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SUPPORT TOPIC File Information
- Submitted: Mar 03 2009 02:05 PM
- Last Updated: --
- File Size: 5.1MB
- Views: 17600
- Downloads: 3,193
Download Indiana Jones - Destruk/Jive mod v2.7 2.7
14 Votes
Debugged version made by Destruk, containing also 3 teaks made by me for a best gameplay (at least, it was the purpose).Let us applaud Destruk, please!
Indiana Jones (IJ) /No. 1267/ Williams
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Electronic Games, Inc., a subsidiary of WMS Industries, Inc., August 1993, 4 players
- Model number: 50017
- Specialty: Wide-body Machine
- Theme: Celebrities - Fictional - Licensed Theme
- Features: Flippers(2), Ramps(2), Multiball(4), Captive Ball, Automatic Plunger
- Toys: Player-controlled tilting upper playfield
- Design: Mark Ritchie
- Art: Doug Watson
- Sound: Rich Karstens
- Music: Chris Granner
==================
- Table Design: Jeff Newton ([email protected])
revised by PacDude, maf ([email protected]) and Jive ([email protected])
- Technical Design: Brian Smith ([email protected])
Revision history:
============
Destruk mod 2.7 (March 3, 2009) - Jive
°°°°°°°°°°°°°°°°
Thanks to Slam23 for the bug reports
- By Jive: post (wall 68) elasticity changed from 0.3 to 0.5 ==> the ball should go less easily directly toward the middle betwen the flippers, when falling from the right side of the playfield
- Post (walls 480 & 481) on the left part of the right ramp moved toward the left, for the purpose to deviate a little bit the ball toward the left when rolling down.
- The trigger "exitidol" is now able to slowdown the rolling of the balls when ejected from the idol
By Destruk:
- added ramp19 to help prevent extra ball POA hole from depositing ball into mode start hole
- lowered wall270 elasticity from 1 to a more realistic rubber setting of .45
- corrected Trigger1 script - it was always setting the ball to speed -25 Y, even when the ball was rolling back down the ramp on a weak shot.
VelZ isn't practical to adjust at the ramp entrance - it will continue up the ramp and increase the VelZ value through normal ball physics. It makes more sense to adjust a VelZ value once the ball has reached the top of the ramp
Ramp Rigger3 - the ball is on a level or downward sloped ramp - adjusting VelZ here isn't necessary as you want the ball to drop naturally.
The ball should be able to miss the right inlane switch sometimes, when ejected from the ball lock and/or passing through gate1.
Jives mod 2.6 (Feb 13, 2009)
°°°°°°°°°°°°°°°°
Not necessary changes were done on my mod 2.4 by PD & maf. I put back what was done...
Another problem was occuring, when it wasn't with my version 2.4 : the "Ball Through" bug was back !!! When I studied why, I discovered that the flippers values were changed. I put back MY values, and the bug disappeared...
The special part of the script "Anti ball through" is inoperative...
- Apron from the v2.4, with its picture, is back
- Backdrop picture is back
- Panell is back (where can be placed the DMD)
- Gold ball is back
- Suppression of the faked and unuseful railway (one is already present on the picture of the apron)
- Green flashers are back (what it was changed?!? The... "new" one was badly displayed !!)
- Many other little changes are back, on the esthetical side.
- Many changes were made without necessity, like if it was good to change for the pleasure to change... For example, the color red was changed for back... Why?!? There are several IJ flippers existing, having specificities, and the one on which I based my work had red flippers!!!
Another example: the green and yellow flashers were moved, without necessity. I put them back on the area selected by me, being more accurate...
My conclusion: Now, I forbid the modification of any of my tables without having taken note of ALL of the changes made, very precisely, and without giving to me the modified version for testing purpose BEFORE any release.
maf (starbase74) mod (June 2006)
°°°°°°°°°°°°°°°°°°°°°°°°°
maf didn't take track on what he has done on my mod 2.4
Since it was made 3 years ago, I remember that he solved some tedious bugs, and released it with my permission (I was no more involved with Pinball and I didn't care anymore).
So, this version replaced my version 2.4
The study of the script show us some of the changes:
- "yieldtime" setting added
- Multi rom menu added
- Table sounds menu added
A study of a screenshot show us that :
- The idol reel pictures has been changed
- The ramp with the yellow flag has been tweaked
- The apron's picture has been changed
- The gold ball has been replaced with a silver ball
- The picture on the background has been changed
- The right ramp is more accurately designed
- Several other changes were made, and removed for my version 2.6
Jives mod 2.4 (March 25, 2004)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- Improvements for the three flashers (green & yellow) : use of reels.
- The idol is now displayed with the use of a reel, which means a best 3D simulation.
- other tweaks, here and there...
- Thanks to UncleReamus, I rectified the size of the pictures for the reels, which wasn't correct because of the rule : their size must be a multiple of 8 to avoid black lines for some graphic card, and I partially forgot it... lol
Jives mod 2.3 (Feb.21, 2004)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- A trigger, named "AntiBugDestruk", is at x=946 and y=67 and is placed on the Wall275, in order to solve a bug discovered by Destruk.
- I moved a little bit and resized from 30 to 25 the triggers on the POA.
- Wall222 is deleted.
- The flashing effect for the Jackpot is far better now (use of a reel)
- Rings on ramps added.
Jives mod 2.2 (Oct 24, 2003)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- A rare bug was stucking the ball on the last right part of the mini playfield. Solved!
- The ball was too many times slowed down at the begining of the right ramp: corrected!
- Mini playfield pictures improved
- Idole rescalled (less large)
- Flashing Jackpot improved
================================
Many great thanks to LuvThatApex and s.masmi for their help and their beta tests of the v2.1.
Jives mod 2.1 (Sept 01, 2003)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- Sounds added.
- Fix for the flippers sounds (thanks to LuvThatApex).
- I have fixed a problem in the script, which was always overridding the choice of the ball image. So, now, you can one more time choose your ball:
=> BallImage7 = Gold ball
=> BallImage8 = Silver Ball
=> BallImage9 = Shiny Ball
- Fix for the flashing "Hit Jackpot" panel : now, it's flashing! I'm not very happy with it, but... at least, it works! Another animation should be made for it. Some proposals?
- There is no more white points all around the mini playfield.
- Idem for the Rope.
- I have rescalled the Idol, which is now less large, in order to appear more realistic.
- Left ramp: thanks to BlueTex to share with me his fantastic pictures (this ramp and also the Rope), I was able to make it more realistic, and better scalled, and to change totally the upper part of it.
- Right ramp: new decal.
- Slingshots: new architecture to fit the aspect of the real table.
- Metallic gate on the right lane: new aspect.
- New decal and new pictures (on the right bottom, and in the center, above the 3 targets with the Idol). Too bad, the bi-plane don't allow to see the beautiful Plastic Raise Jackpot, apart just a little! LOL
- All new pictures and lighting effects one the 13 rectangular pictures on the center.
- New picture for the 5 round heads (Shorty, Sallah,...)
- New plastics.
- Backsplash picture improved.
- Other minor adjustments (like some posts)
- A bad affair with PacDude... Muhahaha!!!
- A new possibility to improve me and to have a smaller ego. ;-)
Have fun!
It's an order!!!
:-D
Jives mod 2.0 (July 19, 2003)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
I have decided to rename this version: "Jives mod 2.0", because I'm pretty sure that it will be my last work on it for a very long time. I don't say that it's a definitive version, but, for now, I will fail to obtain better!
Important points of this version:
- You can choose a dark background: you just have to change the actual one ( ij_Backdrop ) with "ij_Backdrop2"... and that's it!
- You can choose your ball: a gold one ("GoldBall") or a shiny one ("SuperShinyBall"). In order to have it, you just havp to rename the wanted ball "BallImage8" to "BallImage7", and reciprocally.
By default, I have decided to select the gold one, as far as all the story is turning around gold.
Plus, I made a gold version of the Idole animated montain. So...
- New backglass (you will fail to find it on the net)
- New playfield.
- New Bi-Plane
- New Spitfire (German plane)
- The German plane is now firing one more time (I have stupidly forgotten to do some changes when I changed the picture... Wow!)
- Best short ramp for the captive ball in the casttle.
- New Apron (I'm proud of it: several hours of work, just to have the best one, totally recomposed from 11 independant details, all made by me from a kodak Digital Camera photography).
- New slingshot pictures
- New Apron Shooter picture.
- Numerous changes in the details, design & gameplays, (too many to be described)
Mod by Jive on July 05, 2003: version 1.3
°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- All the new pictures are my own work (based on exiting ones, of course, but they aren't Copy & Past...)
- Table inclination: 43 ==> 47
- Table Field of View: 46 ==> 54
- Wall407 & 408 added to avoid the "Ball Through flippers".
- Table information full filled.
- New planes
- New ramps
- New gold ball
- New graphics (the Idole animation, particulary, is my own work, etc...)
- Different improvements (
v1.2 (Pinball Ken) 12/12/2002
°°°°°°°°°°°°°°°°°°°°°°°
I recently discovered and have corrected a wrongly angled Kicker2, which resulted in hits on the captive ball not registering correctly.
I've also fixed the loss of balls in the Well of Souls (in connection with the same captive-ball area) and hopefully stopped the incidence of sticking balls on the Path of Adventure.
And I've also changed elasticity settings comprehensively and altered the outer orbit to feed balls to the flippers more consistently!
v1.1 (Brian Smith) 4/30/2002
°°°°°°°°°°°°°°°°°°°°°
Updated to TB6
Notes - removed 4 ball image targets, fixed gates using Gate.Open=True and false
Should run a little faster - remember to disable Skip Pinball Startup Test
ENT Center Drop targets do register when all three are dropped.
v1.0 (Jeff Newton/Brian Smith) 9/28/2001
°°°°°°°°°°°°°°°°°°°°°°°°°°°°
It's about time there was a working version of Indiana Jones, hehe.
Required Files:
Visual Pinball Tech Beta 4
wpc.vbs v2.21
Visual Pinmame V1 Beta 2
Microsoft scripting files v5.6
MSSTDFMT.DLL (116K)
BlueTex and Destruk, the Dynamic Duo are back again, bringing Indiana Jones to the PC! Built from the ground up, using photographs from the real table, matching the game as close as possible to the real thing! You won't be disappointed with an effort like this. Everything on the table is simulated, including the Idol Lock with correct animation. The Path Of Adventure visually tilts, and the tilt has effect on the ball to compensate! We also have vertical surface mapped drop targets; something else that has never been done in Visual Pinball!
In the month it took to convert over, we did playtest this a whole lot - if you find bugs, please send an email to either [email protected] or [email protected], or send a private message to us on the forum, www.vpforums.com.
The following people deserve to be thanked and respected for their efforts in making this table a reality:
For IJ the Real Pinball Adventure:
Design: Mark Ritchie
Art: Doug Watson
Sound: Rich Karstens
Music: Chris Granner
Randy Davis for Visual Pinball
The PinMame team for the rom support
Steve Ellenoff for teaching me how visual pinmame works (STTNG) and his work on simulators
wpcmame for adding support for custom mechanics into the wpc.vbs file.
AJ for the great backdrop and his work on keeping the forum running
Pacdude for the shiny ball image
Apocalypse for his input and humor
Shiva for running Shivasite, the #1 pinball resource in the world
Don't call me Junior!
Known issues:
* The Jackpot flasher sometimes gets a black section on it - this is due to a text box being on top of two lights and is a visual pinball rendering issue. We did try a variety of solutions for it - from walls (which would not allow the ball to be shown on top - or would impede the ball movement up the ramp), to using a different light for each letter in "JACKPOT". Using perfectly placed lights would correct the issue, but would render the text differently, so we decided to keep it as it is now.
* All working flashers and lights are coded. All unworking flashers/lights are placed but not coded.
* When the Idol is in position 1, and the table first loads, the self test doesn't activate and it will say the Idol doesn't work. The idol does indeed work and it passes all self tests, so don't worry about it.
If it bothers you, just press F3 to reset the rom, and then it passes the tests.
* Sound Interface error - this is common to all vpinmame tables that use DCS sound - sometimes it will complain about it, other times it won't - so don't worry about that either.
Enjoy!
-Destruk
[email protected]
Indiana Jones (IJ) /No. 1267/ Williams
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Electronic Games, Inc., a subsidiary of WMS Industries, Inc., August 1993, 4 players
- Model number: 50017
- Specialty: Wide-body Machine
- Theme: Celebrities - Fictional - Licensed Theme
- Features: Flippers(2), Ramps(2), Multiball(4), Captive Ball, Automatic Plunger
- Toys: Player-controlled tilting upper playfield
- Design: Mark Ritchie
- Art: Doug Watson
- Sound: Rich Karstens
- Music: Chris Granner
==================
- Table Design: Jeff Newton ([email protected])
revised by PacDude, maf ([email protected]) and Jive ([email protected])
- Technical Design: Brian Smith ([email protected])
Revision history:
============
Destruk mod 2.7 (March 3, 2009) - Jive
°°°°°°°°°°°°°°°°
Thanks to Slam23 for the bug reports
- By Jive: post (wall 68) elasticity changed from 0.3 to 0.5 ==> the ball should go less easily directly toward the middle betwen the flippers, when falling from the right side of the playfield
- Post (walls 480 & 481) on the left part of the right ramp moved toward the left, for the purpose to deviate a little bit the ball toward the left when rolling down.
- The trigger "exitidol" is now able to slowdown the rolling of the balls when ejected from the idol
By Destruk:
- added ramp19 to help prevent extra ball POA hole from depositing ball into mode start hole
- lowered wall270 elasticity from 1 to a more realistic rubber setting of .45
- corrected Trigger1 script - it was always setting the ball to speed -25 Y, even when the ball was rolling back down the ramp on a weak shot.
VelZ isn't practical to adjust at the ramp entrance - it will continue up the ramp and increase the VelZ value through normal ball physics. It makes more sense to adjust a VelZ value once the ball has reached the top of the ramp
Ramp Rigger3 - the ball is on a level or downward sloped ramp - adjusting VelZ here isn't necessary as you want the ball to drop naturally.
The ball should be able to miss the right inlane switch sometimes, when ejected from the ball lock and/or passing through gate1.
Jives mod 2.6 (Feb 13, 2009)
°°°°°°°°°°°°°°°°
Not necessary changes were done on my mod 2.4 by PD & maf. I put back what was done...
Another problem was occuring, when it wasn't with my version 2.4 : the "Ball Through" bug was back !!! When I studied why, I discovered that the flippers values were changed. I put back MY values, and the bug disappeared...
The special part of the script "Anti ball through" is inoperative...
- Apron from the v2.4, with its picture, is back
- Backdrop picture is back
- Panell is back (where can be placed the DMD)
- Gold ball is back
- Suppression of the faked and unuseful railway (one is already present on the picture of the apron)
- Green flashers are back (what it was changed?!? The... "new" one was badly displayed !!)
- Many other little changes are back, on the esthetical side.
- Many changes were made without necessity, like if it was good to change for the pleasure to change... For example, the color red was changed for back... Why?!? There are several IJ flippers existing, having specificities, and the one on which I based my work had red flippers!!!
Another example: the green and yellow flashers were moved, without necessity. I put them back on the area selected by me, being more accurate...
My conclusion: Now, I forbid the modification of any of my tables without having taken note of ALL of the changes made, very precisely, and without giving to me the modified version for testing purpose BEFORE any release.
maf (starbase74) mod (June 2006)
°°°°°°°°°°°°°°°°°°°°°°°°°
maf didn't take track on what he has done on my mod 2.4
Since it was made 3 years ago, I remember that he solved some tedious bugs, and released it with my permission (I was no more involved with Pinball and I didn't care anymore).
So, this version replaced my version 2.4
The study of the script show us some of the changes:
- "yieldtime" setting added
- Multi rom menu added
- Table sounds menu added
A study of a screenshot show us that :
- The idol reel pictures has been changed
- The ramp with the yellow flag has been tweaked
- The apron's picture has been changed
- The gold ball has been replaced with a silver ball
- The picture on the background has been changed
- The right ramp is more accurately designed
- Several other changes were made, and removed for my version 2.6
Jives mod 2.4 (March 25, 2004)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- Improvements for the three flashers (green & yellow) : use of reels.
- The idol is now displayed with the use of a reel, which means a best 3D simulation.
- other tweaks, here and there...
- Thanks to UncleReamus, I rectified the size of the pictures for the reels, which wasn't correct because of the rule : their size must be a multiple of 8 to avoid black lines for some graphic card, and I partially forgot it... lol
Jives mod 2.3 (Feb.21, 2004)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- A trigger, named "AntiBugDestruk", is at x=946 and y=67 and is placed on the Wall275, in order to solve a bug discovered by Destruk.
- I moved a little bit and resized from 30 to 25 the triggers on the POA.
- Wall222 is deleted.
- The flashing effect for the Jackpot is far better now (use of a reel)
- Rings on ramps added.
Jives mod 2.2 (Oct 24, 2003)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- A rare bug was stucking the ball on the last right part of the mini playfield. Solved!
- The ball was too many times slowed down at the begining of the right ramp: corrected!
- Mini playfield pictures improved
- Idole rescalled (less large)
- Flashing Jackpot improved
================================
Many great thanks to LuvThatApex and s.masmi for their help and their beta tests of the v2.1.
Jives mod 2.1 (Sept 01, 2003)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- Sounds added.
- Fix for the flippers sounds (thanks to LuvThatApex).
- I have fixed a problem in the script, which was always overridding the choice of the ball image. So, now, you can one more time choose your ball:
=> BallImage7 = Gold ball
=> BallImage8 = Silver Ball
=> BallImage9 = Shiny Ball
- Fix for the flashing "Hit Jackpot" panel : now, it's flashing! I'm not very happy with it, but... at least, it works! Another animation should be made for it. Some proposals?
- There is no more white points all around the mini playfield.
- Idem for the Rope.
- I have rescalled the Idol, which is now less large, in order to appear more realistic.
- Left ramp: thanks to BlueTex to share with me his fantastic pictures (this ramp and also the Rope), I was able to make it more realistic, and better scalled, and to change totally the upper part of it.
- Right ramp: new decal.
- Slingshots: new architecture to fit the aspect of the real table.
- Metallic gate on the right lane: new aspect.
- New decal and new pictures (on the right bottom, and in the center, above the 3 targets with the Idol). Too bad, the bi-plane don't allow to see the beautiful Plastic Raise Jackpot, apart just a little! LOL
- All new pictures and lighting effects one the 13 rectangular pictures on the center.
- New picture for the 5 round heads (Shorty, Sallah,...)
- New plastics.
- Backsplash picture improved.
- Other minor adjustments (like some posts)
- A bad affair with PacDude... Muhahaha!!!
- A new possibility to improve me and to have a smaller ego. ;-)
Have fun!
It's an order!!!
:-D
Jives mod 2.0 (July 19, 2003)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
I have decided to rename this version: "Jives mod 2.0", because I'm pretty sure that it will be my last work on it for a very long time. I don't say that it's a definitive version, but, for now, I will fail to obtain better!
Important points of this version:
- You can choose a dark background: you just have to change the actual one ( ij_Backdrop ) with "ij_Backdrop2"... and that's it!
- You can choose your ball: a gold one ("GoldBall") or a shiny one ("SuperShinyBall"). In order to have it, you just havp to rename the wanted ball "BallImage8" to "BallImage7", and reciprocally.
By default, I have decided to select the gold one, as far as all the story is turning around gold.
Plus, I made a gold version of the Idole animated montain. So...
- New backglass (you will fail to find it on the net)
- New playfield.
- New Bi-Plane
- New Spitfire (German plane)
- The German plane is now firing one more time (I have stupidly forgotten to do some changes when I changed the picture... Wow!)
- Best short ramp for the captive ball in the casttle.
- New Apron (I'm proud of it: several hours of work, just to have the best one, totally recomposed from 11 independant details, all made by me from a kodak Digital Camera photography).
- New slingshot pictures
- New Apron Shooter picture.
- Numerous changes in the details, design & gameplays, (too many to be described)
Mod by Jive on July 05, 2003: version 1.3
°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- All the new pictures are my own work (based on exiting ones, of course, but they aren't Copy & Past...)
- Table inclination: 43 ==> 47
- Table Field of View: 46 ==> 54
- Wall407 & 408 added to avoid the "Ball Through flippers".
- Table information full filled.
- New planes
- New ramps
- New gold ball
- New graphics (the Idole animation, particulary, is my own work, etc...)
- Different improvements (
v1.2 (Pinball Ken) 12/12/2002
°°°°°°°°°°°°°°°°°°°°°°°
I recently discovered and have corrected a wrongly angled Kicker2, which resulted in hits on the captive ball not registering correctly.
I've also fixed the loss of balls in the Well of Souls (in connection with the same captive-ball area) and hopefully stopped the incidence of sticking balls on the Path of Adventure.
And I've also changed elasticity settings comprehensively and altered the outer orbit to feed balls to the flippers more consistently!
v1.1 (Brian Smith) 4/30/2002
°°°°°°°°°°°°°°°°°°°°°
Updated to TB6
Notes - removed 4 ball image targets, fixed gates using Gate.Open=True and false
Should run a little faster - remember to disable Skip Pinball Startup Test
ENT Center Drop targets do register when all three are dropped.
v1.0 (Jeff Newton/Brian Smith) 9/28/2001
°°°°°°°°°°°°°°°°°°°°°°°°°°°°
It's about time there was a working version of Indiana Jones, hehe.
Required Files:
Visual Pinball Tech Beta 4
wpc.vbs v2.21
Visual Pinmame V1 Beta 2
Microsoft scripting files v5.6
MSSTDFMT.DLL (116K)
BlueTex and Destruk, the Dynamic Duo are back again, bringing Indiana Jones to the PC! Built from the ground up, using photographs from the real table, matching the game as close as possible to the real thing! You won't be disappointed with an effort like this. Everything on the table is simulated, including the Idol Lock with correct animation. The Path Of Adventure visually tilts, and the tilt has effect on the ball to compensate! We also have vertical surface mapped drop targets; something else that has never been done in Visual Pinball!
In the month it took to convert over, we did playtest this a whole lot - if you find bugs, please send an email to either [email protected] or [email protected], or send a private message to us on the forum, www.vpforums.com.
The following people deserve to be thanked and respected for their efforts in making this table a reality:
For IJ the Real Pinball Adventure:
Design: Mark Ritchie
Art: Doug Watson
Sound: Rich Karstens
Music: Chris Granner
Randy Davis for Visual Pinball
The PinMame team for the rom support
Steve Ellenoff for teaching me how visual pinmame works (STTNG) and his work on simulators
wpcmame for adding support for custom mechanics into the wpc.vbs file.
AJ for the great backdrop and his work on keeping the forum running
Pacdude for the shiny ball image
Apocalypse for his input and humor
Shiva for running Shivasite, the #1 pinball resource in the world
Don't call me Junior!
Known issues:
* The Jackpot flasher sometimes gets a black section on it - this is due to a text box being on top of two lights and is a visual pinball rendering issue. We did try a variety of solutions for it - from walls (which would not allow the ball to be shown on top - or would impede the ball movement up the ramp), to using a different light for each letter in "JACKPOT". Using perfectly placed lights would correct the issue, but would render the text differently, so we decided to keep it as it is now.
* All working flashers and lights are coded. All unworking flashers/lights are placed but not coded.
* When the Idol is in position 1, and the table first loads, the self test doesn't activate and it will say the Idol doesn't work. The idol does indeed work and it passes all self tests, so don't worry about it.
* Sound Interface error - this is common to all vpinmame tables that use DCS sound - sometimes it will complain about it, other times it won't - so don't worry about that either.
Enjoy!
-Destruk
[email protected]
Thanks for the new 2.7 version,
now back to Mr. Jones
now back to Mr. Jones
i cant atRT PLying thia table 
i need help i start with 3 then pres number 1 but cant start plz help
i need help i start with 3 then pres number 1 but cant start plz help
i need help plz anyone....look this table is perfect like the original Ver...but sound of the game is to low....how to have a high sound?? plz
What key do you press when superball comes up?
Game rocks, thanks for the mod!
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I simply kept what was good, and put back what was changed without any real necessity, or not being an improvement.
Starbase was a good friend of mine, and he is still a good friend for me.
PacDude... Hey, he is PacDude, hey? But he was a fantastic table maker and/or debugger.