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Showing results for tags 'bam'.
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Version FizX3.3 V1.00
95 downloads
2001 (Gottlieb, 1971) FizX 3.3 V1.00 IPDB No. 2697 NOTES: You must use BAM 365 or higher MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS You can access to the menu with the Special2Key. You can toggle (by the toggle HUD key) the HUD reel. If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Points are scored as indicated. Hitting drop targtes score 50 points. Completing a set of colored drop targtets lights corresponding hole and rollover for additional score. Completing any 3 sets (3 balls game) or all sets (5 balls game) of colored drop targtes lights special. Special scores 1 replay. Matching last number in score to number that appears on back glass when game is over scores 1 replay. Free replays depend on the difficulty level chosen IPDB HIGHLIGHTS: Date Of Manufacture: January, 1961 Production: 2,200 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (4), 10-bank drop targets (2), Kick-out holes (5), Standup targets (4). Two slingshot kickers in upper playfield. Backglass light animation: completing a bank of drop targets lights one of four "starred" cards in backglass. Lighting three cards makes playfield specials lite alternately. Maximum displayed point score is 9,999 points. Design by: Ed Krynski Art by: Gordon Morison Notes: The add-a-ball version of this game is Gottlieb's 1971 'Dimension' but with different artwork. The backglass in the manufacturer’s flyer shows colors that are not replicated on all the production glasses that we show. Specifically, the large green area below the score reels are a uniform color of green in the flyer, the lower right striped area has stripes that are as yellow as the upper playfield, and three of the five large stars above ‘2001’ are this same yellow color. In some production glasses, the area below the score reels alternate between green and yellow-green, the stripes are yellow-green instead of yellow, and the three stars are also yellow-green. Even if allowing for color variations in flyer printing and/or camera processing, or differences with lighting used when the games were photographed, these color differences appear discrete and suggest more than one color set was made during backglass production. However, based on the game shown here having serial number 05430, we cannot say with confidence that production games with backglasses that match the flyer are Early Production. Other explanations for these color variations are possible. '2001', its add-a-ball version 'Dimension', and the add-a-ball export version 'Galaxie', all made by Gottlieb in 1971, are the first pinball machines to feature multiple banks of drop targets. -
Version FizX3.3 V1.00
10 downloads
Asteroid Annie and the Aliens (Gottlieb-1980) IPDB No. 98 NOTES Table by Gimli, HauntFreaks & Popotte - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: LIT TOP ROLLOVERS SPOT CORRESPONDING SUITS IN ROYAL FLUSH HANDS. DROP TARGETS LIGHT CORRESPONDING CARDS IN EACH LIT HAND. DROP TARGET VALUE IS 5000 POINTS (3 BALLS GAME) OR 3000 POINTS(5 BALLS GAME). COMPLETING BOTH TARGET BANKS WITH SAME BALL LIGHTS EXTRA BALL TARGET ALTERNATELY. HOLE LIGHTS FOR SPECIAL WHEN ALL FOUR HANDS ARE COMPLETED. MATCHING LAST TWO NUMBERS IN SCORE WITH MATCH NUMBER SCORES ONE REPLAY. 3 REPLAYS FOR BEATING HIGH SCORE TO DATE. IPDB HIGHLIGHTS: Date Of Manufacture: December, 1980 Production: 211 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), 5-bank drop targets (2), Spinning target (1), Standup target (1), Kick-out hole (1). Design by: John Buras Art by: Gordon Morison Notes: Last one player pinball from Gottlieb.-
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Version 1.03
2456 downloads
Happy Halloween! Just in time for Halloween, I am sharing my update to Slamt1lt’s Addams Family ULTIMATE Pro version 1.05. Slamt1lt brilliantly expanded Bally’s 1992 classic with changing playfield light insert colors during gameplay. He added a new Mansion Mode that he calls Classic Addams TV Show, replacing the old six-million-point mode. He added the switchable retro and modern modes. The retro mode plays the original sounds and music where the modern mode adds new sounds, music and other features. He added sideblades with pictures of the Addams family members textured with a bump map. He also added movie clips, revamped DMD graphics, and attract mode enhancements. Video Overview of the Table and Game Play In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt’s work while leaving his core design and gameplay untouched. Slamt1lt mentioned in the script that he not able to add a black and white mode. At the time he created the ULTIMATE Pro version, the only way to replace a texture in the script was to list a table object's name and the texture. Unfortunately, Future Pinball leaves many table objects unnamed. A newer BAM feature later introduced global texture replacement by name, allowing textures on unnamed objects to be replaced as well. Using this new capability, I was able to add the black-and-white mode. The best place to showcase the black and white mode is on the Classic Addams TV Show mode, reflecting the original show’s black-and-white broadcast. You can also choose to play the entire game in black and white or disable the mode entirely to enjoy full color — all adjustable through the new game menu. Gimli and I developed a menu system that we call a "tweaker". Tweakers were added for game, lighting and FizX. You can adjust parameters like camera views, physics, and sound levels. It has cabinet-friendly DMD displays and overlays. See the instruction manual in the download for not only how to operate the tweaker but other features on the table as well. 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. Cabinet users will also appreciate the addition of Surround Sound Feedback (SSF) which uses Fleep’s recordings and adds FizX 3.3. My friend Paolo replaced the low-polygon bear rug model with a new, higher-quality version — it now raises its head and its eyes glow red at various points during the game. Something that is very popular with the desktop and VR users is the addition of a color DMD which you can see in the screenshots. Unfortunately, DMDExt normally used on cabinets does not support the color DMD. I have requested a new feature to be added to DMDExt to pass the DMD colors at the website linked below. This change would allow you to expand the color pallet you use on other tables also. Please post comments that you would like to see this change happen. It requires a login ID that you can set up in a few minutes. https://github.com/freezy/dmd-extensions/issues/520 The Addams Family is my favorite table that Slamt1lt created, and if you’ve been thinking about trying one of my tables, this is the perfect place to start. I feel like the four months of development time paid off. A big thank-you to Paolo for the new bear model and animation script, to Fourbanks for testing assistance, and to DigitalArts for testing the three-monitor cabinet version. You can see a photo of his cabinet setup in the image gallery included with the posting. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod — and enjoy The Addams Family, Revised Slamt1lt Edition! — George List of Changes 1) Replaced nearly all of the textures on the plastics with higher resolution graphics. 2) Replaced the playfield textures with unbaked textures from the previous version. Replaced the apron textures with higher resolution unbaked textures. 3) Created instruction cards and added them onto new surfaces on top of the apron (The new surfaces allow higher resolution textures be used.) 4) Added new backglass texture and speaker panel with higher resolution graphics. 5) Added the electric shock onto the left flipper with the same one that was on the right flipper. (It displays the status report that Slamt1lt added). 6) Identified 2 playfield textures that were being loaded into memory but never used and so they were deleted. 7) Replaced the HUD texture that had Addams Family logo with picture of the family with logo. 😎 Removed dynamic flippers and installed FizX with Hud toggle key code. Removed Smoke's ball rolling sound so as to not conflict with the version of ball rolling sound on the FizX template. Removed all of Slamt1lt's triggers that added ball hit sounds. The ones added by FizX sound better and use Fleep's recordings. 9) After installing FizX, the ball would only travel about 2/3 of the way up the right bear ramp before rolling back down. Found that Slamt1lt had changed the custom ramps to be not collidable and added FP ramps. It was determined that he did this because of the prior physics made the ball jump off the ramp. An effort was made to fix the FP ramps but the custom ramps from the previous version worked better so they were added and the old FP ramps deleted. This made the ramps fully functional. 10) Moved the upper left flipper slightly and reconfigured the area around it to allow the flipper to hit the stationary targets and kickers on the right side of the table. Made corresponding changes to the playfield texture to make it match the position of the flipper. Blackened the playfield behind the 2 grave targets. 11) Reconfigured the upper right flipper and surrounding objects to make it easier to hit the ramp and the train lane. 12) Changed the code for the camera so that the message is no longer displayed that asks permission for the game to take over camera control. 13) Added and tested lighting and game tweakers. 14) The slingshots flash when hit on Slamt1lt's version. The shadow maps were changed to be brighter during the flashes by adding more bulbs. 15) Slamt1lt added black and white versions of the playfield and plastics to the texture manager; however, he posted in the script "BAM seems capable of switching all textures to Black and White, but it didn't work when I tested it. The code is still here should I wish to return to the idea in a later update." Since Slamt1lt posted this table, a new method of swapping textures was added to BAM that swaps one texture for another rather than having to apply a new texture to each surface. This makes it easier to replace the textures on the plastics. I managed to create black and white version using the new code. Slam created a new mode called "Classic Addams TV Show" that replaces the 6 million point mode on the original table. I decided to apply the black and white colors to this mode since the show was broadcast in black and white. I think it is what he would have done. Most textures where changed to B&W but a little bit of color was retained to keep it from looking sterile. 15) Fourbanks found that after launching the ball, the ball would hit the blue plastic that was sticking out into the lane. The blue plastic was moved and the launch ramp was moved slightly so the ball falls directly into the lane instead of bouncing off the wall. 16) Replaced the default textures for the targets with custom textures. 17) Changed the geometry of the table so that after the skill shot is hit, the ball will roll down to the right main flipper if the upper flipper is not moved. 18) Found a lane wall on the approach to the left ramp that was not correctly aligned with the ramp and fixed it. The change makes the upper right flipper hit the ramp better. 19) Added option for end users to be able to turn the camera view during multiball on or off. 20) Added camera view options to the game tweaker that allow full view of the plunger window so end users can see when to release the plunger to hit the skill shot (except for option #14). Also set the views up to be able to see the full overlay on the backwall that displays video clips. 21) Found a small bug on spelling THING on the backbox. The stars could not be lit up but it has been fixed. 22) Fixed a place that Fourbanks found where the ball would get stuck between the bookcase (after it rotates 90 degrees) and a rubber band. Changed the playfield texture to incorporate changes need for changing the rubber band. 23) Slamt1lt added a bump map to the side blades which included the photographs of family members. The photographs didn't look good with the bump maps so they were removed although the bump maps were retained for the rest of the side blades. Also removed the burned in shadows on the texture for the side blades. 24) Replaced the rap music that played during quick multiball with new music. The rap music still plays with the video during the attract mode. 25) Added frames to the DMD during the attract mode that identify the keys to press to open the tweaker, choose modern or retro mode, change lighting modes and view in-game statistics. 26) Found a high resolution texture to replace the ramp stair case texture which does not have burned in shadows. 27) Added code that allows the score to exceed 2 billion points and tested it by adding a score of nine hundred trillion points. 28) When the partially clear plastic on the swamp near the upper right flipper) was illuminated, a narrow white border around all the images. Found a higher resolution texture and identified a way to remove the white borders. 29) Added a light blue texture to the large posts and set them to crystal in the FP editor. 30) Added a spotlight on Fester and turned it on during the appropriate sequences. 31) Changed Uncle Lester's model from gray to a skin tone with reduced shininess. 32) Revised the playfield texture to remove the exposed wood on the left side of the plunger lane. Blacked the exposed wood on the playfield texture where the ball drains. Removed exposed wood on playfield texture for the train wreck lane. Changed the green area of the playfield texture on the left of the bumpers to color in areas where raw wood was visible. 33) Reshaped the green plastic under the ramp to cover the exposed wood and other markings on the playfield texture. 34) Paolo added a new model of the bear and animated the head. 35) Changed Fester's kicker hole so it blinks red at the same time as the red light on the side of the chair prior to multiball. 36) Added an option where the end user can toggle the playfield so it does not turns black and white or have it on for the whole game (default). 37) Added TGA file to the image manager to eliminate the saving of the shadow maps to the cache. 38) Changed the backbox lights so they change brightness with the lighting modes (Day, Dusk, Night, Dark Night). 39) Fixed the short ramp between the train wreck and the bear ramp to prevent the ball from bouncing back when going up the ramp. 40) Added color to the DMDs with an option in the script that turns it off for cabinet users that have DMDExt installed which does not allow the color to pass. 41) Added an option in the game tweaker to adjust the amount of time needed to hold a flipper down to display a status report during gameplay. 42) Added an option in the script where the DMD transition effects can be disabled. Many of these effects are not as smoothly on DMDext as they are on FP. Also the last frame of any DMD transition doesn't get picked up by DMDext and the DMD may still show the last frame until the next display. 44) Duplicated the spelling of THING onto the Hud which will free desktop users from having to look at the backglass periodically. 45) Added a plunger modification that still functions like the one that Slamt1lt added but it changes it so you can press the arrow up and down keys to move the plunger up and down so it can be finely adjusted before pressing the plunger key to launch the ball. It makes it easier to hit the skill shot. Code was also added that allows the flippers to operate in place of the arrow keys for the cabinet users. 46) Duplicated the video display onto the playfield apron and made it switchable on the game tweaker so that the video can be display on either the backwall or the apron or also displayed on both (the default). This makes the video easily displayed on a cabinet because it is not easily seen on the backwall of cabinets. Desktop users may like the video better on the apron. 47) Changed the topper lighting so it stays lit during the game but gets brighter during the lightning effects. 48) Removed execute commands in the script and changed to use standard coding to prevent possible stuttering. 49) Added code for ball/flipper shadows at the beginning of the script. 50) Added third place scores to the attract mode. 51) Added a parameter to the game tweaker where users can adjust the number of seconds they have between hitting the left orbit and hitting the left ramp so that a star is lit on the display for the spelling of THING. 52) If you change the camera view to one of FP's standard views, the option was added so you can press the letter "V" and change the view back to the view that is selected on the game tweaker. Note that if you want to change to a different view, you will need to open the game tweaker and change the "Desktop Camera View" option. 53) Added option to the game tweaker where the end user can select when the playfield goes dark. The first option is to display all dark sequences that Slamt1lt created. The second is for no dark sequences and have the playfield bright during the entire game. The third option is to have the dark sequences run during the attract mode, the two multiball modes, when the swamp kicker is hit, and when the ball drains. 54) Added the Retro/Modern switch to the tweaker but kept the Special 2 key. Both options save your setting for the next time you play the table. 55) Replaced the table sounds with Fleep's recordings and Surround Sound Feedback (SSF). Added ball rolling sound to the playfield and ramps. 56) Categorized all the music and every sound used on the table into the groups: background music, game sounds, sound effects and voice quotes. 57) Added volume controls for each of the categories of sound and ball rolling sound controls on the game tweaker. 58) With the help of Popotte, TerryRed and Shiva, fixed the code for the train wreck target so it no longer registers double hits which made 2 sets of code run at the same time and made 2 conflicting sets of audio run at the same time. 59) Created versions for 3 monitor cabinets and rotated display for desktops turned to portrait orientation. 60) Created instruction manual for the table in PDF format. Table Developers GLXB Highlnder00 PolyGame Slamt1lt Paolo – added new bear model and head animations script GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Popotte - Developer of the plunger modification Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Popotte, TerryRed, and Shiva – Resolved the issue of 2 hits on a target registering as a single hit.- 26 comments
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Version FizX3.3 V1.10
106 downloads
Big Indian (Gottlieb, 1974) IPDB No. 257 NOTES BAM 357 or higher is mandatory in order to play this table. What is new: - vari target is now a toy Known bugs: - ball can go through vari target, You can toggle (by the toggle HUD key) the HUD reel. You access to the adjustment menu by the Special2Key. RULES: INSERT ONE COIN AND WAIT FOR MACHINE TO RESET BEFORE INSERTING COINS FOR ADDITIONAL PLAYERS. PLAYERS TAKE TURNS SHOOTING AS SHOWN ON BACK GLASS. POINTS ARE SCORED AS INDICATED. HITTING "B" OR "G" GIVES "B" AND "G" (3 balls game) COMPLETING "B" - "I" - "G" SEQUENCE LIGHTS "LAST TARGET SCORES SPECIAL" LIGHT. COMPLETING DROP TARGET SEQUENCE SCORES 5000 POINTS AND RESETS DROP TARGETS. "B", "I" AND "G" SEQUENCE LIGHTS FEATURES FOR ADDITIONAL SCORE. BONUS IS COLLECTED WHEN BALL LEAVES THE PLAYFIELD, BONUS SCORES DOUBLE ON LAST BALL. THE "B" - "I" - "G" SEQUENCE AND DROP TARGET SEQUENCE RESETS AFTER EACH BALL. A TILT DOES NOT DISQUALIFY A PLAYER. MATCHING LAST TWO NUMBERS IN SCORE TO NUMBER THAT APPEARS ON BACK GLASS AFTER GAME IS OVER SCORES 1 REPLAY. IPDB HIGHLIGHTS: Date Of Manufacture: February, 1974 Production: 8,030 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), 5-bank drop targets (1), Star rollovers (3), Standup targets (2), Vari-target (1). End-of-ball bonus. Design by: Ed Krynski Art by: Gordon Morison Notes: Prior to production, this game was named 'Chief' and then renamed to 'Big Injun'. Sample games were produced as 'Big Injun' and, according to the Encyclopedia of Pinball Vol 1, the Native American employees in Gottlieb's wiring and assembly plant in South Dakota complained about this. So, the name was changed again, to 'Big Indian', stalling production for three months. -
Version FizX3.3 V1.00
83 downloads
Ten Spot (Williams, 1961) IPDB No. 2517 NOTES Press Special1Key in order to lift a ball. You can toggle (by the toggle HUD key) the HUD reel. You access to the ajustment menu by the Special2Key in order to manage: - balls per game, - scrolling, - difficulty (from easyer to harder), - tilt handling: normal FP's way (8 warning allowed), liberal (16 warnings allowed), and not tilt, - reset high score entries, - automatic ball lift. RULES: * Making the numbers 1 to 10 lites the left bottom rollover, center target or right bottom rollover in sequence to score 1 replay. * Making the numbers 1 to 10 changes the value of the top spotter button to 100 points and the value of the bottom rollover and center target to 100 points when not lit for replays. * matching last number in score to lighted number that appears on back glass when game is over scores 1 replay. Score void if game is tilted IPDB HIGHLIGHTS: Date Of Manufacture: June, 1961 Production: 900 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Rollover buttons (3), Standup targets (2), Swinging target (1). 3 or 5 ball play. Plasticote-finished playfield. Design by: Steve Kordek Art by: George Molentin Notes: This game was to be produced in the same style of cabinet as the ten games that preceded it: a "Styling of the 60's" cabinet design having anodized aluminum trim and tapered tubular chromium steel legs. A shelf with cigarette holder allowed for placement of drinks and increased the length by six inches. Instead, 'Ten Spot' became the first game produced in Williams new "squared off" cabinet. Included in this listing are promo photos of each cabinet. -
View File Bronco (Gottlieb-1977) (FizX3.3) Bronco (Gottlieb, 1977) IPDB No. 388 NOTES: MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS You can access to the menu with the Special2Key. You can toggle (by the toggle HUD key) the HUD reel. You can manage plunger with the Plunger Key or arrow up-arrow down. RULES: > Insert coin and/or press credit button to reset machine. Repeat for additional players. > Completing A-B-C rollovers doubles bonus value. > Completing drop targets lights "Extra Ball" light occasionally. Completing drop targets and A-B-C rollovers light top "A" rollover for "Special". > Center pop bumper scores 1000 points (3 balls game) or 10 points (5 balls game). > Bonus is scored and features reset after each ball in play. Bonus value doubles on last ball. > Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture:March, 1977 Production:9,160 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Star rollovers (3), Kicker lanes (2), Kick-out holes (2), 3-bank drop targets (1). No slingshots. 3 or 5 ball play. Submitter Popotte Submitted 07/01/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
36 downloads
Bronco (Gottlieb, 1977) IPDB No. 388 NOTES: MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS You can access to the menu with the Special2Key. You can toggle (by the toggle HUD key) the HUD reel. You can manage plunger with the Plunger Key or arrow up-arrow down. RULES: > Insert coin and/or press credit button to reset machine. Repeat for additional players. > Completing A-B-C rollovers doubles bonus value. > Completing drop targets lights "Extra Ball" light occasionally. Completing drop targets and A-B-C rollovers light top "A" rollover for "Special". > Center pop bumper scores 1000 points (3 balls game) or 10 points (5 balls game). > Bonus is scored and features reset after each ball in play. Bonus value doubles on last ball. > Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture:March, 1977 Production:9,160 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Star rollovers (3), Kicker lanes (2), Kick-out holes (2), 3-bank drop targets (1). No slingshots. 3 or 5 ball play. -
Version 1.3.0
98 downloads
For all fellow stereo 3D and/or BAM head-tracking enthusiasts who would like to easily switch between these modes and normal "pancake" mode for VPX in PinUP Popper: Some wheel images and scripts that can be used for anaglyph 3D, polarized 3D and BAM head-tracking alternate run modes for VPX in PinUP Popper. For more information regarding alternate run modes in PinUP Popper, see: https://www.nailbuster.com/wikipinup/doku.php?id=alt_mode. (Note that for Future Pinball this procedure is not necessary, you can simply assign a key or button to toggle stereo 3D and BAM head-tracking in-game and at the same time. Unfortunately VPX currently does not allow switching between stereo 3D, BAM head-tracking or normal mode in game, nor run them simultaneously, hence the need for separate alternate run modes.) They can be used for VPX in PinUP Popper as follows: Add wheel images and Powershell scripts to your PinUP Popper setup, e.g. in C:\vPinball\PinUPSystem\POPMedia\Default\System Add useAltWheels=1 in PinUP Popper's GlobalConfig script: Open PinUP Popper Config, click on the Popper Setup tab, and click on the GlobalConfig button. On the Script tab, add "useAltWheels=1" (without quotes) in the window and click the Save button. Add the following code in the launch and close scripts for VPX in PinUP Popper: Open PinUP Popper Config, click on the Popper Setup tab, click on the Emulators button, and select Visual Pinball X in the list on the left. On the Launch Setup tab, there are two windows: Top window shows the VPX launch script, botton window shows the VPX close script. Add the following pieces of code in those window (don’t over-write the existing code), and save by clicking on the checkmark button. In the VPX launch script, copy-paste the following immediately after the "SET VPXEXE=vpinballx.exe" line: if "[ALTMODE]"=="A3D" ( SET VPXEXE=VPinballX_GL64.exe powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_enable_Anaglyph3D.ps1'" ) if "[ALTMODE]"=="P3D" ( SET VPXEXE=VPinballX_GL64.exe powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_enable_Polarized3D.ps1'" ) if "[ALTMODE]"=="BAM" ( START "" "C:\vPinball\FuturePinball\BAM\BAM-Tracker.exe" timeout /t 1 /nobreak > NUL powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_enable_BAM.ps1'" ) In the VPX close script, add the following at the bottom: if "[ALTMODE]"=="A3D" ( powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_disable_Stereo3D.ps1'" ) if "[ALTMODE]"=="P3D" ( powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_disable_Stereo3D.ps1'" ) if "[ALTMODE]"=="BAM" ( powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_disable_BAM.ps1'" taskkill /f /im "BAM-Tracker.exe" ) Open PinUP Popper Config, click on the Game Manager tab, and click on the Games Manager button. Add "BAM,A3D,P3D" (without quotes) in the Alternate Run Modes field of every VPX game in your collection (yes, this is tedious if you have 100+ tables, sorry 🙂). If you are upgrading from version 1.2 and have an extensive table collection, you can use the SQL command in the included UpdateDB.sql file to automate this process. Change folder locations in the scripts according to your personal setup. Change the value of the Stereo3D parameter according to your preferred stereo 3D mode (e.g. 5 = red-cyan anaglyph, 3 = interlaced polarized). Note that once stereo 3D mode is enabled, you can toggle the specific mode in-game by pressing F10. Enjoy! -------------------- Optional: For users that prefer different POV's for stereo 3D mode and normal mode, this can be accomplished by adding some copy commands of the table ini file in the VPX launch and close scripts, e.g. by replacing the "if [ALTMODE]== (...)" code blocks in step 3 above as follows: VPX launch script: if "[ALTMODE]"=="A3D" ( SET VPXEXE=VPinballX_GL64.exe copy "[DIRGAME]\[GAMENAME].ini" "[DIRGAME]\[GAMENAME].ini.normal" /Y copy "[DIRGAME]\[GAMENAME].ini.stereo3D" "[DIRGAME]\[GAMENAME].ini" /Y powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_enable_Anaglyph3D.ps1'" ) if "[ALTMODE]"=="P3D" ( SET VPXEXE=VPinballX_GL64.exe copy "[DIRGAME]\[GAMENAME].ini" "[DIRGAME]\[GAMENAME].ini.normal" /Y copy "[DIRGAME]\[GAMENAME].ini.stereo3D" "[DIRGAME]\[GAMENAME].ini" /Y powershell -executionpolicy bypass "& '[STARTDIR]POPMedia\Default\System\VPX_enable_Polarized3D.ps1'" ) VPX close script: if "[ALTMODE]"=="A3D" ( copy "[DIRGAME]\[GAMENAME].ini" "[DIRGAME]\[GAMENAME].ini.stereo3D" /Y copy "[DIRGAME]\[GAMENAME].ini.normal" "[DIRGAME]\[GAMENAME].ini" /Y powershell -executionpolicy bypass "& '[STARTDIR]\POPMedia\Default\System\VPX_disable_Stereo3D.ps1'" ) if "[ALTMODE]"=="P3D" ( copy "[DIRGAME]\[GAMENAME].ini" "[DIRGAME]\[GAMENAME].ini.stereo3D" /Y copy "[DIRGAME]\[GAMENAME].ini.normal" "[DIRGAME]\[GAMENAME].ini" /Y powershell -executionpolicy bypass "& '[STARTDIR]\POPMedia\Default\System\VPX_disable_Stereo3D.ps1'" ) -
Version FizX3.3 V1.10
170 downloads
by Mick67 &Popotte Type Recreation (real pinball) Manufacturer D. Gottlieb & Company, a Columbia Pictures Industries Company (1977-1983) Tradename Gottlieb Date 1978-05 IPDB Number 2159 IPD No. 2159 Description MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS You can access to the menu with the Special2Key. You can toggle (by the toggle HUD key) the HUD reel. If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. Rules Insert coin and/or press credit button to reset the machine. Repeat for additional players. Red drop targets score 3000 points and increases bonus value. All other drop targets score 500 points and increases bonus value. (5 balls game. For 3 balls game, all targets score 3000 points) Hitting white drop target lights 2X bonus, hitting white and yellow drop targets loghts 3X bonus, hitting white, yellow and purple drop targets lights 4X bonus. Completing all drop targets lights 5X bonus, resets all drop targets, scores bonus as indicated and resets 5X bonus light (5 balls game. For 3 balls game, 5X bonus light is not reset) Completing groups of white, yellow, purple drop targets lights corresponding rollovers and targets features. Completing red drop targets lights red rollover alternately for Special (5 balls game. For 3 balls game, Special doesn't alternate) Swinging target and rollover buttons scre 10 points (5 balls game. 100 points for 3 balls game) and add advance. 5 advances adds one bonus and 1000 points. Bonus is scored and features reset after each ball in play. A tilt does not disqualify a player. Matching last two numbers in score to number that appears on back glass after game is over scores one replay. -
Version 1.01
725 downloads
With this table, I’ve updated my third release that was originally created by Roney Pinball. Galaxia has always been one of my favorite tables from when I first started playing pinball on my PC. It quickly became addictive. Part of the reason, I believe, was how easy it became to earn extra balls once I learned the table’s mechanics. After a modest improvement in my gameplay, I could often keep a single game going for 30 minutes to an hour. In this update, I’ve modified nearly every aspect of Galaxia. The original music track was replaced with three new ones. I also added FizX 3.3, using the most current FizX Tweaker. Surround Sound Feedback (SSF) and ball rolling sounds have been implemented using Fleep's recordings. Visually, the most noticeable change is the addition of two vertical up-kickers equipped with wire ramps. Several geometry issues affecting table objects were corrected. I also created a custom game room environment. Popotte's ingenious plunger modification has been included, allowing precise positioning of the plunger before launching the ball. Four lighting modes have been added: Day, Dusk, Night, and Dark Night. Numerous light lenses and object textures have been revised. A HUD DMD is now included, displaying the same content as the 27-digit segmented display. This is useful for desktop users and for cabinet users with third monitors via DMDExt. One of the most challenging fixes was correcting errors related to one of the three extra ball options. And that’s just the beginning—see the “List of Changes” section below for a complete breakdown. AMD CPUs and GPUs have historically caused compatibility issues with Future Pinball, often misinterpreted as script errors when hardware incompatibility is the real culprit. AMD GPUs are known to create problems in other games as well, not just Future Pinball. Users with AMD Ryzen CPUs paired with NVIDIA GPUs have generally reported better results. However, some have encountered a "string error" with this setup. In those cases, the issue was successfully resolved using a fix I discuss in the instructions PDF file included in the download. I can’t guarantee that this fix will resolve your specific issue, only that others reported success using it. Since I use an Intel CPU and an NVIDIA GPU, I’m unable to replicate or test AMD-specific problems myself. Galaxia is a widebody table, and I estimate its width falls somewhere between Genie and Embryon. I was concerned it might not fit well in a pinball cabinet, so I asked DigitalArts to test it. I posted a screenshot from a video he sent me so you can see how it looks—I think it turned out beautifully. He also shared the CFG file from his cabinet, which I’ve included in the download. It should work for most users, though you may need to make adjustments for your setup. He confirmed that the physics, DOF, and SSF all worked properly. From the video, I could see that the DMD displayed perfectly on his third monitor using DMDExt. A big thank-you to DigitalArts for testing the table on his cabinet. Since I don’t have one myself, his help was invaluable in ensuring everything functions properly for cabinet users. Although this update required a deep dive and took longer than expected, it was truly a labor of love. Be sure to read the instruction PDF included in the download to take full advantage of all the table’s features. You’ll also find a rulesheet to help you learn how to play. I hope you enjoy it! —George List of Changes 1. Added two vertical up-kickers (VUKs) with wire ramps and set the score for hitting them to 5,000 points. A flare was added around the left VUK to match the right one. 2. Translated Spanish text to English on playfield textures, decals, and the 27-digit display. 3. Fixed several geometry issues: After rolling around the bottom of the launch lane when kicked out, the ball would often settle in an area where the plunger couldn’t reach it. This was fixed by lowering the plunger (the rod was overextended), repositioning the autoplunger and plunger kicker, and narrowing the launch lane. The right upper flipper was set back into a recess into the wall where the ball would often get stuck. Extended the wall behind the flipper straight out to the end of the enclosure for the captive ball. The wall behind the flipper was extended to the edge of the captive ball enclosure. The lane guide on the approach to the flipper was moved to improve ball trajectory. Playfield and plastic textures were updated to match the new layout. Adjusted lane guides for all four flippers to prevent the ball from jumping when rolling onto the flippers. Repositioned the end of the lane guide above the left ball lock to prevent the ball from getting stuck. 4. Added new table loading textures for desktops and cabinets. 5. Moved the opening on the apron above the for improved ball visibility. 6. Installed bulbs on top of plastics for locked balls. Bulb color indicates mode: Green: ball ready to be locked Yellow: ball locked and awaiting drop target hit Red: pop-up raised, lock blocked 7. Darkened the texture of the plunger lane. 8. Added FizX 3.3 with the latest version of the tweaker menu. 9. Replaced the original music theme with three new tracks for attract mode, multiball, and gameplay music. 10. Reshaped the apron to be symmetrical and edited its texture accordingly. 11. Updated the right slingshot so it is no longer transparent (matching other plastics). The green starfield texture was revised to include the Lagoon Nebula. 12. Reviewed all scoring events awarding 10,000+ points and added point values to both the 27-digit display and DMD. 13. Played an unused sound when Special is completed. 14. Created a new game room featuring a background texture of the Orion Nebula. 15. Added BAM code to allow scores above 2 billion and corrected related scripting errors. 16. Implemented Popotte’s plunger mod. The plunger now pulls back more slowly, allowing better reaction time. See the included PDF for instructions. 17. Upscaled the textures for the playfield, plastics, apron, backglass and cabinet. Edited the cabinet texture slightly. 18. Fixed scoring logic for awarding an extra ball on the half-round lane below the left ball lock (orange arrow). Removed flashers that triggered on each star target hit. Fixed light sequencing. All the lights and other functions for this extra ball were set up to carry over to the next ball. (The original version had one light that carried over to the next ball and the other lights did not.) All the lights and related functions for this extra ball have been configured to carry over to the next ball. (In the original version, only one light carried over, while the others did not.) 19. Added four bulbs under the slingshots to trigger the flash of shadow maps when the ball hits the slings. 20. Developed a set of rules that were added the rules to the instruction cards on the apron. 21. Added three switchable camera views that can be toggled using the "V" key. 22. Added ball rolling sounds for the playfield and both wire ramps. 23. Added surround sound feedback (SSF) for DOF and PUP. 24. Adjusted colors of all light inserts to be more subdued while retaining the original aesthetic. 25. Added ball count and credits to the HUD, which were previously only visible on the backbox. 26. Converted five bitmap decals used for extra ball lights on the bottom-left of the playfield to use black text (replacing white). Converted these to TGA files with alpha transparency. 27. Replaced low-resolution lens textures for green 2x–6x playfield light inserts with high-res versions. 28. Updated segmented display colors to a less garish tone and disabled the “Boredom Effect.” 29. Added four lighting modes—Day, Dusk, Night, and Dark Night that can be toggled using the Special 2 key. 30. Added a HUD DMD that mirrors the 27-digit display. For cabinet users, the DMD also supports third monitor output via DMDExt. 31. Configured the left flipper key to cycle through the four lighting modes before the game starts. The right flipper key now opens the Tweaker menu pre-game, helping cabinet users with limited buttons. 32. Updated the 27-digit display and DMD to indicate which keys control lighting modes and the Tweaker during attract mode. 33. Added shadow maps to selected bulbs beneath the plastics. 34. Added adjustments in the script for ball/flipper shadows, ball Brightness, ball reflections, ball shininess and ball specular, and ray casting. 35. Replaced default flipper textures with custom ones. 36. Set the posts holding rubber bands to crystal with lighting-responsive sphere-mapped textures. 37. Discovered some abandoned code and completed it to increase jet bumper scores when the jet light is on. The jet light activates after 20 bumper hits. Once active, bumper scoring increases from 50 to 300 points. 38. Changed two flashers on the back wall to display different colors based on six major in-game events. 39. Replaced captive ball posts with a different material and aligned them to the lower-left flipper for performance optimization. 40. Added two missing blue bulbs under the rounded back plastics between the posts. 41. Replaced all target textures and applied a metal texture from Shiva’s collection. 42. Created a rotated display version of the table. 43. Created a three-monitor version of the table. 44. Included a PDF download containing a full instruction manual. 45. Added to the download a rulesheet with screenshots as a PDF file. 46. The table features pop-up blockers in the ball locks, which prevent access to the kicker during multiball. Originally, these pop-ups remained raised until all balls had drained after multiball and a new ball was launched from the plunger. This was changed so access to the kicker is allowed when only one ball remains on the playfield. Table Developers Roney Pinball GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX Popotte – Creator of the plunger mod DigitalArts – Cabinet tester Shiva – textures for all the targets and a metal texture Anthias – The flipper texture is from his Custom Flipper Pack- 16 comments
- 4 reviews
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View File Super Soccer (Gottlieb-1975) (FizX3.3) Super Soccer (Gottlieb-1975) IPDB No. 2443 NOTES - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Insert coin or press credit button to reset machine. Repeat for additional players. Players take turns shooting as shown on back glass. Points are scored as indicated. The yellow hole scores a mystery of 1, 2 or 3 bonuses and 500, 1000 or 1500 points. The checkered target score 100 points abd advances yellow lights. 5 advances adds one bonus and scores 500 points. The indicated bonus is scored when ball enters the red hole or when leaving the playfield. The playfield bonus value is 1000 points on first ball, 2000 points on second ball and 3000 points on third ball (3 balls game) or 1000 points or 2000 points on fifth ball (5 balls game). A tilt does not disqualify a player; Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture:January, 1975 Production:7,130 units (confirmed) Notable Features:Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (3), Kick-out holes (2), Spinning targets (2), Right outlane ball return gate. Mechanical backbox animation (soccer balls added). Half-moon credit window. End-of-ball bonus. Maximum displayed point score is 99,990 points per player. Replay wheel maximum: 9 Sound: 3 chimes, knocker Design by: Ed Krynski Art by: Gordon Morison Notes: The 2-player version of this game is Gottlieb's 1975 'Soccer'. The same cabinet artwork but in a different color can be found on Gottlieb's 1977 'Team One' and Gottlieb's 1977 'Kicker'. We show a date for this game of January 1975. One piece of Gottlieb documentation shows a date for this game of June 1975 but Cash Box Feb-22-1975 page 41 states Gottlieb had already wrapped up its overseas shipments of this game and its domestic deliveries were in progress. Gottlieb's documentation may have intended to indicate January 1975. According to the Gottlieb Engineering Game Cards, this game was ready to leave the Engineering Department in January 1975 for the production floor, and the next card dated April 1975 shows the game had already left the Engineering Department. Submitter Popotte Submitted 06/05/26 Category Future Pinball Tables
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Version 1.06
2130 downloads
Road Runner is a great table created by the incredible table developer Roney Pinball. I decided I wanted to work on a simple table with a simple update so I chose Road Runner. It didn't take long; however, to determine that it was a bit more sophisticated than I thought. It has a flyer that explains a few things but not everything. I decided to write a set of rules since no one had ever posted them before now. I wrote quite a few rules that filled up both instruction cards on the apron but I was able to add everything I wanted. I added FizX Lite 3.0 and the latest version of the FizX tweaker. An improved version of the lighting tweaker was published on Avatar 2.2. Since then, Gimli and I have spent much time improving the tweaker. We found three huge bugs that have been resolved. Avatar 2.2 had occasions where end users reported getting string errors that have now been resolved. One bug was caused by Future Pinball sometimes performing calculation errors, like 6 times 10 being equal to 59.9999. That might be considered close enough but it causes havoc on an array where every two characters in the string represents the saved value for one parameter. We fixed it by adding rounding for each calculated value to a non-decimal number. I have noticed that the fix has made the tweaker much more stable without any string errors. I have added overlays that describe each of the parameters on the FizX tweaker. I provide directions on how to navigate the tweaker on the first screen that you see when the tweaker opens. All you need to remember is to press the Special 1 key to open the tweaker. If you want a longer description of the Reset to Default, Reset to StartUp, and Save functions, arrow down to the end of the parameters and you will find a detailed description of each. Unfortunately, the tweaker does not have enough save locations to add settings for the upper flippers. If you want to change the settings for the upper flippers, they can be changed in the script. You can, however, change the settings for the main flippers on the tweaker. If you are not familiar with FizX, you might find the parameters on the tweaker intimidating. You will however be able to understand the option for "Bounce Choices". The option refers to the bounce of the ball off the flippers. The "Bounce Choices" option allows you to make selections that anyone can understand. For example, you can select "Low Bounce" or "Medium Bounce". I recommend you try making changes to this option. I have already made adjustments on the tweaker but everyone knows I like the flippers to have a very low bounce. From what I have seen, most folks like higher bounce. I didn't add my usual lighting mod this time but I think you will like the lighting nevertheless. There are lots of options at the beginning of the script where you can change the lighting and other options. Zip File – Must Read There is a zip file included in the download. It contains the model of a ball with 1K polygons. Do not unzip the zip file. Just save it with the same name as the table and place it in the same folder as the table. If you don't use it, the physics won't be correct. Table Loading Screen There are two table-loading textures as listed below. The first landscape texture is the default and is intended to be used on desktop PCs. The portrait texture is intended to be used on pinball cabinets. LoadingLandscape.jpg LoadingPortrait.jpg Conclusion The entrance to the right wire ramp was rather problematic. The ball kept bouncing around the ramp entrance and not going down it. However, persistence paid off and I managed to get it to work. This table was otherwise a pleasure to work on. I hope you enjoy it. GeorgeH List of Changes 1) Added ball/flipper shadows, ball configuration, and ray casting to the script. 2) Added FizX Lite 3.0. 3) Added the latest version of the FizX tweaker which includes a Flipper Bounce Choice option that combines the settings of 3 FizX parameters for each of the 9 bounce choices. 4) Added overlays to the tweaker that explain each of the FizX parameters. 5) Added a HUD Toggle Key that saves settings. 6) Added new lighting and spotlight with lights turning off when the ball is not in play. 7) Added new landscape-shaped texture on the table loading screen for desktops and portrait-shaped texture for cabinets. 😎 Added game room floor and backwall. 9) Added BAM code that allows the score to exceed 2 billion points. 10) Added plunger pull special script to slow down pull-back. 11) Added new music to attract mode and new background music to all modes. 12) Upscaled textures for playfield, backglass, and cabinet. 13) Reworked the entrance to the right wire ramp to improve performance. Adjusted all ramps. 14) Added rolling ball sounds to the playfield and all four ramps. 15) Adjusted the color of all light inserts on the playfield and changed the color on one ramp. 16) Added more time to display the text on the segmented display on the backwall so you have time to read it. 17) Developed a set of rules which include many of the point values. Added the rules to the instruction cards on the apron. 18) Added desktop camera setting to the script. Table Developers Roney Pinball Mugsy GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX- 50 comments
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Version FizX3.3 V1.00
73 downloads
Super Soccer (Gottlieb-1975) IPDB No. 2443 NOTES - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Insert coin or press credit button to reset machine. Repeat for additional players. Players take turns shooting as shown on back glass. Points are scored as indicated. The yellow hole scores a mystery of 1, 2 or 3 bonuses and 500, 1000 or 1500 points. The checkered target score 100 points abd advances yellow lights. 5 advances adds one bonus and scores 500 points. The indicated bonus is scored when ball enters the red hole or when leaving the playfield. The playfield bonus value is 1000 points on first ball, 2000 points on second ball and 3000 points on third ball (3 balls game) or 1000 points or 2000 points on fifth ball (5 balls game). A tilt does not disqualify a player; Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture:January, 1975 Production:7,130 units (confirmed) Notable Features:Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (3), Kick-out holes (2), Spinning targets (2), Right outlane ball return gate. Mechanical backbox animation (soccer balls added). Half-moon credit window. End-of-ball bonus. Maximum displayed point score is 99,990 points per player. Replay wheel maximum: 9 Sound: 3 chimes, knocker Design by: Ed Krynski Art by: Gordon Morison Notes: The 2-player version of this game is Gottlieb's 1975 'Soccer'. The same cabinet artwork but in a different color can be found on Gottlieb's 1977 'Team One' and Gottlieb's 1977 'Kicker'. We show a date for this game of January 1975. One piece of Gottlieb documentation shows a date for this game of June 1975 but Cash Box Feb-22-1975 page 41 states Gottlieb had already wrapped up its overseas shipments of this game and its domestic deliveries were in progress. Gottlieb's documentation may have intended to indicate January 1975. According to the Gottlieb Engineering Game Cards, this game was ready to leave the Engineering Department in January 1975 for the production floor, and the next card dated April 1975 shows the game had already left the Engineering Department. -
View File Ten Spot (Williams-1961) (FizX3.3) Ten Spot (Williams, 1961) IPDB No. 2517 NOTES Press Special1Key in order to lift a ball. You can toggle (by the toggle HUD key) the HUD reel. You access to the ajustment menu by the Special2Key in order to manage: - balls per game, - scrolling, - difficulty (from easyer to harder), - tilt handling: normal FP's way (8 warning allowed), liberal (16 warnings allowed), and not tilt, - reset high score entries, - automatic ball lift. RULES: * Making the numbers 1 to 10 lites the left bottom rollover, center target or right bottom rollover in sequence to score 1 replay. * Making the numbers 1 to 10 changes the value of the top spotter button to 100 points and the value of the bottom rollover and center target to 100 points when not lit for replays. * matching last number in score to lighted number that appears on back glass when game is over scores 1 replay. Score void if game is tilted IPDB HIGHLIGHTS: Date Of Manufacture: June, 1961 Production: 900 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Rollover buttons (3), Standup targets (2), Swinging target (1). 3 or 5 ball play. Plasticote-finished playfield. Design by: Steve Kordek Art by: George Molentin Notes: This game was to be produced in the same style of cabinet as the ten games that preceded it: a "Styling of the 60's" cabinet design having anodized aluminum trim and tapered tubular chromium steel legs. A shelf with cigarette holder allowed for placement of drinks and increased the length by six inches. Instead, 'Ten Spot' became the first game produced in Williams new "squared off" cabinet. Included in this listing are promo photos of each cabinet. Submitter Popotte Submitted 05/30/26 Category Future Pinball Tables
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View File Big Indian (Gottlieb-1974) (FizX3.3) Big Indian (Gottlieb, 1974) IPDB No. 257 NOTES BAM 357 or higher is mandatory in order to play this table. What is new: - vari target is now a toy Known bugs: - ball can go through vari target, You can toggle (by the toggle HUD key) the HUD reel. You access to the adjustment menu by the Special2Key. RULES: INSERT ONE COIN AND WAIT FOR MACHINE TO RESET BEFORE INSERTING COINS FOR ADDITIONAL PLAYERS. PLAYERS TAKE TURNS SHOOTING AS SHOWN ON BACK GLASS. POINTS ARE SCORED AS INDICATED. HITTING "B" OR "G" GIVES "B" AND "G" (3 balls game) COMPLETING "B" - "I" - "G" SEQUENCE LIGHTS "LAST TARGET SCORES SPECIAL" LIGHT. COMPLETING DROP TARGET SEQUENCE SCORES 5000 POINTS AND RESETS DROP TARGETS. "B", "I" AND "G" SEQUENCE LIGHTS FEATURES FOR ADDITIONAL SCORE. BONUS IS COLLECTED WHEN BALL LEAVES THE PLAYFIELD, BONUS SCORES DOUBLE ON LAST BALL. THE "B" - "I" - "G" SEQUENCE AND DROP TARGET SEQUENCE RESETS AFTER EACH BALL. A TILT DOES NOT DISQUALIFY A PLAYER. MATCHING LAST TWO NUMBERS IN SCORE TO NUMBER THAT APPEARS ON BACK GLASS AFTER GAME IS OVER SCORES 1 REPLAY. IPDB HIGHLIGHTS: Date Of Manufacture: February, 1974 Production: 8,030 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), 5-bank drop targets (1), Star rollovers (3), Standup targets (2), Vari-target (1). End-of-ball bonus. Design by: Ed Krynski Art by: Gordon Morison Notes: Prior to production, this game was named 'Chief' and then renamed to 'Big Injun'. Sample games were produced as 'Big Injun' and, according to the Encyclopedia of Pinball Vol 1, the Native American employees in Gottlieb's wiring and assembly plant in South Dakota complained about this. So, the name was changed again, to 'Big Indian', stalling production for three months. Submitter Popotte Submitted 05/29/26 Category Future Pinball Tables
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Version 1.02
1113 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- 71 comments
- 4 reviews
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Version 2.0
12017 downloads
Halloween - Big Bloody Mike (PinEvent V2, FizX) Version: 2.0 (Feb 2024) This is SLAMT1LT’s Halloween (Ultimate Pro) table which has been updated to my Big Bloody Mike mod. It has been completely updated to use the newest BAM features to create an amazing real-time visual treat with many cool new additions, as well as excellent new mechanical sounds from FLEEP! See new effects, such as blood spilling down the playfield during Score Drain, animated spotlights, flashlight ball, pumpkin ball, and animated Michael Myers character which will stalk you on the playfield and in the VR Game Room. This table has been fully updated with FizX for game changing new physics on Future Pinball. FizX uses techniques similar to nFozzy on VPX to completely change the physics for the flippers, slings, rubbers, targets, ball behavior and more that allows this table play much more realistically than anyone ever thought was possible on Future Pinball. You will be amazed at the difference! PinEvent V2 This table is also updated to fully support PinEvent V2 features (DOF, PUP SSF, PUP DMD). It has modern PUP DMD display options that can work with all setups. With it's crisp HD text and dazzling videos, it's sure to wow everyone who sees it. For a video walkthrough of the updates, new features, and all game modes, watch here: Screenshots: Thanks of course to these awesome contributors: SLAMT1LT: created the original Ultimate Pro 1.02 table TerryRed: BIG BLOODY MIKE mod, PinEvent V2, FizX Schlabber34: insert jewel images FLEEP: mechanical sounds JLou: FizX and support ravarcade: BAM and support Nailbuster: Pinup Player, PUP DMD, PUP SSF Chris Leathley: Future Pinball DISCLAIMER: This table is a fan-made work of passion, and is NOT intended for commercial usage or to be included in any part of a commercial sale! ==================================================================== This table is single player only. ==================================================================== Desktop Static Camera Views (attract mode) during attract mode only, you can press plunger to toggle integrated static desktop camera views if you want to use your own BAM camera settings, or a FP camera view, then you must disable this feature in TABLE OPTIONS in the table script During Attract, the flipper buttons will toggle between Pumpkin Ball and Chrome Ball ==================================================================== BAM Ray Cast Ball Shadows: this table was created to look best with the new BAM Ray Cast Ball shadows this feature is ENABLED on the table script by default this feature requires a fast video card, and will use much more of your GPU if the table doesn’t run smooth, then your PC may not be fast enough to handle this feature (and you should disable it) To disable this feature, you MUST “first” disable it in TABLE OPTIONS (in the table script) BAM Menu - Light and Post Processing settings: BAM Lighting and Post Processing settings are set by the table script and will ALWAYS override the user's settings this is required to ensure that all lighting is set correctly at all times on this table, you can make changes to the Ambient and Diffusion Lighting in the table script in TABLE OPTIONS Physics: FizX v3.3 =================================================================== Game not running smooth? Try the following: run FP in Fullscreen, not Windowed disable RayCast Ball Shadows in TABLE OPTIONS (in table script) disable Reflections options in FP's Video / Rendering settings reduce / disable Antialiasing in FP's Video / Rendering settings disable any SSAO options in BAM plugins menu (disabled by default) ==================================================================== TABLE REQUIREMENTS (very important!) all Visual C Runtime updates DirectX Future Pinball the latest BAM update FuturePinball.exe and FPLoader.exe patched for 4 GB access BAM Settings files installed FizX 1K ball model (for more accurate physics, default.zip in BAM folder) the REQUIRED “Video / Rendering Options” and “Editor Options” in Future Pinball video settings All of the above is included with the latest FP and BAM Essentials AIO package! Super easy to use for a new install, or just to update your existing install. I recommend everyone install this package to ensure you have the latest required BAM updates. https://vpuniverse.com/files/file/14807-future-pinball-and-bam-essentials-all-in-one-complete/ ==================================================================== INSTALL INSTRUCTIONS (REQUIRED) PLEASE read the Install Instructions (included with the table's zip file) it shows you how to check what version of BAM you have installed it shows you how to install all the REQUIRED items above it shows you how to easily setup FP and BAM with the REQUIRED settings It's super easy, and only takes minutes to do! ==================================================================== How to run Future Pinball to play the table PLEASE read the Install Instructions (included with the table's zip file) to know how to properly use FP and BAM ==================================================================== PROBLEMS? Read the Install Instructions included in the table's zip file. It tells you everything you need to know! ==================================================================== Table MODS please read the Disclaimer in the Install Instructions included with the table please ask me first, as I am still updating this table ==================================================================== -
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
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Version FizX3.3 V1.00
104 downloads
Magnotron (Gottlieb-1974) IPDB No. 1519 NOTES: - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Insert one coin and wait for machine to reset before inserting coins for additional players. Players take turns shooting as shown on back glass. Points are scored as indicated. Hitting "bonus booster" adds bonus 5 times (for 3 balls game - 3 times for 5 balls game). Hitting A-B-C rollovers lites corresponding targets and bottom rollovers for increased value. Completing A,B abd C rollovers lites two red targets for special. Gate closes when ball leaves palying area. A-B-C sequance resets after each ball. A tilt does not disqualify a player. Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture: June, 1974 Production: 6,650 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (6), Kick-out hole (1), Captive ball (1), Upper left and right kickback lanes, Right outlane ball return gate. End-of-ball bonus. 3 or 5 ball play. Maximum displayed point score is 99,990 points per player. Sound: 3 chimes, knocker Design by: Ed Krynski Art by: Gordon Morison Notes: The 2-player version of this game is Gottlieb's 1974 'Duotron'. We previously showed a date for this game of August 1974. The new date is per Gottlieb documentation. Pictured in this listing is an exported Sample game with serial number 01154 S. It does not have inserts at the top three rollover lanes or at the flipper inlanes to represent A-B-C, instead using painted red letters. The copyright notice is below the left flipper and not in the blue area above the bonus ladder, and the outlane B and C inserts have nearby text entirely on a blue background instead of half blue and half red. This Sample game also was never equipped at the factory with a chime unit and having no mounting holes in the cabinet wall prove this. The owner, located in the UK, recalls he got the game from either Holland or Germany. For more information about factory non-installation of bells and chimes in USA games exported to Europe, see our Notes for Bally's 1969 'Cosmos'. -
Version FizX3.3 V1.00
80 downloads
Expressway (Bally-1971) IPDB No. 800 NOTES: - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Insert coin and WAIT for machine to reset. Shoot ball to hit lighted letter, bumper or target. Completing E-X-P-R-E-S-S-W-A-Y lights special. Special when lit scores 1 Replay. Matching last number of score with number wich lights on back glass at end of game scores 1 Replay. IPDB HIGHLIGHTS: Date Of Manufacture: August, 1971 Production: 1,555 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Mushroom bumpers (6), Slingshots (2), Rollover buttons (4), Kick-out holes (2), Left-side kickback lane, Up-post between flippers. Design by: Ted Zale Art by: Christian Marche Notes: There are two versions of backglass pictured in this listing. The differences are in the colors of the large rings and the color of the Ball In Play sign. The two versions are arbitrarily numbered here: Version #1: The rings, starting with the outermost one, are colored green-white-red. The Ball In Play sign is orange in color. The flyer appears to be this version. Version #2: The outermost ring is not black, but a deep red/purple, almost black, followed by red then yellow. The Ball In Play sign is yellow. This shows a change of colors occurred during production. The flyer would be expected to have the first version as the earliest one. Its glass looks the same as the one pictured in this listing having serial number 1530, which would indicate the change happened after a third of the games were made (unless backglasses were switched between cabinets at any time after they left the factory). More serial number information is needed to help determine when in production this change was made. -
How to Open the Static Cam Menu on BAM for Cabinet Users
GeorgeH posted a tutorial in Future Pinball
The Static Cam menu allows cabinet users to set up the camera view on Future Pinball so it fills the display monitor on their cabinet. It is possible to adjust the view of any table so it fits the screen exactly. It is best to start with an existing *.cfg file that works on a table, possibly one that TerryRed created and saved for others use. Note that every table is different, so a cfg from another table may not fit. Although the settings probably won't be exactly what you want, using another cfg file will give you a starting point where you can make changes which is easier than starting from scratch. Save the *.cfg file with the name of the table to BAM's cfg folder before playing the table. Then, play the table. If you already played the table, you need to delete the *.cfg file that is automatically generated and replace it with the file you want to start with. Open the "Static Cam Menu" using the directions below. BAM has three different main menu systems. There is the "BAM Basic Menu", the "Advanced Menu" and then there is the "Static Cam Menu". To open the "Static Cam Menu", you need to start from the "BAM Basic Menu" which states "BAM Basic Menu" at the top of the screen and has very few options. If you have the "Advanced Menu" open (which is unnamed but has many more options than the basic menu), you can navigate back to the "BAM Basic Menu" by using the down arrow key to "Copy settings to Basic Menu" and press "Enter". Then to open the "Static Cam Menu", perform the following steps: a) While on the "BAM Basic Menu", use the arrow keys on your keyboard and arrow down to "Options" and press "Enter". b) Arrow down to "Force Arcade Mode" and right arrow to change "No" to "Yes". c) Arrow up to "Menu Type" and right arrow to display "Static Cam". d) There are adjustments on this screen for changing the camera view. There is a second screen of adjustments if you arrow down to "Config" and press "Enter". It is recommended that you write down all the settings for both screens on a piece of paper. Experiment with changing each parameter to figure out what it does. If you decide to not like the results of the change you made to a setting, you can change the setting back to the original by referring to your piece of paper. This will start your learning process. -
Version FizX3.3 V1.00
97 downloads
Expo (Williams-1969) IPDB No. 798 NOTES: - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: * Insert one coin and wait for machine to reset before inserting coin for second player. * Each player shoots one ball at a time as indicated on back glass. * A tilt does not disqualify player. * Arrow landing on lited number scores 500 points. * Ball thru left roll up when lit scores extra ball (Maximum 1 extra ball for ball in play). IPDB HIGHLIGHTS: Date Of Manufacture: October 21, 1969 Production: Unknown Notable Features: Flippers (2), Pop bumpers (5), Slingshots (2), Standup targets (3), Kick-out hole (1), Left drop lane with detour gate, Left outlane mini-post, Upper right ball return gate, Right outlane ball return gate, Up-post between flippers, Backglass spinner. Design by: Norm Clark Art by: Christian Marche Notes: One backglass shown here has alternate coloring in several places. Specifically, the color purple is used in areas where the color red is used on all other backglasses we have seen. We were unable to learn the cabinet serial number of this game to determine if it was an example of Early Production. -
View File Expressway (Bally-1971) (FizX3.3) Expressway (Bally-1971) IPDB No. 800 NOTES: - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Insert coin and WAIT for machine to reset. Shoot ball to hit lighted letter, bumper or target. Completing E-X-P-R-E-S-S-W-A-Y lights special. Special when lit scores 1 Replay. Matching last number of score with number wich lights on back glass at end of game scores 1 Replay. IPDB HIGHLIGHTS: Date Of Manufacture: August, 1971 Production: 1,555 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Mushroom bumpers (6), Slingshots (2), Rollover buttons (4), Kick-out holes (2), Left-side kickback lane, Up-post between flippers. Design by: Ted Zale Art by: Christian Marche Notes: There are two versions of backglass pictured in this listing. The differences are in the colors of the large rings and the color of the Ball In Play sign. The two versions are arbitrarily numbered here: Version #1: The rings, starting with the outermost one, are colored green-white-red. The Ball In Play sign is orange in color. The flyer appears to be this version. Version #2: The outermost ring is not black, but a deep red/purple, almost black, followed by red then yellow. The Ball In Play sign is yellow. This shows a change of colors occurred during production. The flyer would be expected to have the first version as the earliest one. Its glass looks the same as the one pictured in this listing having serial number 1530, which would indicate the change happened after a third of the games were made (unless backglasses were switched between cabinets at any time after they left the factory). More serial number information is needed to help determine when in production this change was made. Submitter Popotte Submitted 05/03/26 Category Future Pinball Tables
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View File Expo (Williams-1969) (FizX3.3) Expo (Williams-1969) IPDB No. 798 NOTES: - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: * Insert one coin and wait for machine to reset before inserting coin for second player. * Each player shoots one ball at a time as indicated on back glass. * A tilt does not disqualify player. * Arrow landing on lited number scores 500 points. * Ball thru left roll up when lit scores extra ball (Maximum 1 extra ball for ball in play). IPDB HIGHLIGHTS: Date Of Manufacture: October 21, 1969 Production: Unknown Notable Features: Flippers (2), Pop bumpers (5), Slingshots (2), Standup targets (3), Kick-out hole (1), Left drop lane with detour gate, Left outlane mini-post, Upper right ball return gate, Right outlane ball return gate, Up-post between flippers, Backglass spinner. Design by: Norm Clark Art by: Christian Marche Notes: One backglass shown here has alternate coloring in several places. Specifically, the color purple is used in areas where the color red is used on all other backglasses we have seen. We were unable to learn the cabinet serial number of this game to determine if it was an example of Early Production. Submitter Popotte Submitted 05/03/26 Category Future Pinball Tables
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View File Magnotron (Gottlieb-1974) Magnotron (Gottlieb-1974) IPDB No. 1519 NOTES: - MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR - Access the menu with the Special2Key. - You can toggle (by the toggle HUD key) the HUD reel. - If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger. RULES: Insert one coin and wait for machine to reset before inserting coins for additional players. Players take turns shooting as shown on back glass. Points are scored as indicated. Hitting "bonus booster" adds bonus 5 times (for 3 balls game - 3 times for 5 balls game). Hitting A-B-C rollovers lites corresponding targets and bottom rollovers for increased value. Completing A,B abd C rollovers lites two red targets for special. Gate closes when ball leaves palying area. A-B-C sequance resets after each ball. A tilt does not disqualify a player. Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture: June, 1974 Production: 6,650 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (6), Kick-out hole (1), Captive ball (1), Upper left and right kickback lanes, Right outlane ball return gate. End-of-ball bonus. 3 or 5 ball play. Maximum displayed point score is 99,990 points per player. Sound: 3 chimes, knocker Design by: Ed Krynski Art by: Gordon Morison Notes: The 2-player version of this game is Gottlieb's 1974 'Duotron'. We previously showed a date for this game of August 1974. The new date is per Gottlieb documentation. Pictured in this listing is an exported Sample game with serial number 01154 S. It does not have inserts at the top three rollover lanes or at the flipper inlanes to represent A-B-C, instead using painted red letters. The copyright notice is below the left flipper and not in the blue area above the bonus ladder, and the outlane B and C inserts have nearby text entirely on a blue background instead of half blue and half red. This Sample game also was never equipped at the factory with a chime unit and having no mounting holes in the cabinet wall prove this. The owner, located in the UK, recalls he got the game from either Holland or Germany. For more information about factory non-installation of bells and chimes in USA games exported to Europe, see our Notes for Bally's 1969 'Cosmos'. Submitter Popotte Submitted 05/03/26 Category Future Pinball Tables