- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Submitter
SUPPORT TOPIC File Information
- Submitted: Aug 02 2014 01:59 AM
- Last Updated: Jul 22 2015 08:32 PM
- File Size: 63.36MB
- Views: 15927
- Downloads: 3,035
- Author(s): Destruk<br />Zaphod<br />Jive<br />Edizzle
- Manufacturer: Gottlieb
- Year: 1992
-
IPDB Link:
- ROM: Link to ROM
- Media Pack: Link to Media Pack
- Permission to MOD?: Yes, without approval
Previous Versions
Download Super Mario Brothers Mushroom World(Gottlieb)(1992)(Edizzle)(V1.3)(FS)(PM5) V1.3
6 Votes
Update 7/22/15
Please Play this version in PM5, not VP9. the ramp shot is still pretty difficult using the right flipper, but much more doable than before. Not that there are many shots in this game, but PM5 still feels like an improvement for overall feel.
I added primitives and things and redid the GI relay so things look a little more nice.
I changed the drop target switch calls to be in the array script, rather than taken from the timer interval, in hopes that it might solve the issue of the drop targets once in a while not being up even though the Rom (and respective light) think that it is up. The problem still persists so I'm convinced it's a Rom issue.
***************
Update 8/14/14
Thanks Arngrim for the DOF support. Also minor graphical updates. Changed backwall lights from 2d image to primitives. Redid apron, instruction cards, and light world leds. Increased the flipper strength. Also, I believe Arngrim's DOF script should resolve the issue that Aussie_Knight_Rider was experiencing.
Hello all,
This is my first release so feel free to report anything you find.
Thank you list:
Destruk for his VP8 table and allowing Mods
Dark for all his work on the 3d models, lighting, overall improvements to the table, and for being a great guy to work with
gtxjoe for all his assistance on the fading lights, resources I borrowed, and for taking the time to explain things. Also a great guy to work with
UW for his primitive template table from which I borrowed numerous pieces
The VP community overall for making this hobby so great and ever-advancing
also want to shout out to my two kids for sharing their hand foot mouth disease. Those two weeks off of work really gave me the time to get this table off the ground!
This table is a modded version of Destruk's VP8 table. The base script is original with lots changes, additions, etc.
-Redrawn playfield and all plastics redrawn/redone
-plastic toys given the 3d model treatment (Dark)
-Lots of primitive elements (but not the drop targets which I couldn't figure out how to get working)
-Fading light routines added (gtxjoe)
***Known issues:
- Once in a while one or more of the drop targets, which are used to advance worlds, will have dropped, but the respective light is lit, and the game is expecting the drop target to be hit, which of course, it cannot. This means you will not be able to advance worlds. Also, if you get the Luigi special, this issue will also happen. The targets will reset when the ball is drained and it will operate normally.
When you get video mode, and the GI turns off, when you exit video mode, and the GI is back on, sometimes the playfield lights will appear dim. I know that it has something to do with the way I implemented the GI turning on/off. I attempted to fix it but didn't work.
If you know the solutions, or find any other issues, feel free to mod, or share the fix.
I also made a DB2S backglass.
Hope you like it. This game is of course I redemption table meant for kids. Not a deep rule set by any means but if you're a mario fan, it's fun. If you have kids, they will enjoy it.
One more thing, this table does not use the normal key for credits so you either have to change the keys or change it to free play.
Please Play this version in PM5, not VP9. the ramp shot is still pretty difficult using the right flipper, but much more doable than before. Not that there are many shots in this game, but PM5 still feels like an improvement for overall feel.
I added primitives and things and redid the GI relay so things look a little more nice.
I changed the drop target switch calls to be in the array script, rather than taken from the timer interval, in hopes that it might solve the issue of the drop targets once in a while not being up even though the Rom (and respective light) think that it is up. The problem still persists so I'm convinced it's a Rom issue.
***************
Update 8/14/14
Thanks Arngrim for the DOF support. Also minor graphical updates. Changed backwall lights from 2d image to primitives. Redid apron, instruction cards, and light world leds. Increased the flipper strength. Also, I believe Arngrim's DOF script should resolve the issue that Aussie_Knight_Rider was experiencing.
Hello all,
This is my first release so feel free to report anything you find.
Thank you list:
Destruk for his VP8 table and allowing Mods
Dark for all his work on the 3d models, lighting, overall improvements to the table, and for being a great guy to work with
gtxjoe for all his assistance on the fading lights, resources I borrowed, and for taking the time to explain things. Also a great guy to work with
UW for his primitive template table from which I borrowed numerous pieces
The VP community overall for making this hobby so great and ever-advancing
also want to shout out to my two kids for sharing their hand foot mouth disease. Those two weeks off of work really gave me the time to get this table off the ground!
This table is a modded version of Destruk's VP8 table. The base script is original with lots changes, additions, etc.
-Redrawn playfield and all plastics redrawn/redone
-plastic toys given the 3d model treatment (Dark)
-Lots of primitive elements (but not the drop targets which I couldn't figure out how to get working)
-Fading light routines added (gtxjoe)
***Known issues:
- Once in a while one or more of the drop targets, which are used to advance worlds, will have dropped, but the respective light is lit, and the game is expecting the drop target to be hit, which of course, it cannot. This means you will not be able to advance worlds. Also, if you get the Luigi special, this issue will also happen. The targets will reset when the ball is drained and it will operate normally.
When you get video mode, and the GI turns off, when you exit video mode, and the GI is back on, sometimes the playfield lights will appear dim. I know that it has something to do with the way I implemented the GI turning on/off. I attempted to fix it but didn't work.
If you know the solutions, or find any other issues, feel free to mod, or share the fix.
I also made a DB2S backglass.
Hope you like it. This game is of course I redemption table meant for kids. Not a deep rule set by any means but if you're a mario fan, it's fun. If you have kids, they will enjoy it.
One more thing, this table does not use the normal key for credits so you either have to change the keys or change it to free play.
What's New in Version V1.3 (See full changelog)
- Now a PM5 version and adjusted physics
- Primitive Drop Targets
- animated sling hits
- animated hole kickers
- re-did the GI
CANT GET ANY CREDITS oops sorry didnt mean to shout.
i get the coin sound, but no credits
Would of been equal effort to re-type without caps than it would be to type "oops sorry didnt mean to shout" which makes me question - yes you did mean to shout.
If you read in the description of my post above I explain how to set to free play by using key '7' to open service menu, then use flippers to navigate the options and start button to toggle them.
Would of been equal effort to re-type without caps than it would be to type "oops sorry didnt mean to shout" which makes me question - yes you did mean to shout.
If you read in the description of my post above I explain how to set to free play by using key '7' to open service menu, then use flippers to navigate the options and start button to toggle them.
It's interesting for you to say that you think you know what I meant in my post, more than I did. It was an attempt at humour... maybe a poor one, but your respnse was just plain rude.
Visual Pinball 9.2.1 crashes when loading the table. Cant play it. Any Ideas?
Visual Pinball 9.2.1 crashes when loading the table. Cant play it. Any Ideas?
Hi Kellogs. This table needs 990 to work.
CJS: Call it an attempt at humour now if you want but I just call it being ignorant, and ignorant questions deserve ignorant answers.
Next time take a minute to read before 'shouting' for help. If you seriously read and understood my post and posted that just to 'troll' me that only strengthens my point here.
Why are there two tables with identical names available to download? Is there a difference between them?
Why are there two tables with identical names available to download? Is there a difference between them?
Sorry about the confusion. They are the same file. Not sure how it got uploaded twice. I will be uploading a DOF version that Arngrim is putting the script together on and I might add some minor graphical changes. As you can see, this is my first table release and as such, I'm making all sorts of weird errors.
Visual Pinball 9.2.1 crashes when loading the table. Cant play it. Any Ideas?
Hi Kellogs. This table needs 990 to work.
Same here, and I'm using 990.
Something about line 371 object required, controller error lights up in the script after the crash.
every time I try to load.
this is the first new table its doing it with as all other new releases work fine.
hope someone can help me get it going,
as this is a favorite of mine.
Other files you may be interested in ..
- 18,351 Total Files
- 57 Total Categories
- 872 Total Authors
- 25,387,095 Total Downloads
- Frozen Butterfly Latest File
- anthias Latest Submitter
user(s) are online (in the past 15 minutes)
members, guests, anonymous users











are all trademarks of VPFORUMS.
Thanks for making this fun & unique table, don't see a 'mini' like this every day!
Note: since this is a Gottlieb table you need to open service menu with key "7" and change the game play from 1 ball to 3 ball, and free play.