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Indiana Jones, The Pinball Adventure (Williams, 1993) (Color DMD, SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Setup and VR)

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4336 Views
733 Downloads
4 From 7 reviews
385 MB File Size
GLXB, Highlnder00, Slamt1lt, Gimli, GeorgeH Created by
Williams Manufacturer
1993 Year

5 Screenshots

Indiana Jones: The Pinball Adventure is a wide-body pinball machine designed by Mark Ritchie and released by Williams in 1993. It is based on the first three Indiana Jones films: Raiders of the Lost Ark, Temple of Doom, and The Last Crusade. The playfield features rectangular light inserts for 12 modes, with four modes representing each movie. Additionally, there is one video mode corresponding to each film. The bottom row of lights represents modes for Raiders of the Lost Ark, while the top row corresponds to The Last Crusade. The kicker, located beneath the biplane, allows players to lock three balls for multiball. There are 3 additional multiball modes.  The game's goal is to complete the 12 modes and start the wizzard mode, where you score one billion points.  Actor John Rhys-Davies (reprising his role as Sallah) recorded some new voice quotes for the game. What truly sets this game apart is how thoughtfully designed and enjoyable all the modes are to play.  

 

About five years ago, Gimli and I modified the Future Pinball (FP) version of this table. The first-ever use of the miniplayfield option in BAM was on his Ultimatum 3 version. Gimli incorporated the miniplayfield option in several areas, most notably to enable the Path of Adventure (POA) to tilt when using the flippers. In previous FP versions of the table, the POA was static and unmoving. Gimli's tilting POA worked flawlessly. Although I added new textures to the plastics at the time, I couldn’t locate any other textures, so they remained unchanged. As a result, the textures for the POA and right ramp were quite dark, and the playfield was of marginal quality.

 

When I decided to update this table, I searched for better graphics but initially had little success. However, I eventually came across Bigus1's VPX version of the table, which features a beautiful playfield texture of outstanding quality. Bigus1 graciously allowed me to use his playfield texture; as well as, any other textures from his table that I needed. Thank you, Bigus1!

 

Gimli had previously added several animations to the table that everyone liked so I left them intact.  He also added what he calls his "True Multiplayer" feature. This feature provides true multiplayer functionality, saving each player's game and restoring it on their next turn. Although he used most of the available save registers, I discovered an unused nvS register, which allowed me to add one tweaker. I chose to implement a game tweaker, the most versatile of the three tweakers that Gimli and I have developed.

 

Video Overview of the Table

 

 

In addition to the new textures and game tweaker, I added FizX, Surround Sound Feedback (SSF), and a color DMD. I also reworked the problematic right ramp for smoother performance and revamped all the lighting with new shadow maps and spotlights.  Two versions of the cabinet are switchable (see the instruction PDF file for more information).

 

It seems that more users are running AMD processors on their PCs. Historically, AMD CPUs have had compatibility issues with Future Pinball. Many users report hard crashes after about 10 minutes of gameplay—or even sooner. In addition to crashing, AMD processors can cause stuttering and other performance problems. I received a report from a user on another table, where the playfield appeared as a gray screen with no image, and the system was using an AMD CPU. Systems with AMD GPUs are even more prone to crashes, and unfortunately, there’s little that can be done to resolve these issues. AMD graphics cards are known to have compatibility problems with many games, not just Future Pinball. Table developers cannot be held responsible for issues related to AMD hardware. Some users mistakenly blame these issues on script errors when they are actually caused by hardware incompatibility.

 

Users with AMD Ryzen CPUs paired with NVIDIA graphics cards have had more success running Future Pinball. I’ve received reports that some users with this configuration encounter a string error, but it was successfully fixed using a solution I posted in the script. You might want to try this fix if you’re experiencing other issues with this setup. Since I have an Intel CPU in my PC, I’m unable to replicate or test any AMD-related problems you may encounter.

 

Gimli’s original menu system, though effective, combined certain options to minimize the number of save registers needed. For example, the balls-per-game option was combined with an easy play mode. With the addition of the game tweaker, I could save 28 parameters to a single save register. This allowed me to split the combined options into separate choices. I also added several new parameters and 13 audio controls for sound and music, similar to those I’ve implemented in other tables.

 

Gimli’s original menu system for saving games is still included. It is explained in the instruction PDF file accompanying the download and also displays a list of high scores.

 

Video Demonstrating the 3 Menu Systems

 

 

I’ve done my best to optimize the playing experience for both desktop PCs and pinball cabinets. As part of this effort, I included three versions of the table in the download:

 

1.    Main Version – Suitable for desktops, cabinets with two monitors, and virtual reality headsets.

2.    Three-Monitor Version – Designed for cabinets with three monitor displays. This version removes the speaker panel from the backbox and it works with DMDExt.

3.    Rotated Display Version – For desktop PCs with a single monitor that can rotate to an upright (portrait) orientation.

 

Make sure to refer to the instruction PDF file included in the download for setup guidance.

 

I prefer to play the rotated display version on my desktop PC because it fills about 90% of the monitor’s available space. In comparison, the Full Table 2 view in Future Pinball only occupies about 50% of the screen, excluding the HUD (which isn’t necessary for the rotated display version). The rotated display offers a more immersive and engaging gameplay experience.

 

I want to express my sincere gratitude to MadMrMax for assisting with testing and providing some custom fonts he created.  Also, enhancing the visual appearance of this table would not have been possible without Bigus1's textures. Thanks again, Bigus1!

 

I aim to improve Future Pinball gameplay for everyone. I believe the color DMDs I’ve been adding to my table mods greatly enhance the gaming experience. There have been times when I struggled to discern what the DMD was displaying until I added color. Unfortunately, cabinets using DMDExt cannot display the color. I’ve submitted a DMDExt feature request to address this issue on the following website. This change would allow cabinet users to expand the color palette used on all tables. If you’d like to help, please post comments supporting this change on the linked page. Creating a login ID takes only a few minutes.

 

https://github.com/freezy/dmd-extensions/issues/520

 

—George

 

List of Changes

 

1) Replaced the art on the playfield apron with similar gold-colored art.

2) Added a new desktop table loading texture with a rope bridge, matching the table's rope bridge mode.

3) Got permission from Bigus1 to use textures from his VPX version of Indiana Jones, The Pinball Adventure. Used Bigus1's playfield texture, the texture for the Path of Adventure (POA), textures for both slingshot plastics, textures for stationary targets, a portion of his backwall, a portion of the rope bridge from his plastics, and a portion of the texture for the right ramp.

4) The backwall was raised higher so you can see more than just the top of it.  Reworked it to make it brighter.

5) Filled in gaps in the rope bridge plastic that goes around objects on the real table that aren’t present in this version to create a rectangular shape.

6) Found a higher-resolution texture for the backglass.  Reconstructed Slamt1lt's animated backglass using the new texture to recreate the 12-step sequence.

7) Created a custom texture for each flipper.

8. The original table's HUD underlay featured an image to the left of the DMD, which caused the DMD to be reduced in size. The texture was replaced with one that has narrow sides, allowing the DMD to be made larger.

9) The instruction cards were previously added to the texture for the plastics. I added two surfaces for instruction cards on the apron, allowing for the use of higher-resolution cards, making the text easier to read.  

10) Fixed several textures so they fit the plastics better, filled in exposed bolt holes, and upscaled the textures using an AI program. Changed the edge of the upper plastics from red to a texture colored similarly to the top of the plastics. Extended the plastic on the sides of the right ramp so that they fit on top of the posts. Added screw heads to the plastics.

11) Combined "cookie-cutter" 2048x4096 textures for one of the plastics with the POA to save PC resources.  

12) Edited Bigus1's lenses for "The Pit" and "Extra Ball" and added them to the texture for the POA. Reshaped the light inserts for these two lenses and modified them so that the "cookie-cutter" option could be used. Extended the top of the texture by creating content to fill the gap to the top of the POA. Moved some objects around on the POA to center the lanes and make them fit the texture.

13) Created new side blades for the cabinet interior.  

14) As spectacular as Bigus1's playfield is, some adjustments were made to the dark blue color so that the two center lanes and columns are slightly lighter, matching photographs of the Williams table. The flesh tones of Willie, Marian, and Dr. Jones were lightened slightly.  The text on the ball saver light (labeled "Eternal Life") was adjusted to a more consistent red color.

15) The Indy sign above the top of the backbox had stopped working. I exported the model of the sign from Slamt1lt's original table and imported it into this table, which made it work again. I then revised the texture to match the colors of the logo on the backbox texture.

16) Changed the model for the side blades and added a model for the top rail that covers the default rail. I also added a surface that covers the default apron. Covering the default rail and apron allows them to be changed to a dark brown color, as seen on the original Williams cabinet.

17) Replaced the round playfield light inserts for Sallah, Marion, and Dr. Jones with shapeable lights to accommodate areas of the lens that are not perfectly round.

18) Reshaped the metal box on the exit to the Path of Adventure to improve its fit and finish, ensuring a better attachment to the metal ramp.

19) Added a texture to the bottom of the exterior wall of the Path of Adventure to make it consistent with the rest of the wall.  

20) Added a new floor to the right upper ramp to improve performance (making the ball travel faster). Replaced the existing ball guide on the right upper ramp, which was not visible.

21) Added FizX physics using an older version of the tweaker that does not save settings because all the save registers were already used.  

22) Reconfigured the plunger and nearby objects so that the ball no longer gets stuck in an area where the plunger cannot hit it when the ball is kicked out.  

23) Added a surface above the right ramp to stop the ball from flying too high and hitting the edge of the plastic above the ramp.  

24) Added texture to the stationary target hidden behind the drop targets, where no texture had previously existed.

25) Added Fleep's recordings and Surround Sound Feedback, including his ball-rolling sound on the playfield and ramps.  

25) Changed the shape of the entrance to the ball lock so that the ball no longer partially enters and bounces out.  

26) The table has a "Status Report" that can sometimes display. It can also be manually triggered during a game by pressing the "S" key.

27) Resolved an issue with the "big boulder ball" special effect, which appeared to bounce after FizX was added. This was fixed by temporarily increasing the table slope to 7.5 when the boulder starts and reducing it after the effect ends.

28) Added a "Sound Level Control Panel" that allows for controlling the volume of all audio on the table.

29) Moved the rubber band above the ball lock kicker to prevent balls from getting stuck there.  

30) Added snake sound effects to the arc animation when a player chooses poorly in the video game.  

31) Added color DMDs and coded them to include a background color for DMD text. This feature must be turned off on pinball cabinets that use DMDExt by changing the ColorDMDStatus in the script to "2." Cabinets that do not use DMDExt (such as 2-monitor setups) can display the color DMDs.

32) Created an alternate version of the backglass animation that does not flash, making it more accessible for individuals with photophobia.

33) Added the Game Tweaker. Moved several combined options from the menu to the tweaker as separate parameters, such as easy mode, balls per game, enhanced mode on/off, game rooms, original/Disney cabinets, game console cabinet, pan & zoom, and lighting modes. Added new parameters for ray casting on/off, 14 desktop camera views, swapping 3 playfield sounds and 2 wire ramp sounds, swapping 3 different side blades, toggling flashes on backglass animation, and creating a custom backglass speaker grill, which can be switched with the original. The original menu was retained for game save options and high score displays.

34) Made the "special 1" and "special 2" keys switchable between the original menu and the tweaker, as an option in the script.  

35) Added JP's game pause code to pause the game when using the stable save option.

36) Added 13 audio controls to the game tweaker, allowing all sound levels to be adjusted in-game.

37) Added a keyboard key to change lighting modes by pressing the "L" key, eliminating the need to open the Game Tweaker.

38) Added an audio preset option to the game tweaker that has presets for 9 parameters to reduce sound level in increments of 0.05.  

39) Replaced the texture for the right plastic ramp with a combined version of the original and Bigus1's version.  

40) Completely reworked all the lighting from the previous version, adding modes for Day, Dusk, Night, and Dark Night. These modes are switchable via the Game Tweaker or by pressing the "L" key on the keyboard.

41) Reworked all the shadow maps.

42) Added spotlights to the planes and lit the spotlight on the biplane when pressing the start game key, tying it to the voice quotes.  

43) Added two versions of the table: one for 3-monitor cabinets and another for single-monitor rotated displays for desktops

44) Created an instruction manual in PDF format.  

45) Reworked Gimli's PDF of "Adrian's Guide to Indiana Jones: The Pinball Adventure" with Gimli's comments about this table.

46) The drop target in front of the captive ball has been changed. Previously, the target only dropped on the third ball hit, while the first two hits left the target standing. Now, the target will drop for 1 second after the first two ball hits before raising back up. This change matches the behavior of the real Williams table.

47) Constructed a new boulder ball using a bump map. (Adding the bump map required creating a new ball).  Added another new custom ball to replace an older one.  

48) Added a feature to the script where the Easy Mode times can be increased by any desired percentage.  

 

Table Developers

 

GLXB, Highlnder00, Slamt1lt, Gimli, GeorgeH

 

Valued Contributors

 

On this version: Bigus1 textures, MadMrMax for helping test the table and providing fonts that he created. Thanks to Popotte for creating the code to pause the ball when performing the stable save.

 

On Gimli's versions: Starac, Umpa, and Skinooe for testing and physics, Miownkhan for custom balls, Wecoc for Array Template that permits True Multiplayer tracking, Gin for help with Tank Chase DMD fonts

 

On GLXB's version: Pinbalt, Highrise, LordHiryu, Wtiger, Magnox, and Toxie

Edited by GeorgeH
I have recieved many reports of people and bad reviews from people using AMD processors. I added content to the description to address this.

https://www.ipdb.org/machine.cgi?id=1267
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Darkdjinn

   1 of 6 members found this review helpful 1 / 6 members

where is the DMD on 3 screen launch version ?? i launch it all correctly installed but i see no DMD at all

Response from the author:

Three people have reported in the comments that the DMD appears on their third monitor with no changes to the download file.  Perhaps you don't have the launch script on DMDExt set up according to the following web site:

 

https://nailbuster.com/wikipinup/doku.php?id=emulator_future_pinball

TT11

   0 of 1 member found this review helpful 0 / 1 member

Sorry but to not have sounds coded for the table like the flippers, slings, pop bumpers etc. is very poor.....

Response from the author:

The table is coded to play Fleep's recordings for flippers, slingshots, bumpers, plunger, kickers, drop targets, roll overs, gates and ball rolling sound on the playfield and ramps.  Then there is another section in the script that automatically plays ball hit sounds for when the ball hits rubber, metal, wood, plastic, apron, stationary targets and ball bounces on the playfield. 

 

It all works on my PC and I don't have Surround Sound Feedback (SSF) installed on my PC.  It doesn't require any special set up for all this to work unless you use SSF.  If you use SSF, then you need to follow guidance in the instruction PDF file that is in the download. 

 

You can check the script yourself.  There are a series of subroutines that are all arranged in the same location in the script and start with the one listed bellow.  There is a call to run each subroutine (often more than one) at various places in the script. 

 

Sub PinMechSound_Left_Flipper_On
    PinMechSound ("mech_Flipper_L0"&Int(Rnd*9)+1), LeftFlipper1, GSVloud_SSF, 801, 1, "flipper"
End Sub

 

This is the first subroutine that plays sound from ball hits.  There are other subroutines listed below this one in the script for the other ball hit sounds. 

 

Sub FizXFlipperHitEvent()
    if BallSpeed_Volume_enabled = true then
        If FizXBallHitSpeed <= 1000 then PinMechSound ("mech_Flipper_Rubber_" &Int(Rnd*7)+1), "ball", (( FizXBallHitSpeed / 1000 ) * BallSpeed_Volume_Amplifier) * GSVsoft_SSF_BallHit, , , "flipper rubber"
        If FizXBallHitSpeed  > 1000 then PinMechSound ("mech_Flipper_Rubber_" &Int(Rnd*7)+1), "ball", GSVsoft_SSF_BallHit, , , "flipper rubber"
    Else
        PinMechSound ("mech_Flipper_Rubber_" &Int(Rnd*7)+1), "ball", GSVsoft_SSF_BallHit, , , "flipper rubber"
    end if
    'AddDebugText "HitSpeed" & FizXBallHitSpeed
    If HitSoundDebug = true then AddDebugText  "  Flipper:  "& FormatNumber((( FizXBallHitSpeed / 1000 ) * BallSpeed_Volume_Amplifier) * GSVsoft_SSF_BallHit,2)
End Sub

Tofa

  

Fantastic adventure of a table graphics and sound are whip cracking amazing:)

Response from the author:

Thank you!

jansley

· Edited by jansley

  

beautiful table but im not getting  any mechanical sounds...ball roll , flippers... nothing

using an intel processor    never had any issue like this w any other future pinball table

Response from the author:

Are you using an AMD CPU or GPU?  Future Pinball doesn't work too well with those.

Enthusiast

  

Another solid release from GeorgeH !

 

Music and sounds take me back to the movies, SSF works great on my cabinet. 

 

Tons of things to tweak in the tweaker menus to allow for lots of customizations

 

I'm glad I added this one to my collection

Response from the author:

Thank you!  I am glad you like it. 

Superdooper

· Edited by Superdooper

  

Really quality work. Very nice. Can I make the ball standard?

 

I'm unfarmiliar with with Future Pinball but can figure it out. I'm looking for a realistic shiny ball. I know others like that as well and prefer the ball to always remain the same. I'll happily take that zip please. Thanks.

Response from the author:

Thank you! 

 

When you say standard, I assume you want it to display all the time.   There is not an option for it on the table but I could post a zip file that you can save with the table.  There are 3 custom balls on the table.  Which one do you want?

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