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Download Special Force (Bally 1986)_Bigus(MOD) 2.0
48 Votes
New to VPX and first to work properly, this table is from dboyrecords, Tab and Destruk.
It's great fun with plenty to do, a bit of suspense and it has crickets!
The playfield is built from dozens of images and the bowl ramp is a first attempt but works well.
I fixed a flaw with earlier versions that prevented multiball working correctly.
100 lines less script than the Blank table. CTRL keys to enter initials.
2.0 has a new backboard, sound and glassier ramps.
Enjoy
It's great fun with plenty to do, a bit of suspense and it has crickets!
The playfield is built from dozens of images and the bowl ramp is a first attempt but works well.
I fixed a flaw with earlier versions that prevented multiball working correctly.
100 lines less script than the Blank table. CTRL keys to enter initials.
2.0 has a new backboard, sound and glassier ramps.
Enjoy
What's New in Version 2.0 (See full changelog)
- 1.0 Everything
- 1.1 Adjusted plunger, reassigned lights, return lane physics, DOF update/script correction Thanks arngrim
- 1.2 Bumper lights corrected Thanks armyaviation
- 2.0 Playfield, lighting, graphics, sound, layout
Nice job. Many thanks !
Thank you !
Fabulous table
Thank you. once again a great job.
Cool table. Only problem i had was that when i had the hiscore the flippers couldnt move the characters to input name.
It uses the Control keys (or what ever keys you have mapped for Magnasave).
The game/emulation feels very unbalanced and too easy primarily due to the fact that rockets are too easy to earn.
In my mind this is because the skill shot can be earned by a full pull on the plunger and due to the strong back bounce from
the flippers into the return lanes. Also should the "extra ball" indicator be flashing by default in the R tank lane? Just a few hopefully constructive
observations, hoping to get this table even better. Thanks and happy new year to Bigus from Florida!!!
Thank you so much for bring this to life and sharing with the rest of us !!!
OMG !!! I was so much waiting for this one !! Thaaaanks =D
I’ve been play testing v 1.1 and I can say with pleasure that physics – plunger and return lanes are now more polished and very playable – thank you so much!
However it seems that lots of issues remain primarily in the game logic department. Here are my observations:
1. The hostages/captured balls carry over from completed to new game, I don’t believe this should be the case (not sure if extra ball light also carries over but should be given consideration in testing).
2. There is a question here what earned resources should carry over from ball to ball? The game starts by default with 2 rockets and 1 bomb (seems to probably be expected behavior on medium or easy setting) and then continues to add (to what you have) 2 rockets at start of each ball 2 and 3. I am assuming that this is wrong and the rocket/bomb count should be reset to default at each new ball as skill shot should be the one to add new resources if successfully achieved.
3. Right tank lane should award collect weapon green light (builds weapons bonus) only when drop down target was hit by a ball and not a rocket. What I noticed is that when I use a rocket to bring it down the collect weapon light stays off (expected) but hitting the lane still increases the weapons bonus (incorrect).
4. Several times on ball 2 I started with 1 bomb but “load bomb” light and target were not working – not sure how to tie this in – is the bomb count wrong or the target functionality?
Please be aware I do not own this pinball machine and that my observations are purely based on my sense of how this should play out, if there is someone out there who knows correct functionality or has the manual please share/help the developer as this table is absolutely awesome!!!
change L64 to L65, L63 to L64, L65 to L63. also your GI lights are wrong. I have this table and i can email you a video of the Gi light mapping if you PM me your email.
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Thanks, Bigus!