monkeychunkuk Posted July 2 Posted July 2 (edited) I have no idea why this table has not been made ? Maybe it’s just a uk thing ? ONLY FOOLS AND HORSES VPX PINBALL MASTER GAME MODES + TABLE LAYOUT Current cumulative design: Version 13 Working title: ONLY FOOLS AND HORSES: THIS TIME NEXT YEAR Creator: DaFT CHUNK ============================================================ CORE GAME IDEA ============================================================ The objective is to help the Trotter brothers, Del Boy and Rodney, become millionaires. To do this, the player must collect and sell items from Hooky Street, complete table objectives, play through Only Fools and Horses modes and schemes, and build the Trotters’ bankroll. This table does not use normal pinball points as the main score. The player’s score is CASH (£). Main goal: Help Del Boy and Rodney wheel, deal and work their way up to: £1,000,000 When the player has collected AND successfully sold ALL Hooky Street items: The Harrison Lesser Watch storyline is revealed/completed. Sotheby’s Auction becomes available. Reaching £1,000,000 is the separate target used to qualify the Millionaires Wizard Mode. Main game philosophy: Shots should flow naturally. Modes should feel physically connected to scenes from the TV show. DMD/video moments should not force the player to stare at the screen while the ball drains. Major controlled modes should hold, capture or safely return the ball where appropriate. Callouts should be randomised, with several versions for important events. Avoid endlessly repeating “you plonker.” Physical toys and mechanisms should have a clear gameplay purpose. ============================================================ 2. MAIN PLAYFIELD LAYOUT - VERSION 13 BACK WALL Brick wall themed around the Only Fools and Horses world. Graffiti/details can be incorporated into the wall. Several high shots/ramp paths disappear into or behind the back wall. Chandelier is mounted from a bracket on the back wall. Chandelier only WOBBLES. It must never physically fall onto the playfield. BOTTOM / PLAYER AREA LOWER LEFT: Back of the Van physical bash/delivery toy. Van is positioned very low on the left side in Version 13. The rear of the van is the important player-facing feature. Registration: DHV 938D. Van artwork/model should resemble the real Reliant Regal from the programme. Roof rack included. Avoid the unwanted white rear panel from earlier model versions. CENTRE BOTTOM: Standard lower flippers. Main feeds should return safely toward the flippers wherever possible. LOWER / MID PLAYFIELD: Small low-value CASH targets/shots around the central playfield. These keep money ticking over between major features. These may be standups and/or pop-bumper-style scoring shots depending on final physical build. LEFT / HIGH LEFT: Dave feature positioned high on the left near Hooky Street. Dave is a drop/knockdown/target-style physical feature. It represents Trigger repeatedly calling Rodney “Dave.” Multiple callout/result variants should be used. CENTRE: HOOKY STREET is the major central shot. This is one of the main progression shots on the table. The ball enters the Hooky Street route from the centre. It then travels hidden around/behind the rear of the playfield. It exits at the TOP LEFT through the Mandela House area. The return feeds the upper-left flipper. Hooky Street should feel like a proper travelling shot, not a short ramp ending too early. TOP LEFT: Mandela House themed exit/return point from Hooky Street. Ball is delivered toward the upper-left flipper. UPPER-LEFT FLIPPER: Critical layout feature. Must have a clean, level shot across the table into the Nag’s Head at top-right. Also has a bypass/flow lane so the ball is not trapped into only one possible shot. This is the intended skilled shot for entering the Nag’s Head. TOP / UPPER CENTRE: Space for travelling ramp geometry and physical toys. Albert’s boat can rise/pop into play as required by its mode. Chandelier is visible from the rear wall area. TOP RIGHT: THE NAG’S HEAD. Controlled ball-capture / sinkhole-style feature. It should NOT simply be an always-open dangerous scoop. It only opens/qualifies at selected times or when a mode requires it. Main intended entry is from the upper-left flipper. Ball is safely captured and safely ejected/returned after relevant sequences. It should not fire the ball straight down the middle. Dave bumpers/targets may sit in the area in front of the pub depending on final geometry. LEFT & RIGHT MAIN RAMPS: LOVELY ramp. JUBBLY ramp. These are the two large flowing outer ramps. They rise high around the sides of the table. Paths can travel around/alongside the van and Nag’s Head scenery. They disappear into/behind the back wall. Return paths are hidden where possible. They feed back toward the flippers for repeatable flow. Earlier versions had these ramps too low/too intrusive; Version 13 treats them as high perimeter flow shots. RIGHT SIDE: TRIGGER’S BROOM physical rotating toy. Direction/rotation can be tracked during play. Theme gag tracks: 17 replacement heads 14 replacement handles The feature should have actual game logic, not just decoration. SUITCASE / EXIT CONCEPT A suitcase-themed exit/return has been part of the Hooky Street concept. Preferred placement is on the left side, returning the ball toward the lower/flipper area. If Hooky Street’s current hidden Mandela House return replaces part of this function, suitcase theming can remain as a visual/secondary return feature rather than breaking the Version 13 shot flow. ============================================================ 3. CORE PROGRESSION - HOOKY STREET / WHEELING & DEALING MAIN LOOP: Shoot Hooky Street. Collect a piece of Del Boy’s merchandise. The table tells the player where to sell it. Complete the required sale shot/location. Win cash. Repeat until ALL Hooky Street merchandise has been collected and sold. Selling the final Hooky Street item reveals/completes the Harrison Lesser Watch storyline. Sotheby’s Auction becomes available. Continue building the bankroll toward £1,000,000. Reach £1,000,000 and complete the required final progression to qualify the Millionaires Wizard Mode. Target: 5 main Hooky Street items for the principal progression set. Example merchandise: Carpet tiles Cracked ice Dodgy tellies Deep freezes Other recognisable Hooky Street goods Possible sale destinations: Back of the Van The Nag’s Head Lovely ramp Jubbly ramp The location can be announced by voice/DMD after an item is collected. The system should make the table feel like: COLLECT -> SELL -> CASH IN -> REPEAT ============================================================ 4. HOOKY STREET MODE Physical start: Centre Hooky Street shot. Behaviour: Ball travels around the hidden Hooky Street route. Item is awarded. DMD shows the merchandise. A callout tells the player what Del has acquired. Sale location is then selected/announced. Progress: Complete all required merchandise/sales to advance the main story. Cash: Successful sales add pounds to the player’s bankroll. ============================================================ 5. THE NAG’S HEAD Physical entry: Qualify/open the Nag’s Head. Feed Hooky Street/Mandela House return to the upper-left flipper. Make the clean cross-table upper-left-flipper shot into the Nag’s Head. Important: The Nag’s Head is controlled. It should only accept the ball when required/qualified. During DMD mini-games it should safely hold/control the ball. On exit, use a safe eject/front-door/rear-exit concept. Avoid dumping the ball into the centre drain while the player is watching the display. Target: 5 Nag’s Head games/visits as a larger completion objective. Nag’s Head mini-games include: 5A. FRUIT MACHINE The ball is held while a fruit-machine-style DMD game runs. Possible results: CASH MULTIBALL EXTRA / bonus award NOTHING DRISCOLL BROTHERS trouble/result The result can be randomised or influenced by progress. 5B. BOYCIE’S POKER - HIGH / LOW DMD card mini-game. Player chooses/predicts: Higher or Lower Correct guesses build winnings. Player can potentially gamble onward for more cash. The physical ball remains safe during the decision sequence. 5C. CHANDELIER JOB The chandelier job is qualified/started through the Nag’s Head progression rather than simply being a random loose toy event. Physical effect: Chandelier mounted on rear wall. It wobbles/shakes for comedy. It NEVER actually drops. Gameplay can require shots/targets to represent Del and Rodney working while Grandad gets the wrong chandelier. Successful completion awards cash and/or progression. ============================================================ 6. DURING THE WAR - UNCLE ALBERT’S BOAT Theme: Uncle Albert begins another “During the war…” story. Physical toy: A boat rises/pops into the playfield. Gameplay: Hit the boat to interrupt/stop Albert’s monologue. Repeated hits can build the mode. The boat can appear to crack/break as the mode progresses. Multiball concept: When the boat is finally “cracked,” it releases/fires additional balls. Starts an ALBERT / DURING THE WAR MULTIBALL. Audio: Several different Albert monologue openings. Different interruption responses so it does not feel repetitive. ============================================================ 7. DAVE - TRIGGER / RODNEY FEATURE Physical: High-left drop/knockdown/target near Hooky Street. Theme: Trigger calls Rodney “Dave.” Gameplay: Hit/knock down Dave target. Trigger callout plays. Rodney reacts. Award cash, bonus or build toward a larger Dave completion award. Variants: At least 3-4 different dialogue/result variations. Potential completion: Complete all Dave variants to light a bonus or mode. ============================================================ 8. BACK OF THE VAN Physical toy: Rear of Del Boy’s van at very bottom-left. Bash target / delivery target. Theme: Used to sell or deliver Hooky Street merchandise. Gameplay: Certain Hooky Street items instruct the player to sell them at the Back of the Van. Bash the van target required number of times. Successful hits build the deal. Final hit completes sale and awards cash. The van can also host comedy mini-features. 8A. BLOW-UP DOLLS Physical/comedy sequence: Blow-up dolls pop up from/around the van. Preferred: 3 different variants/positions/results. Gameplay: Triggered by van hits or as a dedicated mini-mode. Hit required shots/targets while dolls are active. Complete before timer expires for cash/bonus. ============================================================ 9. LOVELY & JUBBLY Two major ramps: LOVELY JUBBLY Physical: High-flow perimeter ramps. One left, one right. Rise above lower playfield clutter. Travel toward/back into the rear wall area. Hidden return paths feed back toward the player. Gameplay uses: Sell Hooky Street merchandise. Build combo value. Spell/complete LOVELY and JUBBLY awards. Qualify modes. Serve as fast repeatable cash shots. Combo concept: LOVELY -> JUBBLY or JUBBLY -> LOVELY Completing both quickly can award a “LOVELY JUBBLY!” bonus. ============================================================ 10. TRIGGER’S BROOM Physical: Rotating broom toy on right side. Theme: “This old broom has had 17 new heads and 14 new handles.” Tracked counts: 17 HEADS 14 HANDLES Gameplay concept: Hits/spins in one direction build HEADS. Hits/spins in the other direction build HANDLES. Display tracks the two totals. Completion: Reach 17 heads and 14 handles. Award major cash/bonus/mode qualification. Could also alter shot values while spinning. ============================================================ 11. HARRISON LESSER WATCH This is an important story progression milestone. The valuable Harrison Lesser Watch is the payoff for completing the full Hooky Street collect-and-sell chain. Qualification: Collect ALL Hooky Street merchandise. Successfully SELL every required Hooky Street item at its assigned destination. Nag’s Head games and other scene modes do NOT unlock the watch. Once the final Hooky Street item has been sold: The Harrison Lesser Watch storyline is revealed/completed. DMD confirms the discovery. Large cash/progression award. Sotheby’s Auction becomes available immediately as the next stage of that storyline. ============================================================ 12. SOTHEBY’S AUCTION Late-game/final-stage sequence. Qualification: Collect ALL Hooky Street items. Successfully sell ALL Hooky Street items. Complete/reveal the Harrison Lesser Watch storyline. Sotheby’s is NOT unlocked merely by reaching £1,000,000. Theme: The Harrison Lesser Watch goes to Sotheby’s. Gameplay: Major shots become auction bids/values. Values climb. Audio/DMD builds the excitement of the auction. Complete the required shots to sell the watch. Result: Massive cash total. Leads directly into / completes Millionaires Wizard Mode. ============================================================ 13. MILLIONAIRES WIZARD MODE Ultimate mode. Theme: “This time next year, we’ll be millionaires!” Qualification: First complete the full Hooky Street collect-and-sell chain. This unlocks the Harrison Lesser Watch and Sotheby’s Auction. Complete the required Sotheby’s progression. Reach £1,000,000 to qualify the Millionaires Wizard Mode. Use the entire table: Hooky Street Lovely Jubbly Nag’s Head Van Dave Trigger’s Broom Albert’s Boat Other major qualified toys/shots Possible style: Timed celebration mode or Multi-stage multiball wizard mode Cash jackpots: Each major completed feature adds to final jackpot value. Major shots can relight after a full sweep. Final celebration: Millionaire callouts. Large DMD animation. Only Fools and Horses musical payoff. ============================================================ 14. MILLIONAIRE METER Persistent progress display. Purpose: Show how close the player is to £1,000,000. Can appear: On Full DMD between modes. During attract/rules screens. After big cash awards. Milestones can trigger: Audio Lighting changes Feature qualification Extra ball/multiball opportunities ============================================================ 15. CASH SCORING SYSTEM All important scoring should be expressed as money. Examples: £50 £100 £500 £1,000 £10,000 etc. Avoid presenting the main score as ordinary millions of pinball points. Low-value playfield targets: Small cash amounts. Major mode completion: Larger cash payouts. Main display: Clearly show current bankroll. Goal: £1,000,000. ============================================================ 16. BALL SAFETY / PLAYER FLOW RULES Important design rules: Nag’s Head mini-games must not leave a live ball heading toward a drain while the player watches the DMD. Controlled ball captures should be used for poker/fruit-machine-style choices. Returns should favour flippers and repeatable shots. Lovely/Jubbly should flow back into play. Hooky Street’s hidden path should return to the upper-left flipper for the skilled Nag’s Head shot. Nag’s Head should have a safe eject. Physical toys must not block major flow unnecessarily. Avoid a giant ramp hanging far into the centre of the table. Keep the central playfield visually readable. Important shots should be obvious without arrows covering everything. ============================================================ 17. AUDIO / CALLOUT RULES Each major character should have their own callout folder. Important callouts should have: At least 4 variants where practical. Characters/features can include: Del Boy Rodney Trigger Uncle Albert Boycie Grandad Other cast as required by the scene Rules: Randomise common callouts. Avoid constant repetition. Do not overuse “you plonker.” Make callouts react to the physical action taking place. Mode-start, jackpot, failure and completion lines should be separate. Music: Hooky Street theme / acoustic female-cover concept has been discussed. Music should duck correctly beneath speech and important callouts. ============================================================ 18. DMD / VIDEO RULES Full DMD target size previously used: 1228 x 575 DMD should show: Cash bankroll Millionaire Meter Merchandise collected Sale destination Nag’s Head mini-games Boycie Poker Fruit Machine Trigger’s Broom counts Mode timers Mode progress Sotheby’s auction Millionaires Wizard Mode DMD video should support gameplay, not replace it. If a decision requires the player to look at the DMD: Hold/control the ball first. ============================================================ 19. MODE / FEATURE CHECKLIST MAIN PROGRESSION [ ] Hooky Street collect-and-sell [ ] 5 main Hooky Street items [ ] Cash bankroll [ ] Millionaire Meter [ ] Sell ALL Hooky Street items [ ] Harrison Lesser Watch unlocks after final Hooky Street sale [ ] Sotheby’s Auction unlocks after final Hooky Street sale [ ] Reach £1,000,000 [ ] Millionaires Wizard Mode NAG’S HEAD [ ] Controlled Nag’s Head entry [ ] Upper-left flipper skill shot [ ] Fruit Machine [ ] Boycie High-Low Poker [ ] Chandelier Job [ ] 5 Nag’s Head games/visits PHYSICAL / SCENE FEATURES [ ] Back of Van bash/sale target [ ] Blow-Up Dolls [ ] Uncle Albert Boat [ ] During the War Multiball [ ] Dave target [ ] Trigger’s Broom [ ] Lovely ramp [ ] Jubbly ramp [ ] Lovely/Jubbly combo [ ] Low-value cash targets ============================================================ 20. CURRENT PHYSICAL LAYOUT SUMMARY TOP / BACK [ Mandela House return ] [ Chandelier ] [ Nag’s Head ] | ^ v | [ Upper-left flipper ] –––––––––––––+ | | clean level cross-table shot | HIGH LEFT / CENTRE / RIGHT [ Dave target ] [ HOOKY STREET ] [ Trigger’s Broom ] \ hidden route / \_________________________________________/ HIGH FLOW RAMPS LEFT SIDE: LOVELY ramp -> high rear path -> hidden return RIGHT SIDE: JUBBLY ramp -> high rear path -> hidden return LOW / MID PLAYFIELD Small CASH targets / mode inserts / controlled feeds BOTTOM [ Back of Van bash toy ] [ Lower Flippers ] ============================================================ 21. BUILD PRIORITY Recommended VPX build order based on the current design: Lock the shot geometry. Build lower flippers and basic drains/outlanes. Build Hooky Street complete hidden return path. Add upper-left flipper. Prove the upper-left-flipper -> Nag’s Head shot. Build Nag’s Head capture and safe eject. Build Lovely and Jubbly ramps and returns. Add Van bash target. Add Dave target. Add Trigger’s Broom. Add Albert’s Boat mechanism. Add Chandelier wobble toy. Add low-value cash targets. Tune physics and flow before detailed artwork. Add Fleep/mechanical sounds. Add rules/mode scripting. Add DMD/video. Add callouts/music. Lock artwork. Finish Blender/VLM lighting and final polish. ============================================================ 22. DESIGN PRINCIPLE The table should feel like an Only Fools and Horses episode turned into a physical pinball machine. Every important joke should ideally become one of: A shot A target A ramp A moving toy A controlled mini-game A multiball A cash-making scheme The player should constantly be: WHEELING -> DEALING -> SELLING -> GETTING INTO TROUBLE -> MAKING CASH Final target: £1,000,000 THIS TIME NEXT YEAR… WE’LL BE MILLIONAIRES! Edited Saturday at 10:16 AM by monkeychunkuk
makmak Posted July 3 Posted July 3 (edited) Obviously you have no idea whats lying ahead of you. Have you ever looked at a tables script? Good luck! (never heard of 'fools and horses'...) Edited July 3 by makmak
DBrown67 Posted July 3 Posted July 3 As a hobby computer programmer from ZX Spectrum days, the "easiest" way may be to take an existing table and redo the playfield and backglass art, while keeping all the bumpers, ramps and drop targets etc. the same locations. Similar to how The Beatles was done using Seawitch rom. But I wouldn't know where to start, personally.
monkeychunkuk Posted July 4 Author Posted July 4 On 7/3/2026 at 12:55 PM, DBrown67 said: As a hobby computer programmer from ZX Spectrum days, the "easiest" way may be to take an existing table and redo the playfield and backglass art, while keeping all the bumpers, ramps and drop targets etc. the same locations. Similar to how The Beatles was done using Seawitch rom. But I wouldn't know where to start, personally. thank you
monkeychunkuk Posted July 4 Author Posted July 4 On 7/3/2026 at 5:47 AM, makmak said: Obviously you have no idea whats lying ahead of you. Have you ever looked at a tables script? Good luck! (never heard of 'fools and horses'...) i have played around with it yes
monkeychunkuk Posted July 11 Author Posted July 11 (edited) Nothing to see d8071fd1-1d2e-4cd6-9234-27988ad85187.jfif Edited Sunday at 01:30 PM by monkeychunkuk
monkeychunkuk Posted July 12 Author Posted July 12 just come up with the wizaed mode The Harrison Watch (Wizard Mode) The Setup: This is the ultimate goal, represented by the top mode light insert. It only activates after completing all the main modes (Multiball, Nag's Head games, sinking the boat). The Activation: Once lit, shooting the Nag's Head scoop starts the Wizard Mode: the "Sotheby's Auction House." The Rule: A 60-second hurry-up starts. Every major playfield shot increases your score multiplier as the auction price climbs. The Climax: You must hit a flashing center shot before the timer expires to secure the final bid of £6.2 million. Winning awards the "Millionaire" Super Jackpot and plays the clip of Del and Rodney fainting and cheering.
monkeychunkuk Posted July 12 Author Posted July 12 (edited) Nothing to see Edited Sunday at 01:30 PM by monkeychunkuk
monkeychunkuk Posted July 13 Author Posted July 13 End of Game / High Score Sequence Initials Entry (The Sunset Scene): Trigger: The player achieves a high score and the game transitions to the "Enter Initials" screen. Audio: "Our House" by Crosby, Stills, Nash & Young begins to play. Video: The PuP-Pack displays a cinematic sunset scene, creating a relaxing and nostalgic atmosphere to wrap up the game.
monkeychunkuk Posted July 14 Author Posted July 14 Did a mock table using the whole Tilly table …. So much respect for table builders….this is gonna take a long time I think I’m gonna use the orbital package rather than start a fresh or modify a. Table
monkeychunkuk Posted July 15 Author Posted July 15 The wife says she’s leaving me because of my obsession with only fools and horse pinball table …I said I’ll fetch my suitcase from the van
monkeychunkuk Posted July 15 Author Posted July 15 (edited) Nothing to see Edited Sunday at 01:31 PM by monkeychunkuk
monkeychunkuk Posted July 16 Author Posted July 16 (edited) 😀 Nothing to see Edited Sunday at 01:31 PM by monkeychunkuk
monkeychunkuk Posted July 20 Author Posted July 20 (edited) Nothing to see Edited Sunday at 01:32 PM by monkeychunkuk
DBrown67 Posted July 22 Posted July 22 (edited) Haha this sounds great! The two pop up thingy's should be the blow up dolls. And the drop targets could be Uncle Albert's boats he sunk... a frigate, warship and gravy boat! Deffo gotta get grandad in there somewhere. The chandelier drop was his crowning moment "I wish you'd said something Del. 'Cos I was working on this one." Other classic lines from grandad "What you got, a Wendy 'ouse?" "Well that's the best time to do it Rodney" answering the question about gunrunning during a civil war. "Yellow canary, Yellow canary" Maybe get Micky Pearce in there for something. "You said we were gonna do a deal with Weetabix". The lawn mower engines episode is a personal fave. "They not just lawn mower engines. They're broken.. lawn mower engines". Also Slater "You've been fertilised by a Trotter!" Corrine: "Denzil? Have you and Rodney been on the funny fags again?" These are just little one liners that could be squeezed in there that fans always remember. That way you get to include more characters, but I know it's hard to work all this out. Playfield looks good but I'd swap the big logo for the Reliant van as that has TiT Co in it. 😛 Van on the side art has 4 wheels. Looks more like an Anglia. But that's AI for you. And it is definitely not a Robin Reliant. It's a Reliant Supervan II. Or just Reliant Regal van. Reliant owners get very tetchy about Robin Reliant 'cos it's like saying Cortina Ford. 😛 Edited July 22 by DBrown67
monkeychunkuk Posted July 25 Author Posted July 25 On 7/22/2026 at 8:00 AM, DBrown67 said: Haha this sounds great! The two pop up thingy's should be the blow up dolls. And the drop targets could be Uncle Albert's boats he sunk... a frigate, warship and gravy boat! Deffo gotta get grandad in there somewhere. The chandelier drop was his crowning moment "I wish you'd said something Del. 'Cos I was working on this one." Other classic lines from grandad "What you got, a Wendy 'ouse?" "Well that's the best time to do it Rodney" answering the question about gunrunning during a civil war. "Yellow canary, Yellow canary" Maybe get Micky Pearce in there for something. "You said we were gonna do a deal with Weetabix". The lawn mower engines episode is a personal fave. "They not just lawn mower engines. They're broken.. lawn mower engines". Also Slater "You've been fertilised by a Trotter!" Corrine: "Denzil? Have you and Rodney been on the funny fags again?" These are just little one liners that could be squeezed in there that fans always remember. That way you get to include more characters, but I know it's hard to work all this out. Playfield looks good but I'd swap the big logo for the Reliant van as that has TiT Co in it. 😛 Van on the side art has 4 wheels. Looks more like an Anglia. But that's AI for you. And it is definitely not a Robin Reliant. It's a Reliant Supervan II. Or just Reliant Regal van. Reliant owners get very tetchy about Robin Reliant 'cos it's like saying Cortina Ford. 😛 Thank you for the feed back !!!!! some great ideas we are onthe same page as i have few of thise ideas locked. always loking for feed back
monkeychunkuk Posted July 25 Author Posted July 25 (edited) Ok here is what i have so far The score board is in pounds not points. The Player's Goal make the trotters millionaires Simply earn money and complete all the mini games The entire table revolves around earning money, making risky deals, surviving setbacks and finally achieving Del Boy's lifelong dream... This time next year... we'll be millionaires! 🎮 Table Modes & Mini-Games Bash toys and layout Top center pub with doors 🍺 The Nag's Head Triggered by shooting the top-left Nag's Head Pub fornt doort o start mini games Rough idea not confirmed Mike’s Bar Tab: Settle unpaid rounds for quick cash bonuses. Trigger’s Broom Challenge: Precision shot mode with unique ball-saver logic. Boycie’s Used Car Deal: High-stakes trading challenge. Mickey Pearce’s Scheme: Fast-paced shortcut mode. Uncle Albert’s "During the War": Heavy pop-bumper story multiball. Grandad’s TV Room: Burner/appliance management mode. Driscoll Brothers Encounter: Instant threat shakedown (financial setback!). Bottom left above flippers. D-A-V-E drop target : Spell out D-A-V-E on the lower rollover lanes/targets. starts the rodnetysayuing to trigger why do you call me dave ont he pup pack. Left and right ramps Lovely Jubbly Combos left and right ramper with spinners at the bottom. earn money by doing it in the right order Lovely then jubbly Middle left side Trotters Van Bash: Clear the rear doors for point and randlomly the blow dolls pop up pop-up dolls. Middle right Hooky Street Suitcase: 4 hits give you a random item from hooky street song like junkyard colelct all intem,s to complete it. multi ball start "play hoioky street song" middle hiiden targets Uncle Albert’s Boats (Pop-Up Bash Target) it poops up like the the trolls in Medival madness you hit i4 times toi stop him talking about during hte war 🪙 Signature Mechanics & Setbacks Del Boy's Lucky Coin (Risk vs. Reward) Offered after major accomplishments any Nag's Head modes Suitace complete Gamble / Flip Coin pops up on pup pack 50/50 flip! HEADS ("He who dares..."): Payout DOUBLES (e.g., £25,000 becomes £50,000!). TAILS ("I knew this would happen!"): Deal falls apart; you walk away with £0.Thie 🏆 The "Road to a Million" Ladder & Finale starts lesser watch aucion You can complete the 5 Core Qualifiers in any non-linear order to light up the ladder: Complete D-A-V-E Complete Van Complete Hooky Street Complete During the War Complete Nag's Head 🕰️ Harrison Lesser Watch (Sotheby's Auction Minigame) Once all 5 qualifiers are lit, the Harrison Lesser Watch Shot activates: Starting Bid: £6,200,000! Ticking Clock: The cash value counts DOWN rapidly second-by-second while the ball is live. Missed Shots: Bricking a shot drops the value by an extra £500,000 penalty! "Going, Going, Gone!": Hit the lock shot before it ticks down to £0 to lock in your final hammer price. 💷 Millionaire Wizard Mode Getting to £1,000,000+ triggers the ultimate climax: Del Boy screams: "This time next year... we're millionaires!" Starts pup pack to walk off to sunset. I know the AI has so much wrong but it help me keep a visual idea of the layout ...i can never do the van right Edited July 25 by monkeychunkuk
monkeychunkuk Posted July 27 Author Posted July 27 (edited) On 7/26/2026 at 6:06 AM, makmak said: The moment you let AI design a table is its end. it wont ill design it in Photoshop this is just a place holder Edited July 27 by monkeychunkuk
monkeychunkuk Posted July 27 Author Posted July 27 🍺 NAG'S HEAD MINI GAMES 💡 1. Chandelier Chaos Episode: A Touch of Glass Story Del and Rodney have been hired to repair a priceless chandelier. Objective The player must repair all 4 support chains before time runs out. Hit these shots in any order: Left Orbit Right Orbit Lovely Ramp Jubbly Ramp Each shot repairs one chain. When all four are complete... 👉 Shoot the Nag's Head to inspect the repair. Success The chandelier stays up. Del: "Lovely Jubbly!" Reward £25,000 Progress towards Millionaire Mode Failure The chandelier crashes. Rodney: "I knew we should've left it alone!" 💰 2. Del's Dodgy Deal Story A customer walks into the Nag's Head. Del thinks he can make a quick sale. Every time this mode starts, the item is different. Examples: Gold Chains Carpet Tiles Deep Freeze David Bowie LP Camcorder Satellite Dish Objective Collect the item Shoot the Suitcase Show the customer Shoot Lovely Ramp Close the deal Shoot Jubbly Ramp Finalise the sale Shoot the Nag's Head Success Customer buys the item. Del: "Lovely Jubbly!" Reward: £20,000 Failure Customer walks away. Rodney: "You talked him out of it." 🍷 3. Yuppy Love Episode: Yuppy Love Story Del sees an attractive woman. He confidently walks to the bar. Objective Collect the drinks in order. Example: 🥃 Left Orbit ↓ 🍺 Lovely Ramp ↓ 🍷 Jubbly Ramp ↓ 🍸 Right Orbit Then... 👉 Shoot the Nag's Head to serve the drinks. Success Del impresses the lady. She gives him the wrong change. Reward: £20,000 Failure The PuP Pack plays... 🤣 Del falls through the bar. Rodney bursts out laughing. I think this one just needs the exact shot sequence deciding. 😈 4. Driscoll Brothers Story The Driscoll Brothers walk into the Nag's Head. The atmosphere changes instantly. Objective A timer starts. Complete the lit shots before they reach you. Finish by shooting the Nag's Head. Success They leave. Big cash reward. Failure They take your money. Lose part of your fortune. 🎲 END OF EVERY NAG'S HEAD MODE After successfully completing any mini-game... Mike asks: "Fancy doubling your money, Del?" The player has a choice. 🚐 Shoot the Robin Reliant BANK YOUR WINNINGS or 🍺 Shoot the Nag's Head FLIP DEL'S LUCKY COIN Heads 💷 Double your winnings. Tails 💸 Lose the reward
monkeychunkuk Posted August 1 Author Posted August 1 (edited) small steps prgres i magaed to get the scores to show in pounds. i have a story bpard and modes light section for the the playfiled well sopme ideas any way Edited August 3 by monkeychunkuk
monkeychunkuk Posted August 2 Author Posted August 2 (edited) So happy with playing around with DMD Edited August 2 by monkeychunkuk
monkeychunkuk Posted August 3 Author Posted August 3 (edited) been working on the LCD and table inserts Edited August 3 by monkeychunkuk
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