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  • Submitted: Jul 02 2023 04:27 PM
  • Last Updated: Jul 02 2023 04:29 PM
  • File Size: 30.12MB
  • Views: 5229
  • Downloads: 1,003
  • Author(s): Loserman76
    GNance
    Popotte
  • Manufacturer: Gottlieb
  • Year: 1976
  • IPDB Link:
  • Permission to MOD?: Unspecified

Download Target Alpha (Gottlieb 1976) 1.0b

* * * * * 23 Votes
Gottlieb; Loserman76; EM;



Screenshots
Initial announcement from Jeff:
VPX conversion
Artwork redrawn 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
 
My view on Target Alpha: another masterpiece from Ed Krynski. Odd looking, perfect fun in play.
 
Here I offer you my version 1.0b with these improvements: 
GAME
- new game physics
- new POV for cab users
- new sound sequences for ball release and choosing more than 1 player
- many new (nearly all) sounds e.g. gates, stand up targets, drop targets ....
- rolling ball sound level adjusted
- all object sounds now in operation
- new timing for ball release - now after player up alternator ends
- bumpers parallel engaged (thanks to jejepinball & kiwi)
- drop target's shape now changed to the typical Gottlieb flat style
- when the game is switched on and in game over state all players score reels are now illuminated
BACK GLASS
- rolling score reels
- score reel ilumination now in snippit- methodology
- 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 Target_Alpha_76VPX.txt), otherwise the table will crash when loading the 1st time.

- ZIP contains game, BG file, nv ram, 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 Loserman76
  • 1.0a Loserman76
  • 1.0b Mustang1961


Screenshots

Screenshots


There's a small bug in this table.

 

  • Launch it for the first time
  • Don't start a game
  • Exit the table
  • The high score file will contain "" for the high scores. (Score(4) is never initialized)

 

Whenever you now try to load the load the table it throws an error because it tries to convert "" to a number.

 

The fix for this is removing `user\Target_Alpha_76VPX.txt`, loading a table and starting a game. Exit the table.


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