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The Sand Reapers - Assassins of the desert

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2023 Year

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The Sand Reapers are a non existent electronica/rock fusion band. This table is based on their non existent album: Assassins of the Desert. All 14 tracks are included in this table. It uses my stereo system (originally from my Road Trip table, which this layout was built upon,) so you can skip tracks, set to random etc. Tracks were generated by an AI ("Accidental Intersection" between their reality and ours 😛 with the band name and album and year 1999 as prompt.)

 

Track list:

1- Melting Heat

2- Drifting Sands

3- Diving into the shadows

4- Imagining an oasis

5- Hunting the bounty

6- Campfire Ambush

7- Falling in blood

8- How it ends

9- Tired of running

10- Whatever the cost

11- No way home

12- Being a ghost

13- Companion in arms

14- Dunes of wrath

 

Ruleset:

Light REAPER targets to open first lock (back left) lock 1st to open second (center/lower left) lock 2nd to open 3rd (lower right) At any time, hit upper center right kicker to release any locks. Release all at once for 4 ball multi across the desert

 

Light SAND targets to light the bumper lamp for 3x bumpers.

 

Light top RUN lanes for bonus multiplier

 

Light in/out lanes for ballsaver.

 

center loop channel doubles point each hit while lit.

 

Light the HUNT letter spots to get some nice points.

 

Hit the H and T targets immediately below the left and right channels while the target is already lit to raise the ramps to access the raised playfield.

 

hit three platform exit triggers to light, then light assassins targets to trigger three ball multiball event. The three triggers remain lit for the rest of your ball.

 

Hitting the lower left and right bumpers or kickers will activate the out lane diverters.

 

Additional notes:

This table is coded as a late SS era table, however it has potential for some radical later DMD era ruleset changes, so feel free to mod if you feel inspired and capable. This table, like most of my recent work, is free to mod.

 

I also realise that the simple audio controls share key bindings with some of the bam functions. Sorry about that, the audio stuff was coded long ago, and I don't have the energy to dive back into them right now (though if I ever do, I will add much more controls to them, like volume etc.) The key sharing situation does not impact gameplay at all, so I let it slide.

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