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Heavy Metal Rowamet 1983 VPX [Visual Pinball X]

DOF SSF FSS Taito Rowamet Brazil Heavy Metal

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#261 Tesla

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Posted 15 June 2026 - 07:14 PM

 

 

Why dont you just make a custom backglass?

Grab the backglass to the classic table version to start

 

Rework a backglass image for a DMD area

the Classic backglass has the stock score display already on it.

Or if you have a dedicated DMD screen, just roll with the classic backglass

 

 

It's just not a good time for me to learn Backglass Designer.

 

I should not even be messing with this table here, but it's been in queue for so long ... I wanted to get it and a few others online and adjusted. At least get my top 20 done in VPX v10.8.0 64bit. Actually, I might stop here at 18.

 

I also have a Pinball-Y Javascript Addon that is tested and ready to publish. As well as a Home Repair Project that is still not finished. Those should come first.

 

But anyway:

a. I thought you just re-did it for v4.0 Fantasy

b. I thought I needed a project file to import into Backglass Designer, or at least all the perfect original digital assets.

 

As for the VPM, I need that because:

1. That is how you see the running score, especially with two-players

2. The old one has apparently been stripped-out of Fantasy B2S

3. The amber-LED of VPM looks retro and appropriate for this table

 

Luckily, it seems to stay correct ... as long as the Backglass is not touched in any way. I just thought you might know why it was doing that (so I could disable whatever or lock a setting down).

 

Thanks again for this new version of the table and for your support now.


Edited by Tesla, 16 June 2026 - 12:19 AM.


#262 Tesla

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Posted 15 June 2026 - 09:19 PM

It's going pretty good over here. The -0.990 on score audio-file works good enough for now. That brings it down to the volume level of other sounds.

 

Would it be possible (and fairly easy) to make the ball physics more like a real-metal pinball, and less like a slightly flexible LocNar sphere?

 

Not the way it looks, but just the way it acts. I like the speed, but doesn't it seem a bit like a rubber-ball to you? Or, not really?


Edited by Tesla, 15 June 2026 - 09:22 PM.


#263 wiesshund

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Posted 16 June 2026 - 02:07 AM

 

Thank you sir.

 

So, I set knocker to -1.0 and it is now completely muted. Perfect, that issue resolved.

 

I can do the same for score, but it would be nice if it made that sound (during long tabulations) but at a lower volume.

I tried setting it at -0.950.

That seems to help, although for the first 0.5 seconds, it still seems to be at full volume.

It seems (maybe) that sounds set to "Backglass" are unusually loud. Maybe due to my SSF-7.1 setup?

 

I'll try -0.990 next or maybe an Export/Volume Change in Audacity/Import.

Or, maybe I'll just have to settle for completely-muted for now.

 

Finally, it's interesting to note that during the final tabulation (Ball 5) Score is completely silent. I think it's always been that way.

That is one of reasons why I was mistakenly thinking it was a ROM-sound for a while.

 

 

Remember, sound volume is logorithmic when adjusting, not linear

 

Score sound turns off when you lose
actually it turns off every time the trought launches a ball into the shooter lane

otherwise it will fire off every time anything updates in the score display
It does not turn back on until the ball last animation plays and back off when ball ejected
 

if scoreclick = 1 and dhit = 1 sound plays

 

If left to just play always, it goes batshit crazy (like the ROM does)

Especially when the ROM pauses for the DMD

 

Try this (back up table script 1st)

 

https://drive.google...?usp=drive_link

 

Script only, just copy and paste, replace existing.

 

If it spazzes at end game and starts going bonkers with the score sound, just replace with your backed up script.

It's a simple taito based ROM reused for a number of machines with monor changes
it does not have a lot internally to tie a DMD into, most of it is done by reading what LED segments are lit
and comparing to the state of a backglass lamp or some made up value.
So making it shut up when wanted is a bit tricky.

 

Anyways, at ball 5, you lost
Sound is a reward for success, supposed to get that extra ball each round LOL


PS
You can use classic backglass with fantasy
It doesnt care

 

Fantasy physics are on methamphetamines.

I suppose one could export the physics from classic?
You'd have to most likely though have to copy some of JP's physics script values from the classic table
as i think the ball speed would be too fast?


Unsure why VPM would do that by the way
That be a toxie question most likely?


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#264 Tesla

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Posted 16 June 2026 - 01:50 PM

 

 

Try this (back up table script 1st)

 

https://drive.google...?usp=drive_link

 

Script only, just copy and paste, replace existing.

 

If it spazzes at end game and starts going bonkers with the score sound, just replace with your backed up script.
 

 

OK, got it DL-ed.

In my current of the v4.0 Fantasy Table, I will completely replace with this script.

 

What am I looking for to have been changed?


Edited by Tesla, 16 June 2026 - 05:07 PM.


#265 Tesla

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Posted 16 June 2026 - 08:47 PM

 

 

Try this (back up table script 1st)

 

https://drive.google...?usp=drive_link

 

Script only, just copy and paste, replace existing.

 

If it spazzes at end game and starts going bonkers with the score sound, just replace with your backed up script.

 

 

 

I just made a copy of my existing v4.1F VPX to test it.

 

I just played one game, but it seems to work fine.

Now Ball-5 bonus-score counting also has sound now.

(with my preferred lower score-file volume still in Sound-Manager) 

 

Since it's the whole script, I needed to then make my preferred script changes again (as you showed me above).

Things like my user-options, GlowBall, Flipper-Flash, etc.

 

As I went to verify it was still 0 in this test-script ... that is when I noticed that this line had been removed:

Games("heavymtl").Settings.value("sound") = 0 


Edited by Tesla, 16 June 2026 - 08:48 PM.


#266 Tesla

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Posted 17 June 2026 - 12:18 AM

Machine doesn't have a replay knocker, so you can turn down the knocker sound if you want
 
It only has a game off solenoid.

 

 

 

Thank you sir.

 

So, I set knocker to -1.0 and it is now completely muted. Perfect, that issue resolved.

 

 

 

 

 

So, unfortunately, I'm going to have to retract this statement.

 

This is while I (globally) had VPX Prefs/Knocker still set to "Sound Only" ... because it kept actuating my real Knocker for no reason.

 

With it now again set to DOF (like it should be normally and has always been set to before)

 

It now actuates the real Replay Knocker at all those extra (and incorrect) times as before (see above).

 

Does seem to be linked to DOF, because when I flip the switch for Night-Mode ... it doesn't actuate/sound ... but of course, my real knocker is now turned off for all my tables. And of course, there are other global changes to the operation of the cabinet while in Night-Mode. I rarely use it as I normally play during the day (while everyone is awake).

 

Can we please fix this or come-up with a workaround?


Edited by Tesla, 17 June 2026 - 12:28 AM.


#267 wiesshund

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Posted 17 June 2026 - 10:33 AM

 

 

 

 

I just made a copy of my existing v4.1F VPX to test it.

 

I just played one game, but it seems to work fine.

Now Ball-5 bonus-score counting also has sound now.

(with my preferred lower score-file volume still in Sound-Manager) 

 

Since it's the whole script, I needed to then make my preferred script changes again (as you showed me above).

Things like my user-options, GlowBall, Flipper-Flash, etc.

 

As I went to verify it was still 0 in this test-script ... that is when I noticed that this line had been removed:

Games("heavymtl").Settings.value("sound") = 0 

 

Controller.Games("heavymtl").Settings.value("volume") = -32

Top of script 

0 is standard level
Which is done at table EXIT

Which has not changed in the script, unless you have an old table version?

 

Exactly from script on gdrive

' Table Exit - kill the DMD and stop the controller
Sub table1_Exit
SaveBGV
SaveLut
Controller.Games("heavymtl").Settings.value("volume") = 0 
NVramPatchExit
Controller.stop
  If Not UltraDMD is Nothing Then
    If UltraDMD.IsRendering Then
      UltraDMD.CancelRendering
    End If
	UltraDMD.Uninit
    UltraDMD = NULL
    FlexDMD.Run = False
End If

End Sub

 

So, unfortunately, I'm going to have to retract this statement.

 

 

It now actuates the real Replay Knocker at all those extra (and incorrect) times as before (see above).

 

 

Can we please fix this or come-up with a workaround?

 

 

Nothing to "fix" there, nothing has changed.
It was always set to kick the knocker in DOF, so unless you modified it before or have an old table copy
It was always set to run the knocker as well as other DOF toys, cab lights if present etc

 

It's event 111

Playsound SoundFXDOF("knocker", 111, 2, DOFKnocker)

I don't know what you mean by "incorrect" times
It literally only does it when the ROM says the game is over

But just take the command out entirely

 

Or

 

Remove event 111 from your DOF Config for the table


Edited by wiesshund, 17 June 2026 - 10:37 AM.

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#268 Tesla

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Posted 17 June 2026 - 02:41 PM

 

 

As I went to verify it was still 0 in this test-script ... that is when I noticed that this line had been removed:

Games("heavymtl").Settings.value("sound") = 0 

 

Controller.Games("heavymtl").Settings.value("volume") = -32

Top of script 

0 is standard level
Which is done at table EXIT

Which has not changed in the script, unless you have an old table version?

 

Exactly from script on gdrive

' Table Exit - kill the DMD and stop the controller
Sub table1_Exit
SaveBGV
SaveLut
Controller.Games("heavymtl").Settings.value("volume") = 0 

 

Yes, I saw those.

 

I just meant to say ... I ended-up noticing it wasn't exactly
Games("heavymtl").Settings.value("sound") = 0 

any more.

since "sound" vs "volume"

 

Anyway, it doesn't matter as long as it works.

I WAS NOT trying to say there was anything wrong with it. 

If anything, I was just trying to show you I was paying attention and attempting to follow-along.

 

I would like to ask though ...

What script-code do you consider the final-one before going forward?

The one inside your posted v4.0 Table or the one on gDrive 



#269 Tesla

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Posted 17 June 2026 - 04:45 PM

1. I don't know what you mean by "incorrect" times

It literally only does it when the ROM says the game is over

 

 

2. But just take the command out entirely

 

Or

 

Remove event 111 from your DOF Config for the table

 

 

1. As I reported earlier ...

 

The Replay Knocker sound plays when I start a game, and then again when Ball-5 finally drains.
 
Unlike this one, my Replay Knocker seems to work properly in my other tables (meaning it only sounds when I "pop a game" ... like by score or Matching)
 
This cabinet is running VPX v10.8.0 (64bit Direct-X) , DOF (32 and 64 bit), and the other parts are all 64 bit (or 64bit compatible). 
 
2. Now we are getting somewhere. Yes, this might work. I will try it.
On this one Table, if the Replay-Knocker can't be programmed to only sound at the correct time, I would be fine not to hear it at all. 
 
Thanks again.


#270 Tesla

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Posted 17 June 2026 - 10:01 PM

I didn't hear from you before I had time to work on this, so I moved forward with the gDrive Test-Script code. I saw that you had changed various things in an attempt to help me.

If this was wrong move, please let me know. I can easily revert back to v4.0-Fantasy Release script-code, and re-merge whatever you tell me now.

 

These edits to remove "Knocker DOF 111" seem to be on the right track. I did one, but I need your help with the other.

 

One is fixed like this. Easy to just Comment-It-Out.

This is actually the one that was firing when the Table first loads-up (but before you start a new game).

 

If gameover.state=1 then
if GMS = 0 then
'PlaySound SoundFXDOF("knocker", 111, 2, DOFKnocker) 
Playsound "gameReset", 0, BgVolume
GMS = 1
End If
 
---------------------
 
I tried, but I don't know the syntax, so I need your help on this one. Looks like a lot of this needs to happen at the end of the game (just not the 111-DOFKnocker part).
Please edit it for me properly and will insert it.
 
If BallCount = 5 and Light21.state=0 then 
changeball 0
UltraDMD.CancelRendering()
UltraDMD.DisplayScene00 "gameover.wmv", "Player " & Cstr(player)+1 & " game over", 15, " ", -1, 14, 15882, 14
vpmTimer.addTimer 15882, "bsTrough.addball Drain:dhit=1:scoreclick=1'":Playsound SoundFXDOF("knocker", 111, 2, DOFKnocker):vpmtimer.addtimer 1, "DisplayTimerLED.enabled = 1 '":vpmtimer.addtimer 1, "match.enabled = 1 '"
'7941 
:dhit=0:scoreclick=0
DOF 120, 2 ' under cab red off
DOF 123, 2 ' undercab blue off
DOF 122, 1 ' undercab green on for game over theme
End If
 
Thanks for your help and support.
 

Edited by Tesla, 19 June 2026 - 04:28 AM.


#271 Tesla

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Posted 19 June 2026 - 12:24 AM

OK, I figured it out.

 

This line also silences the Knocker ... and lets the game finish gracefully (and then the attract mode videos properly start).

 

vpmTimer.addTimer 15882, "bsTrough.addball Drain '":scoreclick=1:vpmtimer.addtimer 1, "DisplayTimerLED.enabled = 1 '":vpmtimer.addtimer 1, "match.enabled = 1 '"
 
So, now ... with both of those "DOFKnocker" instances disabled ... the Knocker never incorrectly sounds (like after the Table initially loads, or after Ball-5 drains).
And since we got to the root of it, AFAICT ... it DOES NOT matter if VPX-Prefs is set to DOF, sound-fx, or even Both.
 
It now acts and sounds fine and still plays good. I'm glad to finally having this Table back in my main selection-wheel of 20 in Pinball-Y.

Edited by Tesla, 19 June 2026 - 04:28 AM.


#272 wiesshund

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Posted 19 June 2026 - 10:32 AM

I would like to ask though ...

 

 

What script-code do you consider the final-one before going forward?

The one inside your posted v4.0 Table or the one on gDrive 

 

 

The one in the table from the vpx download i guess?

No one has asked for any changes so had no intentions to update unless 10.8.1 final release warrants

 

Knocker fires at the correct places, when game over is detected, so after losing ball 5 and no extra ball in play
and on initial load because after the ROM loads it goes into the game over state, unless the game is not really over.

It is a Taito Controller/ROM so it has that resume on power loss feature.

 

The real cab has no knocker period, has nothing but the ROM sounds and the playfields mechanical noise.

 

Playfield is a direct rip of williams blackout

playfield was also riped by LTD do Brasil for LTD's blackhole, but uses an LTD Controller/ROM 


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#273 Tesla

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Posted 19 June 2026 - 11:57 PM

 

I would like to ask though ...

 

 

What script-code do you consider the final-one before going forward?

The one inside your posted v4.0 Table or the one on gDrive 

 

 

1. The one in the table from the vpx download i guess?

 

2. No one has asked for any changes so had no intentions to update unless 10.8.1 final release warrants

 

3. Knocker fires at the correct places, when game over is detected, so after losing ball 5 and no extra ball in play
and on initial load because after the ROM loads it goes into the game over state, unless the game is not really over.

It is a Taito Controller/ROM so it has that resume on power loss feature.

 

4. The real cab has no knocker period, has nothing but the ROM sounds and the playfields mechanical noise.

 

5. Playfield is a direct rip of williams blackout

playfield was also riped by LTD do Brasil for LTD's blackhole, but uses an LTD Controller/ROM 

 

 

1. Oh really? Hmm. I've sorta just been using the "Test Script" code (with the extra dhits and scoreclicks).

Before I finish and call it "done and working" I would like to be running "the official code".

So, I went ahead and started with a fresh copy of v4.0-Fantasy from your archive. Made the edits we posted about recently in this thread and then play-tested it ... works fine for me.

 

2. Good to know.

 

The Table is NOT broken or malfunctioning. I just preferred a few mods.

 

If I was now able to request new features in v4.0-Fantasy, they would be like:

a. More normal (metal pinball-like) physics.

b. Not really GlowBall, but if the LocNar could be slightly lit-up ... but without overly glowing effect or a halo. Still change between green, blue and red (as it is now for me) but maybe there could also be a number in the script we could adjust between it looking like a 15w light-bulb up to a 100w light bulb as it is now (well, when GlowBall is left active).

 

These aren't fixes, they are enhanced new features. 

 

3. I see. Well, thanks for helping me make unique changes that just apply to me and my cabinet. 

The changes you help me make were able to allow me to keep the Table in my main selection of ones I play regularly. 

 

4. Gotcha. Other than script changes in "Top User Area" of other Tables, I've never actually reprogrammed a Table like this before.  This definitely raised my VPX-coding confidence level (with your help of course). 

I also didn't previously know you could swap-out the whole script like that (but it seemed to work fine). Seems like a handy tool. Apart from how we used it, you can copy/export the Script from two-different VPX files, and compare line-by-line in something like WinMerge.

 

5. Good background info. I never saw this pinball-machine it in the states. I just think it's cool you revived it from the 1980's, and the things you have added to "round it out" all seem appropriate for this vintage machine ...  seem plausible for how it might have been back then with enough technology, money, and artistic talent. This whole franchise had it's share of licensing problems, so IMO, it's amazing it ever got built at all.

 

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Edited by Tesla, 20 June 2026 - 04:01 AM.


#274 wiesshund

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Posted 20 June 2026 - 05:58 PM

1) technically you can run test scripts without touching the table
Just save script as table_name.vbs in same folder as table, vpx will load the external script

 

good for custom changes, or if most likely going to potentially ruin something experimenting

 

2) Just go change the brightness of the stack of glow lamps

It is a stack of table sized lamps in their own layer.
One could probably even make the brightness unstable, like pulsating/flickering etc
JP would be better to advise on that though.

 

5) I do not think a single table was even sold in the united states

Which is odd because the movie was not exactly a bastion of popularity in SA, but i have 0 clue if Rowamet actually had legal licensing to make the machine.
They may not have because if you look at photos of the real machine, there are none of the typical copyright/trademark signs in any of the machines graphics, and not a word in the owner's manual.

 

If un-licensed, which it most likely wasn't, then there would be no legal sales or imports to the US.

Table itself is physically a direct copy of William's Blackout, so is LTD's Black Hole.
also a few other SA made machines.

It was done a lot.
Economics and Trade laws etc made import or licensing etc a non option, too expensive at that time.

 

It was kind of normal at the time there.

Lift a popular playfield layout from something, grab a popular theme to repaint it as
then see how far you can go with one of the 10 bazillion surplus taito based controllers that were in the country.
And also see how much you can make use of the huge amount of other surplus parts that had also been imported from the east.

LTD did make some native controllers, and then they would frankenstein the hell out of them to make them work in things far beyond their design intention.

 

Can't copy the Williams or Stern or Gottlieb etc function, dont have hardware advanced enough nor Stern's fat income to develop it.
Ok fine, we steal your playfield, repaint it with something else we borrowed and make up our own rules in the only controllers we have.
Now mind you depending on the complexity, there are some machines that came super close to what they were taken from, in gameplay.
Others of course the gameplay was completely just made up in house.

 

Eh, i mean it worked pretty well for LTD and Rowamet etc, kept them going up until the pinball bubble down there collapsed
(As it did up here too but more felt there as it was a much smaller market)
 


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#275 Tesla

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Posted 20 June 2026 - 06:32 PM

1) technically you can run test scripts without touching the table
Just save script as table_name.vbs in same folder as table, vpx will load the external script

 

good for custom changes, or if most likely going to potentially ruin something experimenting

 

2) Just go change the brightness of the stack of glow lamps

It is a stack of table sized lamps in their own layer.
One could probably even make the brightness unstable, like pulsating/flickering etc
JP would be better to advise on that though.

 

5) I do not think a single table was even sold in the united states

 

 

 

1. Very cool. I had no idea.

 

2. I'll go take a look.

 

5. More good history about the scene, thanks.



#276 wiesshund

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Posted 20 June 2026 - 07:24 PM

 

1) technically you can run test scripts without touching the table
Just save script as table_name.vbs in same folder as table, vpx will load the external script

 

good for custom changes, or if most likely going to potentially ruin something experimenting

 

2) Just go change the brightness of the stack of glow lamps

It is a stack of table sized lamps in their own layer.
One could probably even make the brightness unstable, like pulsating/flickering etc
JP would be better to advise on that though.

 

5) I do not think a single table was even sold in the united states

 

 

 

1. Very cool. I had no idea.

 

2. I'll go take a look.

 

5. More good history about the scene, thanks.

 

 

5)  1970's 1980's trade tariffs prevented importing, and economy and other reasons made licensing very difficult.
So simply cannot import any of the big name US machines, and that is where everything of mass popularity was coming from.

And cannot afford to license from them for the most part.

 

I mean a few things were done under legit license, but very few, it was expensive and there was a big disparity in economics between Stern, Williams, Gottlieb etc in the US
and the reality of Rowamet Indúa Eletrometalúa LTDA and LTD do Brasil Diversões Eletrônicas Ltda etc in South America.

 

So yea, they cloned, copied, played Jack Sparrow etc.
Playfield designs, hell entire graphics just changed in color range and offset, with a different logo.

Sometimes they would try to mimic the gameplay rules, others they would just invent their own rules to apply to a popular table layout.

Sometimes they even made better rules than the table they stole the playfield from actually.
 

They used lots of surplus hardware imported from japan, price was right and they could not import anything from the US.

 

The 80's came and Video killed the Electromechanical star.
Williams/Bally already had their finger in the Video games market

Gottlieb too

Stern had the money to innovate and bring video into pinball and design very complex machines.

 

South America, not so much.
None of the pinball makers there had anything happening on the video game front.
They did not have the resources etc to go delving into that either.
Video machines could simply be gotten from Japanese manufacturers much cheaper.

So basically, they were all screwed, no way to move into the new era, mechanical game popularity rapidly fading, no means to innovate any of the gimmicks the big boys were employing
to keep solvent.
So the inevitable happened, and very quickly there.
They ceased to operate, closed and filed bankruptcy and nearly overnight, the entire SA pinball industry ceased to exist.

 

And then the bad part came.
Since the popularity of pinball died off, many places were not interested in the machines hanging about.
Into the trash they went.
And many machines did not live in a pristine environment anyways.
This is not the USA where any given shithole town has a sealed airconditioned building for arcades to live in.
A lot of these machines lived outside kind of on covered patios or open walk through areas that were simply open to the outside and had no climate control
so even if not trashed, with no interest and maintenance they simply fell apart.
At the time I guess no one was collecting unlike the US where you find old farts who have been collecting machines for 5 decades buying them as soon as they went out of arcade circulation to stick in some private basement or something.

 

So yea, as soon as the industry died the physical machines themselves began to rapidly die as well.

Pick any LTD or Rowamet machine and you will probably be lucky to find a couple still in existence.
Some there may only be 1 left in all the world.
Last I knew there was only 1 single example left of LTD's Haunted Hotel and it had become heavily damaged and no longer functional.

 

Europe's cottage builders all died too, but Europe also had Williams Stern Gottlieb etc
SA did not, all they had was their own so the death was more pronounced.


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#277 Tesla

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Posted 20 June 2026 - 09:35 PM

2) Just go change the brightness of the stack of glow lamps

It is a stack of table sized lamps in their own layer.
One could probably even make the brightness unstable, like pulsating/flickering etc
JP would be better to advise on that though.

 

 

Yes, I see them ... a stack of 9 "Glowballs"

They are all currently set to Intensity=50.

 

You are saying set them all to Intensity=10 instead? I tried that. It didn't seem to help much.

 

I'm looking for a "lit-up" LocNar (but with more of a defined/clean silhouette like a metal pinball) ...not so intensely glowing with such a large halo.

 

It's a cool effect ... as a LocNar should be. There are just so many settings. I'm not sure if the light is the problem or how the surface of the ball deals-with the light that hits it. 


Edited by Tesla, 20 June 2026 - 10:26 PM.


#278 wiesshund

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Posted 20 June 2026 - 10:24 PM

 

2) Just go change the brightness of the stack of glow lamps

It is a stack of table sized lamps in their own layer.
One could probably even make the brightness unstable, like pulsating/flickering etc
JP would be better to advise on that though.

 

 

Yes, I see them ... a stack of 9 "Glowballs"

They are all currently set to Intensity=50.

 

You are saying set them all to 25 instead?

 

I'm looking for a "lit-up" LocNar (with a defined/clean silhouette like a metal pinball) ...not glowing with a halo.

 

 

try setting them to something stupid, like 1

Most of the glowballs, IIRC, do also change texture to one to suit the glow color

 

Just keep in mind, you wont have that expanding loc'nar visual effect where the ball appears to get bigger (but really does not)

 

I cant really look at it now
It is not one of those tables that i can do anything accurately from my laptop
Hell, my laptop cant even run the DMD properly on that table cause the CPU lags behind too much, but it lacks any kind of real GPU
so i dont see anything related to lighting accurately on it.

 

On the other hand, it is perfectly inline with my 3rd world, sub $200 USD vpin cab design LOL
(minus wood, one has to provide their own recycled wood.)


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#279 Tesla

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Posted 21 June 2026 - 12:30 AM

 

 

2) Just go change the brightness of the stack of glow lamps

It is a stack of table sized lamps in their own layer.
One could probably even make the brightness unstable, like pulsating/flickering etc
JP would be better to advise on that though.

 

 

Yes, I see them ... a stack of 9 "Glowballs"

They are all currently set to Intensity=50.

 

You are saying set them all to 25 instead?

 

I'm looking for a "lit-up" LocNar (with a defined/clean silhouette like a metal pinball) ...not glowing with a halo.

 

 

1. try setting them to something stupid, like 1

 

2. Most of the glowballs, IIRC, do also change texture to one to suit the glow color

 

3. Just keep in mind, you wont have that expanding loc'nar visual effect where the ball appears to get bigger (but really does not)

 

 

 

1. That was it. I just wasn't going low enough.

 

So, if anyone else want's the GlowBall effect (but just less intense):

a. Do not de-activate it in the Script. (obviously)

b. For each of the 9 (table-sized) "Glowball lamps" in the Glowball Layer, Change the Intensity=50 to Intensity=2 on each one.

 

Still a very nice LocNar effect, IMO.

 

2. Yes, I noticed that ... seems something other than color is affecting how they look as they are the various colors. But it's fine if it needs to be that way.

 

3. Acknowledged.

 

So, another thing crossed off my wish list. Thanks buddy.


Edited by Tesla, 21 June 2026 - 01:51 PM.


#280 Tesla

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Posted 21 June 2026 - 01:29 AM

 

I cant really look at it now
It is not one of those tables that i can do anything accurately from my laptop
Hell, my laptop cant even run the DMD properly on that table cause the CPU lags behind too much, but it lacks any kind of real GPU
so i dont see anything related to lighting accurately on it.

 

On the other hand, it is perfectly inline with my 3rd world, sub $200 USD vpin cab design LOL
(minus wood, one has to provide their own recycled wood.)

 

 

If we could come-up with a decent desktop computer, graphics card, and some screens, would you have room to go ahead and build the $200 vpin-cab and keep it setup?

I just have my old gaming computer on the floor, hidden-under my (now 3 screen) ALP cabinet.

 

I have some video cards in the closet that I'm not using. Someone might as well use them before they get even more obsolete.

 

Oh, and if you don't mind getting a few, maybe fix your DMs here. It says I can't send you a message.


Edited by Tesla, 21 June 2026 - 06:47 PM.






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