BAM seems capable of switching all textures to Black and White, but it didn't work when I tested it.  The code is still here should I wish to return to the idea in a later update."  Since Slamt1lt posted this table, a new method of swapping textures was added to BAM that swaps one texture for another rather than having to apply a new texture to each surface.  This makes it easier to replace the textures on the plastics.  I managed to create black and white version using the new code.  Slam created a new mode called "Classic Addams TV Show" that replaces the 6 million point mode on the original table.  I decided to apply the black and white colors to this mode since the show was broadcast in black and white.  I think it is what he would have done. Most textures where changed to B&W but a little bit of color was retained to keep it from looking sterile.
    15) Fourbanks found that after launching the ball, the ball would hit the blue plastic that was sticking out into the lane.  The blue plastic was moved and the launch ramp was moved slightly so the ball falls directly into the lane instead of  bouncing off the wall. 
    16) Replaced the default textures for the targets with custom textures.
    17) Changed the geometry of the table so that after the skill shot is hit, the ball will roll down to the right main flipper  if the upper flipper is not moved. 
    18) Found a lane wall on the approach to the left ramp that was not correctly aligned with the ramp and fixed it.  The change makes the upper right flipper hit the ramp better.
    19) Added option for end users to be able to turn the camera view during multiball on or off.
    20) Added camera view options to the game tweaker that allow full view of the plunger window so end users can see when to release the plunger to hit the skill shot (except for option #14).  Also set the views up to be able to see the full overlay on the backwall that displays video clips.
    21) Found a small bug on spelling THING on the backbox.  The stars could not be lit up but it has been fixed.
    22) Fixed a place that Fourbanks found where the ball would get stuck between the bookcase (after it rotates 90 degrees) and a rubber band.  Changed the playfield texture to incorporate changes need for changing the rubber band.
    23) Slamt1lt added a bump map to the side blades which included the photographs of family members.  The photographs didn't  look good with the bump maps so they were removed although the bump maps were retained for the rest of the side blades.   Also removed the burned in shadows on the texture for the side blades. 
    24) Replaced the rap music that played during quick multiball with new music.  The rap music still plays with the video during the attract mode. 
    25) Added frames to the DMD during the attract mode that identify the keys to press to open the tweaker, choose modern or retro mode, change lighting modes and view in-game statistics. 
    26) Found a high resolution texture to replace the ramp stair case texture which does not have burned in shadows.
    27) Added code that allows the score to exceed 2 billion points and tested it by adding a score of nine hundred trillion points.
    28) When the partially clear plastic on the swamp near the upper right flipper) was illuminated, a narrow white border around all the images.  Found a higher resolution texture and identified a way to remove the white borders.
    29) Added a light blue texture to the large posts and set them to crystal in the FP editor.
    30) Added a spotlight on Fester and turned it on during the appropriate sequences.
    31) Changed Uncle Lester's model from gray to a skin tone with reduced shininess.
    32) Revised the playfield texture to remove the exposed wood on the left side of the plunger lane.  Blacked the exposed wood on the  playfield texture where the ball drains. Removed exposed wood on playfield texture for the train wreck lane.  Changed the green area of the playfield texture on the left of the bumpers to color in areas where raw wood was visible. 
    33) Reshaped the green plastic under the ramp to cover the exposed wood and other markings on the playfield texture.
    34) Paolo added a new model of the bear and animated the head.
    35) Changed Fester's kicker hole so it blinks red at the same time as the red light on the side of the chair prior to multiball.
    36) Added an option where the end user can toggle the playfield so it does not turns black and white or have it on for the whole game (default). 
    37) Added TGA file to the image manager to eliminate the saving of the shadow maps to the cache. 
    38) Changed the backbox lights so they change brightness with the lighting modes (Day, Dusk, Night, Dark Night).
    39) Fixed the short ramp between the train wreck and the bear ramp to prevent the ball from bouncing back when going up the ramp. 
    40) Added color to the DMDs with an option in the script that turns it off for cabinet users that have DMDExt installed which does not  allow the color to pass. 
    41) Added an option in the game tweaker to adjust the amount of time needed to hold a flipper down to display a status report during gameplay.
    42) Added an option in the script where the DMD transition effects can be disabled.  Many of these effects are not as smoothly on DMDext  as they are on FP.  Also the last frame of any DMD transition doesn't get picked up by DMDext and the DMD may still show the last  frame until the next display.
    44) Duplicated the spelling of THING onto the Hud which will free desktop users from having to look at the backglass periodically. 
    45) Added a plunger modification that still functions like the one that Slamt1lt added but it changes it so you can press the arrow up and down keys to move the plunger up and down so it can be finely adjusted before pressing the plunger key to launch the ball.  It  makes it easier to hit the skill shot.  Code was also added that allows the flippers to operate in place of the arrow keys for the cabinet users. 
    46) Duplicated the video display onto the playfield apron and made it switchable on the game tweaker so that the video can be display on either the backwall or the apron or also displayed on both (the default).  This makes the video easily displayed on a cabinet because it is  not easily seen on the backwall of cabinets.  Desktop users may like the video better on the apron.
    47) Changed the topper lighting so it stays lit during the game but gets brighter during the lightning effects.
    48) Removed execute commands in the script and changed to use standard coding to prevent possible stuttering. 
    49) Added code for ball/flipper shadows at the beginning of the script.
    50) Added third place scores to the attract mode.
    51) Added a parameter to the game tweaker where users can adjust the number of seconds they have between hitting the left orbit and hitting the left ramp so that a star is lit on the display for the spelling of THING. 
    52) If you change the camera view to one of FP's standard views, the option was added so you can press the letter "V" and change  the view back to the view that is selected on the game tweaker.  Note that if you want to change to a different view, you will need to open the game tweaker and change the "Desktop Camera View" option. 
    53) Added option to the game tweaker where the end user can select when the playfield goes dark.  The first option is to display all dark sequences that Slamt1lt created.  The second is for no dark sequences and have the playfield bright during the entire game.  The third option is to have the dark sequences run during the attract mode, the two multiball modes, when the swamp kicker is hit, and when the ball drains.
    54) Added the Retro/Modern switch to the tweaker but kept the Special 2 key.  Both options save your setting for the next time you play the table. 
    55) Replaced the table sounds with Fleep's recordings and Surround Sound Feedback (SSF).  Added ball rolling sound to the playfield and ramps. 
    56) Categorized all the music and every sound used on the table into the groups: background music, game sounds, sound effects and voice quotes. 
    57) Added volume controls for each of the categories of sound and ball rolling sound controls on the game tweaker. 
    58) With the help of Popotte, TerryRed and Shiva, fixed the code for the train wreck target so it no longer registers double hits which made 2 sets of code run at the same time and made 2 conflicting sets of audio run at the same time.
    59) Created versions for 3 monitor cabinets and rotated display for desktops turned to portrait orientation.
    60) Created instruction manual for the table in PDF format.
     
    Table Developers
     
    GLXB
    Highlnder00
    PolyGame
    Slamt1lt
    Paolo – added new bear model and head animations script
    GeorgeH
     
    Valued Contributors
     
    Gimli – Codeveloper of the Tweaker
    JLou5641 - Creator of FizX
    Fleep - Created recordings for mechanical sounds
    TerryRed – developed the FizX template
    Popotte - Developer of the plunger modification
    Fourbanks –Tester of the desktop version
    Digitalarts – Tester of DOF and PUP SSF on this cabinet
    Popotte, TerryRed, and Shiva – Resolved the issue of 2 hits on a target registering as a single hit. 

    2143 downloads

       (5 reviews)

    17 comments

    Updated

  15. Capt. Fantastic and The Brown Dirt Cowboy (Bally-1976) (FizX 3.3)

    Capt. Fantastic and The Brown Dirt Cowboy (Bally-1976) FizX 3.3 V1.00
    IPDB No. 438:

    NOTES:
    You must use BAM 365 or higher
    MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR

    You can access to the menu with the Special2Key.
    You can toggle (by the toggle HUD key) the HUD reel.
    If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
     
    RULES:
    You can find more explanations in the manual included in the .zip
    * Insert coin and wait for machine to reset before inserting coin for next player.
    * Knocking all targets down lites ball return lane to score 1 extra ball.
    * Knocking all targets down 2nd times lites left out lane to score special.
    * Knocking down all targets 3rd and each additional times score special.
    * 1 replay for ball thru left outlane when lit for special.
    * 1 replay for knocking all targets down when lit for special.
    * 1 extra ball for ball thru ball return lane when lit.
    * Lit bumpers score 100 points.
    * Making "A" and "B" lites double bonus.
    * Maximum - 1 extral ball per ball in play.
    * Tilt penalty - ball in play.
    * 1 replay for each player matching last two numbers on score reels with number wich lites on back glass at end of game.


    IPDB HIGHLIGHTS:
    Date Of Manufacture:June, 1976
    Production:16,155 units (confirmed)
    Notable Features:Flippers (4), Pop bumpers (3), Slingshots (2), Star rollovers (8), Standup targets (2), 5-bank drop targets (1), Right outlane detour gate. End-of-ball bonus.

    Maximum displayed point score depends on the version:
    Early production Over The Top games show 99,990 points per player.
    Modified production games show 199,990 points per player.
    Design by:Greg Kmiec
    Art by:Dave Christensen
    Notes:'Capt. Fantastic' was inspired by the movie 'Tommy' and includes a representation of Elton John, as his character from the movie, playing pinball on the backglass. The game name, however, is the title of Elton John's 1975 autobiographical song and album where "Captain Fantastic" was Elton and "The Brown Dirt Cowboy" was his then-lyricist Bernie Taupin. Included in the song lyrics are the words "From the end of the world to your town" which appear at the very top center of the backglass.

    Tom Nieman, VP of Marketing for Bally Pinball, tells us the flyer was made while Elton was recording a new album in Canada. For this flyer, a game was shipped to the Toronto hotel where Elton was staying. That is why he is shown wearing a Canadian hockey jersey. Elton then asked Nieman to send a game to his various residences and one to his "mum" in the UK.

    Artist Dave Christensen included in the backglass several depictions of people doing things that, at first, escaped notice by Bally management. A small number of games with these so-called "X-rated" or "uncensored" backglasses made it through production before changes were required to be made. Specifically, small mirrored stars were added over the objectionable parts and, curiously, these stars did not effectively obscure the offending art in all instances. Nieman explained to us that he and Christensen wanted the correction to be as minimal as possible because they knew they had "a monster hit" on their hands. The X-rated version is often referred to as the "no stars" version even though all of the backglasses in the production run did contain a certain number of peripheral decorative stars anyway. Nieman is depicted in the backglass as the man in the three-piece suit, and he says that 'Brutus' is artist Paul Faris.

    Mr. Nieman attended the 1975 New York premier party for the movie "Tommy" held in the 57th Street subway station. He had agreed with artist Christensen to represent the date of this event in the backglass art as the score 31775. A biography of Keith Moon records the date of this party as March 18, 1975. It is easy to believe that the party extended over both days.

    Bally made an unknown quantity of playfields for this game having orange star rollover inserts instead of the usual green ones. This version is seldom seen, which indicates the quantity made was small. Pictured in this listing are three different examples of this "orange version" playfield. Two of the three also have a white drop target Special insert, instead of the expected red-colored one. The production run of this game was over 16,000 units, and these "orange version" playfields may have simply resulted from spot shortages during the production run of playfield parts having the correct colors. More information is needed to understand the reason for these playfield differences.

    The Early Production game pictured here has serial number 1088 and has green star rollover inserts on its playfield. It has the Over The Top backglass which is uncensored and, like the game in the flyer, its cabinet front has the "reversed" red and blue striping as compared to the striping on the cabinet sides.

    Included in this listing is a playfield showing signatures of both the designer and artist silkscreened in the black area at the bottom where the outlanes exit towards the outhole. Greg Kmiec tells us that Christensen had sneaked their signatures there but when Bally management heard about it and saw it, they made Christensen remove the signatures. Greg initially stated that only ten playfields were produced like this in a pilot run, not to appear on production games, but when the production game with serial number 1087 was identified as having a signed playfield, it caused him to wonder if a larger quantity of, say, 100 was actually made, to have appeared on production games. Another explanation would be that game 1087 was retrofitted with a pilot run playfield after it left the factory. We note that the game with serial number 1088 does not have a signed playfield.

    One game in this listing has a backbox frame painted red instead of the usual white. We have no further information on this except the same variation has been seen on Bally's 1978 'Bobby Orr Power Play'.

    A home version of this game was also produced; see Bally's 1977 'Captain Fantastic & The Brown Dirt Cowboy'.

    161 downloads

       (0 reviews)

    0 comments

    Updated

  16. Mermaid

    Mermaid / IPD No. 1574 / May, 1951 / 1 Player
    Manufacturer:D. Gottlieb & Company (1931-1977) [Trade Name: Gottlieb]
    Date Of Manufacture:May, 1951
    Model Number:50
    Type:Electro-mechanical (EM) 
    Production:600 units   (confirmed)
    Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
    Theme:Sports - Fishing
    Specialty:Mechanical Backbox Animation 
    Notable Features:Flippers (2), Pop bumpers (3), Passive bumpers (7), Kick-out holes (2), V-shaped Safety Gate between flippers. Backbox animation (man catches boot when points are scored while a fish surfaces to apparently thumb its "nose").
    Design by:Wayne Neyens
    Art by:Roy Parker

    199 downloads

       (0 reviews)

    2 comments

    Submitted

  17. Sunny

    Sunny / IPD No. 2421 / December 29, 1947 / 1 Player
     
    Manufacturer:Williams Manufacturing Company (1944-1958) [Trade Name: Williams]
    Date Of Manufacture:December 29, 1947
    Model Number:14
    Type:Electro-mechanical (EM) 
    Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
    Notable Features:5 balls for 5 cents. Flippers (4), Passive bumpers (13), Kick-out holes (3).
    Design by:Gordon Horlick
    Art by:George Molentin
    Notes:'Sunny' was the first flipper pinball machine made by Williams.

    We previously showed the designer of this game was Harry Williams. The manufacturer’s original playfield drawing (not shown here) is dated x/x/49 (edge of paper is missing) and is signed with initials GTH. It also indicates the original game name was 'Super Bonanza'.

    70 downloads

       (0 reviews)

    0 comments

    Submitted

  18. Casino

    Casino / IPD No. 463 / August 20, 1958 / 1 Player
    Manufacturer:Williams Manufacturing Company (1944-1958) [Trade Name: Williams]
    Date Of Manufacture:August 20, 1958
    Model Number:201
    Type:Electro-mechanical (EM) 
    Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
    Theme:Cards/Gambling
    Notable Features:Flippers (2), Pop bumpers (4), Kick-out holes (2), Gobble hole (1). Rollovers and kick-out holes light playing cards on backglass.
    Design by:Harry Mabs
    Art by:George Molentin
    Notes:We previously showed the designer was Harry Williams. The manufacturer’s original playfield drawing (not shown here) is dated 1/29/58, revised 3/19/58, and is signed by (Harry) Mabs. 

    160 downloads

       (0 reviews)

    3 comments

    Submitted

  19. RoboCop - Dead or Alive Edition (PinEvent Lite, FizX 3.3)

    RoboCop - Dead or Alive Edition (PinEvent Lite, FizX 3.3)

    Version 1.3 (Feb 2024)
     
    Original table build by: ROM
    Ultimate Pro update by: SLAMT1LT
    Dead or Alive Edition, PinEvent Lite, FizX update by: TerryRed
     
     
    SLAMT1LT did a massive update to Rom's original build of this table years ago for his Ultimate Pro update which completely changes this to a new game. New gameplay / rules / code, new sounds / voices / music, new lighting effects, new videos and more.
     
    I love RoboCop, so I really wanted to add my own bit of flair to this amazing table. I've added my PinEvent Lite features for DOF, SSF, etc (PUP DMD is a future update).
     
    I've also overhauled this table and modernized it to my own preferences for lighting, shadows, FizX physics, new art, and more. I added some new features and added many fixes that prevented game progression, etc. This makes an already great game look / sound / play absolutely amazing. I love it!
     
     
     

     
    This table has been fully updated with FizX physics for game changing new physics on Future Pinball. FizX uses techniques similar to nFozzy physics on VPX to completely change the physics for the flippers, slings, rubbers, targets, ball behavior and more that allows this table play much more realistically than anyone ever thought was possible on Future Pinball. You will be amazed at the difference!
     
     
    PinEvent Lite
     

     
     
    I've added my PinEvent Lite features for DOF, SSF, etc (PUP DMD is a future update).
     
    PinEvent Lite features for this table:
     
    DOF (basic config, no custom animated effects... yet) PUP (simple backglass and speaker grill options) PUP SSF Night Mode TILT BOB  
    NOTE: PinEvent Lite tables do NOT have PUP-Pack options that include support for PUPDMD / videos / modern text, etc. That will come at a later date, when the table is upgraded to PinEvent V2.
     
     
    DMDExt
     
    Cabinet users will need to use DMDExt to mirror the FP DMD to their DMD display / real DMD. Read the included Install Instructions for more info and links on how to do this.
     

     
     
     
     
     
    For an EPIC video preview of this table's updates and new features, and a gameplay demo of almost all modes, check out this video:
     
     
     
     
     
     
    Thanks of course to these awesome contributors:
     
    ROM – original table build
    SLAMT1LT – Ultimate Pro update
    TerryRed – Dead or Alive Edition, PinEvent, FizX updates
    Schlabber34 - new pre-rendered insert images
    FLEEP - new mechanical sounds
    JLou - for FizX and support
    Everyone at Pinball Nirvanna for ideas, examples, and support
    Nailbuster - Pinup Player and SSF support
    Ravarcade - for creating the awesome BAM and providing assistance with BAM features
    Chris Leathley - creator of Future Pinball
     
     
    DISCLAIMER:
     
    This table is a fan-made work of passion, and is NOT intended for commercial usage or to be included in any part of a commercial sale!
     
     
    ====================================================================
     
     

     
     

     
     

     
     

     
     

     
     

     
     

     
     
     
    ====================================================================
     
     
    This table is single player only.
     
     
    ====================================================================
     
     
    Desktop Static Camera Views
     
    during attract mode only, you can press plunger to toggle integrated static desktop camera views
    if you want to use your own BAM camera settings, or a FP camera view, then you must disable this feature in TABLE OPTIONS in the table script
     
    Playfield Video Screen
     
    the playfield video screen will adjust for a better view in cabinet mode  
    Action Buttons (digital plunger, special 1, special 2)
     
    all buttons/keys will act as an autoplunger during gameplay  
     
    ====================================================================
     
     
    TABLE OPTIONS
     

     
     
     
     
    BAM Ray Cast Ball Shadows:
     
    this table was created to look best with the new BAM Ray Cast Ball shadows this feature is ENABLED on the table script by default this feature requires a fast video card, and will use much more of your GPU if the table doesn’t run smooth, then your PC may not be fast enough to handle this feature (and you should disable it)  
    To disable this feature, you MUST disable it in TABLE OPTIONS (in the table script)
     

    BAM Menu - Light and Post Processing settings:
     
    BAM Lighting and Post Processing settings are set by the table script and will ALWAYS override the user's settings this is required to ensure that all lighting is set correctly at all times on this table, you can make changes to the Ambient and Diffusion Lighting in the table script in TABLE OPTIONS
    Physics: FizX v3.3


    ===================================================================


    Game not running smooth? Try the following:
     
    run FP in Fullscreen, not Windowed disable RayCast Ball Shadows in TABLE OPTIONS (in table script) disable Reflections options in FP's Video / Rendering settings reduce / disable Antialiasing in FP's Video / Rendering settings disable any SSAO options in BAM plugins menu (disabled by default)  

    ====================================================================


    TABLE REQUIREMENTS (very important!)
     
    all Visual C Runtime updates DirectX Future Pinball the latest BAM update FuturePinball.exe and FPLoader.exe patched for 4 GB access BAM Settings files installed FizX 1K ball model (for more accurate physics, default.zip in BAM folder) the REQUIRED “Video / Rendering Options” and “Editor Options” in Future Pinball video settings
    All of the above is included with the latest FP and BAM Essentials AIO package!

    Super easy to use for a new install, or just to update your existing install. I recommend everyone install this package to ensure you have the latest required BAM updates.
     
    https://vpuniverse.com/files/file/14807-future-pinball-and-bam-essentials-all-in-one-complete/


    ====================================================================


    INSTALL INSTRUCTIONS (REQUIRED)
     
    PLEASE read the Install Instructions (included with the table's zip file) it shows you how to check what version of BAM you have installed it shows you how to install all the REQUIRED items above it shows you how to easily setup FP and BAM with the REQUIRED settings It's super easy, and only takes minutes to do!

    ====================================================================
     

    How to run Future Pinball to play the table
     
    PLEASE read the Install Instructions (included with the table's zip file) to know how to properly use FP and BAM
     

    ====================================================================


    PROBLEMS?

    Read the Install Instructions included in the table's zip file. It tells you everything you need to know!


    ====================================================================


    Table MODS
     
    please read the Disclaimer in the Install Instructions included with the table please ask me first, as I am still updating this table  

    ====================================================================
     
     
    Changelog
     
    Dead or Alive Edition (PinEvent Lite - FizX - Table updates) by TerryRed
     
    1.3

    - updated FizX physics code (includes some fixes) and physics xml settings
    - removed flipper nudge commands that are no longer needed
    - updated table to reflect changes in new physics code and settings
     
    1.2
     
    - updated table for FizX physics v3.3 (much more efficient with CPU usage)
    - new Debug options that can be enabled / disabled
    - new Toggle_Static_Camera option (disables toggling the static view during attract mode with plunger button)
    - use_RayCast_Shadows can now completely disable ray cast shadows (no need to disable in the BAM menu after)
     
    Note: this table update requires the new BAM 1.5-373 update (included in my newest FP and BAM Essentials AIO)
     
    1.1
     
    - table completely updated for FizX v3.2 physics
    - new Lighting settings in TABLE OPTIONS in the table script
    - small fixes
    - updated PuP-Pack

    1.0

    - completely updated entire table for FizX physics v3.0
    - added FizX Tweaker Tool and HUD DMD
    - added new rubbers, sling diverters, bumpers for FizX
    - various table changes needed to properly work with new physics
    - removed older smoke ball rolling code and commands (no need for vbs file)
    - added new static desktop camera options (can be toggled during attract, or set in script)
    - removed older mechanical sounds and triggers
    - replaced all mechanical sounds with FLEEP sounds
    - removed items / surfaces no longer being used (dark plastics, sound triggers, etc)
    - updated table for all PinEvent features (except for PUP DMD and PUP Stream)
    - added PUP SSF and DOF support (basic DOF for now)
    - added new Ball rolling code for FP sounds and PUP SSF (detects which is enabled and works with that)
    - updated BAM lighting and post processing
    - added new shadowmaps to many GI bulbs and flashers and enabled ray cast shadows
    - added shadowmaps TGA directly to table (cache does not need to be created)
    - overhauled entire table for new lighting and shadows
    - added new beacon flashers that trigger during various events
    - added new BAM spotlight flashers and events for Robocop and ED209
    - added new bump mapped jewel images for all inserts
    - video screen will now move to an angle to be more visible (cabinet mode only)
    - updated spinner toys and code to use Wecoc's spinner code
    - updated / new art for plastics, sidewalls, backbox, apron, room wall, flippers
    - edited ramps to remove portions that interfered with proper ball flow
    - repositioned drop targets and standup targets for better ball flow and shots
    - various other updates and fixes
     
    A huge amount of work overall...so I'm sure there's lots I've forgotten to include - TerryRed

    6613 downloads

       (15 reviews)

    35 comments

    Updated

  20. De-Icer

    De-Icer / IPD No. 653 / November 18, 1949 / 1 Player
    Manufacturer:Williams Manufacturing Company (1944-1958) [Trade Name: Williams]
    Date Of Manufacture:November 18, 1949
    Model Number:33
    Type:Electro-mechanical (EM) 
    Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
    Theme:Aviation - Travel - Women
    Notable Features:Impulse flippers (2), Pop bumpers (2), Kick-out holes (5). Pressing either flipper button pulses both flippers simultaneously. Tilt penalty is ball in play, tilt is reset by ball passing through rollunder wire at bottom of playfield below flippers.
    Design by:Harry Williams
    Art by:George Molentin
    Notes:The manufacturer’s original playfield drawing (not shown here) is dated 9/21/49 and has the signed initials HEW.

    The name of this game comes from "Lil' De-Icer", one of many appellations given to pin-up artwork painted on the front of American aircraft during WWI and especially WWII, known collectively as "Nose Art".

    217 downloads

       (1 review)

    0 comments

    Submitted

  21. WipeOut v1.01

    Big Thanks for all the Contributors for making an Awesome Table in Visual Pinball. 
    Here is WipeOut Future Pinball
    Enjoy.
     
    ' *********************************************************************
    ' **                                                                         WipeOut                                                                        **  
    ' **                                                                              v1.01                                                                             **
    ' **                                                                         By: 1000                                                                        **
    ' **                                            And Other Contributors in Visual Pinball                                     **
    ' *********************************************************************
     

    559 downloads

       (2 reviews)

    2 comments

    Updated

  22. Queen of Hearts

    Queen of Hearts / IPD No. 1891 / December, 1952 / 1 Player
    Manufacturer:D. Gottlieb & Company (1931-1977) [Trade Name: Gottlieb]
    Date Of Manufacture:December, 1952
    Model Number:72
    Type:Electro-mechanical (EM) 
    Production:2,200 units   (confirmed)
    Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
    Theme:Cards/Gambling
    Notable Features:Flippers (2), Pop bumpers (3), Passive bumpers (2), Slingshots (2), Gobble holes (5), Rollunders (2).

    Sound: 3 bells.
    Design by:Wayne Neyens
    Art by:Roy Parker
    Notes:On the backglass, the Seven of Clubs card incorrectly has eight pips (clubs) on it.

    This is not the first game to have gobble holes. Gottlieb and other manufacturers used them as far back as 1934.

    Designer Wayne Neyens told an audience at Chicago's Expo 2010 that 'Queen of Hearts' was his favorite of the games he designed.

    187 downloads

       (2 reviews)

    0 comments

    Submitted

  23. Darth Maul

    Darth Maul, 
    an original future pinball table,based on Star Wars by George Lucas and 20th Century fox' films.
     Table rules; Lighting, "D.A.R.T.H."and "M.A.U.L."(by hitting  targets on the left or right side),will  light specials in the very top  kickerhole.(Note: Special only lasts 90 seconds, and if you hit Darth Maul in the roto-spinner, specials will end.You have to start over again).
     Lighting "P.R.O.B.E." (by hitting star targets(scattered around top center,and bumpers) ,will light a 60 second bonus chance, and if you hit the Emperer in the roto-spinner, the bonus chance  will end.You have to start over again,otherwise the roto spinner targets give 10 to 100 points.)
     Getting all the targets under the blue star holograms, also give's a bonus chance.
     replay scores on the table card.
    (background music includes some great midi renditions of John Williams Star Wars classics).
    (It's a fun table and with some new holograms.)
     
     You can find other Future pinball tables at my website, https://mark1pinball.weebly.com/

    296 downloads

       (2 reviews)

    1 comment

    Submitted

  24. Circus Starr (Basic) v1.0

    '                                  Table Play
    '**1) Hit All 3 Splash Girls Left Side Top And Right lower gate will open .
    '**2) Hit all 5 bottles get xtra-ball and open left gate left outlane for multiball.
    '**3) Left Gate will open to access Kicker1 "Left Outlane" go inside to start MultiBall.
    '**Have Fun.
      '===========================
      'Bonus Center Playfield
      'Roto Target
      '1color on same line=100 points
      '2color on same line=500 points
      '3color on same line=1000 points
      ' color activate with 3 stars upper right side and
      ' with manege in center.
      ' manege have 2 horses with 3 colors super bonus
      ' shoot same target color two or more
      ' go up color in center playfield.
    '=======================================

    160 downloads

       (0 reviews)

    0 comments

    Submitted

  25. Medieval Castle (Original) (SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Cabinets and VR)

    In order to read the description for Version 1.2, you have to click on the "Permission to Mod" tab.  
     
    Version 1.1 Description:
     
    This table is a little-known gem.  I know that some of you avoid original tables like the plague but Roney Pinball created something here that is really special.  This is one of the first tables I found when I first started playing Future Pinball more years ago that I care to mention.  I played it for many hours.  Everything about it just feels right for medieval knights and castles.  It is very immersive and transports you to a bygone era of chivalry, castles, and epic battles.  The sound effects are particularly good.  The dynamic soundtrack includes the sounds of swords clashing, horses galloping, and dungeon echoes.  When I replayed it before creating this modification, I could not hear the flipper sounds because they were overpowered by other sounds so I knew I had my work cut out for me. 
     
    Note: Be sure you read the "Must Read" sections below and all the text in bold print. 
     
    The following video demonstrates the unique features of Medieval Castle and has a short bit of game play:
     
     
    BAM – Must Read
     
    This table requires BAM version 1.5-373 or later for it to perform as intended and to not crash or generate error messages.  This version was released on 1/28/24 and you must have it installed for FizX 3.3 to work.  You can download it here:
     
    https://www.ravarcade.pl/download
     
    Zip File – Must Read
     
    There is a zip file included in the download.  It contains the model of a ball with 1K polygons.  Do not unzip the zip file.  Just save it with the same name as the table and place it in the same folder as the table.  If you don't use it, the physics won't be correct.  Some end users have added the zip file to their BAM folder so it works on all tables.  If you have done this, you can delete the zip file in the download.
     
    DOF and PUP SSF
     
    I decided to add PinMechSound which is a first for me.  If you are not aware of what it is, it is a way for pinball cabinet users to add DOF and surround sound feedback (SSF) to their cabinets.  I think there is a way to add it to a desktop but I don't think it produces much benefit for my setup.  Debo26 was nice enough to test this table on his cabinet.  To make SSF work, you must add the PUP-Pack that is included in the download.  Copy "FP_PUP_SSF_GEORGE" to your PUPVideos folder.
     
    Just adding PinMechSound wasn't enough for the sound, however.  The sound was not balanced so I added what I call a "Sound Level Control Panel" where I balanced each of the 6 groups of all sounds used on the table and then balanced the 6 groups together so they sounded right.  You can adjust the 6 groups in the script yourself if you wish but I think I got it right. 
     
    FizX and Tweaker
     
    I added FizX 3.3 with the latest version of the FizX menu system that we call a "tweaker".  Press the Special 1 key to open the FizX tweaker and read the directions on the overlay that appears on your screen for navigating the system.  I moved the options on the tweaker so the parameters I use the most are displayed first on the list with the lesser-used parameters at the bottom.  If you are not familiar with FizX, you might find the parameters on the tweaker intimidating.  You will however be able to understand the option for "Bounce Choices" which is the very first option.  The option refers to the bounce of the ball off the flippers.  The "Bounce Choices" option allows you to make selections that anyone can understand.  For example, you can select "Low Bounce" or "Medium Bounce".  I recommend you try making changes to this option.  I have already made adjustments on the tweaker but everyone knows I like the flippers to have a very low bounce.  From what I have seen, most folks prefer higher bounce.
     
    Lighting
     
    I added lighting modes for Day, Dusk, Night, Dark Night, and FP Original.  I went a bit further than I usually do by adjusting over 50 parameters for each lighting mode that you can see near the beginning of the script.  Press the Special 2 key to toggle through the lighting modes.  FP Original doesn't look quite as good as the other lighting modes but it helps those that have lower-end PCs. 
     
    Camera Views
     
    This table has a large segmented display on the backbox that cannot be seen with the popular "Full Table 2" view.  If you can't see the display, you can't play the game very effectively.  I created three camera view profiles that show the segmented display.  I set one of them, to be the default in the script so the segmented display should be visible when you first play the table.  You can change the default camera view by pressing the "V" key repeatedly to toggle through the three options.   
     
    Plunger Modification
     
    Popotte developed a plunger mod that added a new feature to the code I had been using.  The code that I used in the past makes the plunger pull back more slowly, making it easier to hone in on just the right power to hit certain skill shots on most tables.  This table does not have a skill shot but it does have a hidden kicker in the back of the castle where this modification makes it easier to hit. 
     
    The plunger that Popotte created has two modes of operation.  The slow plunger pullback is the same as previous versions I used and works like a normal plunger would by pressing the plunger key.  The second method is where you can use the up and down arrow keys to position the plunger exactly before it is released.  Then you press the plunger key to release the ball.  Popotte had been using this mod for a long time but it required setting a switch to either use the slow pullback or the arrow keys.  He and I worked together to figure out a way to code it so it does not require a switch.  ...So you can either press the plunger key and release it at the point where you want it to let go or you can very precisely adjust the plunger with the up and down arrow keys and then press the plunger key to let go of the plunger.  
     
    Easy Game Play
     
    There is an option in the script for easy gameplay.  The option is set to false by default.  You can change it to true if you want easier gameplay.  The comments in the script identify all the changes it makes. 
     
    Rules
     
    I wrote a set of rules that I added to the instruction cards on the apron.  I had written rules which included what happens when the kicker is hit that is inside the castle on the left side.  Then I decided that Roney Pinball might have wanted this to be unknown to the end user because he calls it a "Mystery" in the game.  I decided to add that content exclusively to a PDF file that is in the download.  The content of the PDF is identical to the rules added to the instruction cards except for what happens inside the castle.  If you want the castle rules to remain a "Mystery", you should delete the PDF file. 
     
    The Spinner
     
    I had some trouble with the spinner on this table from the start.  It would only spin once or twice when it was hit and would stop.  I tried adding some code that Ravarcade created but it didn't perform any better.  Wecoc developed a method where the spinner object on the table is converted to a toy with some special code that operates it.  It makes the spinner on this table work perfectly.  It also helps your score quite a bit when you complete the mode that adds 1000 points to your score for each spin. 
     
    Table Loading Screen
     
    There are two table-loading textures as listed below.  The first landscape texture is the default and is intended to be used on desktop PCs.  The portrait texture is intended to be used on pinball cabinets and is used on the "rotated display" version of the table described below. 
     
    LoadingLandscape.jpg
    LoadingPortrait.jpg
     
    Rotated Display
     
    Finally, I added a version of the table for those of us who have desktop PCs with a single monitor that can swivel so it is oriented in an upright position.  I call it a rotated display.  To play the table, you need to change the "Rotation" option to 270 degrees on the "Preferences" > "Video / Rendering Options" screen of the FP editor.  You can try it on a standard monitor to see what it looks like but it will be oriented sideways.  The popular Full Table 2 view only uses about 50% of the screen for the playfield whereas this option uses about 90% of the screen.  It produces a more immersive gaming experience. 
     
    Conclusion
     
    I hope you give this table a chance.  It is truly one of the best original tables.  You would think the castle uses a model but it uses 80+ Future Pinball standard walls and surfaces.  It must have taken Roney Pinball some time to create.  I added everything I could think of to improve the gameplay of this table.  I hope you like it. 
     
    Table Developers
     
    Roney Pinball
    GeorgeH
     
    Contributions by:
    Gimli – Codeveloper of the FizX Tweaker
    JLou5641 - Creator of FizX
    Fleep - Created recordings for mechanical sounds
    TerryRed – developed the "All in One" template of FizX
    Popotte - Developer of the plunger modification
    Wecoc - Developer of the spinner
    Debo26 – Tester of DOF and PUP SSF on this table
     
    List of Changes:
     
    1) Upscaled most of the textures on the table except for the castle.
    2) Made the castle textures darker.
    3) The segmented display was not visible on the Full Table 2 view so 3 switchable camera views were added which can be changed by pressing the letter "V" repeatedly.
    4) Added model for game room with texture.
    5) Added new rock texture to the ramp and new shingle texture for the castle roof.
    6) Added Hud toggle key that saves setting to fpRam.
    7) Added plunger pull special script to slow down pull-back, making it easier to hone in on a shot to the hidden kicker.  
    😎 Added a ball stop surface above the ramp to keep the ball from flying and added an invisible approach ramp.
    9) Fixed bug that displays M1Count not defined. 
    10) Added more time to display the text on the segmented display on the backwall so you have time to read it. 
    11) Moved the lens for the "Jackpot 100,000" light on the playfield texture up higher on the playfield so the light for it could be moved so it does not cover the text.
    12) Added Fleep recordings for mechanical sounds. 
    13) Aligned the left wall of the table that has a break in it and made the ball bounce to the right.  
    14) Adjusted the color of all the light inserts on the playfield.
    15) Changed the displays on the long segmented display 1) to include baseline point values (without bonuses) 2) added displays for when the hidden kicker is hit 3) made displays last longer so you have time to read them.
    16) Added custom flipper texture.
    17) Added black side rail caps and lock down bar.
    18) Added BAM code that allows the score to exceed 2 billion points and made some code changes to support it.
    19) After upscaling the lenses for the 2x to 6x bonus multiplier lights, the text was centered, and the background lightened to make the numbers more prominent.
    20) When all lights were illuminated on the 2-bank stationary targets and the 3-bank drop targets they never displayed long enough to see it.  Added more time to allow end users to see the light before turning off.
    21) There were 2 extra ball lights on the playfield where the coding was never finished.  Added extra ball awards completing the sequences for 2-bank stationary targets and the 3-bank drop targets (see the rules). 
    22) Fixed the display so it does not say multiball when no prisoner lights are lit and only the original ball returned.
    23) Wrote rule sheet and added it to instruction cards on the apron and included a PDF in the download with the rules. 
    24) Added portrait loading texture for cabinet users. 
    25) Added a new feature by Popotte to the plunger mod.  You can now use the up and down arrow keys to position the plunger exactly where you want then press the plunger key to let go of the plunger.  If you don't want to use the arrow keys, press and hold the plunger key.
    26) Added Sound Level Control Panel that adjusts every sound used on the table. 
    27) Added music to the attract mode. 
    28) Added Pin Mech Sound. 
    29) Changed 3 modes that could only be completed one time so they can be repeated.
    30) Corrected a problem with the trigger below the left gate in the middle of the table.  This trigger did not consistently turn on the green lights in front of the ramp in the correct sequence.  This was fixed. 
    31) Created a version of the table for Rotated Display for those that have single monitor PCs and can tilt their monitor 90 degrees.

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