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  • Submitted: Mar 19 2009 01:04 AM
  • Last Updated: Mar 28 2009 11:07 PM
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Download Monster Bash - v1.0 (Jive's mod) 1.0.0

* * * * * 3 Votes



Screenshots
After 6 years of beta testing... LoOOoOOol... I decide to release this mod with the number 1.0, since it's no more a beta version.More or less 200 hours were necessary to do it...

Monster Bash (MB) / IPD No. 4441 / July, 1998 / 4 Players
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Manufacturer: Williams Electronic Games, Inc., a subsidiary of WMS Ind., Inc. (1985 - 10/25/1999) [Trade Name: Williams]
Model Number: 50065
MPU: Williams WPC-95
Type: Solid State Electronic (SS)
Production: 3,361 units (confirmed)
Theme: Horror
Design by: George Gomez
Art by: Kevin O'Connor
Dots/Graphics/Animation by: Adam Rhine
Mechanics by: Chris Shipman, Robert C. Friesl
Music by: Vince Pontarelli
Sound by: Vince Pontarelli
Software by: Lyman F. Sheats Jr.
Rule Sheets: Official Williams Rules Sheet (External site)
Matt Magnasco's Rules Sheet (External site)

Owners List: http://www.paisleypinball.com/mb.htm (External site)
Additional Information: View at PinLinks.org (External site)
Plastic/Decal Scans: Available at BallsOfSteel.net (External site)
========================
Driven by Visual PinMAME (VPinMAME)
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Scripting: Tom S / Fuseball
Table layout/design by George Gomez / Richard M / Fuseball
slightly modified for VPinMAME
- less force on plunger
- Flashers are now bumpers
- Slot kickout in random angle
- Made left outlane bigger (the game reported switch broken)
- Power defeated exit made smaller
- Moved and coorect numbers on Piano Red & yellow
Additional Credits:
- none for now

Known issues:
- Magnets are simulated with kickers which doesn't work very well
----------------------------------------------------------------------------

Mod by Jive: here is finally the v1 - March 18, 2009
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
After 6 years of beta testing... LoOOoOOol... I decide to release it with the number 1.0, since it's no more a beta version.
- Use of a decal for the mad scientist
- Use of a decal for Frank
- Lying Frank on the ramp is now flashing when his body is being rebuilt
- Extremities of the ramps are now better rendered, more round and no more like suspended in the void
- Sound added when the hole giving extra balls is hit
- The third triangular lamp near the mummy has been moved (it was nearly invisible)
- The light "multistrobeLight" has now a picture (above the scoop dent). It's using a reel, and the script has been changed accordingly from a bumper to a picture.
- The cibles tombtreasure, frankmain_L and frankmain_R, phantomflip2 and phantomflip3 : elasticity changed from 0.3 to 0.5 (the ball was falling quite often directly in the drain, when the hit was direct)
- New picture for the bumpers
- The 4 green lights for the creature of the lagoon were misplaced. Plus, they are recolored from yellow to green
- New picture for the back vertical part of the playfield, where the coffin is laying down
- I borrowed to Jamin (at Pinball Nirvana) his idea for the spider's web, and adapted it for this mod ("spider toile G" and "spider toile D"), for a more realistic effect of my own mod.
- Front and back decall added to the ball. I didn't notice any slowdown because of it.
- Bride is now animated and sounded, thanks to the study of Jamin's table and how he did it.
- The coffin of Drac is rendering a sound when opening, and is now flashing, using an animated reel
- Violet domes (and the towers) changed, using reels
- Left ramp: most of the time, the ball didn't have enough velocity to climb it until the top. Solved !
- The spinner "Igor" (on the left of Frank) was up side down (its back part was inverted ==> Igor was spinning wrongly... Solved ! Picture changed, and spinner resized.
- Animation of Frank when he is hit (he is ALIVE !!!)
- New cabinet
- Lying Frank (on the playfield, in front of the ramp) using a picture, partially transparent ==> the lights, when "On", are no more flat lamps...
- Routine anti-ball-through added, copied from Indiana Jones v2.7 (modded by me) ==> no more "Ball Through" bug, and the gameplay is GREATLY improved, giving to the flippers best actions and more precision. Before the script, the flippers were poorly powerful when the ball was hiting the extremities. No more ! And we have now the possibility to use a flipper to launch the ball toward the same side (left flipper can launch toward the left), which wasn't possible before (at least it wasn't efficient)
- New way to make flashing the "START" advise at the beginning (no more hideous round light with a hugly text)
- All ramps tweaked.
- Backglass improved and a lot of decals added, some others replaced elsewhere.
- Right side coffin Drac improved (using a decal)
- The central spinner was wrongly understood and was totally spinning, thus it's only the lower part of it which should spin... Solved ! (hard work to do it !!)
- The coffin of the mummy is now opening and closing, depending of the mummy's state of activity.
- The mad scientist is now animated and crazingly moving like a... mad scientist, using 7 pictures, on the left part beside the table, and animated using another animation on the playfield.
- The blue lights on the right outlane are now flashing when the ball is lost and rolling there.
- Some sounds added
- central cible changed from red to orange (on the right of the central spinner, below the purple tower and the left bumper)
- Inside vertical part of the box improved (less dark)
- Apron improved with new cards
- When the lockpost is raised on the right ramp during the frank awakening, a sound is played when the ball hits it and a screw is drawned on its top. The screw is diseappearing when the lockpost is dropped.

Of course, I'm the author of all the pictures (at least: of the adaptation of pictures found on internet) and animations used for this mod (42 of the 67 pictures are new and were done for this mod)... and I have added 20% of code for the animations (but not only, like the lines for the anti ball through flippers, the helpers for the ramps, etc...), and modified a bunch of the 865 other lines, thanks to the study of the script written by Jamin, letting me understanding how to do things and how to obtain what I was expecting to obtain for the animation parts.


Beta 6, September 17, 2003:
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- Debug: the ball could stay hidden behind the coffin, on some very rare circonstances. Solved!
- Debug: the ball could stay behind Dracula when he is raised in front of the ramp. Solved!
- Debug: the ball could stay behind Frankenstein when he is raised:. Solved!
- New pic for the scoop dent (hole between the middle pass and the left ramp, where you can have extra ball, particulary).

Mod by Jive: June 17, 2003
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Beta 5 version, first mod since a long time...
- New: ramps, graphics (ball, coffin for dracula, appron, backdrop, back of playfield, bumpers, mummy, Bride, mosh gate, etc...)
- New playfield
- New Box
- Activation and realization of vertical Drak, with addition of its graphical representation.
- Rules added (I found it on the net... and I borrowed it to Matt Magnasco)
- A lot of other improvements.




drinks.gif
Here is the debugged version, the engine having screwed the end of my script... blush.gif

CODE
Sub LockPost_Hit() 'Added by Jive PlaySound "HitTarget" End Sub

==> here is the code correctly written:
CODE
Sub LockPost_Hit() 'Added by Jive
      PlaySound "HitTarget"
End Sub
I meant: the zip file is containing the debugged version of the table, with the script correctly written
In case of weird behaviors (like the fact that nothing is happening when you hit Frank, for example), delete your NVRAM file.
It's located in the NVRAM folder, for me here:
I:\FLIPPERS\Visual Pinball\VPINMAME\NVRAM\
Sorry but I just can't move the display, it's stuck in the middle of the upper half of the screen.
Can anybody help?

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