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Showing results for tags 'recreation'.
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View File Balls a Poppin (Bally-1956) (FizX3.3) Balls-A-Poppin (Bally-1956) IPDB No. 144 NOTES: 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Just play it! IPDB HIGHLIGHTS: Date Of Manufacture: August 29, 1956 Production: Unknown Notable Features: Flippers (2), Pop bumpers (4), Passive bumpers (2), Slingshots (4), Kick-out hole (1). Left ball shooter lane. Variable multiball, up to 9 balls. Four rollover buttons advance Wild Ball counter on backglass. A ball landing in the kick-out hole launches all Wild Balls from the left shooter lane, starting multiball. Having multiple balls on the playfield makes for more frequent hitting of the rollover advance buttons and landing in the kick-out hole, therefore a continuous multiball session often can be achieved, lasting a long time. During a game, every rollover and lit bumper causes a small knocker to pop, and this sound becomes very exciting during multiball. Although the backglass Wild Ball counter stops at 6, the game is equipped with 9 balls to allow for a continuous multiball experience. 3 or 5 ball play. The cabinet measures 24 inches wide, or 25 inches wide when including the side wood rails. Maximum displayed point score is 4,999 points per player. Replay wheel maximum: 25 Sound: knocker only, no bells. Design by: Unknown Art by: Unknown Notes:'Balls-A-Poppin' was the first flipper machine to feature multiball play. An earlier flipperless electromechanical pinball machine that also featured multiball play was Dudley-Clark Co.'s 1934 'Live Power'. Compare this playfield design to the narrow-body Gottlieb's 1956 'Toreador' which came out shortly before this game. The playfield design was used again on Bally's 1957 'Circus'. Submitter Popotte Submitted 10/26/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
13 downloads
Balls-A-Poppin (Bally-1956) IPDB No. 144 NOTES: 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Just play it! IPDB HIGHLIGHTS: Date Of Manufacture: August 29, 1956 Production: Unknown Notable Features: Flippers (2), Pop bumpers (4), Passive bumpers (2), Slingshots (4), Kick-out hole (1). Left ball shooter lane. Variable multiball, up to 9 balls. Four rollover buttons advance Wild Ball counter on backglass. A ball landing in the kick-out hole launches all Wild Balls from the left shooter lane, starting multiball. Having multiple balls on the playfield makes for more frequent hitting of the rollover advance buttons and landing in the kick-out hole, therefore a continuous multiball session often can be achieved, lasting a long time. During a game, every rollover and lit bumper causes a small knocker to pop, and this sound becomes very exciting during multiball. Although the backglass Wild Ball counter stops at 6, the game is equipped with 9 balls to allow for a continuous multiball experience. 3 or 5 ball play. The cabinet measures 24 inches wide, or 25 inches wide when including the side wood rails. Maximum displayed point score is 4,999 points per player. Replay wheel maximum: 25 Sound: knocker only, no bells. Design by: Unknown Art by: Unknown Notes:'Balls-A-Poppin' was the first flipper machine to feature multiball play. An earlier flipperless electromechanical pinball machine that also featured multiball play was Dudley-Clark Co.'s 1934 'Live Power'. Compare this playfield design to the narrow-body Gottlieb's 1956 'Toreador' which came out shortly before this game. The playfield design was used again on Bally's 1957 'Circus'. -
View File Mermaid (Gottlieb-1951) (FizX3.3) Mermaid (Gottlieb-1951) IPDB No. 1574 NOTES MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR A big thank to Steve Paradis for the backbox animation 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Hitting bumpers 1 to 7 lites rollover for 200 thousands and lites 100 thousand bumpers. Hitting 1 to 7 the second time lites holes for 500 thousands. Hitting 1 to 7 the third time lites holes for special. Special when lit holes award 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture: May, 1951 Production: 600 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Passive bumpers (7), Kick-out holes (2), V-shaped Safety Gate between flippers. Backbox animation (man catches boot when points are scored while a fish surfaces to apparently thumb its "nose"). Design by: Wayne Neyens Art by: Roy Parker Submitter Popotte Submitted 10/25/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
24 downloads
Mermaid (Gottlieb-1951) IPDB No. 1574 NOTES MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR A big thank to Steve Paradis for the backbox animation 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Hitting bumpers 1 to 7 lites rollover for 200 thousands and lites 100 thousand bumpers. Hitting 1 to 7 the second time lites holes for 500 thousands. Hitting 1 to 7 the third time lites holes for special. Special when lit holes award 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture: May, 1951 Production: 600 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Passive bumpers (7), Kick-out holes (2), V-shaped Safety Gate between flippers. Backbox animation (man catches boot when points are scored while a fish surfaces to apparently thumb its "nose"). Design by: Wayne Neyens Art by: Roy Parker -
View File Triple Strike (Williams-1975) Triple Strike (Williams-1975) IPDB No. 2652 NOTES Greywolf: backglass Popotte: plastics, playfield, script 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: * Tilt Penalty - Ball in Play (or Game Over) * Only One Extra Ball par ball being played. * Making A-B-C-D Targets lites GREEN STARS. * Making A-B-C-D Targets a second time lites bottom RED STARS. * RED STAR, when lit, indicates Extra Ball. * BLUE STAR, when lit, holds Bonus to next ball. * Making top eject hole 5 times lites bottom rollover lane for SPECIAL. * Making Special lane, when lit, scores ....... 1 CREDIT. * Making top eject hole 3 tomes on LAST BALL, lites both RED STAR and BLUE STAR. * Matching Last Two Numbers on score reels to lited numbers on back glass, when game is over, scores 1 CREDIT. IPDB HIGHLIGHTS: Date Of Manufacture:August 18, 1975 Production:3,376 units (confirmed) Notable Features:Flippers (2), Pop bumper (1), Slingshots (2), Rollover buttons (13), Drop targets (4), Kick-out hole (1). End-of-ball bonus. An array of 10 rollover buttons in the center of playfield are arranged like a set of bowling pins. Maximum displayed point score is 199,990 points. Tilt penalty: ball in play or game over (operator option). Design by: Steve Kordek Art by: Christian Marche Notes:Game is convertible between credit, extra ball, and novelty play. Submitter Popotte Submitted 10/24/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
31 downloads
Triple Strike (Williams-1975) IPDB No. 2652 NOTES Greywolf: backglass Popotte: plastics, playfield, script 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: * Tilt Penalty - Ball in Play (or Game Over) * Only One Extra Ball par ball being played. * Making A-B-C-D Targets lites GREEN STARS. * Making A-B-C-D Targets a second time lites bottom RED STARS. * RED STAR, when lit, indicates Extra Ball. * BLUE STAR, when lit, holds Bonus to next ball. * Making top eject hole 5 times lites bottom rollover lane for SPECIAL. * Making Special lane, when lit, scores ....... 1 CREDIT. * Making top eject hole 3 tomes on LAST BALL, lites both RED STAR and BLUE STAR. * Matching Last Two Numbers on score reels to lited numbers on back glass, when game is over, scores 1 CREDIT. IPDB HIGHLIGHTS: Date Of Manufacture:August 18, 1975 Production:3,376 units (confirmed) Notable Features:Flippers (2), Pop bumper (1), Slingshots (2), Rollover buttons (13), Drop targets (4), Kick-out hole (1). End-of-ball bonus. An array of 10 rollover buttons in the center of playfield are arranged like a set of bowling pins. Maximum displayed point score is 199,990 points. Tilt penalty: ball in play or game over (operator option). Design by: Steve Kordek Art by: Christian Marche Notes:Game is convertible between credit, extra ball, and novelty play. -
View File Card King (Gottlieb-1971) (FizX3.3) Card King (Gottlieb-1971) IPDB No. 445 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. If you use arrows for plunger, 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 targets 2 thru 5 lights left target for "WOW" Hitting targets 6 thru 9 lights left target for "WOW" Hitting targets 2 thru ace lights left target for "WOW" Ball leaving the table after a sequence is completed will reset the complete sequence. "WOW" value is 1 additional ball or 50 000 points depending on setting. Tilt penalty is game over or 1 ball plus ball in play depending on setting. IPDB HIGHLIGHTS: Date Of Manufacture: August, 1971 Production: 2,340 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), Star rollovers (4), Standup targets (2), 4-bank drop targets (2), 5-bank drop targets (1). Wedge head. Sound: 3 chimes, knocker. Design by: Ed Krynski Art by: Gordon Morison Notes: This is a version of Gottlieb's 1972 'Pop-A-Card' made for export to Italy. Submitter Popotte Submitted 10/23/26 Category Future Pinball Tables
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View File Pop a Card (Gottlieb-1972) Pop a Card (Gottlieb-1972) IPDB No. 1849 NOTES MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Minimum 5 balls per play. Points are scored as indicated Hitting targets 2 thru 5 lights left target for "WOW". Hitting targets 6 thru 9 lights right target for "WOW". Hitting targets 10 thru ace lights four rollovers for 'WOW". Ball leaving table after a sequence is completed will reset the complete sequence. "WOW" value is 1 additional ball. Tilt penalty, ball in plkay or 1 ball plus ball in play. IPDB HIGHLIGHTS: Date Of Manufacture: March, 1972 Production: 825 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), Star rollovers (4), Standup targets (2), 4-bank drop targets (2), 5-bank drop targets (1). Wedge head. Dropping all targets in a bank of four will light its adjacent standup target for WOW for remainder of ball in play. Dropping all targets in the bank of five will light the side rollover lanes and outlanes for WOW for remainder of ball in play. Any completed drop target bank resets at start of next ball. Maximum displayed point score is 99,990 points. Sound: 3 chimes, knocker. Design by: Ed Krynski Art by: Gordon Morison Notes:The replay version of this game is Gottlieb's 1971 'Drop-A-Card'. This was the last game manufactured by Gottlieb that used 2-inch flippers at the bottom of the playfield. After this game, Gottlieb used only longer flippers at the playfield bottom. Gottlieb continued to use small flippers on many games that had more than two flippers, and these smaller ones would be in the upper playfield. Their last game to use short flippers is Premier's 1995 'Shaq Attaq'. Submitter Popotte Submitted 10/23/26 Category Future Pinball Tables
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View File Drop a Card (Gottlieb-1971) (FizX3.3) Drop a Card (Gottlieb-1971) IPDB No. 735 NOTES MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Points are scored as indicated Hitting targets 2 thru 5 lights bumper and rollover for additional score Hitting targets 6 thru 9 lights bumper and rollover for additional score Hitting targets 2 thru ace lights special rollover (5 balls) Hitting targets 2 thru 9 or 10 thru ace lights special rollover (3 balls) Special scores 1 replay Matching last number in score to number taht appears on backglass after game is over scores 1 replay IPDB HIGHLIGHTS: Date Of Manufacture:November, 1971 Production:2,600 units (confirmed) Notable Features:Flippers (2), Pop bumpers (2), Slingshots (2), Star rollovers (4), Standup targets (2), 4-bank drop targets (2), 5-bank drop targets (1). Wedge head. Drop targets reset only at start of a new game. Maximum displayed point score is 9,999 points. Sound: 3 chimes, knocker. Design by: Ed Krynski Art by: Gordon Morison Notes: The Add-a-ball version of this game is Gottlieb's 1972 'Pop-A-Card'. Submitter Popotte Submitted 10/23/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
22 downloads
Card King (Gottlieb-1971) IPDB No. 445 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. If you use arrows for plunger, 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 targets 2 thru 5 lights left target for "WOW" Hitting targets 6 thru 9 lights left target for "WOW" Hitting targets 2 thru ace lights left target for "WOW" Ball leaving the table after a sequence is completed will reset the complete sequence. "WOW" value is 1 additional ball or 50 000 points depending on setting. Tilt penalty is game over or 1 ball plus ball in play depending on setting. IPDB HIGHLIGHTS: Date Of Manufacture: August, 1971 Production: 2,340 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), Star rollovers (4), Standup targets (2), 4-bank drop targets (2), 5-bank drop targets (1). Wedge head. Sound: 3 chimes, knocker. Design by: Ed Krynski Art by: Gordon Morison Notes: This is a version of Gottlieb's 1972 'Pop-A-Card' made for export to Italy. -
Version FizX3.3 V1.00
15 downloads
Pop a Card (Gottlieb-1972) IPDB No. 1849 NOTES MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Minimum 5 balls per play. Points are scored as indicated Hitting targets 2 thru 5 lights left target for "WOW". Hitting targets 6 thru 9 lights right target for "WOW". Hitting targets 10 thru ace lights four rollovers for 'WOW". Ball leaving table after a sequence is completed will reset the complete sequence. "WOW" value is 1 additional ball. Tilt penalty, ball in plkay or 1 ball plus ball in play. IPDB HIGHLIGHTS: Date Of Manufacture: March, 1972 Production: 825 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), Star rollovers (4), Standup targets (2), 4-bank drop targets (2), 5-bank drop targets (1). Wedge head. Dropping all targets in a bank of four will light its adjacent standup target for WOW for remainder of ball in play. Dropping all targets in the bank of five will light the side rollover lanes and outlanes for WOW for remainder of ball in play. Any completed drop target bank resets at start of next ball. Maximum displayed point score is 99,990 points. Sound: 3 chimes, knocker. Design by: Ed Krynski Art by: Gordon Morison Notes:The replay version of this game is Gottlieb's 1971 'Drop-A-Card'. This was the last game manufactured by Gottlieb that used 2-inch flippers at the bottom of the playfield. After this game, Gottlieb used only longer flippers at the playfield bottom. Gottlieb continued to use small flippers on many games that had more than two flippers, and these smaller ones would be in the upper playfield. Their last game to use short flippers is Premier's 1995 'Shaq Attaq'. -
Version FizX3.3 V1.00
17 downloads
Drop a Card (Gottlieb-1971) IPDB No. 735 NOTES MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR 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, you have to use arrow down and arrow up (customisable in the script) in order to pull or push the plunger. RULES: Points are scored as indicated Hitting targets 2 thru 5 lights bumper and rollover for additional score Hitting targets 6 thru 9 lights bumper and rollover for additional score Hitting targets 2 thru ace lights special rollover (5 balls) Hitting targets 2 thru 9 or 10 thru ace lights special rollover (3 balls) Special scores 1 replay Matching last number in score to number taht appears on backglass after game is over scores 1 replay IPDB HIGHLIGHTS: Date Of Manufacture:November, 1971 Production:2,600 units (confirmed) Notable Features:Flippers (2), Pop bumpers (2), Slingshots (2), Star rollovers (4), Standup targets (2), 4-bank drop targets (2), 5-bank drop targets (1). Wedge head. Drop targets reset only at start of a new game. Maximum displayed point score is 9,999 points. Sound: 3 chimes, knocker. Design by: Ed Krynski Art by: Gordon Morison Notes: The Add-a-ball version of this game is Gottlieb's 1972 'Pop-A-Card'. -
View File Kings of Steel (Bally-1984) (FizX3.3) A chinzman93 & Popotte table 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. 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: * Lighting top Mini-Straight Cards 4-5-6-7 advances Saucer Value. * 3's Target qualifies Center Target. * Saucer spots card in Card Bonus (optional - set by dip switch). * Outhole score 5000 points for each lit card in card bonus. * Special: 1 replay for lighting Mini Straight Cards 4-5-6-7 when lit for Special. 1 replay for ball in Saucer when lit for Special. 1 replay for lighting all 2's Target (Deuces) lites when lit for Special. 1 replay for hitting the 3's Target when lit for Special. 1 replay for lighting Four Kings And Ace in Card Bonus when lit for Special. * EXTRA BALL: 1 extra ball for hitting the 3's Target when lit for extra ball. * Maximum 1 extra ball per ball in play. * Tilt penalty - ball in play. IPDB HIGHLIGHTS: Date Of Manufacture: March, 1984 Production: 2,900 units (confirmed) Notable Features: Flippers (3), Pop bumpers (3) Slingshot (1), Standup targets (10), Mini-rollover buttons (4), 6-bank drop targets (1), Kick-out hole (1), Left crossover return lane, Right outlane detour gate. Design by: Greg Kmiec Art by: Doug Watson Notes: Uses the AS-2518-45 "Cheap Squeak" sound board. The Early Production game pictured here has two "Fighting Kings" in the lower playfield artwork between the slingshots, as does the game in the flyer. On most games, they are found only on the backglass. Submitter Popotte Submitted 10/22/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
83 downloads
A chinzman93 & Popotte table 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. 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: * Lighting top Mini-Straight Cards 4-5-6-7 advances Saucer Value. * 3's Target qualifies Center Target. * Saucer spots card in Card Bonus (optional - set by dip switch). * Outhole score 5000 points for each lit card in card bonus. * Special: 1 replay for lighting Mini Straight Cards 4-5-6-7 when lit for Special. 1 replay for ball in Saucer when lit for Special. 1 replay for lighting all 2's Target (Deuces) lites when lit for Special. 1 replay for hitting the 3's Target when lit for Special. 1 replay for lighting Four Kings And Ace in Card Bonus when lit for Special. * EXTRA BALL: 1 extra ball for hitting the 3's Target when lit for extra ball. * Maximum 1 extra ball per ball in play. * Tilt penalty - ball in play. IPDB HIGHLIGHTS: Date Of Manufacture: March, 1984 Production: 2,900 units (confirmed) Notable Features: Flippers (3), Pop bumpers (3) Slingshot (1), Standup targets (10), Mini-rollover buttons (4), 6-bank drop targets (1), Kick-out hole (1), Left crossover return lane, Right outlane detour gate. Design by: Greg Kmiec Art by: Doug Watson Notes: Uses the AS-2518-45 "Cheap Squeak" sound board. The Early Production game pictured here has two "Fighting Kings" in the lower playfield artwork between the slingshots, as does the game in the flyer. On most games, they are found only on the backglass. -
Version FizX3.3 V1.00
99 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. -
Version FizX3.3 V1.00
68 downloads
Night Rider (Bally-1977) IPDB No. 4497 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. 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: For 3 balls games (...) 5 balls game * Insert coin. * Knocking 5 (10) targets down scores 3,000 (6,000) points and lites target special - also lites bottom rollovers to score extra ball. * 1 replay for knocking 5 targets down on either side xhen lit for special. * Maximum - 1 extra ball per ball in play. Tilt penalty - ball in play * 1 replay for each player matching last two score numbers with numbers that appear on back glass at end of game. * 3 replays for beating highest score achieved to date. IPDB HIGHLIGHTS: Date Of Manufacture: February, 1977 Production: 7,000 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (3), Spinning targets (2), 5-bank drop targets (2), Kick-out hole (1). Design by: Greg Kmiec Art by: Paul Faris Notes: 'Night Rider' was produced in EM and SS versions. See Bally's 1976 'Night Rider'. First Bally production machine to use AS-2518-17 first generation MPU. -
View File Flipper Fair (Gottlieb-1961) (FizX3.3) Flipper Fair (Gottlieb-1961) IPD No. 894 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. 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. You have to lift manually the balls with the Special1Key or set in the menu the automatic ball lift. RULES: Hitting 1 to 4 rollovers adds 1 ball and lights corresponding pop bumper. Target adds 1 ball when green and yellow spots are in line. IPDB HIGHLIGHTS: Date Of Manufacture: October, 1961 Production: 1,150 units (confirmed) Notable Features: Flippers (2), Pop bumpers (4), Passive bumpers (2), Slingshots (2), Standup targets (3), Rollunder (1). Mechanical backbox animation (ball is kicked from side to side). Wide flipper gap. Design by: Wayne Neyens Art by: Roy Parker Notes: Compare playfield layout to Gottlieb's 1966 'Cross Town'. Add-A-Ball with mechanical backbox animation Submitter Popotte Submitted 09/01/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
70 downloads
Flipper Fair (Gottlieb-1961) IPD No. 894 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. 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. You have to lift manually the balls with the Special1Key or set in the menu the automatic ball lift. RULES: Hitting 1 to 4 rollovers adds 1 ball and lights corresponding pop bumper. Target adds 1 ball when green and yellow spots are in line. IPDB HIGHLIGHTS: Date Of Manufacture: October, 1961 Production: 1,150 units (confirmed) Notable Features: Flippers (2), Pop bumpers (4), Passive bumpers (2), Slingshots (2), Standup targets (3), Rollunder (1). Mechanical backbox animation (ball is kicked from side to side). Wide flipper gap. Design by: Wayne Neyens Art by: Roy Parker Notes: Compare playfield layout to Gottlieb's 1966 'Cross Town'. Add-A-Ball with mechanical backbox animation -
View File Flipper Clown (Gottlieb-1962) (FizX3.3) Flipper Clown (Gottlieb, 1962) IPD No. 892 NOTES: 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. You have to lift manually the balls with the Special1Key. RULES: * Targets score 10 times indicated value when selecting number, otherwise 10 points. * When the "right target bumber selected" is larger than the "left target selected", 1 ball is added. Either number can be made first. * Selected numbers reset when both numbers are selected or "left target number selected" is 15. * Scoring 2000 points adds 1 ball. * Scoring 3000 points adds 1 ball. IPDB HIGHLIGHTS: Date Of Manufacture: March, 1962 Production: 1,550 units (confirmed) Notable Features: Flippers (2), Pop bumpers (4), Slingshots (2), Roto-targets (2). Maximum displayed point score is 9,999 points. Sound: 3 bells, knocker Design by: Wayne Neyens Art by :Roy Parker Notes: Add-A-Ball with mechanical backbox animation Submitter Popotte Submitted 08/30/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
57 downloads
Flipper Clown (Gottlieb, 1962) IPD No. 892 NOTES: 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. You have to lift manually the balls with the Special1Key. RULES: * Targets score 10 times indicated value when selecting number, otherwise 10 points. * When the "right target bumber selected" is larger than the "left target selected", 1 ball is added. Either number can be made first. * Selected numbers reset when both numbers are selected or "left target number selected" is 15. * Scoring 2000 points adds 1 ball. * Scoring 3000 points adds 1 ball. IPDB HIGHLIGHTS: Date Of Manufacture: March, 1962 Production: 1,550 units (confirmed) Notable Features: Flippers (2), Pop bumpers (4), Slingshots (2), Roto-targets (2). Maximum displayed point score is 9,999 points. Sound: 3 bells, knocker Design by: Wayne Neyens Art by :Roy Parker Notes: Add-A-Ball with mechanical backbox animation -
View File Texas Ranger (Gottlieb-1972) (FizX3.3) Sheriff (Gottlieb, 1971) IPDB No. 2116 NOTES: MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR 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 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. ALL UNLIT ROLLOVERS AND DROP TARGETS SCORE 500 POINTS. EACH 100 POINTS ADVANCES HORSESHOE LITE. 10 ADVANCES OF HORSESHOE LITE ADDS ONE BONUS. BONUS IS SCORED UPON COMPLETION OF 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 REPLAY. IPDB HIGHLIGHTS: Date Of Manufacture:September, 1971 Production:2,900 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), Drop targets (10), Standup targets (3), Right outlane ball return gate. Right side of playfield has parallel lanes of serial rollovers. End-of-ball bonus. Design by: Ed Krynski Art by: Gordon Morison Notes: Also released in a 2-player version Gottlieb's 1971 'Lawman' and as a single-player Italian version Gottlieb's 1972 'Texas Ranger'. A single-player Spanish version is Maresa's 1972 'Dakota'. Compare playfield to that of Gottlieb's 1975 'Atlantis'. We previously showed a date for this game of October 1, 1971. The new date is per Gottlieb documentation. Submitter Popotte Submitted 08/24/26 Category Future Pinball Tables
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Version FizX3.3 V1.00
67 downloads
Sheriff (Gottlieb, 1971) IPDB No. 2116 NOTES: MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR 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 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. ALL UNLIT ROLLOVERS AND DROP TARGETS SCORE 500 POINTS. EACH 100 POINTS ADVANCES HORSESHOE LITE. 10 ADVANCES OF HORSESHOE LITE ADDS ONE BONUS. BONUS IS SCORED UPON COMPLETION OF 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 REPLAY. IPDB HIGHLIGHTS: Date Of Manufacture:September, 1971 Production:2,900 units (confirmed) Notable Features: Flippers (2), Pop bumpers (2), Slingshots (2), Drop targets (10), Standup targets (3), Right outlane ball return gate. Right side of playfield has parallel lanes of serial rollovers. End-of-ball bonus. Design by: Ed Krynski Art by: Gordon Morison Notes: Also released in a 2-player version Gottlieb's 1971 'Lawman' and as a single-player Italian version Gottlieb's 1972 'Texas Ranger'. A single-player Spanish version is Maresa's 1972 'Dakota'. Compare playfield to that of Gottlieb's 1975 'Atlantis'. We previously showed a date for this game of October 1, 1971. The new date is per Gottlieb documentation. -
View File Orbit (Gottlieb 1971) (FizX3.3) Orbit (Gottlieb, 1971) IPDB No. 1724 NOTES BAM 357 or higher is mandatory in order to play this table. Known bugs: - ball can go through vari target, - spinner can stop in unusual position. 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. Special is lit when #light (spinner) is lit: - Liberal 3 balls: 2, 3, 5, 6, 7, 8, 9 - Liberal 5 balls: 2, 5, 7, 8 - Medium 3 balls: 2, 3, 5, 6, 8, 9 - Medium 5 balls: 2, 5, 8 - Conservative 3 balls: 5, 6, 8, 9 - Conservative 5 balls: 5, 8 RULES: Insert coin and wait for machine to reset before inserting coins for additional players. Players take turns shooting as shown an back glass. Points are scored as indicated. Space ship advances one step for each 100 points. Ten advances increases bonus one step.. Bonus is scored upon completion of 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 1 replay. IPDB HIGHLIGHTS: Date Of Manufacture: December, 1971 Production: 3,200 units (confirmed) Notable Features: Flippers (2), Pop bumpers (3), Slingshot (1), Standup targets (3), Vari-target (1), Spinning target (1), Upper right ball return rollunder, Right outlane ball return gate. End-of-ball bonus. Design by: Ed Krynski Art by: Gordon Morison Submitter Popotte Submitted 08/22/26 Category Future Pinball Tables
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Version 1.03
3217 downloads
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. For years, I have released Future Pinball tables with color DMD support for desktop PCs, but I always had to tell cabinet users that DMDExt did not support color. That has now changed—DMDExt version 2.5 adds color support! Click on the following link to learn more and download setup instructions for DMDExt 2.5: https://vpuniverse.com/files/file/27062-the-addams-family-revised-slamt1lt-edition-bally-1992-color-dmd-ssf-pup-20-3-monitor-setup-fizx-33/page/2/?tab=comments#findComment-108333 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. 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.- 34 comments
- 7 reviews
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Version 1.02
1734 downloads
Note: In order to read the description for the new Version 1.02, you have to click on the "Permission to Mod" tab. For years, I have released Future Pinball tables with color DMD support for desktop PCs, but I always had to tell cabinet users that DMDExt did not support color. That has now changed—DMDExt version 2.5 adds color support! Click on the following link to learn more and download setup instructions for DMDExt 2.5: https://vpuniverse.com/files/file/30061-jurassic-park-revised-slamt1lt-edition-data-east-1993-color-dmd-ssf-pup-20-3-monitor-setup-fizx-33/page/3/?tab=comments#findComment-108589 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. 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- 75 comments
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