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Found 16 results

  1. Version 2.1.1

    1955 downloads

    Original pinball table for Visual Pinball X Rulesheet / Wheel / B2S all included VonKrafte: Concept / Art / Rules / Music / Build (layout & modeling) / Code (gameplay) apophis: Build (physics) / Code (physics & rolling) Wizball: Code (backglass)
  2. Version 1.02

    1037 downloads

    Note: In order to read the description for the new Version 1.02, you have to click on the "Permission to Mod" tab. This posting updates Slamt1lt’s Jurassic Park ULTIMATE Pro version 1.05. This table introduces three new features that have not been added to my previous table mods: 1. Faster game play on FizX – Several users asked me whether FizX could be made to play faster, and I suspected many others would appreciate the option as well. After working on this intermittently for about two months, I developed a solution that is included in this update. Four speed settings are available: Slow, Medium, Fast and Very Fast. The Slow setting matches the original FizX game speed. End users can boost the very fast game speed to make it even faster (or make other changes) with guidance provided in the instruction PDF file in the download. 2. Correct HUD DMD aspect ratio – A new version of BAM corrects the aspect ratio of the HUD DMD and it has the same shape as the backbox DMD. This feature requires some simple set up with guidance provided in the instruction PDF file included in the download. 3. Ball rolling sounds for ramps on cabinets - This table uses an updated FizX template with PUP 2.0 support. With PUP 2.0, you’ll hear ball rolling sounds on the plastic and wire ramps that are different from those on the playfield. Although I don't have a cabinet, DigitalArts successfully played this table on his cabinet verifying everything works correctly including the ramp sounds. In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt's work while leaving the core design and gameplay untouched. I also incorporated a few select features from Rom’s version of the table; these are identified in the list of changes below. Slamt1lt's original features included changing playfield light insert colors during gameplay. He also added switchable original and modern audio modes. I personally prefer the modern mode, where Slamt1lt introduced new sounds and music. As expected, he included movie clips from Jurassic Park. Table Requirements BAM 1.5-397 or higher Required to display the HUD and overlays with the correct aspect ratio. BAM_v1.5-397 can be downloaded here: https://pinballnirvana.com/forums/threads/bam-update-v1-5-395.23944/#post-163376 PUP 2.0 This table was coded for PUP Surround Sound Feedback (SSF), which requires PUP 2.0 to function correctly. Follow the same installation method used for TerryRed’s Masters of the Universe Version 1.4. Note: The PUP pack for this table contains audio only (no video) and is used solely for SSF. Desktop users do not need to install PUP 2.0. Other Requirements If you wish to use SSF, the options for Backbox and Arcade Mode must be enabled on the FP Video / Rendering options. you need to change the "DOF_enabled" and "PUP_SSF_enabled" flags in the script to true. Video Overview of the Table and Game Play As with my recent table mods, I’ve added extensive in-game adjustments through a menu system that Gimli and I developed, called the “Tweaker.” Tweakers are available for game settings, lighting, and FizX. You can adjust parameters such as camera views, physics, ambient lighting, and sound levels. The first option in the FizX Tweaker allows you to select the game speeds (slow, medium, fast, very fast) mentioned earlier. The Tweakers include cabinet-friendly DMD displays and overlays. See the instruction manual included in the download for details on using the Tweaker and other table features. Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker. Many other changes are identified in the "List of Changes" section which include adding Fleep’s recordings for all of the mechanical sounds. All of the large textures on the table were reworked with increased resolution and color correction. The textures were replaced on the backglass, speaker grill, side blades, apron, and exterior cabinet. Four lighting modes were added for Day, Dusk, Night and Dark Night and can be adjusted by the lighting tweaker. Colors were adjusted on lights used on the table to make them less harsh. See the list for more changes. A popular addition for desktop and VR users is the color DMD, visible in the screenshots. Unfortunately, DMDExt (commonly used on cabinets) does not currently support the color DMD. I’ve requested a feature update at the link below to enable DMD color support, which would also expand color options for other tables. Feedback is encouraged; a login is required, but quick to set up. https://github.com/freezy/dmd-extensions/issues/520 Slamt1lt’s original Jurassic Park table was already a lot of fun to play, and I spent six months refining it. Based on videos of his recent tables, which feature faster gameplay, I believe he would appreciate the faster FizX options included here. After playing at faster speeds, it can be difficult to return to the slow setting. A big thank-you to Pop Bumper Pete for recording a new ball launcher sound to replace the previously used saucer sound. Thanks also to Fourbanks for general testing, and to DigitalArts for testing the three-monitor cabinet version—you can see a photo of his cabinet setup in the included image gallery. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod—and enjoy Jurassic Park, Revised Slamt1lt Edition! —George List of Changes 1. Replaced 1024x1024 backglass texture with 2048x2048 texture. 2. Added new custom speaker grill. 3. Replaced side blade textures on the inner cabinet wall. 4. Added a new custom apron texture and wire guides. Incorporated some of Slamt1lt’s original text using different colors. 5. Repositioned dinosaur models and adjusted the colors of the Parasaur and other dinosaurs. 6. Replaced the red bulbs at the top of the ramp entrance columns with animated flames that brighten during certain game modes. 7. Added music from the movie that alternates with Slamt1lt’s dinosaur soundtrack during attract mode. 8. Replaced the startup loading texture with 8 optional versions (4 for desktop, 4 for cabinets). Also changed the loading screen text from red to yellow. 9. Increased brightness of the topper and game room. 10. After reviewing Rom’s version, I implemented the flashing backglass bottom lights by copying the six lights, sequencer, and code. (Other unused lights in Rom’s version were not included.) 11. Added a new game room wall texture with an option to switch between it and the original. 12. Replaced the original exterior cabinet texture with two new custom textures. 13. Upscaled the playfield and all the plastics. Upscaled the texture for the "Shoot the T-Rex When Lit" box and edited it to clean it up. Upscaled the texture for the backwall and increased the contrast so it doesn't look washed out. Edited the top area of the backwall where to correct what looked like mistakes made on the graphic. Changed the text on the backwall so it reads from top to bottom on both sides and emphasized the correct words by making them larger. Filled in screw holes from the photos used to create the plastics. 14. Added the "Data East Presents Jurassic Park" to the DMD during the attract mode. Parts of Data East's DMD sequence were deleted and changed. Moved a "Game over" DMD animated sequence so it runs at the end of the game instead of during the attract mode. 15. Upscaled and edited the texture for the model of the amber mosquito. The area of the texture around the mosquito was made brighter to make the wings more obvious. Also added more bulbs so the mosquito is better lit. 16. Added code to eliminate the pop-up that asks for permission for the game to take control of the camera when the game starts. 17. Changed the brightness of the JP logo on the movie clip overlays so it is darker and matches the other frames of the video clips. 18. Added FizX physics and the most recent version of the menu system, called a tweaker. Adjusted the strength of several kickers to make them match FizX. Changed the start angle and swing of the flippers so it is now possible to hit the drop targets on the far left and right sides of the playfield. Adjusted the ramptor pit kicker so it points more to the left so it hits the center of the left flipper. 19, Fourbanks reported that the ball bounced out of the right inlane when dropped from the wire ramp. Invisible walls were added to both sides of the lane to prevent recurrence. Added the same walls to the left inlane. 20. Replaced the round boat kicker with a square kicker to prevent the ball from bouncing out of the kicker without triggering it. 21. Changed many of the colors of the playfield light inserts (and the corresponding colors defined in the script) and bulbs on the playfield and backbox to a less garish version. Reduced the glow radius of the bulbs under the slingshots and lane guides. 22. Found a dip in the ramp at the first bend on the uphill side of the custom ramp model. Added a short invisible FP ramp under the ramp model to fill in the dip and added an invisible wall to the right side of the ramp. Added an invisible approach ramp at the ramp entrance to make the transition between the playfield and ramp smoother. Changed the transition of the plastic ramp and diverter to the wire ramp so it is smoother. Changed the color of the end protector on the ramp exit from white to gray so it is the same color as the original table. 23. Slamt1lt's version changed the brightness of the plastics during game mode changes, but the apron remained dark throughout the game. Changed the apron on this version so it brightens and dims along with the rest of the plastics during gameplay. 24. Added a color DMD to the animated DMD sequences and background color with a border on the DMD text. Set up the DMD text so that the text with the brown background usually has game status info and the orange background usually has action required to identify a game mode (except during the attract mode). Added a section to the beginning of the script called "COLOR DMD STATUS," where cabinet users can turn off the color DMD because DMDExt cannot support it. In the process of making this change, I found some sequences where Slamt1lt missed duplicating some animated sequences on the backglass DMD that are on the HUD DMD. Revised Sub RampLightsOff() and Sub TRaptor1_Hit() to duplicate them. 25. Changed the captive ball configuration so it follows my guide at the following web address and makes it perform better: https://pinballnirvana.com/forums/threads/resolving-problems-with-captive-balls-on-future-pinball.23568/#post-160485 26. Changed the color of the 3 bumpers from greenish yellow caps with white base to yellow caps with dark gray base. 27. Added 6 unused dino sounds so they randomly play when the coin-in button is pressed. (from Rom's version of this table) Also fixed small bug where the voice quote "Hold onto your butts" was never played. 28. Added movement of the playfield texture during the earthquake sequence to make it appear more like an earthquake. Changed the sound played during the earthquake sequence from a mechanical sound to earthquake sound. (from Rom's version of this table) Slamt1lt added a "quick quake" sound that used a similar mechanical sound and was replaced with a short earthquake sound. 29. Duplicated the display of the movie clips onto the apron, mostly to improve visibility for cabinet users. 30. Added game and lighting tweakers. 31. Added lenses to 7 playfield light inserts that were missing. 32. The right side of the backwall was darker on all previous versions of the table. Fixed it by deleting a wall in front of the backwall on the playfield and adding the texture to an overlay at the bottom of the translite. 33. Reshaped the outer orbit lane wall to prevent the ball from getting stuck. 34. Added FizX presets for slow, medium, and fast gameplay. Added an option near the beginning of the script where end users can adjust the default settings. 35. Implemented BAM code allowing scores beyond 2 billion. Verified stability up to 922 trillion points 36. Added game tweaker option to choose video clip display location on the backwall or apron 37. Added option on the game tweaker to select whether the desktop camera view is changed during multiball or not. 38. Added option on the game tweaker to select between 2 audio options during the attract mode or alternate between the 2 during each startup. 39. Added game tweaker option to select between 2 cabinet textures or alternate between the 2 during each startup. 40. Added option on the game tweaker to select between 2 game room textures or alternate between the 2 during each startup. 41. Added 2 new options to the game tweaker. One adjusts how fast the earthquake sequence runs. The other turns the earthquake effect on and off that affects the ball. 42. Added an index to the beginning of the script to simplify finding the most used sections of the script. 43. Removed 14 MB of unused audio (overall file still ~10 MB larger than the original). 44. A rubber backstop was added to the end of the plastic ramp that exits to the left inlane to prevent the ball from bouncing around excessively. 45. Replaced all mechanical sounds with Fleep’s recordings and added ramp ball rolling sounds. 46. Pop Bumper Pete recorded a ball launcher sound that was added to replace the saucer sound previously used. 47. Added ball and flipper shadows. 48. Added an option in the script to disable DMD transition effects for cabinets that don't support it. 49. Updated to AIO template version 3.30.07 (PUP 2.0), enabling ramp ball rolling sounds on cabinets. 50. Categorized every sound and music file in the script. Added a way to adjust each of the 9 categories in the game tweaker. Found 2 misnamed sounds in the script that were corrected so that they will play. 51. Improved T-Rex lighting effect by replacing a dim flasher with a visible spotlight and adjusting brightness. The spotlight illuminates on each hit of the kicker in front of the T-Rex. 52. Created versions for 3 monitor cabinets and rotated display for desktops that are turned to portrait orientation. 53. Created an instruction manual for the table in PDF format, which includes more instructions on how to operate the tweakers than were available on earlier tables. Table Developers Polygame Puma Rom Slamt1lt GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Pop Bumper Pete – recorded a new ball launcher sound
  3. View File Jurassic Park, Revised Slamt1lt Edition (Data East, 1993) (Color DMD, SSF-PUP 2.0, 3 Monitor Setup, FizX 3.3) This posting updates Slamt1lt’s Jurassic Park ULTIMATE Pro version 1.05. This table introduces three new features that have not been added to my previous table mods: 1. Faster game play on FizX – Several users asked me whether FizX could be made to play faster, and I suspected many others would appreciate the option as well. After working on this intermittently for about two months, I developed a solution that is included in this update. Four speed settings are available: Slow, Medium, Fast and Very Fast. The Slow setting matches the original FizX game speed. End users can boost the very fast game speed to make it even faster (or make other changes) with guidance provided in the instruction PDF file in the download. 2. Correct HUD DMD aspect ratio – A new version of BAM corrects the aspect ratio of the HUD DMD and it has the same shape as the backbox DMD. This feature requires some simple set up with guidance provided in the instruction PDF file included in the download. 3. Ball rolling sounds for ramps on cabinets - This table uses an updated FizX template with PUP 2.0 support. With PUP 2.0, you’ll hear ball rolling sounds on the plastic and wire ramps that are different from those on the playfield. Although I don't have a cabinet, DigitalArts successfully played this table on his cabinet verifying everything works correctly including the ramp sounds. In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt's work while leaving the core design and gameplay untouched. I also incorporated a few select features from Rom’s version of the table; these are identified in the list of changes below. Slamt1lt's original features included changing playfield light insert colors during gameplay. He also added switchable original and modern audio modes. I personally prefer the modern mode, where Slamt1lt introduced new sounds and music. As expected, he included movie clips from Jurassic Park. Table Requirements BAM 1.5-397 or higher Required to display the HUD and overlays with the correct aspect ratio. BAM_v1.5-397 can be downloaded here: https://pinballnirvana.com/forums/threads/bam-update-v1-5-395.23944/#post-163376 PUP 2.0 This table was coded for PUP Surround Sound Feedback (SSF), which requires PUP 2.0 to function correctly. Follow the same installation method used for TerryRed’s Masters of the Universe Version 1.4. Note: The PUP pack for this table contains audio only (no video) and is used solely for SSF. Desktop users do not need to install PUP 2.0. Other Requirements If you wish to use SSF, the options for Backbox and Arcade Mode must be enabled on the FP Video / Rendering options. you need to change the "DOF_enabled" and "PUP_SSF_enabled" flags in the script to true. Video Overview of the Table and Game Play As with my recent table mods, I’ve added extensive in-game adjustments through a menu system that Gimli and I developed, called the “Tweaker.” Tweakers are available for game settings, lighting, and FizX. You can adjust parameters such as camera views, physics, ambient lighting, and sound levels. The first option in the FizX Tweaker allows you to select the game speeds (slow, medium, fast, very fast) mentioned earlier. The Tweakers include cabinet-friendly DMD displays and overlays. See the instruction manual included in the download for details on using the Tweaker and other table features. Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker. Many other changes are identified in the "List of Changes" section which include adding Fleep’s recordings for all of the mechanical sounds. All of the large textures on the table were reworked with increased resolution and color correction. The textures were replaced on the backglass, speaker grill, side blades, apron, and exterior cabinet. Four lighting modes were added for Day, Dusk, Night and Dark Night and can be adjusted by the lighting tweaker. Colors were adjusted on lights used on the table to make them less harsh. See the list for more changes. A popular addition for desktop and VR users is the color DMD, visible in the screenshots. Unfortunately, DMDExt (commonly used on cabinets) does not currently support the color DMD. I’ve requested a feature update at the link below to enable DMD color support, which would also expand color options for other tables. Feedback is encouraged; a login is required, but quick to set up. https://github.com/freezy/dmd-extensions/issues/520 Slamt1lt’s original Jurassic Park table was already a lot of fun to play, and I spent six months refining it. Based on videos of his recent tables, which feature faster gameplay, I believe he would appreciate the faster FizX options included here. After playing at faster speeds, it can be difficult to return to the slow setting. A big thank-you to Pop Bumper Pete for recording a new ball launcher sound to replace the previously used saucer sound. Thanks also to Fourbanks for general testing, and to DigitalArts for testing the three-monitor cabinet version—you can see a photo of his cabinet setup in the included image gallery. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod—and enjoy Jurassic Park, Revised Slamt1lt Edition! —George List of Changes 1. Replaced 1024x1024 backglass texture with 2048x2048 texture. 2. Added new custom speaker grill. 3. Replaced side blade textures on the inner cabinet wall. 4. Added a new custom apron texture and wire guides. Incorporated some of Slamt1lt’s original text using different colors. 5. Repositioned dinosaur models and adjusted the colors of the Parasaur and other dinosaurs. 6. Replaced the red bulbs at the top of the ramp entrance columns with animated flames that brighten during certain game modes. 7. Added music from the movie that alternates with Slamt1lt’s dinosaur soundtrack during attract mode. 8. Replaced the startup loading texture with 8 optional versions (4 for desktop, 4 for cabinets). Also changed the loading screen text from red to yellow. 9. Increased brightness of the topper and game room. 10. After reviewing Rom’s version, I implemented the flashing backglass bottom lights by copying the six lights, sequencer, and code. (Other unused lights in Rom’s version were not included.) 11. Added a new game room wall texture with an option to switch between it and the original. 12. Replaced the original exterior cabinet texture with two new custom textures. 13. Upscaled the playfield and all the plastics. Upscaled the texture for the "Shoot the T-Rex When Lit" box and edited it to clean it up. Upscaled the texture for the backwall and increased the contrast so it doesn't look washed out. Edited the top area of the backwall where to correct what looked like mistakes made on the graphic. Changed the text on the backwall so it reads from top to bottom on both sides and emphasized the correct words by making them larger. Filled in screw holes from the photos used to create the plastics. 14. Added the "Data East Presents Jurassic Park" to the DMD during the attract mode. Parts of Data East's DMD sequence were deleted and changed. Moved a "Game over" DMD animated sequence so it runs at the end of the game instead of during the attract mode. 15. Upscaled and edited the texture for the model of the amber mosquito. The area of the texture around the mosquito was made brighter to make the wings more obvious. Also added more bulbs so the mosquito is better lit. 16. Added code to eliminate the pop-up that asks for permission for the game to take control of the camera when the game starts. 17. Changed the brightness of the JP logo on the movie clip overlays so it is darker and matches the other frames of the video clips. 18. Added FizX physics and the most recent version of the menu system, called a tweaker. Adjusted the strength of several kickers to make them match FizX. Changed the start angle and swing of the flippers so it is now possible to hit the drop targets on the far left and right sides of the playfield. Adjusted the ramptor pit kicker so it points more to the left so it hits the center of the left flipper. 19, Fourbanks reported that the ball bounced out of the right inlane when dropped from the wire ramp. Invisible walls were added to both sides of the lane to prevent recurrence. Added the same walls to the left inlane. 20. Replaced the round boat kicker with a square kicker to prevent the ball from bouncing out of the kicker without triggering it. 21. Changed many of the colors of the playfield light inserts (and the corresponding colors defined in the script) and bulbs on the playfield and backbox to a less garish version. Reduced the glow radius of the bulbs under the slingshots and lane guides. 22. Found a dip in the ramp at the first bend on the uphill side of the custom ramp model. Added a short invisible FP ramp under the ramp model to fill in the dip and added an invisible wall to the right side of the ramp. Added an invisible approach ramp at the ramp entrance to make the transition between the playfield and ramp smoother. Changed the transition of the plastic ramp and diverter to the wire ramp so it is smoother. Changed the color of the end protector on the ramp exit from white to gray so it is the same color as the original table. 23. Slamt1lt's version changed the brightness of the plastics during game mode changes, but the apron remained dark throughout the game. Changed the apron on this version so it brightens and dims along with the rest of the plastics during gameplay. 24. Added a color DMD to the animated DMD sequences and background color with a border on the DMD text. Set up the DMD text so that the text with the brown background usually has game status info and the orange background usually has action required to identify a game mode (except during the attract mode). Added a section to the beginning of the script called "COLOR DMD STATUS," where cabinet users can turn off the color DMD because DMDExt cannot support it. In the process of making this change, I found some sequences where Slamt1lt missed duplicating some animated sequences on the backglass DMD that are on the HUD DMD. Revised Sub RampLightsOff() and Sub TRaptor1_Hit() to duplicate them. 25. Changed the captive ball configuration so it follows my guide at the following web address and makes it perform better: https://pinballnirvana.com/forums/threads/resolving-problems-with-captive-balls-on-future-pinball.23568/#post-160485 26. Changed the color of the 3 bumpers from greenish yellow caps with white base to yellow caps with dark gray base. 27. Added 6 unused dino sounds so they randomly play when the coin-in button is pressed. (from Rom's version of this table) Also fixed small bug where the voice quote "Hold onto your butts" was never played. 28. Added movement of the playfield texture during the earthquake sequence to make it appear more like an earthquake. Changed the sound played during the earthquake sequence from a mechanical sound to earthquake sound. (from Rom's version of this table) Slamt1lt added a "quick quake" sound that used a similar mechanical sound and was replaced with a short earthquake sound. 29. Duplicated the display of the movie clips onto the apron, mostly to improve visibility for cabinet users. 30. Added game and lighting tweakers. 31. Added lenses to 7 playfield light inserts that were missing. 32. The right side of the backwall was darker on all previous versions of the table. Fixed it by deleting a wall in front of the backwall on the playfield and adding the texture to an overlay at the bottom of the translite. 33. Reshaped the outer orbit lane wall to prevent the ball from getting stuck. 34. Added FizX presets for slow, medium, and fast gameplay. Added an option near the beginning of the script where end users can adjust the default settings. 35. Implemented BAM code allowing scores beyond 2 billion. Verified stability up to 922 trillion points 36. Added game tweaker option to choose video clip display location on the backwall or apron 37. Added option on the game tweaker to select whether the desktop camera view is changed during multiball or not. 38. Added option on the game tweaker to select between 2 audio options during the attract mode or alternate between the 2 during each startup. 39. Added game tweaker option to select between 2 cabinet textures or alternate between the 2 during each startup. 40. Added option on the game tweaker to select between 2 game room textures or alternate between the 2 during each startup. 41. Added 2 new options to the game tweaker. One adjusts how fast the earthquake sequence runs. The other turns the earthquake effect on and off that affects the ball. 42. Added an index to the beginning of the script to simplify finding the most used sections of the script. 43. Removed 14 MB of unused audio (overall file still ~10 MB larger than the original). 44. A rubber backstop was added to the end of the plastic ramp that exits to the left inlane to prevent the ball from bouncing around excessively. 45. Replaced all mechanical sounds with Fleep’s recordings and added ramp ball rolling sounds. 46. Pop Bumper Pete recorded a ball launcher sound that was added to replace the saucer sound previously used. 47. Added ball and flipper shadows. 48. Added an option in the script to disable DMD transition effects for cabinets that don't support it. 49. Updated to AIO template version 3.30.07 (PUP 2.0), enabling ramp ball rolling sounds on cabinets. 50. Categorized every sound and music file in the script. Added a way to adjust each of the 9 categories in the game tweaker. Found 2 misnamed sounds in the script that were corrected so that they will play. 51. Improved T-Rex lighting effect by replacing a dim flasher with a visible spotlight and adjusting brightness. The spotlight illuminates on each hit of the kicker in front of the T-Rex. 52. Created versions for 3 monitor cabinets and rotated display for desktops that are turned to portrait orientation. 53. Created an instruction manual for the table in PDF format, which includes more instructions on how to operate the tweakers than were available on earlier tables. Table Developers Polygame Puma Rom Slamt1lt GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Pop Bumper Pete – recorded a new ball launcher sound Submitter GeorgeH Submitted 05/01/26 Category Future Pinball Tables  
  4. Version Version 2025

    2120 downloads

    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
  5. View File Rattlecan (Original 2025) Original pinball table for Visual Pinball X Rulesheet / Wheel / B2S all included VonKrafte: Concept / Art / Rules / Music / Build (layout & modeling) / Code (gameplay) apophis: Build (physics) / Code (physics & rolling) Wizball: Code (backglass) Submitter Joust7800 Submitted 12/09/25 Category VPX - Pinball Tables VPX Standalone Yes  
  6. View File Indiana Jones, The Pinball Adventure (Williams, 1993) (Color DMD, SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Setup and VR) 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 Submitter GeorgeH Submitted 04/01/25 Category Future Pinball Tables  
  7. Version 1.0.0

    659 downloads

    If you were around in the early 90's you may have heard of the Biker Mice from Mars. This is my tribute to the TV series and toys. I decided to move the ramps around and change the rules a bit more from Gundam Wing to make this play even more different than Serious Sam II. The table features VPW light inserts, bumpers, nfozzy and fleep sounds, VR and a mini pup pack. The pup videos aren't too loud so they shouldn't interrupt the gameplay or cause any startles. Change line 103 in the script to "2" if you want to enable VR. If you have pups and flexdmd working this should be a simple drag and drop installation for a 2/3 screen setup. Left magnasave will bring up the rules. Wheel is included. - 3 Balls Per Player - Multiball on every 3rd battle win - There are 5 regular battles, then the Limburger Wizard Mode starts - Shoot glowing Limburger Plaza to start a battle - Shoot Last Chance Garage 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 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 BALL LOCK . - Locking a ball requires both Large Side Targets be lit . - Shoot Limburger Plaza to lock the ball . - Jackpot value increases when Large Side Targets are lit POWER UP . - 10 Ramp hits lights Power Up for 30 seconds and Jackpot enabled on the right ramp SMALL TARGETS after all hit . - Ball Save activates on one outlane at a time. Change outlane by hitting slingshots . - Spinner value increases when the outlane is lit . - Defeat one Target to get extra points MYSTERY AWARD . Enter Last Chance Garage to enable one of these... . - Instant 2-Ball Multiball . - Extra Points Awarded (10 - 100,000) . - Instant win of incomplete battle . - Increase Playfield Scoring to 5x for 30 seconds . - Increase Bonus X . - Light Extra Ball . - Enable 20 second Ball Save SKILL SHOT . - values starts at 500,000 points and increase 250,000 for each skill shot obtained. . - Method 1: Hit the lit inlane light on above bumper area . - Method 2: Within 6 seconds of launch, hit the captive ball at left of playfield
  8. View File Biker Mice from Mars If you were around in the early 90's you may have heard of the Biker Mice from Mars. This is my tribute to the TV series and toys. I decided to move the ramps around and change the rules a bit more from Gundam Wing to make this play even more different than Serious Sam II. The table features VPW light inserts, bumpers, nfozzy and fleep sounds, VR and a mini pup pack. The pup videos aren't too loud so they shouldn't interrupt the gameplay or cause any startles. Change line 103 in the script to "2" if you want to enable VR. If you have pups and flexdmd working this should be a simple drag and drop installation for a 2/3 screen setup. Left magnasave will bring up the rules. Wheel is included. - 3 Balls Per Player - Multiball on every 3rd battle win - There are 5 regular battles, then the Limburger Wizard Mode starts - Shoot glowing Limburger Plaza to start a battle - Shoot Last Chance Garage 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 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 BALL LOCK . - Locking a ball requires both Large Side Targets be lit . - Shoot Limburger Plaza to lock the ball . - Jackpot value increases when Large Side Targets are lit POWER UP . - 10 Ramp hits lights Power Up for 30 seconds and Jackpot enabled on the right ramp SMALL TARGETS after all hit . - Ball Save activates on one outlane at a time. Change outlane by hitting slingshots . - Spinner value increases when the outlane is lit . - Defeat one Target to get extra points MYSTERY AWARD . Enter Last Chance Garage to enable one of these... . - Instant 2-Ball Multiball . - Extra Points Awarded (10 - 100,000) . - Instant win of incomplete battle . - Increase Playfield Scoring to 5x for 30 seconds . - Increase Bonus X . - Light Extra Ball . - Enable 20 second Ball Save SKILL SHOT . - values starts at 500,000 points and increase 250,000 for each skill shot obtained. . - Method 1: Hit the lit inlane light on above bumper area . - Method 2: Within 6 seconds of launch, hit the captive ball at left of playfield Submitter masonou Submitted 09/23/24 Category VPX - Pinball Tables  
  9. Version 1.03

    3040 downloads

    Note that BAM (Better Arcade Mode) must be installed for this table to operate properly. This table has a menu that is accessed by pressing the Special 2 key. Many of the guys who compete in pinball championships consider "Twilight Zone" to be one of the most difficult tables to play. I suppose that might be true but it is still really fun to play which I think is due to its incredible design. The FP version of the table was originally built by Francisco666 and the models were built by ROM. The basic rules are also not all that difficult to remember either. The center of the playfield has a door with lights around the perimeter. The lights display most of the available modes. During game play, one of these lights is usually blinking. Hitting the bumpers will move the blinking light around the perimeter of the door. You can start a mode of whatever light is blinking by hitting the kicker under the piano. The kicker under the slot machine may also start the modes randomly also. Any mode that you complete will change the blinking light to be lit solid. There are more rules but this will get you started. The quality of the original voice quotes was pretty bad but Francisco probably used the best available audio files at the time. I reworked the audio to provide a much cleaner sound. I found about 7 or 8 different versions of audio so I selected the best sounds from each. The new sounds are included in the new library, DIMENSION_SONIDOS. When I got to the music, I decided to provide two versions of music libraries in addition to the original music. All three music libraries have the same name but I changed the case of some of the letters so you can identify the version. All of the libraries are compatible with the older versions of the table. You can only save one of these versions of the music to your library folder at a time so you might want to save them the other versions to a subfolder. Original Remix - DIMENSION_MUSICA.fpl Alternate - DIMension_musica.fpl Rock - DIMENSion_musica.fpl I added Shiva flippers to this table that are switchable to the standard Gimli/George dynamic flippers. Shiva flippers have more power in the center of the flippers than at the tip and base. The Gimli/George flippers has the least power at the tip and the most power at the base. I also added a flipper rotation speed chart that I think will be used for the first time on this table. I am using a slightly modified version of a chart that JLou5641 developed. The chart changes the way a flipper accelerates and moves. It helps to improve the accuracy of the shots. I recommend that you try the options for physics in the menu shortly after you download the table because it doesn't take long for your mind to get locked into a certain way of playing the table. There is also menu switchable music that play the original rock song, "The Twilight Zone". It will replace some of the music selections in the music libraries listed above. There are a few changes I made that couldn't be done when the table was created. The real table has a "power ball" that is made of white ceramic and is much lighter than a steel ball. When this FP table was built, a white ball was impossible to create so they offered a choice of different colored balls. For this table, I created a white ball using a photograph of an ceramic ball used on the real table. I also changed the physics of it when it is released onto the table so it is lighter. My friend, AnonTet, performed a lot of testing on this table but he also figured out a way to make the dynamic flippers more efficient. This became necessary when I tried to add Wild's code that adds a sound when the ball hits the flipper. Wild also made a change to the model used on the side blades. He took a model that had the best fit I could find and made it fit perfectly. I added two new table loading textures that you can select on the Table Information screen of the FP editor: LoadingLandscape – For desktop usage LoadingPortrait – For pinball cabinet usage Of course, the table has the same lighting options I have added to other tables. I added a spotlight for the first time on the miniplayfield. It will probably use it again on other tables. Included in the download is a zip file that contains a file that changes the unlit pixels of the DMD. It changes the color of them to be the same color as the background. If you choose to use it, it must remain zipped, have the same name as the table and be placed in the same folder as the table. You can download a different version of the table that is called "rotated display". This is for a desktop PC with a single monitor that can be rotated so the monitor is in portrait format. I added a screenshot of it and the download includes a PDF file with directions. Pat Lawlor designed a beautiful table that really needs no enhancements. If you play this table a lot, you might get tired of the same music so I added some options there. Even though Slamt1lt added some video and music, the game play of this table is the same as the original. My objective here was to make the table look, sound and perform better. I think you will agree that this objective has been met. I hope you enjoy it! These are the list of changes: 1. Replaced poorly recorded sounds, including all voice quotes. 2. Added new instruction cards. 3. Added custom physics and dynamic flippers with Gimli/GeorgeH flippers and Shiva's flippers. 4. Added emkickers to the slingshots to improve physics. 5. Added lighting mod and add Lighting Control Panel to the script. 6. Added HUD Toggle Key that saves setting. 7. Added new textures on the table loading screen for both desktop and cabinets. 8. Added menu system with options for lighting, balls per game, HUD on/off etc. 9. Added message that looks at BAM version and reminds you to upgrade BAM if needed. 10. Added shadow maps. 11. Edited plunger pull special script so you can make the skill shot. 12. Added switchable option for 3 or 5 balls per game that saves setting. 13. Added bulbs that provide the halo that shines through the slingshots. 14. Added side rails with art (sometimes called side blades). 15. Added bump maps to the camera and slot machine. 16. Added DMD background color, ball/flipper shadows and ball configuration to the script. 17. Added rock version of theme music and made it switchable with the default theme music. 18. Added menu option to switch between Gimli/GeorgeH flippers and Shiva's flippers. 19. Added menu option to switch table slope so end user can easily change ball speed. 20. Added menu option to switch bounce control options. 21. Converted images and video images to use power of 2 to reduce table loading time. 22.Lowered right ramp to make it perform better. 23. Added BAM code that allows the score to exceed 2 billion points. 24. Changed the end of game video so it can be turned off. Also fixed the end of game video so it plays the correct audio file and remove the broken Rod Steiger video. More detail about the development of this mod is available at this link: https://pinballnirvana.com/forums/threads/twilight-zone.20208/ George
  10. Version 2.6.6

    1814 downloads

    Please click on the "ChangeLog" tab to read the comments on the new version 2.6.6. I am releasing this table now even though I had planned to do more work on it. My coding partner, JP (aka Popotte) is not available until September, 2022. The table is in a playable state right now. I have decided to go ahead and publish it even though I have some additional changes planned. I am burned out on it right now and would like to move on to something else until JP gets back. In addition to JP's excellent coding expertise, Paolo (aka Wild) was a big help also. I asked for his help when I was unable to make the upper flipper hit the "O" ramp (the ramp where the entrance if behind the front most ramp). I asked him to add an electronic assist that he developed to get it to work. I spent a great deal of time to get it to work myself but was not able. Paolo knows I don't like electronic assists and so he figured out a way to fix it without an assist! LtJazz figured a way to add color DMDs to tables which have four colors. He provided some assistance on how to create the swatches on the color file. I selected colors that match the table. The download includes a ZIP file that has the color swatches for the DMD and a custom ball. Don't unZIP it. Just save it to the same folder as the table and it must also have the same file name as the table. The table has a list of Key Codes that are accessed in game by pressing the Special 1 key. It identifies all the keys that you can press to access the various options that can be changed. The rear wall of the game room can be replaced with an alternate texture. On Layer 9 of the FP editor, click on an area around the diagonal line that goes across the top of the playfield. In the right pane, click on the texture pull down menu and select "wall2". Save changes. There are 5 different textures that can be used on the table loading screen. These textures can be changed from the "Table Info" menu. Two of the textures are in a portrait format so they can be used on a cabinet. There are the names of the textures: LoadingScreenLandscape1 LoadingScreenLandscape2 LoadingScreenLandscape3 LoadingScreenPortrait1 LoadingScreenPortrait2 These are the list of changes: 1. Added custom physics and dynamic flippers with a flipper rotation speed chart. 2. Added emkickers to the slingshots to improve physics. 3. Added HUD Toggle Key that saves setting. 4. Added toggle option for 3 or 5 balls per game that saves setting. 5. Added 5 new textures on the table loading screen. 7. Added sound when the ball hits the flippers that can be toggled on and off. 8. Added DMD background color, ball/flipper shadows and ball configuration to the script. 9. Added game room floor and backwall. 10. Create overlay for the HUD. 11. Added new instruction cards. 12. Added BAM code that allows the score to exceed 2 billion points. 13. Added backwall that is located above the playfield floor in the back of the table. 14 Changed the DMD on the backglass that has static display to show everything like the HUD. The backglass DMD used to only have a static display that never changed. 15. Made the Dalek on the topper look like metal instead of plastic. 16. Made the backglass switchable between NitroNimbus's version and the original. 17. Added HUD that duplicates the 7 doctor's lights on the backbox. 18. Added overlay for the HUD DMD. 19. Edited the new high resolution version of the stereo panel texture for the backglass found by JLou to remove defects. Update the existing backglass to include it. 20. Added color DMDs. 21. Added new high resolution sideblade textures to the inside of the cabinet on the sides of the playfield. 22. Added new music to play during the attract mode using sound of the tardis landing and music sound track from one of the movies. 23. Created new model for the trap door on the "O" ramp. (Paolo) 24. Fixed the script for the trap door on the "O" ramp so it closes during Doctor three. (Paolo) 25. Changed the configuration of the upper flipper and the "O" ramp so the ball navigates the ramp correctly and is easier to hit. (Paolo) 26. Fixed the script for the trap door on the "O" ramp so it closes during Doctor six. (Popotte) 27. Corrected various coding errors for multiball -- lost balls, re-lock, Davros mode, extra ball, tilt and correct meditation error for Type Mismatch: "eval". (Popotte) I often like to figure out the rules while playing a table but may want to consult the rules on this table. You can select one of seven doctors by pressing one of the flipper keys after the ball comes out but before you launch it with the plunger. The rules are different for each doctor. You can find the rules here: http://pinball.org/rules/drwho.html There may be some additional problems that need to be solved that need JPs help. Please post any problems that you encounter. Although I planned to do more on the table, it has been improved dramatically and I think you will enjoy it. George Table Developers: Ian, oooplayer1ooo, NitroNimbus, Popotte, Paolo, GeorgeH, Gimli
  11. View File Doctor Who (Bally, 1992) Please click on the "ChangeLog" tab to read the comments on the new version 2.6.6. I am releasing this table now even though I had planned to do more work on it. My coding partner, JP (aka Popotte) is not available until September, 2022. The table is in a playable state right now. I have decided to go ahead and publish it even though I have some additional changes planned. I am burned out on it right now and would like to move on to something else until JP gets back. In addition to JP's excellent coding expertise, Paolo (aka Wild) was a big help also. I asked for his help when I was unable to make the upper flipper hit the "O" ramp (the ramp where the entrance if behind the front most ramp). I asked him to add an electronic assist that he developed to get it to work. I spent a great deal of time to get it to work myself but was not able. Paolo knows I don't like electronic assists and so he figured out a way to fix it without an assist! LtJazz figured a way to add color DMDs to tables which have four colors. He provided some assistance on how to create the swatches on the color file. I selected colors that match the table. The download includes a ZIP file that has the color swatches for the DMD and a custom ball. Don't unZIP it. Just save it to the same folder as the table and it must also have the same file name as the table. The table has a list of Key Codes that are accessed in game by pressing the Special 1 key. It identifies all the keys that you can press to access the various options that can be changed. The rear wall of the game room can be replaced with an alternate texture. On Layer 9 of the FP editor, click on an area around the diagonal line that goes across the top of the playfield. In the right pane, click on the texture pull down menu and select "wall2". Save changes. There are 5 different textures that can be used on the table loading screen. These textures can be changed from the "Table Info" menu. Two of the textures are in a portrait format so they can be used on a cabinet. There are the names of the textures: LoadingScreenLandscape1 LoadingScreenLandscape2 LoadingScreenLandscape3 LoadingScreenPortrait1 LoadingScreenPortrait2 These are the list of changes: 1. Added custom physics and dynamic flippers with a flipper rotation speed chart. 2. Added emkickers to the slingshots to improve physics. 3. Added HUD Toggle Key that saves setting. 4. Added toggle option for 3 or 5 balls per game that saves setting. 5. Added 5 new textures on the table loading screen. 7. Added sound when the ball hits the flippers that can be toggled on and off. 8. Added DMD background color, ball/flipper shadows and ball configuration to the script. 9. Added game room floor and backwall. 10. Create overlay for the HUD. 11. Added new instruction cards. 12. Added BAM code that allows the score to exceed 2 billion points. 13. Added backwall that is located above the playfield floor in the back of the table. 14 Changed the DMD on the backglass that has static display to show everything like the HUD. The backglass DMD used to only have a static display that never changed. 15. Made the Dalek on the topper look like metal instead of plastic. 16. Made the backglass switchable between NitroNimbus's version and the original. 17. Added HUD that duplicates the 7 doctor's lights on the backbox. 18. Added overlay for the HUD DMD. 19. Edited the new high resolution version of the stereo panel texture for the backglass found by JLou to remove defects. Update the existing backglass to include it. 20. Added color DMDs. 21. Added new high resolution sideblade textures to the inside of the cabinet on the sides of the playfield. 22. Added new music to play during the attract mode using sound of the tardis landing and music sound track from one of the movies. 23. Created new model for the trap door on the "O" ramp. (Paolo) 24. Fixed the script for the trap door on the "O" ramp so it closes during Doctor three. (Paolo) 25. Changed the configuration of the upper flipper and the "O" ramp so the ball navigates the ramp correctly and is easier to hit. (Paolo) 26. Fixed the script for the trap door on the "O" ramp so it closes during Doctor six. (Popotte) 27. Corrected various coding errors for multiball -- lost balls, re-lock, Davros mode, extra ball, tilt and correct meditation error for Type Mismatch: "eval". (Popotte) I often like to figure out the rules while playing a table but may want to consult the rules on this table. You can select one of seven doctors by pressing one of the flipper keys after the ball comes out but before you launch it with the plunger. The rules are different for each doctor. You can find the rules here: http://pinball.org/rules/drwho.html There may be some additional problems that need to be solved that need JPs help. Please post any problems that you encounter. Although I planned to do more on the table, it has been improved dramatically and I think you will enjoy it. George Table Developers: Ian, oooplayer1ooo, NitroNimbus, Popotte, Paolo, GeorgeH, Gimli Submitter GeorgeH Submitted 07/01/2022 Category Future Pinball Tables Link to Media Pack  
  12. View File Barb Wire Barb Wire 1.0 Freeware. Models by 20degree. Game plays good needs some fine tuning. Textures on playfield were re made by GM from 2 different playfields. Free to mod to your liking. Submitter theGhost787 Submitted 11/25/2015 Category Future Pinball Tables Link to Media Pack  
  13. View File Toxic Crusaders Toxic Crusaders pinball based on a cartoon and comic book. Version 1.0. Submitter theGhost787 Submitted 12/08/2015 Category Future Pinball Tables Link to Media Pack  
  14. View File Twilight Zone (Bally, 1993) Note that BAM (Better Arcade Mode) must be installed for this table to operate properly. This table has a menu that is accessed by pressing the Special 2 key. Many of the guys who compete in pinball championships consider "Twilight Zone" to be one of the most difficult tables to play. I suppose that might be true but it is still really fun to play which I think is due to its incredible design. The FP version of the table was originally built by Francisco666 and the models were built by ROM. The basic rules are also not all that difficult to remember either. The center of the playfield has a door with lights around the perimeter. The lights display most of the available modes. During game play, one of these lights is usually blinking. Hitting the bumpers will move the blinking light around the perimeter of the door. You can start a mode of whatever light is blinking by hitting the kicker under the piano. The kicker under the slot machine may also start the modes randomly also. Any mode that you complete will change the blinking light to be lit solid. There are more rules but this will get you started. The quality of the original voice quotes was pretty bad but Francisco probably used the best available audio files at the time. I reworked the audio to provide a much cleaner sound. I found about 7 or 8 different versions of audio so I selected the best sounds from each. The new sounds are included in the new library, DIMENSION_SONIDOS. When I got to the music, I decided to provide two versions of music libraries in addition to the original music. All three music libraries have the same name but I changed the case of some of the letters so you can identify the version. All of the libraries are compatible with the older versions of the table. You can only save one of these versions of the music to your library folder at a time so you might want to save them the other versions to a subfolder. Original Remix - DIMENSION_MUSICA.fpl Alternate - DIMension_musica.fpl Rock - DIMENSion_musica.fpl I added Shiva flippers to this table that are switchable to the standard Gimli/George dynamic flippers. Shiva flippers have more power in the center of the flippers than at the tip and base. The Gimli/George flippers has the least power at the tip and the most power at the base. I also added a flipper rotation speed chart that I think will be used for the first time on this table. I am using a slightly modified version of a chart that JLou5641 developed. The chart changes the way a flipper accelerates and moves. It helps to improve the accuracy of the shots. I recommend that you try the options for physics in the menu shortly after you download the table because it doesn't take long for your mind to get locked into a certain way of playing the table. There is also menu switchable music that play the original rock song, "The Twilight Zone". It will replace some of the music selections in the music libraries listed above. There are a few changes I made that couldn't be done when the table was created. The real table has a "power ball" that is made of white ceramic and is much lighter than a steel ball. When this FP table was built, a white ball was impossible to create so they offered a choice of different colored balls. For this table, I created a white ball using a photograph of an ceramic ball used on the real table. I also changed the physics of it when it is released onto the table so it is lighter. My friend, AnonTet, performed a lot of testing on this table but he also figured out a way to make the dynamic flippers more efficient. This became necessary when I tried to add Wild's code that adds a sound when the ball hits the flipper. Wild also made a change to the model used on the side blades. He took a model that had the best fit I could find and made it fit perfectly. I added two new table loading textures that you can select on the Table Information screen of the FP editor: LoadingLandscape – For desktop usage LoadingPortrait – For pinball cabinet usage Of course, the table has the same lighting options I have added to other tables. I added a spotlight for the first time on the miniplayfield. It will probably use it again on other tables. Included in the download is a zip file that contains a file that changes the unlit pixels of the DMD. It changes the color of them to be the same color as the background. If you choose to use it, it must remain zipped, have the same name as the table and be placed in the same folder as the table. You can download a different version of the table that is called "rotated display". This is for a desktop PC with a single monitor that can be rotated so the monitor is in portrait format. I added a screenshot of it and the download includes a PDF file with directions. Pat Lawlor designed a beautiful table that really needs no enhancements. If you play this table a lot, you might get tired of the same music so I added some options there. Even though Slamt1lt added some video and music, the game play of this table is the same as the original. My objective here was to make the table look, sound and perform better. I think you will agree that this objective has been met. I hope you enjoy it! These are the list of changes: 1. Replaced poorly recorded sounds, including all voice quotes. 2. Added new instruction cards. 3. Added custom physics and dynamic flippers with Gimli/GeorgeH flippers and Shiva's flippers. 4. Added emkickers to the slingshots to improve physics. 5. Added lighting mod and add Lighting Control Panel to the script. 6. Added HUD Toggle Key that saves setting. 7. Added new textures on the table loading screen for both desktop and cabinets. 8. Added menu system with options for lighting, balls per game, HUD on/off etc. 9. Added message that looks at BAM version and reminds you to upgrade BAM if needed. 10. Added shadow maps. 11. Edited plunger pull special script so you can make the skill shot. 12. Added switchable option for 3 or 5 balls per game that saves setting. 13. Added bulbs that provide the halo that shines through the slingshots. 14. Added side rails with art (sometimes called side blades). 15. Added bump maps to the camera and slot machine. 16. Added DMD background color, ball/flipper shadows and ball configuration to the script. 17. Added rock version of theme music and made it switchable with the default theme music. 18. Added menu option to switch between Gimli/GeorgeH flippers and Shiva's flippers. 19. Added menu option to switch table slope so end user can easily change ball speed. 20. Added menu option to switch bounce control options. 21. Converted images and video images to use power of 2 to reduce table loading time. 22.Lowered right ramp to make it perform better. 23. Added BAM code that allows the score to exceed 2 billion points. 24. Changed the end of game video so it can be turned off. Also fixed the end of game video so it plays the correct audio file and remove the broken Rod Steiger video. More detail about the development of this mod is available at this link: https://pinballnirvana.com/forums/threads/twilight-zone.20208/ George Submitter GeorgeH Submitted 06/14/2021 Category Future Pinball Tables Link to Media Pack  
  15. Version 1.0

    276 downloads

    Toxic Crusaders pinball based on a cartoon and comic book. Version 1.0.
  16. Version 1.0

    425 downloads

    Barb Wire 1.0 Freeware. Models by 20degree. Game plays good needs some fine tuning. Textures on playfield were re made by GM from 2 different playfields. Free to mod to your liking.
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