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Banzai Run (Williams 1988) [Visual Pinball X]
Started By
jpsalas
, Jan 11 2023 11:20 AM
banzai williams 1988
80 replies to this topic
#24
Posted 12 January 2023 - 01:22 PM
From the "reviews" WhenLit wrote:
Thank you JP!
I love the idea to display one playfield at a time.
In DT mode, when I lock the ball in the upper playfield nothing happens then.
I think that the playfilelds should be swapped at this time to be able to continue to play.
Yes, they should do that. I wasn't sure if the ball got physically locked or not at the top playfield. I know there were going to be some problems during multiballs, but I thought the locked ball should get ejected. I'll do an update and I'll try to fix the issue.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#26
Posted 12 January 2023 - 02:30 PM
Had an intensive play this afternoon with the table and that wsa great fun, thanks again JP.
My $0.02 what I found:
- when ball returns from the 'upper' level PF through the left ramp the ball 9/10 goes STTM.
When shooting the ball up the right ramp/loop it also returns from the left side but then it's not that much of a ball drain.
- Had this once (but didn't play it more:) I had all the drivers, did shoot that hole in the back left again,, upper PF came up, ball was released and with the left flipper I shot it into the lock....and that was it. Screen did not return to normal PF although I could hear that an other ball was being released into the shooterlane so I guess it should go back to normal PF.
Could only hard-exit the table as the screen was stuck on the upper BG PF.
Thanks for this release JP!
Edited by Joppnl, 12 January 2023 - 02:31 PM.
#28
Posted 12 January 2023 - 05:15 PM
For the SDTM case after the ball returns from the upper playfield, my method to stop that was holding the left flipper up, which nudges the ball just enough so I can hit it with the right flipper.
I found that as it was pointed out by someone already, it is almost impossible to make the skill shot even with a regular plunger, not just the plunger button. It was a long time ago when I played the real table, so I don't remember how this is there.
Great table, thank you very much for making a cabinet friendly VPX version.
#29
Posted 12 January 2023 - 05:25 PM
At last I was able to hit the skill shot last night! I will check tonight (hopefully) what I have my plunger set at, I believe its 83 or 84, but I did mange! JP just a suggestion. When you are coming down the banzai drop from the backglass, the ball tends to go right down the drain unless you time a flipper shot just right. I play this table quite often in an arcade close to me, and on the real machine, the ball will come down the left side and land right on the right flipper. You can see what I mean at 3:55. Other than that Im having a great time on this one!
Excellent table! I woke up and saw this was released and immediately fired up the cab! Excellent excellent job! This is the last table I have been waiting for. Anything now is just a bonus! Quick question for anyone playing with a push button plunger and not a true pull back plunger. Has anyone been able to hit the skill shot yet? For those who don’t know, if you pull the plunger just right you can bypass the gate at the top of the table and fall right into the hole. The skill shot will auto enter you in the race against green machine. As of right now, I can’t hit the skill shot but have came close to lowering the mech strength to 83.
#30
Posted 12 January 2023 - 05:33 PM
JP, a general question: would it be possible to add a cabinet option setting in the script to your tables which hides the side rails and anything else on the side past the playfield, just leaving a black background in that area? I'm asking because I regularly set the POV of tables, so they are not stretched sideways to full width and then I need to try and edit each table to remove those objects, since they are not needed in cabinet mode. Sometimes I'm successful but other times not really and then when a new update comes up, I need to edit it once again to do the same.
I think others would also be happy about such an option.
Thanks for the eventual consideration!
#31
Posted 12 January 2023 - 06:31 PM
Long anticipated release, many many thanks JP, you're King of the Hill
Gone fishin', no really.......
My F14 Cab http://www.vpforums....showtopic=21820
My Coffee Table http://www.vpforums....topic=25407&hl=
My Jukebox WIP http://www.vpforums....topic=23825&hl=
#32
Posted 12 January 2023 - 08:26 PM
UPDATE
1.0.1 Updated 12.01.2023
- removed the ball on the apron.
- added switch 19 to the script (plunger lane)
- adjusted left wall so the ball coming from the ramp lands higher on the right flipper.
- adjusted the kickback kicker so it doesn't miss too many fast balls.
- adjusted the ball rolling sound on the upper playfield (it sounded like on a ramp)
I have also removed the rails if in FS mode (cabinet mode). People playing in FS with just one screen and they want to see the rails then they may removed the rails (4 ramps: rrail, rrail2, lrail, and lrail2) from the aReels collection. Removing the rails this way is ok for people with cabinets, but maybe not so ok with people playing in FS with one screen, with another POV, and they may want to see the rails.
Well, the lock now works and it will switch to the lower playfield when the ball is locked. But it will not switch back to the upper playfield when the ball is released from the upper lock. This is to unsure the you don't loose the ball. But I keep the ball shadow on for the upper ball, so you can see that it has been released. It is not an ideal view, but it works more or less 
About the plunger: I can hit the skillshot with the plunger settings, which are more or less a kind of default. I use a simple keyboard. It is not easy, but I have managed to hit it by a direct hit and also by a stronger hit and let ball bounce on top of the post-rubbers. As I said, it is not an easy shot 
If you found any other bug, then do not hesitate to write it here
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#34
Posted 12 January 2023 - 08:47 PM
I spent time with your table today. What can I write?
As always with your tables, it plays great, looks great, and has great sound.
What intrigues me the most is that the table only requires 13.8 MB of memory.
My B2s already has 11.3 MB
And the playfield and plastic images have a nice resolution, 1974x4096, which are good enough for 4k screens ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#35
Posted 13 January 2023 - 06:28 AM
After playing the update, this table is damn near perfect! I did find one bug, that is very crucial. When you make it to king of the mountain mode, beating all four racers, you then shoot for the backglass. Once up top, you have to lock the ball.
Here is where the problem lies. When you send the ball to the lock position on the backglass, if you do not immediately let go of the flipper button, the screen will go back to the playfield, but leave the backglass flipper remaining in the up position and you can not take a hold of it. The only way to get the ball down is by tilting the ball over the flipper edge.
The first time it happened it took me a bit to figure out what was happening. The second time, I was ready for it. I laughed the ball up to be locked, released the flipper asap and no problems. Third time, I forgot to release stuck again, tilted out trying to get the ball down.
Other than that, I cant find a thing wrong! I also bumped down the table slant to I believe 5 or 5.2 and it play just about perfect to the real machine!
Still cant find that sweet spot on your plunger settings for the skill shot yet!
Here is where the problem lies. When you send the ball to the lock position on the backglass, if you do not immediately let go of the flipper button, the screen will go back to the playfield, but leave the backglass flipper remaining in the up position and you can not take a hold of it. The only way to get the ball down is by tilting the ball over the flipper edge.
The first time it happened it took me a bit to figure out what was happening. The second time, I was ready for it. I laughed the ball up to be locked, released the flipper asap and no problems. Third time, I forgot to release stuck again, tilted out trying to get the ball down.
Other than that, I cant find a thing wrong! I also bumped down the table slant to I believe 5 or 5.2 and it play just about perfect to the real machine!
Still cant find that sweet spot on your plunger settings for the skill shot yet!
#36
Posted 13 January 2023 - 09:18 AM
UPDATE
1.0.2 Updated 13.01.2022
- Released the flippers when changing from the upper playfield to the lower.
- changed the slope to 5.4
Thanks roccodimarco for finding that bug! It is fixed now 
I also changed the slope, but 5 was a little too slow/floaty for me, so I changed the slope to 5,4
If you change the slope you will need to change it also in the script 
(I know, I know, I could have saved the original slope and used it later on the script, but it was easier like this
)
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#37
Posted 13 January 2023 - 10:41 AM
For me, best example for a perfect Table > amazing low Table Size + no Performance Killer, because not that 100 Flashers, and Tons of Images and Options - but the complete Table as it should be ![]()
Thank you JP ! ( and for the 24/7 Support
)
Edited by STAT, 13 January 2023 - 10:42 AM.
#38
Posted 13 January 2023 - 02:49 PM
UPDATE
1.0.2 Updated 13.01.2022
- Released the flippers when changing from the upper playfield to the lower.
- changed the slope to 5.4
Thanks roccodimarco for finding that bug! It is fixed now
I also changed the slope, but 5 was a little too slow/floaty for me, so I changed the slope to 5,4If you change the slope you will need to change it also in the script
(I know, I know, I could have saved the original slope and used it later on the script, but it was easier like this)
So if I changed the slop on the table but did not go into the script and change the slope did I do nothing? Because I did not go into the script but I swear it played differently! Regardless I can’t wait to play the new update!
#39
Posted 13 January 2023 - 03:10 PM
UPDATE
1.0.2 Updated 13.01.2022
- Released the flippers when changing from the upper playfield to the lower.
- changed the slope to 5.4
Thanks roccodimarco for finding that bug! It is fixed now
I also changed the slope, but 5 was a little too slow/floaty for me, so I changed the slope to 5,4If you change the slope you will need to change it also in the script
(I know, I know, I could have saved the original slope and used it later on the script, but it was easier like this)
So if I changed the slop on the table but did not go into the script and change the slope did I do nothing? Because I did not go into the script but I swear it played differently! Regardless I can’t wait to play the new update!
The table will play differently before it changes to the upper playfield, then the slope changes to 20, but when it comes back it goes back to what I added in the script. The default now is 5,4, but before it was 6. I always use 6 since I like fast tables. Only EM and older SS I usually set it to 5,4 or 5,6, but the rest is always 6 ![]()
For me, best example for a perfect Table > amazing low Table Size + no Performance Killer, because not that 100 Flashers, and Tons of Images and Options - but the complete Table as it should be
Thank you JP ! ( and for the 24/7 Support
)
Thanks STAT
I like to make simple tables. I like to keep it simple, and VPX can look very good without doing any work with photoshop or blender.
Although I must agree that the tables by flupper, g5k or VPW, to name a few, look very good ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#40
Posted 13 January 2023 - 03:24 PM
You are a machine and a legend. Plays beautifully and I dig the ramp color changing code.
I do see the ball shadows on the lower playfield when the locked ball is released from the upper though. Freaked me out at first, lol. Half expected a UFO to land on the playfield or something like it was Pinball FX.
Edited by 3rdaxis, 13 January 2023 - 03:37 PM.


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