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SUPPORT TOPIC File Information
- Submitted: Jan 06 2011 03:10 AM
- Last Updated: --
- File Size: 37.37MB
- Views: 8142
- Downloads: 737
- Author(s): Neo
Download Bubblegum Crisis MegaTokyo 2035 1.3
3 Votes
Enter the world of the Knight Sabers with Bubblegum Crisis MegaTokyo 2035.
2035...MegaTokyo
A city rising from the ashes of the Second Kanto Earthquake. In the stone and metallic canyons of this megaopolis, the Knight Sabers, a small band of high-tech mercenaries, fight a lonely battle against the monolithic Genom Corporation and its army of android Boomers.
Double Potions Pinball Productions Presents
Bubblegum Crisis MegaTokyo 2035
Visual Pinball Table DPS-005
Author's notes:
The zip file contains all the game music as well as a TrueType font file for the score display. The music should go in the VP Music folder and the font should go in the Windows Fonts folder.
BGC 2035 is my fifth table for Visual Pinball, and it is themed around the original Bubblegum Crisis anime OVA series, which was originally released from 1987-1989 in a total of eight episodes. The series is set in the year 2032 in MegaTokyo, a city recovering from the devastation of the Second Great Kanto Earthquake some years before (I believe it was 2026, but I could be mistaken), and it centers around a small band of high-tech mercenaries called the Knight Sabers, a quartet of women who battle the Genom Corporation and its army of combat-ready Boomers. Along with the original eight episodes, there is also Bubblegum Crash, a three-episode followup, AD Police Files, which is a trio of side stories centered around MegaTokyo's AD Police force. The most recent thing to come out is a 26-episode TV series called Bubblegum Crisis Tokyo 2040 which has new artwork and a whole new storyline.
BGC 2035 is a modern-style table patterned after Williams/Bally tables circa 1994. The table features multiple multiball modes, contract and boomer modes to play, a clock for timed modes that registers down to 1/10 second, a text-based pseudo-DMD display system, and a full-featured operator menu very similar to what you would find in a VPinMame table. Please see the appendix on this rulesheet and the attached Operator Mode System text file for more information on the operator menu.
Please ask for my explicit permission before modifying this table for public release. I built this table as a fan of this series for fans of BGC, anime, and pinball. I don't own any of the images, sounds, and music used in this table, and it is not my intent to violate the rights of those who do. Unauthorized mods will not bode well with me. Modifications for personal use are okay, as long as they are not made public. Any suggestions or comments on how the table can be improved are welcome, you can email me at [email protected]. Or, you can PM me if you are a member of vpForums.org, pinball-originals.com, or Pinball Nirvana. Please keep comments constructive, as any non-constructive flames will be stoned to death ("Look, a flamer! May we burn him?") :-)
Special thanks to leuzier13 for helping me with table testing
A very special thanks to my friend Troy for providing me with the means to get some of the extremely hard-to-find music from this series (the CDs have been out of print for some time, and are nearly impossible to come by)
Table Rules/Scoring
1-4 Players
See Backdrop Display For Replay Score
1 Replay for Beating the Replay Score
1 Replay for Making Score Table
3 Replays for Grand Champion
Object of Game: Defeat a series of six boomers, from the BU-55C up to the final battle with Largo.
Skill Shot: The Skill Shot target is in District 3 (the upper level) to the right of the Knight-Sabers rollovers, and is activated at the start of the ball. The skill shot deactivates if any other target on the table is hit. Hitting the Skill Shot when it is active scores 5,000,000-10,000,000 depending on the number of times you've hit the Skill Shot in the game. When it is not active the target scores 150,000 points.
Jet Bumpers: Each scores 5,000-5,990 points. There are two sets of bumpers. One set is on the upper level (District 3 Jets), and one set is on the lower level (District 24 Jets). 25 total hits on each set will raise the level by one, with increased force on hits, up to a maximum of Level 3. Attaining Level 1 is 5,000,000 points, Level 2 is 10,000,000 points, and Level 3 is 20,000,000 points (District 3) or 15,000,000 (District 24).
Knight-Sabers Rollovers: These are above the jet bumpers on the upper level. The lit lights can be shifted with the flipper keys. Each is 50,000 points if unlit and 20,000 points if lit. Completion scores 500,000 points and advances the Bonus Multiplier to a maximum of 15x. If the multiplier is already 15x, completion awards 5,000,000 points.
S-Y-L-I-A Target: This is located next to the District 1 ramp. Spell S-Y-L-I-A in the same ball in play for 5,000,000 points. Each hit is 50,000 points.
L-E-O-N: These are lit by the ball traveling down the inlanes and outlanes and the lights can be shifted with the flipper keys. Completing L-E-O-N awards 1,000,000 points x the number of completions in the current ball.
C1 and Wangan Freeway Ramps: Each scores 1,000,000 points. You can shoot the ramps multiple times for combos:
-2-Way 5,000,000
-3-Way 10,000,000
-4-Way 20,000,000
-5-Way 30,000,000
-6-Way 40,000,000
-7+ Way 50,000,000
The total number of ramp shots (Miles) are tracked throughout the game.
Extra Ball Lit at 15 and 50 Miles (shoot AD Police Garage Target or the kicker if the target is down to get the extra ball)
Spot Boomer at 30 and 75 Miles
Special Lit at 100 Miles
This pattern repeats every 100 Miles accumulated during the current game.
AD Police Targets: These each score 100,000 points. During normal gameplay, each target hit lights an AD Police Badge. Three AD Police Badges lights up the ADP Garage for AD Police Multiball. The AD Police targets are also used in certain modes. Shooting ADP Target 1 (the one between the Priss targets and the lane leading to District 24) adds 1,000 points to the value of the District 24 Spinner. Shooting ADP Target 3 (the one to the right of the District 3 ramp) adds 1,000 points ot the value of the District 3 spinner. Both spinners have a maximum value of 100,000 points.
Ladies' 633 and Hot Legs: These are activated when the 6-3-3 and the P-R-I-S-S targets, respectively, are cleared. They are used to start Contract Modes and are goal targets in certain modes. They each score 500,000 points when the ball is ejected from them.
Genom Tower: This is underneath the Genom Tower pyramid in the middle of the table between Hot Legs and Ladies' 633 , and it is activated when the B-G-C targets are cleared. Shooting it when activated in normal gameplay starts the next Boomer Mode, and in other modes it is a goal target.
End-Of-Ball Bonus: This is awarded after the last ball on the table drains. The following list is the point structure for the end-of-ball bonus
-Target Bonus: 1,000 points x total number of targets hit this ball
-Contract Bonus: 1,000,000 points x total number of Contract modes played this game
-Boomer Bonus: 2,000,000 points x the total number of boomer battles this game
-Expressway Miles: 100,000 points x the total number of ramp shots this game
-Multiply the total by the current bonus multiplier
-Add in the bonuses from completing modes
-The final total is displayed and is added to the player's score at the start of the next player or ball.
Contract Modes
The table has six Contract modes. These are separate from the Boomer Battle Modes, and you do not have to complete them all to battle Largo. The contracts are selected randomly. The Contract modes are activated by clearing either the P-R-I-S-S targets and shooting Hot Legs or 6-3-3 drop targets and shooting Ladies' 633. Completing all the Contracts awards an extra 25,000,000 points.
Tinsel City Rhapsody (single-ball timed): Shoot a total of 5 C1/Wangan ramp shots in 35 seconds. Each is 5,000,000 points (each AD Police target hit during this mode adds 1,000,000 to the value). Completion is 20,000,000 points
Survival Shot (single-ball timed): The clock is set to 40 seconds. During this time, AD Police targets are 2,000,000 points, Hot Legs, Genom Tower, and Ladies' 633 all score 2,000,000 points each. All ramp shots (District 3, C1, and Wangan) score 5,000,000 points each. The total is awarded as a special bonus
Double Vision (single-ball timed/2-ball Multiball): First, free Linna by shooting the leftmost AD Police target within 20 seconds (success is 5,000,000 points). Once that is done, a second ball is launched for a 2-ball multiball. All Genom Tower shots are 5,000,000 points each, and all ramps are 2,500,000 points each. Mode continues until one ball drains. Total accumulated is awarded as a Special Bonus
Hot Legs (single-ball timed): Shoot Hot Legs within 40 seconds for 10,000,000 points and to start Replicants Multiball. Completing L-E-O-N adds 5,000,000 points to the award and 10 seconds to the remaining time. C1/Wangan add 2,000,000 points to the award and 5 seconds to the remaining time. AD Police targets each add 2,000,000 points to the award and 5 seconds to the remaining time. The maximum time that can be built is 60 seconds.
Revenge Road (single ball timed mode): The total awarded starts at 3,000,000 points. All targets hit add 200,000 points to the total for 30 seconds. Shooting the C1 or Wangan ramps during this time increases the value by 50,000 points.
Moonlight Rambler (4-ball multiball/single-ball timed): This mode has two objectives:
1)Help the BU-33S Sexaroid boomers escape from the Genaros space station. Four balls will be released. Lock the balls in Hot Legs, Genom Tower, Ladies' 633, and the AD Police Garage. Each one scores 10,000,000 points, and locking all four is an additional 25,000,000 points. If there is one ball left, the mode will end if one or no balls are locked. The mode will also end if three balls are locked and the final ball drains. You need to lock at least three balls(and not drain the last ball on the table) to go on to the second part.
2) Once all the balls are locked, a single ball is launched into play and the BGC targets start to flash. Shoot all three and then shoot Genom Tower within 45 seconds to complete the mode. Each BGC target is 5,000,000 points. Shooting Genom Tower within the time limit is 25,000,000 points and will automatically start the 3-3-S boomer battle mode regardless of how many boomers you've fought.
Boomer Battle Modes
The object of the game is to complete the six boomer battles in the table. The battles will be first with the 55C Combat Boomer, the 33C Female Boomer, the Doberman, the 33S Sexaroid Boomer (if you got this by completing Moonlight Rambler, the table will skip it), Brian J. Mason, and finally Largo.
The following are common attributes to all Boomer Battle Modes
-Shoot the B-G-C targets during the current ball-in-play with no other modes running to activate Genom Tower. Shoot Genom Tower to start the indicated mode
-Each mode will be a 2-ball, 3-ball, or 4-ball multiball (except for the battle with Largo which is single-ball). Unless indicated otherwise, there is no time limit on the battles. You just need to complete the objectives before losing all the balls on the table. Once a boomer battle starts, it will continue until all balls are drained (unless otherwise indicated).
-If all the objectives are completed in a battle, the points for defeating the boomer are awarded immediately, plus each boomer will add an additional award. The awards are in effect for the current ball in play. If there are two or more balls still in play and the objectives are complete, the table will go into a "victory" mode and all targets during this mode are 300,000 points (unless otherwise indicated).
-If the objectives are not completed before all balls drain, the table may or may not advance to the next battle (option can be set in Operator Mode).
BU-55C Boomer (2-ball): Each U-Turn is 5,000,000 points. The mode only ends when one ball drains (there won't be a victory mode). Shoot 7 U-Turns to defeat the boomer. If a ball drains, you will have 60 seconds to defeat the boomer, then the table returns to normal. The points earned from U-Turns during the battle will be awarded as a Special Bonus regardless of the number of U-Turns made. If both balls are still in play when the boomer is defeated the table will go into Victiry Mode. Defeating this boomer will score 20,000,000 points and add +1 to the Bonus Multiplier. If the mode ends and you get no U-Turns, you'll still get 5,000,000 points.
BU-33C Boomer (2-ball): This is a two-part mode. Get 10 hits on the District 24 jets for 10,000,000 points. Each hit adds 1,000,000 to the mode total which starts at 5,000,000 points. Once this is done, Hot Legs, Genom Tower, and Ladies' 633 will open. Shoot any combination of these totalling 7 hits to defeat the boomer. Each hit is 5,000,000 points. If a ball drains, you will have 60 seconds to complete the part (if you complete part 1 you'll get a fresh 60 seconds for part 2). Completion sets all scores to 2x for the rest of the current ball, and awards 30,000,000 points. The points accumulated are stored as a Special Bonus. The table will run the Victory Mode if all objectives are completed and you have both balls still in play.
Doberman (3-ball): During this battle, C1 and Wangan add 5,000,000 points to the total for the mode. The goal here is to get a total of three 3-Way combos through the ramps to defeat the Doberman. Each 3-Way Combo adds 10,000,000 points to the total for the mode. The mode will only end if the goal is met or all balls drain. There will be no time limits regardless of the number of balls on the table. Completion awards 40,000,000 points and advances the Bonus Multiplier by 2. The table will run the Victory Mode if the goal is met while two or three balls are still in play. The mode total is stored as a Special Bonus and awarded before the start of the next ball
BU-33S (3-ball): This two-part battle can be accessed normally, or if you complete the Moonlight Rambler contract mode. Clear the P-R-I-S-S targets for 5,000,000 points each, then shoot Hot Legs to complete Part 1 (Completion is 15,000,000 points). C1 and Wangan ramp shots increase the value of the targets by 1,000,000 each. Part 2 faces you off against the D-D. Shoot the BGC targets in any order a total of 15 times to defeat the D-D and complete the mode. BGC targets score 1,000,000 points each. Completion scores 50,000,000 points and will set all scores to 3x the rest of the current ball. If one ball remains on the table, you will have 35 seconds to complete the part, then the table returns to normal. If one ball remains and you complete part 1, you'll then have 60 seconds to complete part 2. If the D-D is defeated and you have two or three balls in play, the table starts Victory Mode.
Brian J. Mason (4-ball): This battle is in three parts. 1) Shoot Ladies' 633 four times (each is 5,000,000 points). 2) Shoot Hot Legs four times (each is 5,000,000 points). 3) Shoot Genom Tower four times to defeat Mason (each is 5,000,000 points). Completion scores 60,000,000 points and lights AD Police Target 2 or the AD Police Garage for an extra ball. If Mason is defeated and you have two, three, or 4 balls in play, the table starts Victory Mode.
Largo (single-ball): Once this battle starts, it will continue until either the game ends, or you defeat Largo (there is no time limit, and no other modes will run until this battle ends). Shoot Genom Tower ten times to defeat Largo. Each shot into Genom Tower is 10,000,000 points. If the ball drains, you pick up where you left off on the next ball. You get 200,000,000 points if you get all ten and Genom Tower will remain open. Shoot Genom Tower to start Knight Sabers Signature Multiball.
Other Modes
AD Police Multiball (2-ball): This is activated by shooting the AD Police targets during normal gameplay. Once the last target is lit AD Police Garage opens up. Shoot a ball into the HQ to start the multiball. During AD Police Multiball, ADP Targets 1 & 3 are 5,000,000 points, C1 and Wangan ramps are 2,500,000 points each, the District 3 ramp is 5,000,000 points (the ball has to hit the gate at the top of the District 3 ramp to count), and shooting a ball into District 24 is 5,000,000 points. Shooting a ball into the AD Police Garage is 10,000,000 points. The points are added to the player's score immediately and the total is displayed at the end of the mode (if the total is nonzero). There is also an AD Police Chief high score for players to beat.
Replicants' Multiball (3-ball): During Hot Legs mode, shoot the Hot Legs target to start. During this mode, all Hot Legs shots score 10,000,000 points, all C1 and Wangan ramp shots are 5,000,000 points, L-E-O-N is 10,000,000 points, and all AD Police targets are 5,000,000 points. Shoot Hot Legs three times for 2x All Scores the rest of the multiball. Shoot Hot Legs a total of 6 times for 3x All Scores the rest of the multiball. The mode ends when one ball remains. The total points scored in this mode are stored and awarded at the end of the ball as a Special Bonus.
Knight Sabers Signature Multiball (4-ball): You need to complete Largo to get this mode. The table will launch any needed balls to ensure you have four on the table. During Signature Multiball the following conditions exist:
All Scores are 3x (mode only)
U-Turns are 5,000,000 (x3)
C1 and Wangan Loops are 5,000,000 (x3)
Entering Districts 3 and 24 are 5,000,000 points (x3)
Hot Legs, Ladies' 633, and AD Police HQ are 5,000,000 (x3)
Genom Tower is 10,000,000 (x3)
Kinght-Sabers scores 5,000,000 points (in addition to advancing the multiplier)
Extra Ball is lit
Special is Lit
Ball Saver lit for 60 seconds
The points scored are added to the player's score immediately. The total is stored and will be displayed at the end of the multiball. There is a Signature Champion high score for players to attempt to beat.
Victory Mode: Victory mode is started by defeating either the BU-55C, BU-33C, the Doberman, the BU-33S, or Mason with two or more balls still in play. The mode total starts at 5,000,000 points. During this mode all targets add 300,000 points to the total. The Ball Saver is also lit for 15 seconds. The mode ends once there is only one ball left in play. The total points scored are stored as a Special Bonus and added to the player's score before the table starts the next ball.
BGC 2035 Rulesheet Appendix: Table Features
Operator Mode
BGC 2035 features a VPM-style operator menu to enable users to see statistics and change game options. The operator menus are accessible only while the game is in attract mode. The following list shows the key commands for operator menu
F6 - Enter Operator Mode
7 - "Escape" - Returns to previous menu. If you are at the starting displays of the mode, pressing the 7-Key exits operator mode and restarts the table
8 - "Previous" - Goes to the previous choice in the current menu
9 - "Next" - Goes to the next choice in the current menu
0 - "Enter" - Selects the current menu choice
1 - Start Button - Help on certain menus
Press the F6 key to enter Operator Mode. All the table lights will go out and the display will go blank for a few seconds. You'll hear a tone and the starting displays will appear. They will continuously cycle through the starting display sequence until you press either the 1, 7, or 0 keys.
Press 1 for general help
Press 7 to exit and restart the table
Press 0 to enter the main menu
Main Menu
The main menu has three selections you can choose from: Statistics, Options, and Utilities.
Press 8 and 9 to cycle through the choices
Press 1 for Help
Press 0 to select the current choice on the display
Press 7 to return to the startup display
Statistics Menu
Press 0 when "1. Statistics" is on the main menu display to activate the Statistics Menu. The statistics the table tracks are grouped into five categories: Main Audits, Game - General, Game - Contract, Game - Boomer, and Histogram
Press 8 and 9 to cycle through the choices
Press 1 for Help
Press 0 to select the current choice on the display
Press 7 to return to the main menu
Once you select a choice, press the 8 and 9 keys to cycle through the statistics. Press 7 to return to the Statistics Menu.
Please see the Operator Menu System.txt file found in the BGC 2035 zip file for more information on the statistics in each category.
Options Menu
Press 0 when "2. Options" appears on the main menu display to activate the Options Menu. The changable options in the table are in two categories: Environment and Gameplay. Press 8 or 9 to see the choices, and press 0 to select the choice you want.
When you select your category, press 8 or 9 to cycle through the options, or press 7 to return to the Options Menu. Options that are set to the table defaults will be denoted with "(DEFAULT)" on the display. Press 0 when you see the option you want to change. The value will start blinking. While the value is blinking, you can use the 8 and 9 keys to cycle through the different settings. Press 0 to enter the change, or press 7 to abort (you will stay at youor selected option, but the value will no longer be blinking.
Please see the Operator Menu System.txt file found in the BGC 2035 zip file for more information on the options in each category, including their defaults and possible settings.
Utilities Menu
Press 0 when "3. Utilities" appears on the main menu display to activate the Utilities Menu. There are five possible options in the Utilities Menu; they all have something to do with resetting certain features: Reset H.S.T.D., Clear Main Audits, Clear Game Stats, Reset Options, Clear/Reset All. Press 0 to select the option. The table will pause for five seconds before committing the change. Press 7 before it commits to abort.
Please see the Operator Menu System.txt file found in the BGC 2035 zip file for more information on what each option in the Utilities menu clears out.
2035...MegaTokyo
A city rising from the ashes of the Second Kanto Earthquake. In the stone and metallic canyons of this megaopolis, the Knight Sabers, a small band of high-tech mercenaries, fight a lonely battle against the monolithic Genom Corporation and its army of android Boomers.
Double Potions Pinball Productions Presents
Bubblegum Crisis MegaTokyo 2035
Visual Pinball Table DPS-005
Author's notes:
The zip file contains all the game music as well as a TrueType font file for the score display. The music should go in the VP Music folder and the font should go in the Windows Fonts folder.
BGC 2035 is my fifth table for Visual Pinball, and it is themed around the original Bubblegum Crisis anime OVA series, which was originally released from 1987-1989 in a total of eight episodes. The series is set in the year 2032 in MegaTokyo, a city recovering from the devastation of the Second Great Kanto Earthquake some years before (I believe it was 2026, but I could be mistaken), and it centers around a small band of high-tech mercenaries called the Knight Sabers, a quartet of women who battle the Genom Corporation and its army of combat-ready Boomers. Along with the original eight episodes, there is also Bubblegum Crash, a three-episode followup, AD Police Files, which is a trio of side stories centered around MegaTokyo's AD Police force. The most recent thing to come out is a 26-episode TV series called Bubblegum Crisis Tokyo 2040 which has new artwork and a whole new storyline.
BGC 2035 is a modern-style table patterned after Williams/Bally tables circa 1994. The table features multiple multiball modes, contract and boomer modes to play, a clock for timed modes that registers down to 1/10 second, a text-based pseudo-DMD display system, and a full-featured operator menu very similar to what you would find in a VPinMame table. Please see the appendix on this rulesheet and the attached Operator Mode System text file for more information on the operator menu.
Please ask for my explicit permission before modifying this table for public release. I built this table as a fan of this series for fans of BGC, anime, and pinball. I don't own any of the images, sounds, and music used in this table, and it is not my intent to violate the rights of those who do. Unauthorized mods will not bode well with me. Modifications for personal use are okay, as long as they are not made public. Any suggestions or comments on how the table can be improved are welcome, you can email me at [email protected]. Or, you can PM me if you are a member of vpForums.org, pinball-originals.com, or Pinball Nirvana. Please keep comments constructive, as any non-constructive flames will be stoned to death ("Look, a flamer! May we burn him?") :-)
Special thanks to leuzier13 for helping me with table testing
A very special thanks to my friend Troy for providing me with the means to get some of the extremely hard-to-find music from this series (the CDs have been out of print for some time, and are nearly impossible to come by)
Table Rules/Scoring
1-4 Players
See Backdrop Display For Replay Score
1 Replay for Beating the Replay Score
1 Replay for Making Score Table
3 Replays for Grand Champion
Object of Game: Defeat a series of six boomers, from the BU-55C up to the final battle with Largo.
Skill Shot: The Skill Shot target is in District 3 (the upper level) to the right of the Knight-Sabers rollovers, and is activated at the start of the ball. The skill shot deactivates if any other target on the table is hit. Hitting the Skill Shot when it is active scores 5,000,000-10,000,000 depending on the number of times you've hit the Skill Shot in the game. When it is not active the target scores 150,000 points.
Jet Bumpers: Each scores 5,000-5,990 points. There are two sets of bumpers. One set is on the upper level (District 3 Jets), and one set is on the lower level (District 24 Jets). 25 total hits on each set will raise the level by one, with increased force on hits, up to a maximum of Level 3. Attaining Level 1 is 5,000,000 points, Level 2 is 10,000,000 points, and Level 3 is 20,000,000 points (District 3) or 15,000,000 (District 24).
Knight-Sabers Rollovers: These are above the jet bumpers on the upper level. The lit lights can be shifted with the flipper keys. Each is 50,000 points if unlit and 20,000 points if lit. Completion scores 500,000 points and advances the Bonus Multiplier to a maximum of 15x. If the multiplier is already 15x, completion awards 5,000,000 points.
S-Y-L-I-A Target: This is located next to the District 1 ramp. Spell S-Y-L-I-A in the same ball in play for 5,000,000 points. Each hit is 50,000 points.
L-E-O-N: These are lit by the ball traveling down the inlanes and outlanes and the lights can be shifted with the flipper keys. Completing L-E-O-N awards 1,000,000 points x the number of completions in the current ball.
C1 and Wangan Freeway Ramps: Each scores 1,000,000 points. You can shoot the ramps multiple times for combos:
-2-Way 5,000,000
-3-Way 10,000,000
-4-Way 20,000,000
-5-Way 30,000,000
-6-Way 40,000,000
-7+ Way 50,000,000
The total number of ramp shots (Miles) are tracked throughout the game.
Extra Ball Lit at 15 and 50 Miles (shoot AD Police Garage Target or the kicker if the target is down to get the extra ball)
Spot Boomer at 30 and 75 Miles
Special Lit at 100 Miles
This pattern repeats every 100 Miles accumulated during the current game.
AD Police Targets: These each score 100,000 points. During normal gameplay, each target hit lights an AD Police Badge. Three AD Police Badges lights up the ADP Garage for AD Police Multiball. The AD Police targets are also used in certain modes. Shooting ADP Target 1 (the one between the Priss targets and the lane leading to District 24) adds 1,000 points to the value of the District 24 Spinner. Shooting ADP Target 3 (the one to the right of the District 3 ramp) adds 1,000 points ot the value of the District 3 spinner. Both spinners have a maximum value of 100,000 points.
Ladies' 633 and Hot Legs: These are activated when the 6-3-3 and the P-R-I-S-S targets, respectively, are cleared. They are used to start Contract Modes and are goal targets in certain modes. They each score 500,000 points when the ball is ejected from them.
Genom Tower: This is underneath the Genom Tower pyramid in the middle of the table between Hot Legs and Ladies' 633 , and it is activated when the B-G-C targets are cleared. Shooting it when activated in normal gameplay starts the next Boomer Mode, and in other modes it is a goal target.
End-Of-Ball Bonus: This is awarded after the last ball on the table drains. The following list is the point structure for the end-of-ball bonus
-Target Bonus: 1,000 points x total number of targets hit this ball
-Contract Bonus: 1,000,000 points x total number of Contract modes played this game
-Boomer Bonus: 2,000,000 points x the total number of boomer battles this game
-Expressway Miles: 100,000 points x the total number of ramp shots this game
-Multiply the total by the current bonus multiplier
-Add in the bonuses from completing modes
-The final total is displayed and is added to the player's score at the start of the next player or ball.
Contract Modes
The table has six Contract modes. These are separate from the Boomer Battle Modes, and you do not have to complete them all to battle Largo. The contracts are selected randomly. The Contract modes are activated by clearing either the P-R-I-S-S targets and shooting Hot Legs or 6-3-3 drop targets and shooting Ladies' 633. Completing all the Contracts awards an extra 25,000,000 points.
Tinsel City Rhapsody (single-ball timed): Shoot a total of 5 C1/Wangan ramp shots in 35 seconds. Each is 5,000,000 points (each AD Police target hit during this mode adds 1,000,000 to the value). Completion is 20,000,000 points
Survival Shot (single-ball timed): The clock is set to 40 seconds. During this time, AD Police targets are 2,000,000 points, Hot Legs, Genom Tower, and Ladies' 633 all score 2,000,000 points each. All ramp shots (District 3, C1, and Wangan) score 5,000,000 points each. The total is awarded as a special bonus
Double Vision (single-ball timed/2-ball Multiball): First, free Linna by shooting the leftmost AD Police target within 20 seconds (success is 5,000,000 points). Once that is done, a second ball is launched for a 2-ball multiball. All Genom Tower shots are 5,000,000 points each, and all ramps are 2,500,000 points each. Mode continues until one ball drains. Total accumulated is awarded as a Special Bonus
Hot Legs (single-ball timed): Shoot Hot Legs within 40 seconds for 10,000,000 points and to start Replicants Multiball. Completing L-E-O-N adds 5,000,000 points to the award and 10 seconds to the remaining time. C1/Wangan add 2,000,000 points to the award and 5 seconds to the remaining time. AD Police targets each add 2,000,000 points to the award and 5 seconds to the remaining time. The maximum time that can be built is 60 seconds.
Revenge Road (single ball timed mode): The total awarded starts at 3,000,000 points. All targets hit add 200,000 points to the total for 30 seconds. Shooting the C1 or Wangan ramps during this time increases the value by 50,000 points.
Moonlight Rambler (4-ball multiball/single-ball timed): This mode has two objectives:
1)Help the BU-33S Sexaroid boomers escape from the Genaros space station. Four balls will be released. Lock the balls in Hot Legs, Genom Tower, Ladies' 633, and the AD Police Garage. Each one scores 10,000,000 points, and locking all four is an additional 25,000,000 points. If there is one ball left, the mode will end if one or no balls are locked. The mode will also end if three balls are locked and the final ball drains. You need to lock at least three balls(and not drain the last ball on the table) to go on to the second part.
2) Once all the balls are locked, a single ball is launched into play and the BGC targets start to flash. Shoot all three and then shoot Genom Tower within 45 seconds to complete the mode. Each BGC target is 5,000,000 points. Shooting Genom Tower within the time limit is 25,000,000 points and will automatically start the 3-3-S boomer battle mode regardless of how many boomers you've fought.
Boomer Battle Modes
The object of the game is to complete the six boomer battles in the table. The battles will be first with the 55C Combat Boomer, the 33C Female Boomer, the Doberman, the 33S Sexaroid Boomer (if you got this by completing Moonlight Rambler, the table will skip it), Brian J. Mason, and finally Largo.
The following are common attributes to all Boomer Battle Modes
-Shoot the B-G-C targets during the current ball-in-play with no other modes running to activate Genom Tower. Shoot Genom Tower to start the indicated mode
-Each mode will be a 2-ball, 3-ball, or 4-ball multiball (except for the battle with Largo which is single-ball). Unless indicated otherwise, there is no time limit on the battles. You just need to complete the objectives before losing all the balls on the table. Once a boomer battle starts, it will continue until all balls are drained (unless otherwise indicated).
-If all the objectives are completed in a battle, the points for defeating the boomer are awarded immediately, plus each boomer will add an additional award. The awards are in effect for the current ball in play. If there are two or more balls still in play and the objectives are complete, the table will go into a "victory" mode and all targets during this mode are 300,000 points (unless otherwise indicated).
-If the objectives are not completed before all balls drain, the table may or may not advance to the next battle (option can be set in Operator Mode).
BU-55C Boomer (2-ball): Each U-Turn is 5,000,000 points. The mode only ends when one ball drains (there won't be a victory mode). Shoot 7 U-Turns to defeat the boomer. If a ball drains, you will have 60 seconds to defeat the boomer, then the table returns to normal. The points earned from U-Turns during the battle will be awarded as a Special Bonus regardless of the number of U-Turns made. If both balls are still in play when the boomer is defeated the table will go into Victiry Mode. Defeating this boomer will score 20,000,000 points and add +1 to the Bonus Multiplier. If the mode ends and you get no U-Turns, you'll still get 5,000,000 points.
BU-33C Boomer (2-ball): This is a two-part mode. Get 10 hits on the District 24 jets for 10,000,000 points. Each hit adds 1,000,000 to the mode total which starts at 5,000,000 points. Once this is done, Hot Legs, Genom Tower, and Ladies' 633 will open. Shoot any combination of these totalling 7 hits to defeat the boomer. Each hit is 5,000,000 points. If a ball drains, you will have 60 seconds to complete the part (if you complete part 1 you'll get a fresh 60 seconds for part 2). Completion sets all scores to 2x for the rest of the current ball, and awards 30,000,000 points. The points accumulated are stored as a Special Bonus. The table will run the Victory Mode if all objectives are completed and you have both balls still in play.
Doberman (3-ball): During this battle, C1 and Wangan add 5,000,000 points to the total for the mode. The goal here is to get a total of three 3-Way combos through the ramps to defeat the Doberman. Each 3-Way Combo adds 10,000,000 points to the total for the mode. The mode will only end if the goal is met or all balls drain. There will be no time limits regardless of the number of balls on the table. Completion awards 40,000,000 points and advances the Bonus Multiplier by 2. The table will run the Victory Mode if the goal is met while two or three balls are still in play. The mode total is stored as a Special Bonus and awarded before the start of the next ball
BU-33S (3-ball): This two-part battle can be accessed normally, or if you complete the Moonlight Rambler contract mode. Clear the P-R-I-S-S targets for 5,000,000 points each, then shoot Hot Legs to complete Part 1 (Completion is 15,000,000 points). C1 and Wangan ramp shots increase the value of the targets by 1,000,000 each. Part 2 faces you off against the D-D. Shoot the BGC targets in any order a total of 15 times to defeat the D-D and complete the mode. BGC targets score 1,000,000 points each. Completion scores 50,000,000 points and will set all scores to 3x the rest of the current ball. If one ball remains on the table, you will have 35 seconds to complete the part, then the table returns to normal. If one ball remains and you complete part 1, you'll then have 60 seconds to complete part 2. If the D-D is defeated and you have two or three balls in play, the table starts Victory Mode.
Brian J. Mason (4-ball): This battle is in three parts. 1) Shoot Ladies' 633 four times (each is 5,000,000 points). 2) Shoot Hot Legs four times (each is 5,000,000 points). 3) Shoot Genom Tower four times to defeat Mason (each is 5,000,000 points). Completion scores 60,000,000 points and lights AD Police Target 2 or the AD Police Garage for an extra ball. If Mason is defeated and you have two, three, or 4 balls in play, the table starts Victory Mode.
Largo (single-ball): Once this battle starts, it will continue until either the game ends, or you defeat Largo (there is no time limit, and no other modes will run until this battle ends). Shoot Genom Tower ten times to defeat Largo. Each shot into Genom Tower is 10,000,000 points. If the ball drains, you pick up where you left off on the next ball. You get 200,000,000 points if you get all ten and Genom Tower will remain open. Shoot Genom Tower to start Knight Sabers Signature Multiball.
Other Modes
AD Police Multiball (2-ball): This is activated by shooting the AD Police targets during normal gameplay. Once the last target is lit AD Police Garage opens up. Shoot a ball into the HQ to start the multiball. During AD Police Multiball, ADP Targets 1 & 3 are 5,000,000 points, C1 and Wangan ramps are 2,500,000 points each, the District 3 ramp is 5,000,000 points (the ball has to hit the gate at the top of the District 3 ramp to count), and shooting a ball into District 24 is 5,000,000 points. Shooting a ball into the AD Police Garage is 10,000,000 points. The points are added to the player's score immediately and the total is displayed at the end of the mode (if the total is nonzero). There is also an AD Police Chief high score for players to beat.
Replicants' Multiball (3-ball): During Hot Legs mode, shoot the Hot Legs target to start. During this mode, all Hot Legs shots score 10,000,000 points, all C1 and Wangan ramp shots are 5,000,000 points, L-E-O-N is 10,000,000 points, and all AD Police targets are 5,000,000 points. Shoot Hot Legs three times for 2x All Scores the rest of the multiball. Shoot Hot Legs a total of 6 times for 3x All Scores the rest of the multiball. The mode ends when one ball remains. The total points scored in this mode are stored and awarded at the end of the ball as a Special Bonus.
Knight Sabers Signature Multiball (4-ball): You need to complete Largo to get this mode. The table will launch any needed balls to ensure you have four on the table. During Signature Multiball the following conditions exist:
All Scores are 3x (mode only)
U-Turns are 5,000,000 (x3)
C1 and Wangan Loops are 5,000,000 (x3)
Entering Districts 3 and 24 are 5,000,000 points (x3)
Hot Legs, Ladies' 633, and AD Police HQ are 5,000,000 (x3)
Genom Tower is 10,000,000 (x3)
Kinght-Sabers scores 5,000,000 points (in addition to advancing the multiplier)
Extra Ball is lit
Special is Lit
Ball Saver lit for 60 seconds
The points scored are added to the player's score immediately. The total is stored and will be displayed at the end of the multiball. There is a Signature Champion high score for players to attempt to beat.
Victory Mode: Victory mode is started by defeating either the BU-55C, BU-33C, the Doberman, the BU-33S, or Mason with two or more balls still in play. The mode total starts at 5,000,000 points. During this mode all targets add 300,000 points to the total. The Ball Saver is also lit for 15 seconds. The mode ends once there is only one ball left in play. The total points scored are stored as a Special Bonus and added to the player's score before the table starts the next ball.
BGC 2035 Rulesheet Appendix: Table Features
Operator Mode
BGC 2035 features a VPM-style operator menu to enable users to see statistics and change game options. The operator menus are accessible only while the game is in attract mode. The following list shows the key commands for operator menu
F6 - Enter Operator Mode
7 - "Escape" - Returns to previous menu. If you are at the starting displays of the mode, pressing the 7-Key exits operator mode and restarts the table
8 - "Previous" - Goes to the previous choice in the current menu
9 - "Next" - Goes to the next choice in the current menu
0 - "Enter" - Selects the current menu choice
1 - Start Button - Help on certain menus
Press the F6 key to enter Operator Mode. All the table lights will go out and the display will go blank for a few seconds. You'll hear a tone and the starting displays will appear. They will continuously cycle through the starting display sequence until you press either the 1, 7, or 0 keys.
Press 1 for general help
Press 7 to exit and restart the table
Press 0 to enter the main menu
Main Menu
The main menu has three selections you can choose from: Statistics, Options, and Utilities.
Press 8 and 9 to cycle through the choices
Press 1 for Help
Press 0 to select the current choice on the display
Press 7 to return to the startup display
Statistics Menu
Press 0 when "1. Statistics" is on the main menu display to activate the Statistics Menu. The statistics the table tracks are grouped into five categories: Main Audits, Game - General, Game - Contract, Game - Boomer, and Histogram
Press 8 and 9 to cycle through the choices
Press 1 for Help
Press 0 to select the current choice on the display
Press 7 to return to the main menu
Once you select a choice, press the 8 and 9 keys to cycle through the statistics. Press 7 to return to the Statistics Menu.
Please see the Operator Menu System.txt file found in the BGC 2035 zip file for more information on the statistics in each category.
Options Menu
Press 0 when "2. Options" appears on the main menu display to activate the Options Menu. The changable options in the table are in two categories: Environment and Gameplay. Press 8 or 9 to see the choices, and press 0 to select the choice you want.
When you select your category, press 8 or 9 to cycle through the options, or press 7 to return to the Options Menu. Options that are set to the table defaults will be denoted with "(DEFAULT)" on the display. Press 0 when you see the option you want to change. The value will start blinking. While the value is blinking, you can use the 8 and 9 keys to cycle through the different settings. Press 0 to enter the change, or press 7 to abort (you will stay at youor selected option, but the value will no longer be blinking.
Please see the Operator Menu System.txt file found in the BGC 2035 zip file for more information on the options in each category, including their defaults and possible settings.
Utilities Menu
Press 0 when "3. Utilities" appears on the main menu display to activate the Utilities Menu. There are five possible options in the Utilities Menu; they all have something to do with resetting certain features: Reset H.S.T.D., Clear Main Audits, Clear Game Stats, Reset Options, Clear/Reset All. Press 0 to select the option. The table will pause for five seconds before committing the change. Press 7 before it commits to abort.
Please see the Operator Menu System.txt file found in the BGC 2035 zip file for more information on what each option in the Utilities menu clears out.
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