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Submitter
SUPPORT TOPIC File Information
Download Far Out (Gottlieb 1974) 1.0b
17 Votes
Loserman76; EM; Gottlieb;
Initial announcement from Jeff:
VPX conversion
Artwork done by GNance
Original Art by Popotte
others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog, Arngrim
in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" as another coin input and "4" for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots
when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.
I've also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:
Const ShadowFlippersOn = true
Const ShadowBallOn = true
change to false if you want either of the shadows not showing on your tables
I regret it but I have never seen any of this "flower power"- art game. Never played it in real. Here I offer you "my"
Version 1.0a
- new physic (cab optimized),
- slight layout change -> reduces ball losses through left side lanes
- slight flipper fingers geometry corrections
- many new sounds e.g. targets sounds
- material assignment to all metal sheet surfaces improved (not appearing black anymore)
- improved ball and ball position in the plunger lane (different plunger sound with or without ball)
- outer bumpers parallel engaged (jejepinball & kiwi)
- new timing for ball release - now after player up alternator ends
- the bumper triggers are now in colored plastic
- rolling sound level adjusted
- new POV for cab use
- in game over state the plastics illumination stays on (the original behavior of all Gottlieb EMs)
Version 1.0b
PLAYFIELD
- flat drop target in Gottlieb style
- physics further improved
- all object sounds in operation
BACK GLASS
- rolling score reels
- 3 big snippits for the decorations avoids overexposure at color edges
- 4 snippits for the score reels' illumination in "bulb"- design
- 8 snippits for an improved player up - and can play - indication
- score memory: when you leave the table and reload it the score of the previous use will be indicated
-> attention: I changed the nv ram concept in order to implement this functionality, if you have still a nv ram in the user- folder delete it or replace it with the nv ram you find in the zip file (it is the FarOut_74VPX.txt), otherwise the table will crash when loading the 1st time.
- thanks to Jeff's provident script is was easier than I thought to synchronize sound and reset action of the reels
- no click sounds from the BG anymore, no interference between BG and game sounds
-> thanks to Jarr3 for his sound removal tool for BGs
- ZIP contains game, BG file, nv ram (FarOut_74VPX.txt), BG- and PF- pics for cab users
All this in kind tribute to Jeff Whitehead.
VPX conversion
Artwork done by GNance
Original Art by Popotte
others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog, Arngrim
in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" as another coin input and "4" for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots
when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.
I've also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:
Const ShadowFlippersOn = true
Const ShadowBallOn = true
change to false if you want either of the shadows not showing on your tables
I regret it but I have never seen any of this "flower power"- art game. Never played it in real. Here I offer you "my"
Version 1.0a
- new physic (cab optimized),
- slight layout change -> reduces ball losses through left side lanes
- slight flipper fingers geometry corrections
- many new sounds e.g. targets sounds
- material assignment to all metal sheet surfaces improved (not appearing black anymore)
- improved ball and ball position in the plunger lane (different plunger sound with or without ball)
- outer bumpers parallel engaged (jejepinball & kiwi)
- new timing for ball release - now after player up alternator ends
- the bumper triggers are now in colored plastic
- rolling sound level adjusted
- new POV for cab use
- in game over state the plastics illumination stays on (the original behavior of all Gottlieb EMs)
Version 1.0b
PLAYFIELD
- flat drop target in Gottlieb style
- physics further improved
- all object sounds in operation
BACK GLASS
- rolling score reels
- 3 big snippits for the decorations avoids overexposure at color edges
- 4 snippits for the score reels' illumination in "bulb"- design
- 8 snippits for an improved player up - and can play - indication
- score memory: when you leave the table and reload it the score of the previous use will be indicated
-> attention: I changed the nv ram concept in order to implement this functionality, if you have still a nv ram in the user- folder delete it or replace it with the nv ram you find in the zip file (it is the FarOut_74VPX.txt), otherwise the table will crash when loading the 1st time.
- thanks to Jeff's provident script is was easier than I thought to synchronize sound and reset action of the reels
- no click sounds from the BG anymore, no interference between BG and game sounds
-> thanks to Jarr3 for his sound removal tool for BGs
- ZIP contains game, BG file, nv ram (FarOut_74VPX.txt), BG- and PF- pics for cab users
All this in kind tribute to Jeff Whitehead.
What's New in Version 1.0b (See full changelog)
- 1.0 Jeff Whitehead
- 1.0a Mustang1961
- 1.0b Mustang1961
Screenshots
Thanks for the update! Great job
Beautiful update! Thank you Mustang1961
Very nice updates, thanks. I only wish you and Teisen could collaborate on these Loserman updates, instead of creating two separate forks.
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Great work, Mustang! Keep 'em coming!