A couple of years ago I uploaded a Gundam Wing table on vpforums. This is 2.0 for that game.
Completely redesigned the game based off of Swamp Thing from LTek. New gameplay, nfozzy, VR and PUP included.
I decided to remake the old Gundam Wing table since Swamp Thing added nfozzy physics to Serious Sam II. This is completely different than the table I uploaded a couple of years ago. Several of the elements from Serious Sam II have been re-arranged so you get a different gameplay experience. You can toggle VR in the script. I tested with desktop, cabinet and VR mode so this should work for everyone. PUP and wheel are included. A b2s is included but I recommend using the pup pack.
Rules:
- 3 Balls Per Player
- Multiball on every 3rd battle win
- Shoot glowing Wing Gundam to start a battle
- Shoot Epyon for a random reward
CAREFUL.... the targets have been moved around and switched from Serious Sam!!
BASIC SCORING
. - Bonus Multiplier... Hit top -or- flipper inlane sets to increase up to 5x
. - Targets and Lanes... 5,000 points
. - Slingshots... 210 points, and alternate the outlane special if lit
. - Outlanes... 50,000 points
. - Spinners... 1,000 points/spin +500 points for every 3 Small Target hits. No max value limit
. - Ramp Combos... Jackpot value awarded after ramp combo (2 hits in immediate succession)
. - Jackpots... start at 100,000 and can increase with other scoring hits
. - Captive Ball... hits increase Jackpot value 50,000 when Increase Jackpot is lit
BATTLES
. - gundam or plain lights show areas to hit
. - DMD shows hits left to complete the battle
. - set Battle Difficulty in User Setting Menu to Hard Double battle length
. 1. heavyarms : 20 Spinner spins
. 2. deathscythe : 8 Pop Bumper hits
. 3. wing : 4 Ramp Loops
. 4. sandrock : 2 full Outer Orbits
. 5. altron : all 7 green Skulls
. 6. Tallgeese : Moving Light in sequence (not timed)
. - Larger Right Target
. - Wing Gundam
. - Large Left Target
. - Outer Orbit right
. - Outer Orbit left
. - Right Ramp
. - Tallgeese
. - Left Ramp
. - Epyon
. 13. Epyon : hit all 7 Jackpots
. - After winning 12 battles, the 13th battle automatically starts as multiball.
. - All shot values double and all Jackpots are enabled.
. - Collect all Jackpots to get Super Jackpot to light
. - Captive ball hit collects the Super Jackpot and re-enables all Jackpots.
. - Battle over when the last ball drains
. - After 13th battle all battles reset and scores increase for all hits
MULTIBALL
. - One multiball active at a time.
. - Max of 5 balls at a time
. - Can score Jackpots and start/play Battles
. - Hit both ramps to collect the Jackpots
. - Hit captive ball to re-enable the Jackpots
. - Battle multiball starts automatically after every 3 won battles
. - Regular multiball starts after locking 3 balls
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