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Cosmic Gunfight VP91x FS [VP 9.x Cabinet FS]

Cosmic Gunfight Williams 1982

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#21 maceman

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Posted 31 October 2012 - 09:10 PM

Added to the cab! Plays and looks marvelous!! Excellent job gents!!
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#22 settingsons

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Posted 31 October 2012 - 09:56 PM

What a great table. Looks and feels perfect. The tables of this period are amongst my favourites and the sounds of this one are ace :). Many thanks!

Edited by settingsons, 31 October 2012 - 09:57 PM.


#23 The Loafer

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Posted 01 November 2012 - 02:53 AM

Well, after playing a dozen games or so, I had to chime in some more about this game, both for the game itself and for this simulation. Please excuse me if this is somewhat lengthy, as much as I might be an emotional eater, I'm also an emotional writer and at the moment, I'm somewhat on a "high" from the past hours gaming session on this pin.

First off, as I mentioned in my previous post in this thread, I was somewhat unfamiliar with this table. I might recall having played it briefly previously (VP8 version or real, not sure) but it was obviously just one game as I didn't note just what I needed to do to get the most out of this pin.

So where do I start? Well, the art is certainly catchy, combining two themes (cowboys and sci-fi) that are genre favorites. Backglass is decent (and thanks for the UVP too!) but the playfield art is certainly above average, with it hitting home somewhat more because of the level of detail provided by this outstanding recreation. Some might say "detail?" but I welcome the intentional simplicity with the focus on detail where it matters: on the characters, the armoured/robotic horses, the stone effect in the oulane area, etc. The sound is also not low key, with a good progressive beat akin to Firepower where it builds and builds. Being a fan and owning a firepower, I'm kind of a sucker for this stuff.

But where its a cut above the rest is the layout and gameplay. Now, I am certain there are probably other pins that have done this, maybe even better, but this game provides the ability to switch lanes via flipper taps (as Firepower pioneered) but it does this for 3 different areas! First, you have the "1-2-3" lanes at the top right (benefitting the "first contact" for the plunged ball) which can be adjusted by the right flipper, then the "X-Y" lanes at the top left, then finally the 3 bank targer at the middle-left of the playfield, which require BOTH flippers to be tapped to navigate an arrow multiplying the targets to a factor of 3. Then, you also have 3 sets of triple drop targets which all require sequential aiming a la Centaur's ORBS targets while also adding time to a "special" mode? This is depth and this game is 1982? Not enough you say? Well, the rewards for completing these "modes" is worth the efforts and a nice decision with the risk/reward is that the reward itself (say locking a ball) is not necessarily near the area that enabled said reward. This in turn forces you to not just limit your focus to one zone but rather bringing you to all corners of this masterpiece. And of course less we forget, 4 pop bumpers set up via a 3-1 configuation guarantees some good speed in the upper area and some nice unpredictability too.

And it doesn't end there. You can lock two balls (one of which provides a progressive path to bonuses, etc. But by far my favorite goal? The Cosmic Ball which provides additional ball(s) for a timed period at the end of the game (including multiple balls too) which I am not certain, but I suspect achieving the "cosmic ball" goal during this mode may reward you with even more extended time. I am trying to test this but... easier said than done!

So about that VP simulation? Well, great attention has been given to the playability and in one grateful area: it's hard but a "good" hard. Continuing a trend I've noticed of late, I think improved flipper settings as resulted in both a higher random nature to the game, while keeping all shots doable yet providing a much larger challenge. Now, as mentioned, I'm a rookie so there's certainly some strategy to score higher than I'm achieving but on this FS version, I'm hard pressed to hit 500K and the high score is 2,500,000? Wow! Anyway, near the end here, I have to get back to playing this baby but I had to chime in with my uneducated thoughts on this machine. I think not since I discovered the VP/FP version of Centaur did I not get gain an appreciation for a real pin. With Centaur, I am blessed to having played a real one of late which has been immaculately restored (Thanks for letting me play her Lee!) and playing the real Centaur just confirmed what a great game it is.

I think at the moment, my next holy grail of pins that I absolutely must play is indeed Cosmic Gunfight, it's a great pin, a shining example of modes/goals done during the silver age of pins that provides way more depth than expected and thanks to Koadic, OldSkoolGamer, ICPJuggla, and Rob046 (and Captain Neo and Plumb for the playfield!) we have ourselves a serious treat for this halloween.

Once more "thank you" guys, it sure as heck is appreciated from this fella. Thinking of this pin, all i can think of is Keanu hit me with a "Whoa!" please! Really, if you're a fan of SS's, then this ones a keeper, if you are unfamiliar with Cosmic Gunfight then what are you waiting for?

Loaf

#24 oldskoolgamer

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Posted 01 November 2012 - 03:34 AM

Wow thank you so much man :D that really makes me smile! We are also working on Bally Atlantis right now and only have the GI left on Hurricane!
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#25 pinuck

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Posted 09 November 2012 - 02:54 AM

This is the new fave on the cab at work.

Big thanks to Koadic, OldSkoolGamer, ICPjuggla, Rob046 for the excellent work.

An equal sibling to the fantastic Blackout (JP), although more complex and even more frustrating and addictive…

Least satisfying multiball ever (and I thought Creature was infuriating!)

Love it!

Edited by pinuck, 09 November 2012 - 02:58 AM.


#26 rob046

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Posted 09 November 2012 - 09:42 PM

Well, after playing a dozen games or so, I had to chime in some more about this game, both for the game itself and for this simulation. Please excuse me if this is somewhat lengthy, as much as I might be an emotional eater, I'm also an emotional writer and at the moment, I'm somewhat on a "high" from the past hours gaming session on this pin.

First off, as I mentioned in my previous post in this thread, I was somewhat unfamiliar with this table. I might recall having played it briefly previously (VP8 version or real, not sure) but it was obviously just one game as I didn't note just what I needed to do to get the most out of this pin.

So where do I start? Well, the art is certainly catchy, combining two themes (cowboys and sci-fi) that are genre favorites. Backglass is decent (and thanks for the UVP too!) but the playfield art is certainly above average, with it hitting home somewhat more because of the level of detail provided by this outstanding recreation. Some might say "detail?" but I welcome the intentional simplicity with the focus on detail where it matters: on the characters, the armoured/robotic horses, the stone effect in the oulane area, etc. The sound is also not low key, with a good progressive beat akin to Firepower where it builds and builds. Being a fan and owning a firepower, I'm kind of a sucker for this stuff.

But where its a cut above the rest is the layout and gameplay. Now, I am certain there are probably other pins that have done this, maybe even better, but this game provides the ability to switch lanes via flipper taps (as Firepower pioneered) but it does this for 3 different areas! First, you have the "1-2-3" lanes at the top right (benefitting the "first contact" for the plunged ball) which can be adjusted by the right flipper, then the "X-Y" lanes at the top left, then finally the 3 bank targer at the middle-left of the playfield, which require BOTH flippers to be tapped to navigate an arrow multiplying the targets to a factor of 3. Then, you also have 3 sets of triple drop targets which all require sequential aiming a la Centaur's ORBS targets while also adding time to a "special" mode? This is depth and this game is 1982? Not enough you say? Well, the rewards for completing these "modes" is worth the efforts and a nice decision with the risk/reward is that the reward itself (say locking a ball) is not necessarily near the area that enabled said reward. This in turn forces you to not just limit your focus to one zone but rather bringing you to all corners of this masterpiece. And of course less we forget, 4 pop bumpers set up via a 3-1 configuation guarantees some good speed in the upper area and some nice unpredictability too.

And it doesn't end there. You can lock two balls (one of which provides a progressive path to bonuses, etc. But by far my favorite goal? The Cosmic Ball which provides additional ball(s) for a timed period at the end of the game (including multiple balls too) which I am not certain, but I suspect achieving the "cosmic ball" goal during this mode may reward you with even more extended time. I am trying to test this but... easier said than done!

So about that VP simulation? Well, great attention has been given to the playability and in one grateful area: it's hard but a "good" hard. Continuing a trend I've noticed of late, I think improved flipper settings as resulted in both a higher random nature to the game, while keeping all shots doable yet providing a much larger challenge. Now, as mentioned, I'm a rookie so there's certainly some strategy to score higher than I'm achieving but on this FS version, I'm hard pressed to hit 500K and the high score is 2,500,000? Wow! Anyway, near the end here, I have to get back to playing this baby but I had to chime in with my uneducated thoughts on this machine. I think not since I discovered the VP/FP version of Centaur did I not get gain an appreciation for a real pin. With Centaur, I am blessed to having played a real one of late which has been immaculately restored (Thanks for letting me play her Lee!) and playing the real Centaur just confirmed what a great game it is.

I think at the moment, my next holy grail of pins that I absolutely must play is indeed Cosmic Gunfight, it's a great pin, a shining example of modes/goals done during the silver age of pins that provides way more depth than expected and thanks to Koadic, OldSkoolGamer, ICPJuggla, and Rob046 (and Captain Neo and Plumb for the playfield!) we have ourselves a serious treat for this halloween.

Once more "thank you" guys, it sure as heck is appreciated from this fella. Thinking of this pin, all i can think of is Keanu hit me with a "Whoa!" please! Really, if you're a fan of SS's, then this ones a keeper, if you are unfamiliar with Cosmic Gunfight then what are you waiting for?

Loaf


Thanks it is nice to hear all that. Also if you like the table now, there is a v1.1 update that should be coming where I spent more time on flipper physics. The general feel should be about the same, just aiming should be a little improved & that center top shot a little easier to hit.
I did some new lighting for v1.1 too. That is all I was involved with, not sure if the guys are working on anything else for an update. Maybe koadic can say when this will be updated.

#27 mattdavis

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Posted 09 November 2012 - 10:38 PM

I have had hundreds of real machines come though my hands over the years and I never even heard of this table ...and I love Wlms games of this era and style. This VP version is outstanding. Very happy to have it. Thank you!

#28 The Loafer

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Posted 10 November 2012 - 01:08 AM

Thanks Rob/everyone, looking forward to the update.

#29 koadic

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Posted 10 November 2012 - 01:57 AM

Actually, we got with JimmyFingers to really pimp it out GI-wise... There have been some other additional changes as well, but the graphics are the most noticeable. The original images will remain so if you prefer, you can always switch back to the Original or even Rob046's enhanced version of the original (even though it was never released previously). Also, we are gonna switch out the bumper caps with the white ones as well.

Here is a preview of how it is gonna look (more or less) :D Hopefully it should be updated here by sometime tonight, tomorrow morning at the very latest.

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#30 The Loafer

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Posted 10 November 2012 - 04:56 AM

Kapow! Broken jaw from hitting the friggin floor.

#31 oldskoolgamer

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Posted 10 November 2012 - 05:00 AM

Jimmy is the man! Took our build and just knocked it out of the park :D man is a wizard!! Wait till you play this :)
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#32 The Loafer

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Posted 10 November 2012 - 05:17 AM

I gotta wait unti next Wednesday evening. Yuck! To take what I consider was a gem and actually bring it to another level, well, I am thankful to say the least.

IMHO, this thread should have more activity, lets hear it from you people. When this new version is released, I hope we will hear from all who try it and you can start with "loaf you moron, we get to play this gem now while you hav to wait many more days... Bwooahahs"

#33 jimmyfingers

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Posted 10 November 2012 - 06:11 AM

I spent more time on this table than I did my real job this last week :think: The "Cleaned Up" Photoshop document was 54 layers but included the elements needed for the GI (On/Off) for the playfield, plastics, and shadows as well as light / lamp enhancements. A few other elements added were side .psd files of a few layers each. Part of the time spent was investing some R&D on a technique and some images for a cool lighting effect that would be re-useable in the future and will now be feasible and relatively simple to add to other tables.

You'll notice (hopefully) what it is when you play the table ;)

#34 koadic

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Posted 10 November 2012 - 03:58 PM

Alright, new version has been uploaded. In addition to the new GI and sounds from Jimmy, I have updated the B2B code, hopefully fixed my B2B autodisable routine so it won't error out, and updated the plunger to the image switching technique and now it will also use a smooth 26 step animation.

If anyone experiences any issues, please let me know :)

Also, forgot to mention, I left the previous versions of the GI inside the table including the one Rob did for us even though that version was never released. If you prefer to use one of those instead, just change the PFGI light to PF_Off and either PF_On or On( r ), (the 'r' indicates the images rob added) and select the aPlasticsOn collection to set the plastics to either Plastics_On or On( r ). And almost forgot...

"Loaf you moron, we get to play this gem now while you have to wait many more days... Bwooahahs"

Edited by koadic, 10 November 2012 - 04:06 PM.


#35 tttttwii

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Posted 10 November 2012 - 04:15 PM

JF & Koadic

Wow! This is really a great job. I have just istalled the updated version on my cab ... the graphics are just awesome!

Thanks a lot for this beauty!

#36 maceman

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Posted 10 November 2012 - 04:53 PM

I played the other version about 25 times last night and am figuring out the rules... It is actually a pretty challenging table!! The physics down near the outlanes is just perfect.... it keeps my fingers on the tilts in case needed and is a fun table. If you get a rhythm going, it can go quite fast as well!!

Lighting the AAA BBB CCC is tough. I find when i look to see what i need to hit and while i hold down both flippers to change selection, sometimes it goes so fast the ball goes down the gutter while i look :) I love challenging tables!

Looking forward to this update and i will give feedback once i try it out! Thanx fellas for your great work!!
Cheers
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#37 The Loafer

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Posted 10 November 2012 - 06:07 PM

Alright, new version has been uploaded. In addition to the new GI and sounds from Jimmy, I have updated the B2B code, hopefully fixed my B2B autodisable routine so it won't error out, and updated the plunger to the image switching technique and now it will also use a smooth 26 step animation.

If anyone experiences any issues, please let me know :)

Also, forgot to mention, I left the previous versions of the GI inside the table including the one Rob did for us even though that version was never released. If you prefer to use one of those instead, just change the PFGI light to PF_Off and either PF_On or On( r ), (the 'r' indicates the images rob added) and select the aPlasticsOn collection to set the plastics to either Plastics_On or On( r ). And almost forgot...

"Loaf you moron, we get to play this gem now while you have to wait many more days... Bwooahahs"


You are truly evil, I like that type of honesty! Eheh Seriously can't wait guys, well done.

#38 oldskoolgamer

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Posted 10 November 2012 - 07:21 PM

lol all I know is you are missing out my friend hehe :D
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#39 ICPjuggla

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Posted 10 November 2012 - 07:40 PM

Here is the rule set written out provided by rob046. I thought it might be a good idea to post here if anyone is interested in them..

I'm glad you are all digging our table. :-)

Bonus X:
Flipper return lanes light right-hand side lane for bonus multiplier: 2X-3X-4X-5X.

Multi-Ball Play:
Making 1-2-3 lights eject hole lock lamp. Locking balls starts Multi-Ball Play.

Cosmic Ball:
- Lighting all ABC’s once qualifies player for Cosmic Ball.
- Cosmic Ball awarded to qualified players after last regular ball.
- Lighting the 3 drop target sequence lamps during Cosmic Ball scores a Special.

Extra Ball:
- Making drop target 3-bank in sequence turns on sequence lamp for that bank.
- Lighting all 3 sequence lamps lights eject hole for Extra Ball.
- Lighting all ABC’s twice also lights eject hole for an Extra Ball.

Edited by ICPjuggla, 10 November 2012 - 07:43 PM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#40 koadic

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Posted 16 November 2012 - 12:32 PM

Gonna release a small update in a day or so with a minor plunger script enhancement... was curious if anyone had any issues/suggestions that haven't previously been shared before doing so.





Also tagged with one or more of these keywords: Cosmic, Gunfight, Williams, 1982