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Snowball! (PixelJAM 2016) Media Files & Cabinet Instructions
By SixOfTwelve
Baby, it's cold outside! Come on in, warm yourself by the fire and
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
This time, thanks to my stupidity, you get two scripts for the price of one as we tackle Snowball!, a 2016 indie game by PixelJAM.
Snowball! is a cute and, honestly, pretty relaxing pinball game full of neat detailed pixel art. You shoot snowballs around a wintery slope, trying to avoid a fire at the bottom. The game is full of clever details: Ocasionally you hit a tree or some other obstacle, and another little snowball will form, creating a spontaneous multiball. Then there's a section of the playfield that suddenly turns your game into a Breakout variant. Two huge electromagnets act as stationary magnasaves that can also slingshot your ball into different directions if you handle them with the right timing. It's really imaginative stuff.
The game can be played in portrait mode, giving you a complete view of the playfield - which makes it ideal for use on a cabinet.
However, on my screen (resolution 1080x1920 when upright), the game would always start flickering like crazy after a few seconds, making it effectively unplayable.
So I decided to write a script to move the game window to the backglass and have it play there, with the game's field of view scrolling up and down. I had the whole script ready and finished, when I suddenly had a thought:
Snowball! was a ten-year-old game. What if my playfield's resolution was simply too high?
And indeed, once I reduced the resolution to 900x1600 - no more flickering, and the game behaved as it should.
So rather than scrap my first script, I decided to include it here as a bonus. Who knows, maybe on someone else's setup the playfield variation may not work for whatever reason - it's nice to have options.
The second (newer) script
rotates the playfield to portrait mode lowers the resolution to 900x1600 puts filler images on the backglass and dmd screens maps the game's keys and functions to standard cabinet buttons restores rotation and original resolution on exit
The original first script
moves the game window to the backglass puts filler images on the playfield and dmd screens maps the game's keys and functions to standard cabinet buttons
There's a bunch of media included:
2 backglass images (in 4:3 and 16:9 formats) a backglass video for your frontend for the "play on the backglass" variation a company logo 2 DMD images, one for the frontend and a filler image used by the script (taken from the game's press kit on PixelJAM's website) 3 instruction cards, depending on how you set up your nudging (more on that further below) a promo video from YouTube (the Steam launch trailer for the game) table audio (recorded from the game) 2 table images (one for the frontend, one for use in the script - they're the same image, but for some reason the two need different rotation directions) a frontend table video for the "play on the playfield" variation 2 wheel images (one taken from the game title screen, one from the game's press kit on PixelJam's website)
As usual, the scripts need to be adapted to your systems, but no fear - they are extensively annotated. Please take a good long look through them before asking for help in the comments section right away.
I'll gladly try to to help, but please do make an effort first.
Share and enjoy!
SOME MORE NOTES:
Where to get it:
Snowball! is available on Steam. At the time of this posting, you can get it for under 3€. You can run the game's .EXE without Steam, wich is always nice.
Annoying stuff about the game:
Apart from the "needs a low resolution to run" issue, there were two more problems:
Firstly, all the menus can only be navigated by clicking on buttons. There is no "move up/down" or "move left/right" that could be mapped to flipper buttons. Instead, I had to program the keys to position the mouse at a certain spot and click there. Which would be fine if the damn menu buttons were always in the same spot. But no: The button to (re)start a game is in three different locations, depending on whether you're in the start menu, in the pause menu, or on the "Game Over" screen. So when you press "Start", the game now rapidly clicks three different locations each time for it to work in each case. That was fun to figure out.
In the "play on the playfield" version of the script, you probably won't have to change any of these coordinates, since 900x1600 is the fixed resolution.
Should you want to use the "play on the backglass" version, you'll probably have to do a bit of work on the coordinates (unless your backglass has a resolution of 1600x1200 like mine).
Secondly, the game uses the Space bar to activate the magnasave pylons, but if you press Space along with a direction key, you nudge the ball.
No problem, so I simply map the magnasave buttons to perform both functions. Which would be fine if nudging didn't incure a score penalty in the game.
Since I didn't want to punish the player for using the magnasave (which would also count as a nudge, lowering your score), I came up with two alternate solutions:
My cabinet has extra buttons on the top left and right. I simply mapped the magnets (Space) to these and mapped the nudge function (Space+direction) to my magnasave buttons. But not everyone's cab has extra buttons, so... If you have an analog input (like a VirtuaPin controller) that registers as a joystick, you can also use JoyToKey to map the nudge function to [Space+direction], freeing up the magnasave buttons for [Space]. The JoyToKey option can be disabled in the script. The default is set to enabled.
AI use disclaimer:
The "nudge" hand in the instruction card was created with ChatGPT, the rest is all good old-fashioned Photoshop.
I also used ChatGPT to help with some script functions (like reading monitor resolutions automatically without having to hardcode them) that probably would've taken me ages to figure out otherwise.
Special thanks:
iwantpinball for pointing me in the direction of displaying images directly in AutoHotKey instead of using an external tool, as I did in my previous scripts.
10 downloads
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Kings and Queens (Gottlieb 1965) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 4K/2K frontends
Download the 4K version if you use a frontend like PinballX or Pinup Popper on a 4K monitor, or the regular version if you have a 1440p resolution or less. The logos are optimized for each resolution since the internal downscaling/upscaling of the frontends might introduce unwanted artifacts, moiree or aliasing effects.
29 downloads
(0 reviews)0 comments
Updated
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Kings Of Steel (Bally 1984) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 2K/4K frontends
Providing files optimized for 1440p cabinet mode in PinballX and maximum available resolution.
PinballX is using 70% of the respective screen width for the logo display at a 1.66 aspect ratio, so the provided optimized version is set at 1008px max width / 605px max height to avoid internal downscaling/upscaling of the frontend that might introduce unwanted artifacts, moiree or aliasing effects.
DOWNLOAD ALL LOGOS (2000+) at this link: https://mega.nz/folder/22pRyY6K#t9cVLDbWaIlyDflG_QVTjw
10 downloads
(0 reviews)0 comments
Submitted
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King Pin (Gottlieb 1973) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 2K/4K frontends
Providing files optimized for 1440p cabinet mode in PinballX and maximum available resolution.
PinballX is using 70% of the respective screen width for the logo display at a 1.66 aspect ratio, so the provided optimized version is set at 1008px max width / 605px max height to avoid internal downscaling/upscaling of the frontend that might introduce unwanted artifacts, moiree or aliasing effects.
DOWNLOAD ALL LOGOS (2000+) at this link: https://mega.nz/folder/22pRyY6K#t9cVLDbWaIlyDflG_QVTjw
6 downloads
(0 reviews)0 comments
Submitted
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King Kong (LTD do Brasil 1978) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 2K/4K frontends
Providing files optimized for 1440p cabinet mode in PinballX and maximum available resolution.
PinballX is using 70% of the respective screen width for the logo display at a 1.66 aspect ratio, so the provided optimized version is set at 1008px max width / 605px max height to avoid internal downscaling/upscaling of the frontend that might introduce unwanted artifacts, moiree or aliasing effects.
DOWNLOAD ALL LOGOS (2000+) at this link: https://mega.nz/folder/22pRyY6K#t9cVLDbWaIlyDflG_QVTjw
5 downloads
(0 reviews)0 comments
Submitted
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Knock Out (Gottlieb 1950) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 2K/4K frontends
Providing files optimized for 1440p cabinet mode in PinballX and maximum available resolution.
PinballX is using 70% of the respective screen width for the logo display at a 1.66 aspect ratio, so the provided optimized version is set at 1008px max width / 605px max height to avoid internal downscaling/upscaling of the frontend that might introduce unwanted artifacts, moiree or aliasing effects.
DOWNLOAD ALL LOGOS (2000+) at this link: https://mega.nz/folder/22pRyY6K#t9cVLDbWaIlyDflG_QVTjw
11 downloads
(0 reviews)0 comments
Submitted
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Gargamel Park (Original 2016) Instruction Card
By Autobott
Instruction card for Gargamel Park by JPSalas
26 downloads
(0 reviews)0 comments
Submitted
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Scared Stiff (Bally 1996) - Vpx Video Instruction (French audio)
By pat852
Bonjour à tous
Voici une nouvelle traduction audio française des instructions vidéo de KONGEDAM du groupe (LAURENT EGAPEL, GARGA SURQUES, THIERRY DELOMIER et PATRICE SALERNO).
La Vingt-et-unième publication est « Scared Stiff (Bally 1996) ».
Aux vues du nombre de vidéo on a besoin de renfort !!
Si vous souhaiter nous aider pour les traductions contacter moi en Message privé
Le process est assez simple je génère un fichier texte de la traduction française « brute » de la vidéo.
Vous corrigez dans le fichier texte les anomalies de traduction de l’I.A et je renvois la traduction corrigée dans Clidéo pour génération de la vidéo traduite.
En plus cela vous permet d’avoir la vidéo traduite d’une table que vous affectionné non encore traitée.
Hello everyone
Here is a new French audio translation of the KONGEDAM video instructions from the group (LAURENT EGAPEL, GARGA SURQUES, THIERRY DELOMIER, and PATRICE SALERNO).
The Twenty-first release is « Scared Stiff (Bally 1996) ».
Given the number of videos, we need reinforcements!
If you'd like to help with translations, contact me via private message.
The process is quite simple: I generate a text file of the "raw" French translation of the video.
You correct any AI translation errors in the text file, and I send the corrected translation back to Clideo to generate the translated video.
In addition, this allows you to have a translated video of a table you like that hasn't been processed yet.
19 downloads
(0 reviews)0 comments
Submitted
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Viper Night Drivin (SEGA 1998) backglass topper video FHD
By kilazz
Viper Night Drivin (SEGA 1998) backglass topper video FHD
26 downloads
(0 reviews)0 comments
Submitted
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Grease (Original 2023) Instruction Card
By Autobott
Instruction Card for Grease (mod of Stern's Elvis) by judremy, JPSalas, et al.
30 downloads
(0 reviews)0 comments
Submitted
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Volcano (Gottlieb 1981) Instruction Card
By Autobott
Instruction card for Volcano by Burger, Allknowing2012, et al
38 downloads
(1 review)0 comments
Submitted
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Jack In The Box (Gottlieb 1973) clear wheel logos 4K
Logo taken from flyer/backglass, upscaled and restored for high resolution and cleaned up, optimized for 4K/2K frontends
Download the 4K version if you use a frontend like PinballX or Pinup Popper on a 4K monitor, or the regular version if you have a 1440p resolution or less. Logos are optimized for each resolution since the internal downscaling/upscaling of the frontends might introduce unwanted artifacts, moiree or aliasing effects.
34 downloads
(0 reviews)0 comments
Updated
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Joker Poker (Gottlieb 1978) clear wheel logos 4K
Logo taken from backglass/flyer, upscaled and restored for high resolution and cleaned up, optimized for 4K/2K frontends
Download the 4K version if you use a frontend like PinballX or Pinup Popper on a 4K monitor, or the regular version if you have a 1440p resolution or less. Logos are optimized for each resolution since the internal downscaling/upscaling of the frontends might introduce unwanted artifacts, moiree or aliasing effects.
46 downloads
(0 reviews)0 comments
Updated
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JP's Wrath of Olympus (Original 2022) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 4K/2K frontends
Download the 4K version if you use a frontend like PinballX or Pinup Popper on a 4K monitor, or the regular version if you have a 1440p resolution or less. Logos are optimized for each resolution since the internal downscaling/upscaling of the frontends might introduce unwanted artifacts, moiree or aliasing effects.
31 downloads
(0 reviews)0 comments
Updated
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Jungle Princess (Gottlieb 1977) clear wheel logos 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 4K/2K frontends
Download the 4K version if you use a frontend like PinballX or Pinup Popper on a 4K monitor, or the regular version if you have a 1440p resolution or less. Logos are optimized for each resolution since the internal downscaling/upscaling of the frontends might introduce unwanted artifacts, moiree or aliasing effects.
45 downloads
(0 reviews)0 comments
Updated
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Jungle Lord (Williams 1981) clear wheel logo 4K
Logo taken from backglass, upscaled and restored for high resolution and cleaned up, optimized for 4K/2K frontends
Download the 4K version if you use a frontend like PinballX or Pinup Popper on a 4K monitor, or the regular version if you have a 1440p resolution or less. The logos are optimized for each resolution since the internal downscaling/upscaling of the frontends might introduce unwanted artifacts, moiree or aliasing effects.
34 downloads
(0 reviews)0 comments
Updated
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Krull (Gottlieb 1983) loading video FHD
By kilazz
Krull (Gottlieb 1983) loading video FHD
67 downloads
(0 reviews)0 comments
Submitted
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Crystal Caliburn (LittleWing 1993) Media Files & Cabinet Instructions
By SixOfTwelve
Welcome back to another edition of
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
I'm your host, SixOfTwelve, and today's contestant is Crystal Caliburn, a pinball game released in 1993 for Windows and Macintosh by Japanese company LittleWing.
LittleWing had a critically succesful run of desktop computer pinball games for a while, and while this table is more of a historical curiosity along the lines of Space Cadet rather than being super fun to play, the ruleset is deceptively deep.
Since the game's playfield features lots of tiny writing, I decided against running it on the backglass and put it on the playfield.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 600x800, hides the game's Windows menu framework as well as possible, fills the backglass and DMD screens with decorative images and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DMD filler image for in-game purposes a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
2 flyer images (courtesy of MobyGames) 20 instruction cards (taken from the official PDF guide) table audio (recorded directly from the game) table image (an upscale of the playfield) wheel image (courtesy of the LaunchBox Games Database) company logo (taken from the official PDF guide)
For the backglass and table image, I decided against enhancing the image with AI or softener filters - I find the dithered grainy "stained glass" aesthetic goes well with the whole tone of the game.
For the AHK script, on the other hand, I am indebted to ChatGPT, who came to the rescue with obscure key codes more than once.
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized, and BOB's your uncle 😉
What not to do:
Crystal Caliburn should run "out of the box" on Windows 10. Please try to resist setting C_CALIBURN.EXE to run in Windows XP compatibility mode, as the script keys won't work anymore, and all kinds of other things in the script will be broken.
What didn't work:
Unfortunately, the game displays a Windows menu bar before you launch it and during pause. In both instances, the screen does quick weird up/down shifting movements. I covered up the menu bar, but I couldn't find a way to get rid of the image jumps.
Also, I tinkered with putting the score display on my DMD screen with DMDExt, but it made the game run pretty choppy (maybe due to the fact that such a large part of the screen was mirrored), so I skipped it. Also, the graphic jumps I mentioned meant that the DMD would continually shift and look weird in the frame. In the end I decided to just place an image of the dragon zodiac from the PDF guide into the DMD screen.
What I like:
I'm a tiny bit proud of the Pause toggle script I came up with. Usually, the game requires you to press the Esc key to pause it, and then press Ctrl+R to resume - two different things to press. I managed to solve it by having the pause button send Ctrl+R, and then send Esc straight afterwards: If the game is currently running, the Ctrl+R will be ignored, since it does nothing, and then the Esc will put it into pause mode. If the game is already paused, Ctrl+R will trigger a 3-second "Resuming..." countdown sequence, during which the Esc press that follows will simply be ignored. I have yet to see if this technique will work on subsequent LittleWing games.
Finally, here's the thing in action:
61 downloads
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Krull (Gottlieb 1983) backglass topper video FHD
By kilazz
Krull (Gottlieb 1983) backglass topper video FHD
32 downloads
(0 reviews)0 comments
Submitted
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Fairy Tower (LittleWing 2007) Media Files & Cabinet Instructions
By SixOfTwelve
Up the airy mountain, down the rushy glen
We daren't go a-hunting, for fear of
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
this time we're off into the woods with Fairy Tower, the penultimate game by Japanese studio LittleWing, released in 2007 for Windows and Macintosh. The game features a treasure hunt to return missing enchanted items to a magical tower while harnessing the power of the elements. And of course there's aliens and a spaceship involved in the backstory, because LittleWing.
The tone in this one is a bit incongruous: One the one hand you have gorgeous evocative watercolor title art, the backstory is beautifully illustrated, dealing with themes of gentle giants, magic, loss and regret. On the other hand you have the game blasting wacky banjo polka music at you at all times. Oh well.
The included AutoHotKey script rotates the playfield to portrait mode, fills the backglass and DMD screens with decorative images, launches the game and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DMD filler image for in-game purposes (two variations) a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
19 instruction cards (taken from the official website's player's guide, and supplemented by me with a few quick and dirty "what's what on the playfield" images) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from Crystal Caliburn's official PDF guide) a wheel logo (in two sizes) Sadly, again no flyer images this time, since from 2004's Monster Fair onward, LittleWing sold their games exclusively as downloads, so there are no box covers or any other large-scale artwork I could find.
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up as of 2026, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Sadly, even the trusty Archive that's reasonably well Organized failed me this time. But My advice is not to Abandon hope, you never know Ware it'll turn up 😉
How to run it:
Fairy Tower runs pretty much out of the box on a modern system - no extra DLLs required this time.
The menu system in this game is a bit counter-intuitive, as you have to press Esc to start. I mapped the Start button to Esc, just because I'm used to pressing it whenever I start a game. The script also remaps the flipper keys so they can be used to navigate the menu. Press the Launch button (Enter) to select.
The controls in the script will not work if you mapped different keys in-game. Go to "Options", "Controls" and "Reset to Default" and you should be fine.
What didn't work:
I've been informed that mapping a key to send Esc might kill Pinup Popper. Since I don't use it, I didn't run into that problem, but I'm workin on figuring it out. Please let me know if you find a workaround!
Highscore workaround:
Unfortunately, when it comes to the highscore table, LittleWing moved away from the "select letters with flippers" method of their earlier games and opted for keyboard typing input. I solved this by mapping three letters plus Enter to the Coin button (5). They're set to "N-E-W" in the script - feel free to change them to your preference.
AI use disclaimer:
As I already mentioned, there is no high-resolution artwork available for Fairy Tower. The game intro does feature gorgeous watercolor art by LittleWing co-founder Reiko F. Nojima though, so I decided to use that as the backglass.
The backglass image was upscaled (and expanded for the 16:9 version) with Freepik and tweaked further in Photoshop. For the DMD image, I took the image included in the pack as run_FairyTower_DMD2 and used Freepik to give it a wet watercolor look to match the backglass. Again, I then edited it further in Photoshop. No AI was used for the wheel image - I just picked a font that came as close as possible to the original and tried to recreate the gradient and glow as best I could in Photoshop. (I had to add a stroke around the letters to improve readability against the backglass background.)42 downloads
(0 reviews)0 comments
Updated
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Monster Fair (LittleWing 2004) Media Files & Cabinet Instructions
By SixOfTwelve
On tonight's spoooky episode of
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
we're visiting Monster Fair, another game by Japanese studio LittleWing, released in 2004 for Windows and Macintosh. It's a carnival run by monsters, who are really aliens, who crashed their spaceship on Earth hundreds of years ago, and are now trying to earn enough money to return home. Seriously, that's the background story. Just like LittleWing's previous Jinni Zeala, this one is a lot of fun, and the wacky factor has even been turned up a few notches.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 1024x1080, fills the backglass and DMD screens with decorative images, launches the game and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DDrawCompat INI file for the resolution - see further below under "How to run it" a DMD filler image for in-game purposes a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
36 instruction cards (taken from the official player's guide) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from Crystal Caliburn's official PDF guide) two wheel logos Sadly, no flyer images this time, since from Monster Fair onward, LittleWing sold their games exclusively as downloads, so there are no box covers or any other large-scale artwork I could find.
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up as of 2026, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized, and you should find it before you can count to 1.2.0 😉
How to run it:
Monster Fair will run terribly choppy or even crash on most modern systems since it uses an obsolete DirectX version, and also cut parts of the image off when played in portrait mode. Go to https://github.com/narzoul/DDrawCompat/releases and download the latest version of DDrawCompat (expand the "Assets" tab under the latest post and get the ZIP file). Unzip and put the ddraw.dll file into your Monster Fair game directory. This Media Pack includes a file called DDrawCompatOverlay-MonsterFair.ini that needs to be dropped into the same folder, as it will tell DDrawCompat what resolution to use.
The menu system in this game is a bit counter-intuitive, as you have to press Esc to start. I mapped the Start button to Esc, just because I'm used to pressing it whenever I start a game. The script also remaps the flipper keys so they can be used to navigate the menu. Press the Launch button (Enter) to select.
The controls in the script will not work if you mapped different keys in-game. Go to "Options", "Controls" and "Reset to Default" and you should be fine.
Highscore workaround:
Unfortunately, when it comes to the highscore table, LittleWing moved away from the "select letters with flippers" method of their earlier games and opted for keyboard typing input. I solved this by mapping three letters plus Enter to the Coin button (5). They're set to "N-E-W" in the script - feel free to change them to your preference.
AI use disclaimer:
As I already mentioned, there is no high-resolution artwork available for Monster Fair, and the in-game graphics don't really lend themselves to backglass images (unlike earlier LittleWing games up to Angel Egg, which had large images next to the playfield). So it was with a heavy heart that I decided to use AI to generate a title screen that looked vaguely like it could have been created at the time of release: Low-polygon 3D rendered characters with glossy surfaces that have a touch of the uncanny valley about them. I picked the game's four most prominent characters: The golden-suited Dracula (from the game's "Showtime" mode), the Frankenstein's monster popcorn seller, the old hippie witch from the "Goat Rodeo" attraction and the young hip-hop werewolf who rides the rollercoaster. I hope you find the result somewhat acceptable.
The backglass image was created by accident in ChatGPT after about 60 failed tries in FreePik, when I asked ChatGPT how to better refine my prompts 😅 I then used Freepik to upscale and expand the image, and finally tweaked it further in Photoshop. The wheel logo was taken from a screenshot of the game's intro, upscaled with Freepik and further edited in Photoshop.47 downloads
(0 reviews)0 comments
Updated
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Jinni Zeala (LittleWing 2002) Media Files & Cabinet Instructions
By SixOfTwelve
This time on
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
we're dancing along with Jinni Zeala by Japanese studio LittleWing, released in 2002 for Windows and Macintosh. It's a fabulous Las Vegas glitter-filled fever dream of the Arabian Nights, and unlike some of LittleWing's earlier efforts, this game is still a lot of fun to play on modern systems. The ball physics have improved a lot, the music is bouncy, and it's got all the bells and whistles of a real late-1990s pinball table.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 1024x1080, fills the backglass and DMD screens with decorative images, launches the game and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DDrawCompat INI file for the resolution - see further below under "How to run it" a DMD filler image for in-game purposes a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
2 flyer images (images of the Macintosh packaging - courtesy of MobyGames) 7 instruction cards (taken from the official website's player's guide - compared to their other manuals, this one is a bit light) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from Crystal Caliburn's official PDF guide) a wheel logo
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up as of 2026, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized, and hope nobody will take Revenge 😉
How to run it:
Jinni Zeala will run terribly choppy on most modern systems since it uses an obsolete DirectX version, and also cut parts of the image off when played in portrait mode. Go to https://github.com/narzoul/DDrawCompat/releases and download the latest version of DDrawCompat (expand the "Assets" tab under the latest post and get the ZIP file). Unzip and put the ddraw.dll file into your Jinni Zeala game directory. This Media Pack includes a file called DDrawCompatOverlay-j_zeala.ini that needs to be dropped into the same folder, as it will tell DDrawCompat what resolution to use.
The menu system in this game is a bit counter-intuitive, as you have to press Esc to start. I mapped the Start key to Esc, just because I'm used to pressing it whenever I start a game. The menu can be navigated with the flipper keys. Press the Launch button (Enter) to select.
The controls in the script will not work if you mapped different keys in-game. Go to "Options", "Controls" and "Reset to Default" and you should be fine.
Highscore workaround:
Unfortunately, when it comes to the highscore table, LittleWing moved away from the "select letters with flippers" method of their earlier games and opted for keyboard typing input. I solved this by mapping three letters plus Enter to the Coin button (5). They're set to "N-E-W" in the script - feel free to change them to your preference.
AI use disclaimer:
The backglass image is based on the cover image of the Macintosh version. I used Freepik to remove the logos, and then tweaked the image further in Photoshop. I composited the wheel logo in Photoshop from several screenshots of the game's start menu and then upscaled it with Freepik.40 downloads
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Golden Logres (LittleWing 1998) Media Files & Cabinet Instructions
By SixOfTwelve
And we're back with
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
Still going through the catalogue of Japanese studio LittleWing, we've arrived at Golden Logres, released in 1998 for Windows and Macintosh, and also for PlayStation and Dreamcast. The game continues the story of King Arthur and the Knights of the Round Table from Crystal Caliburn.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 1024x1080, fills the backglass and DMD screens with decorative images, launches the game and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DDrawCompat INI file for the resolution - see further below under "How to run it" a DMD filler image for in-game purposes a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
2 flyer images (images of the Dreamcast packaging, since the Windows version was never released in a box - courtesy of MobyGames) 64 instruction cards (taken from the official PDF guide - Yes, that many. This thing goes deep.) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from Crystal Caliburn's official PDF guide) a wheel logo
You can use the start button to skip the intro cutscene.
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized on the www 😉
How to run it:
Golden Logres will crash on modern systems since it uses an obsolete DirectX version. Go to https://github.com/narzoul/DDrawCompat/releases and download the latest version of DDrawCompat (expand the "Assets" tab under the latest post and get the ZIP file). Unzip and put the ddraw.dll file into your Golden Logres game directory. This Media Pack includes a file called DDrawCompatOverlay-G_logres.ini that needs to be dropped into the same folder, as it will tell DDrawCompat what resolution to use.
What didn't work:
During launch, Golden Logres will switch into a really weird resolution problem while displaying the opening cutscene and title screen: The area in which you can move the mouse is shifted upward from the area displayed on screen. For that reason, even though I moved the mouse pointer out of sight in the script, the spinning blue circle will still show up on the left side (you can see it in the last image I added to this post). Once the game starts though, the mouse pointer is safely out of view.
What worked eventually:
While the game process proper is G_logres.exe, the game spawns a nameless process during the introduction that can't be killed with AutoHotKey's Process, Close command. Terminating G_logres.exe at this point will still wait for the intro to end before it does anything, which can lead to weird glitches, like moving the game to the background behind the frontend instead of closing it. Luckily I found out that pressing CTRL+ALT+END is DDrawCompat's killswitch, so I used the script to trigger that. That way you can quit the game with the ESC key instantly even if the intro is still running.
AI use disclaimer:
The backglass image is based on the cover image of the Dreamcast version. I used Freepik to remove the logos and expand the image to the left and right. I then tweaked it further in Photoshop.36 downloads
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Angel Egg (LittleWing 1996) Media Files & Cabinet Instructions
By SixOfTwelve
In today's edition of
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
we're working our way up the catalogue of Japanese studio LittleWing with Angel Egg, released in 1996 for Windows and Macintosh.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 1024x1080, fills the backglass and DMD screens with decorative images, launches the game and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DDrawCompat INI file for the resolution - see further below under "How to run it" a DMD filler images for in-game purposes a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
2 flyer images (images of the only packaging that I could find, courtesy of Japanese marketplace site Mercari) 22 instruction cards (taken from the official PDF guide) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from Crystal Caliburn's official PDF guide) a wheel logo
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized, and put a Pin in it 😉
How to run it:
Angel Egg will crash on modern systems since it uses an obsolete DirectX version. Go to https://github.com/narzoul/DDrawCompat/releases and download the latest version (expand the "Assets" tab under the latest post and get the ZIP file). Unzip and put the ddraw.dll file into your Angel Egg game directory. This Media Pack includes a file called DDrawCompatOverlay-A_EGG.ini that needs to be dropped into the same folder, as it will tell DDrawCompat what resolution to use.
AI use disclaimer:
The backglass image is based on an in-game screenshot, upscaled and enhanced with FreePik. I added clouds and tweaked it further in Photoshop. The wheel logo and the winged egg image for the DMD are also based on the AI upscale and were isolated with the help of ChatGPT.
40 downloads
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Updated
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Loony Labyrinth (LittleWing 1994) Media Files & Cabinet Instructions
By SixOfTwelve
Welcome back to another edition of
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
Today we have Loony Labyrinth, a pinball game released in 1994 for Windows and Macintosh by Japanese company LittleWing.
This is pretty much a sister project to my cabinet files for Crystal Caliburn, which you can find at this link. The game uses the same engine, so the script was only tweaked a little bit.
As with Crystal Caliburn, I decided to run the game from the playfield and not the backglass, since the writing becomes hard to read at a distance.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 600x800, hides the game's Windows menu framework as well as possible, fills the backglass and DMD screens with decorative images and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) 4 DMD filler images for in-game purposes - pick your favorite! a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
2 flyer images (courtesy of MobyGames) 22 instruction cards (taken from the official PDF guide) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from the official PDF guide) I haven't included a wheel logo image this time, since the esteemed deadmanworking has already provided one at this link. Go check out his excellent VPX rendition of Loony Labyrinth!
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized. Here you go! 😉
What not to do:
Loony Labyrinth should run "out of the box" on Windows 10. Please try to resist setting L_LABYRINTH.exe to run in Windows XP compatibility mode, as the script keys won't work anymore, and all kinds of other things in the script will be broken.
44 downloads
