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ACDC FS


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#81 BobAlbright

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Posted 10 March 2014 - 09:56 PM

Hey FT, I too, have wanted this table and have been looking for the music. Awesome! Thanks.

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#82 FredBear

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Posted 11 March 2014 - 01:44 AM

You can always "raid" your own MP3 collection for AC/DC songs and do some renaming of either the files or the table code to create your own playlist. That's what I did - I only had about half the songs in my collection but with only a little Google searching and internet scrounging I was able to source all but two of the songs listed in the table code. For those two I just substituted in other songs, now it's all good.



#83 dyopp21

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Posted 10 June 2014 - 02:54 AM

You can always "raid" your own MP3 collection for AC/DC songs and do some renaming of either the files or the table code to create your own playlist. That's what I did - I only had about half the songs in my collection but with only a little Google searching and internet scrounging I was able to source all but two of the songs listed in the table code. For those two I just substituted in other songs, now it's all good.

I did the same thing, and of course I added the song 'BIG BALLS.'  Had to do that!!

 

My question is.... is there a rule sheet for this anywhere?  I'd love to know exactly what I'm supposed to do to beat this table into submission.


Edited by dyopp21, 10 June 2014 - 02:54 AM.

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#84 destruk

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Posted 10 June 2014 - 04:18 AM

VP Music Template rules (1-4 Players) -
 
OBJECTIVE: The game has 12 song modes, "Encore" mini-wizard mode, and a "Platinum" Wizard Mode
Complete all 12 song mode requirements to go immediately to Platinum Wizard Mode.  If you have listened to all 12 songs at least once,
then you begin "Encore" mode.  Completing Encore mode proceeds to "Platinum" Wizard Mode.
Failing "Encore" mode or completing "Platinum" mode resets the game modes to the beginning and selects a new random song.
 
************************************************************************************************************
 
Layout -
Clockwise from flippers
Left inlane
Left outlane with kickback - kickback usually hits the ball halfway up the right ramp to roll back down to the right flipper
Three ball lock and kickout system - balls are kicked out to the right inner loop/top rollovers
Above that is a third flipper
The random award saucer feeds the third flipper/bottom left flipper
One of three yellow "award targets" - halfsize
Left orbit speed spinner
Left orbit
Ball lock release super centrifuge - balls enter here from the backboard/under playfield subway and are released into the left orbit and/or left loop
Left inner 'short track' loop - balls feed to the rollovers, and gates are controlled to open for horseshoe return to the flippers or left slingshot
Left ramp - end of this ramp has a diverter to feed to the bottom left ball lock or left inlane
Standup 3-bank
Three pop bumpers in standard configuration - balls exit to the right
Three rollovers - flippers rotate all six (3 rollovers+inlanes)
Right inner horseshoe/loop orbit
Second of three yellow "award targets" - halfsize
Right ramp - This features a trap door to deposit the ball into the ball subway system, or the ball is sent to the right second inlane
Third of three yellow "award targets" - halfsize
Right outer loop orbit
Bank of 4 drop targets
Single double-width standup
Plunger and autoplunger
Right outlane
Right inlanes (2)
 
************************************************************************************************************
 
GAME FEATURES:
When you start a game, the machine selects a random song track and sets up the skill shots.
You are able to add players as long as Player 1's first ball has not finished.
 
SKILL SHOTS -
bottom right drop target drops for skill shot 2, if skill shot 1 is made or ball enters main playfield from launch ramp, bottom drop target raises
option 1 - launch the ball softly to make the right subway hole, without passing the second gate
option 2 - launch the ball slightly harder to pass the second gate but not clear the launch ramp - ball rolls back and through where bottom drop target was dropped to enter main playfield
option 3 - launch the ball harder to clear the second gate but not hit the left orbit switch - ball drops through a gate to right side of inner loop
option 4 - launch the ball as hard as possible and hit The right ramp within 5 seconds.  You can also do this by launching the ball gently into the right orbit and then hitting the right ramp.
 
If you make Skill Shot 1 then you get a free "Song Select" option in addition to 250,000 base score
Making Skill Shot 2 awards a base value of 150,000 points
Making Skill Shot 3 awards a base value of 400,000 points
Making skill shot 4 awards the Skill shot #1 value X 2 - the cumulative bonus is applied to skill shot #1's value (which is included in doubling if skill shot 4 is made again later this game by the same player)
Making a skill shot increases the game skill shot value for that specific skill shot by 50,000 points (cumulative) on future made skill shots and values are tracked individually for each player per game
NOTE: Utilizing the ball save cancels all possible skill shots if they have not been made before ballsave is used
 
If you miss the skill shots, then after 5 seconds, the playfield lights are set to the current game mode.
 
************************************************************************************************************
 
"CHANGE A SONG" -
To enable "CHANGE A SONG", hit the required number of blue note lights.  Available note lights cycle in sequence from left to right.
When hit, the note light is removed from the cycle group.  By default, you need 5 Notes to enable changing a song.
When "CHANGE A SONG" is enabled, the right ball subway entrance blinks and the right ramp trap door opens to allow access via the right ramp.
When changing a song, you have 9 seconds to select a new song with the flippers, or choose to keep playing the current song mode.
Previously listened to songs (current song is excepted) are unselectable.
If Encore or Platinum Mode is lit, those are automatically selected.
If you choose to change the currently playing song, you can complete it through a random award, or during "Encore" mode.
 
SONG MODES -
Song 1 = Super Spinner - During mode this is worth a base of 3000 points/spin - Complete 230 spins to complete the mode
230 spins may sound like a whole lot, but you get about 30 spins per hard flipper hit, so about 8 shots to the spinner completes the mode
And then there are playfield scoring multipliers and multiball features available (see below) to reduce the requirements futher
 
Song 2 = ALBUMS Lanes - This mode is focused on 6 lanes - the left inlane, right inlanes, and top three rollover lanes.
Blinking lanes are worth 40,000 - completing all six lanes awards an extra 50,000 - hitting solid lit lanes awards 20,000
This mode is completed by scoring 680,000 points.  Without score modifiers, this would require two full completions and 3 blinking lane hits
 
Song 3 = Super Pop Bumpers - complete this mode with 100 Pop Bumper hits.  Each visit to the bumpers in this mode guarantees at least 10 hits before the ball is
allowed back into play.  This is a variable scoring mode - pop bumper hits are constantly tracked for each player.
Bumpers begin with a value of 210 points.  Every 20 hits the value is increased per hit by 500 additional points.
Standard bumper value maxxes out at 3210 points
If Super Pop Bumper mode is running, each bumper hit is worth an additional 5000 points per hit on top of all other existing values!
 
Song 4 = Ramps - During this mode, ramps are worth a base score of 125,000 - collect 1 million points (8 standard ramp shots) to complete the mode
 
Song 5 = BAND Drop Targets - During BAND, drop targets are worth 75,000 each.  10 hits (with standard scoring) completes the mode
 
Song 6 = Stand/Red Standup Targets - In tournament mode, these score 50,000.  On Normal or Easy difficulty, hits during this mode are randomized to score 50,000-150,000 each
Achieve 1 million points to complete the mode (7-20 hits)
 
Song 7 = Orbits - Completing full outer orbits scores 70,000 during this mode.  Collect 700,000 points (10 orbits) to complete the mode with standard scoring
 
Song 8 = Super Loops - Completing a full inner loop scores 140,000.  Collect 700,000 points (5 loops) to complete the mode with standard scoring
 
Song 9 = Combos - All possible combo shots are lit during this mode.  When a lit shot is made, the combo timer is stopped, reset, and started again.
If a lit shot is made when the combo timer is enabled, a "combo" is awarded.
Each combo shot made before the time expires ramps up the combo value: 25,000 - 50,000 - 100,000 - 200,000
When the combo timer expires, the combo value resets to its original value of 25,000 points
Collect 1 million combo points during this mode to finish it (8 combos minimum with standard scoring)
                        The Combo Timer is 6 seconds long and is paused while a ball is in the bumpers
 
Song 10 = Mini Yellow Standup Targets - Hit six of these to complete the mode at 50,000 each
 
Song 11 = Song Notes (Follow Me Mode) - This mode has three independent difficulty levels.  Every 4 seconds the lit shot changes.
Level 1 - a lit shot moves from left to right and back across the playfield
Level 2 - a lit shot is randomized for 7 possible positions
Level 3 - same as level 2 but each shot is lit for 2 seconds
Hitting the lit shot during this mode awards standard scoring of 100,000.  Make 7 shots to complete the mode.
 
Song 12 = Frenzy - all switches score 25% more during this mode.
Collect 1 million points to finish.
 
************************************************************************************************************
 
Additional Regular Play rules:
Random Award Feature - If tournament mode is active, all random awards are 50,000 points
A Random Award and the kickback is enabled for each player at the start of the game
 
In regular play - possible random awards are:
1) Instant 2-Ball Multiball
2) Small Points (10 - 100,000)
3) Instant Jackpot Points (100,000)
4) Instant completion of incomplete game mode - you don't get points for this but it pushes you closer to wizard mode by marking it as completed. :)
5) Increase Playfield Scoring - increases the value of most everything possible in the game for 30 seconds
6) Increase Bonus X - if increased playfield scoring is active it increases the playfield scoring too!
7) Light Extra Ball on the left ramp
8) Light Special on the left ramp
9) Light outlane special
10) Increase progress for left ramp lock
11) Increase progress for right ramp lock
12) Enable "Change A Song"
13) Light Kickback
14) Start Single Hurryup
15) Enable 20 Second BallSaver
 
The machine will first go through and figure out which awards would be useful to you and eliminate ones from the random selection that you can't use.
ie - if the kickback is lit already, it will not award Light Kickback. :)
 
Relight the kickback by completing the three yellow mini standups.
 
Re-Enable the random award by hitting a combination of red standups and red drop targets - default is 5 hits, easy is 3, hard is 7
 
During normal play loops and superloops light 2 ball multiballs - which start as soon as they are qualified
Some game modes disable specific features - like you can't start multiball when a hurryup is active
Every 12 Orbits/Loops start a 2 Ball Multiball
 
Every 6 Ramps allows a ball lock (ramp specific).
So you can have two balls locked via the left ramp, and two balls locked via the right ramp, and 11 orbit/loop shots and still not be in a multiball mode...
When a multiball is running, you can't activate another multiball until the current one ends, however, with a two or three ball multiball running you can continue to
progress through the current running song mode (* Combos mode is excepted from this rule as you can't score combos during multiball)
 
The White Standup target is worth 5000 points, and with normal difficulty there is ~20% chance of awarding 10000 points
The playfield rubber in the pop bumper area is worth 110 points
 
Slingshots are worth 210 points, and alternate the outlane specials if lit
Outlanes score 50,000 points
 
Encore Mode counts up how many songs are 'incomplete' and starts a 20-second 2 million hurryup countdown shot for each one.
In Encore Mode - if you make the shot in the time limit it marks the incomplete song as 'completed' and starts another hurryup if there are more incomplete songs with a new timer and award value.
If you complete all the song hurryups you need, the game lights Platinum Wizard Mode via the right ramp. - If you miss a hurryup the game resets to the beginning with all modes cleared and chooses a new mode to play.
 
If you complete all 12 modes WITHOUT needing encore to complete any for you, the right outlane special is lit (if not lit already), and you get 15 million extra points!
Full wizard mode has 4 balls in play, maximized playfield and bonus scoring, and other special secret 'bonus features' :)
 
************************************************************************************************************
 
AVAILABLE ADJUSTMENTS
- Balls per Game [1-9]
- Difficulty [Easy/Normal/Tournament]
- Notes required for song select [1-9]
- Initial replay score value [10 million-99 million in 500,000 increments]
- Number of replay score levels [1-4]
- Match percentage [0-50]
- Tilt warnings [1-9]
- Coin or Free play
 
************************************************************************************************************
 
Gameplay and Scoring 'TIPS'
- When possible, play all modes through til completion.  You can cradle the ball on a flipper to see the game status report which tells you how many points or shots are required to complete the current mode (songs 1-12)
  Encore Mode is quite difficult if you have 5+ hurryups to make in 20 seconds each...
- The "Increase Playfield Scoring" random award makes most modes easier to complete
- Try to keep the kickback lit - it relights by hitting the yellow standups and is a possible random award
- Keep an eye on the song lamps in the middle of the playfield -
    The fast-blinking light is the one currently selected in "Choose A Song" mode,
    The regular blinking light is the current playing song if it hasn't been completed,
    When the regular blinking light is lit solid, the current song has been completed and you should change the song unless you are trying to break the individual song high score. :)
    Blink-cycling lights are previously listened to songs that were not completed
    During Platinum Wizard Mode the song lights are randomly increased and decreased to simulate a graphic equalizer... :)
- Multiball progression runs in order clockwise from Bootleg to World Tour - 2 balls are on the left and 3 balls are on the right
    Try to activate the two-ball multiballs in tandem with the current song mode for easier completion
- Keep the combos going as long as possible - once at 200,000 they stay at 200,000 until the combo timer expires.  Combos are available during most single-ball play modes.
- Jackpot values start at 100,000 for each multiball and increase value on collection until the multiball ends
 
Individual song scores per player are accumulated throughout the game.
 
************************************************************************************************************
 
Additional 'eureka' trivia
- When entering a high score, you can hold down the flipper button to cycle through letters faster
- During attract mode you can hit the flippers to advance or back up to previous attract mode displays
- Waiting at least 30 seconds in attract mode without hitting the flippers will enable random audio clips via flipper presses like some Stern games used to do
- World Tour displays actual country capitals (190 of 196 countries)
- The base code for this game - operator adjustment handling, original high score entry routine, ball counts and tilt routine, as well as other core operation code, was written by Black, one of the best coders this community has ever seen
    So, with a good base to start from, it was 'easier' to expand, correct, fix, and add optimizations and functionality to bring it to the current level it is now.
      Thanks Black!
- I would like to dedicate this game to my good friend TAB.
- Still reading?  ok then, for Loops mode, try to start the left ramp multiball to get a free three advances, or do the same during Bumpers mode. :)
 
See MODDING.TXT for information on modifying the table to create any music group or 'mix' table you want.

Edited by destruk, 10 June 2014 - 04:19 AM.

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#85 dyopp21

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Posted 10 June 2014 - 05:16 AM

@destruk

Thanks for the rule sheet (and wow is it involved).

 

After reading it over the song part of it makes perfect sense.  I'm still working on understanding the 2 and 3 ball multi, but it will come to me as I play more.  I've put a few decent scores and I can see that I will be playing this table a LOT.

 

And adding the song "Big Balls" is just icing on the AC/DC cake.

 

Thanks to the team for a wonderful user-created table!!! \m/ !!!


Virtual Pinball: see one, do one, TEACH ONE.

 

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#86 cruzin1a

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Posted 20 June 2014 - 10:33 PM

Hey guys. Kinda new to this. I've read the tutorial several times and have multiple tables running. This table is the first non-rom table I've tried. My issue is I have no sounds at all when I load the table. Any help would be greatly appreciated.



#87 Kernel

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Posted 23 June 2014 - 12:39 PM

Hi, is there a way to have music on the dmd speakers?

I use 2nd audio card for the pinball sounds (speakers inside the cab) anche the default sound card for the dmd sounds.

 

With this table I have all sounds on my second card (speakers inside the cabinet).

 

Thanks



#88 Sir Cheddar

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Posted 23 June 2014 - 03:54 PM

Hi, is there a way to have music on the dmd speakers?

Yup.

 

http://www.vpforums....=26225&p=259535