Delete the entire table script and replace it with this.
Drag any of the back glass elements you'd like to see on your table into the viewing area from the backdrop screen.
Option Explicit
ExecuteGlobal GetTextFile("core.vbs")
Dim Score(4)
dim truesc(4)
dim ballrelenabled
dim state
dim playno
dim credit
dim eg
dim currpl
dim rst
dim ballinplay
dim tilt
dim tiltsens
dim rep(4)
dim matchnumb
dim cred
dim scn
dim scn1
dim scn2
dim scn3
dim points
dim tempscore
dim replay1
dim replay2
dim replay3
dim reel(4)
dim hisc
dim ballcycle
dim bonus
dim count
dim multir
dim ii
dim ls1
dim ls2
dim bgpos
dim bcc
dim mb
dim tmpb
dim mhole1
dim mhole2
Dim obj
Dim i
dim ballspeed
sub table1_init
ballinplay=false
Set mhole1 = New cvpmMagnet
With mhole1
.InitMagnet Umagnet1, 1
.GrabCenter = 0
.MagnetOn = 1
.CreateEvents "mhole1"
End With
Set mhole2 = New cvpmMagnet
With mhole2
.InitMagnet Umagnet2, 1
.GrabCenter = 0
.MagnetOn = 1
.CreateEvents "mhole2"
End With
randomize
randomize
for each obj in kickarms
obj.isdropped=true
next
for each obj in bottgate
obj.isdropped=true
next
bottgate(0).isdropped=false
for each obj in btarg
obj.isdropped=true
next
for each obj in atarg
obj.isdropped=false
next
replay1=56000
replay2=69000
replay3=85000
r1.text=replay1
r2.text=replay2
r3.text=replay3
rml.state=lightstateon
ltl.state=lightstateon
ril.state=lightstateon
ull2.state=lightstateon
light19.state=lightstateon
credtimer.enabled=true
loadhs
if credit="" then credit=0
credittxt.text=credit
if hisc="" then hisc=55050
hstxt.text=hisc
if matchnumb="" then matchnumb=int(rnd(1)*9)
if matchnumb=0 then
matchl(0).text="00"
else
matchl(matchnumb).text=(matchnumb*10)
end if
for i=1 to 4
currpl=i
screel(i).setvalue(score(i))
next
currpl=0
redballs(17).setvalue(1)
end sub
Sub Table1_KeyDown(ByVal keycode)
If keycode = PlungerKey Then
Plunger.PullBack
End If
if keycode = 6 then
playsound "coin3"
coindelay.enabled=true
end if
if keycode = 2 and credit>0 and state=false and playno=0 then
credit=credit-1
credittxt.text= credit
if tilt=true then
tilt=false
tilttxt.text=" "
tablel.stopplay
bumper1.force=8
bumper2.force=8
bumper3.force=8
rsling.isdropped=false
lsling.isdropped=false
for each obj in plas
obj.isdropped=false
next
end if
bonus=0
ballcycle=17
ls1=0
ls2=int(rnd(1)*3)
eg=0
playno=1
currpl=1
plnum(playno).state=lightstateon
playr(currpl).state=lightstateon
playsound "click"
playsound "initialize"
rst=0
ballinplay=1
resettimer.enabled=true
end if
if keycode = 31 and credit>0 and state=true and playno>0 and playno<4 and ballinplay<2 then
credit=credit-1
credittxt.text=credit
playsound "click"
playsound "motorshort1s"
addplayr.enabled=true
end if
if tilt= false and state=true then
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToEnd
PlaySound "FlipperUp"
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToEnd
PlaySound "FlipperUp"
End If
end if
If keycode = LeftTiltKey Then
Nudge 90, 2
checktilt
End If
If keycode = RightTiltKey Then
Nudge 270, 2
checktilt
End If
If keycode = CenterTiltKey Then
Nudge 0, 2
checktilt
End If
End Sub
Sub Table1_KeyUp(ByVal keycode)
If keycode = PlungerKey Then
Plunger.Fire
End If
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToStart
if tilt=false and state=true then PlaySound "FlipperDown"
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToStart
if tilt=false and state=true then PlaySound "FlipperDown"
End If
End Sub
sub addplayr_timer
plnum(playno).state=lightstateoff
playno=playno+1
plnum(playno).state=lightstateon
playsound "relay"
addplayr.enabled=false
end sub
sub coindelay_timer
playsound "click"
credit=credit+1
if credit>32 then credit=32
credittxt.text=credit
coindelay.enabled=false
end sub
sub resettimer_timer
rst=rst+1
for each obj in screel
obj.resettozero
next
if rst=2 or rst=10 or rst=18 then
tablel.play seqalloff
for each obj in plas
obj.isdropped=true
next
playsound "clerker"
end if
if rst=4 or rst=12 or rst=20 then
tablel.stopplay
for each obj in plas
obj.isdropped=false
next
playsound "clerker"
end if
if rst=18 then playsound "kickerkick"
if rst=22 then
newgame
resettimer.enabled=false
end if
end sub
sub addscore(points)
if tilt=false then
if points=10 then
matchnumb=matchnumb+1
if matchnumb=10 then matchnumb=0
ls2=ls2+1
if ls2>3 then ls2=0
select case (ls2)
case 0:
ull1.state=lightstateon
ull2.state=lightstateoff
ull3.state=lightstateoff
ull4.state=lightstateoff
rml.state=lightstateoff
lml.state=lightstateon
rtl.state=lightstateon
ltl.state=lightstateoff
ril.state=lightstateoff
lil.state=lightstateon
case 1:
ull1.state=lightstateoff
ull2.state=lightstateon
ull3.state=lightstateoff
ull4.state=lightstateoff
rml.state=lightstateon
lml.state=lightstateoff
rtl.state=lightstateoff
ltl.state=lightstateon
ril.state=lightstateon
lil.state=lightstateoff
case 2:
ull1.state=lightstateoff
ull2.state=lightstateoff
ull3.state=lightstateon
ull4.state=lightstateoff
rml.state=lightstateoff
lml.state=lightstateon
rtl.state=lightstateon
ltl.state=lightstateoff
ril.state=lightstateoff
lil.state=lightstateon
case 3:
ull1.state=lightstateoff
ull2.state=lightstateoff
ull3.state=lightstateoff
ull4.state=lightstateon
rml.state=lightstateon
lml.state=lightstateoff
rtl.state=lightstateoff
ltl.state=lightstateon
ril.state=lightstateon
lil.state=lightstateoff
end select
end if
if points = 10 then
screel(currpl).addvalue(10)
playsound "bell10"
end if
if points = 100 then
matchnumb=matchnumb+1
if matchnumb=10 then matchnumb=0
screel(currpl).addvalue(100)
playsound "bell100"
end if
if points = 1000 then
screel(currpl).addvalue(1000)
playsound "bell1000"
end if
if points = 500 then
screel(currpl).addvalue(500)
scn=5
scn1=0
scntimer.enabled=true
end if
if points = 2000 then
screel(currpl).addvalue(2000)
scn2=2
scn3=0
scntimer1.enabled=true
end if
score(currpl)=score(currpl)+points
truesc(currpl)=truesc(currpl)+points
if score(currpl)>99999 then
score(currpl)=score(currpl)-100000
rep(currpl)=0
end if
if score(currpl)=>replay1 and rep(currpl)=0 then
credit=credit+1
if credit>32 then credit=32
playsound "knocker"
credittxt.text=credit
rep(currpl)=1
playsound "click"
end if
if score(currpl)=>replay2 and rep(currpl)=1 then
credit=credit+1
if credit>32 then credit=32
playsound "knocker"
credittxt.text=credit
rep(currpl)=2
playsound "click"
end if
if score(currpl)=>replay3 and rep(currpl)=2 then
credit=credit+1
if credit>32 then credit=32
playsound "knocker"
credittxt.text=credit
rep(currpl)=3
playsound "click"
end if
end if
end sub
sub scntimer_timer
scn1=scn1 + 1
playsound "bell100"
if scn1=scn then scntimer.enabled=false
end sub
sub scntimer1_timer
scn3=scn3 + 1
playsound "bell1000"
if scn2=scn3 then scntimer1.enabled=false
end sub
sub newgame
credtimer.enabled=false
credtxt.text="Ported To
VP By Leon Spalding"
state=true
rep(1)=0
rep(2)=0
rep(3)=0
rep(4)=0
bcc=0
mb=0
for i=1 to 4
score(i)=0
truesc(i)=0
next
'for each obj in lights
'obj.state=lightstateoff
'next
bumper1.state=lightstateon
bumper2.state=lightstateon
bumper3.state=lightstateon
bumper1.force=8
bumper2.force=8
bumper3.force=8
dbl.state=lightstateoff
sp.state=lightstateoff
rml.state=lightstateon
ltl.state=lightstateon
ril.state=lightstateon
light19.state=lightstateon
select case (ls2)
case 0:
ull1.state=lightstateon
ull2.state=lightstateoff
ull3.state=lightstateoff
ull4.state=lightstateoff
case 1:
ull1.state=lightstateoff
ull2.state=lightstateon
ull3.state=lightstateoff
ull4.state=lightstateoff
case 2:
ull1.state=lightstateoff
ull2.state=lightstateoff
ull3.state=lightstateon
ull4.state=lightstateoff
case 3:
ull1.state=lightstateoff
ull2.state=lightstateoff
ull3.state=lightstateoff
ull4.state=lightstateon
end select
spinl(ls1).state=lightstateon
bip5.text=" "
bip1.text="1"
for i=0 to 9
matchl(i).text=" "
next
' tilttxt.text=" "
gamov.text=" "
tilt=false
tiltsens=0
ballinplay=1
nb.CreateBall
nb.kick 135,6
end sub
Sub Drain_Hit()
Drain.DestroyBall
playsound "drainshorter"
if bonus>0 then
bonuscount
else
nextball
end if
End Sub
sub nextball
if tilt=true then
tilt=false
'tilttxt.text=" "
tablel.stopplay
bumper1.force=8
bumper2.force=8
bumper3.force=8
rsling.isdropped=false
lsling.isdropped=false
for each obj in plas
obj.isdropped=false
next
end if
currpl=currpl+1
if currpl>playno then
ballinplay=ballinplay+1
if ballinplay=5 then dbl.state=lightstateon
if ballinplay>5 then
playsound "motorleer"
eg=1
ballreltimer.enabled=true
else
if state=true and tilt=false then
playr(currpl-1).state=lightstateoff
currpl=1
playr(currpl).state=lightstateon
newball
playsound "kickerkick"
ballreltimer.enabled=true
end if
for each obj in bip
obj.text=" "
next
bip(ballinplay).text=ballinplay
end if
end if
if currpl>1 and currpl<(playno+1) then
if state=true and tilt=false then
playr(currpl-1).state=lightstateoff
playr(currpl).state=lightstateon
newball
playsound "kickerkick"
ballreltimer.enabled=true
end if
end if
end Sub
sub ballreltimer_timer
if eg=1 then
matchnum
bip5.text=" "
state=false
plnum(playno).state=lightstateoff
playr(currpl-1).state=lightstateoff
playno=0
gamov.text="GAME OVER"
for i=1 to 4
if truesc(i)>hisc then hisc=truesc(i)
hstxt.text=hisc
next
savehs
cred=0
credtimer.enabled=true
ballreltimer.enabled=false
else
nb.CreateBall
nb.kick 135,4
ballreltimer.enabled=false
end if
end sub
sub newball
bumper1.force=8
bumper2.force=8
bumper3.force=8
bonus=0
ballcycle=17
sp.state=lightstateoff
end sub
sub matchnum
if matchnumb=0 then
matchl(0).text="00"
else
matchl(matchnumb).text=(matchnumb*10)
end if
multir=0
for i=1 to playno
if (matchnumb*10)=(score(i) mod 100) then multir=multir+1
next
if multir=1 then
credit=credit+1
playsound "knocker"
if credit>32 then credit=32
credittxt.text=credit
playsound "click"
end if
if multir>1 then playsound "motorshort1s":mr.enabled=true
end sub
sub mr_timer
ii=ii+1
credit=credit+1
playsound "knocker"
if credit>32 then credit=32
credittxt.text=credit
playsound "click"
if ii=multir then ii=0:mr.enabled=false
end sub
Sub CheckTilt
If Tilttimer.Enabled = True Then
TiltSens = TiltSens + 1
if TiltSens = 2 Then
Tilt = True
'tilttxt.text="TILT"
tiltsens = 0
playsound "tilt"
turnoff
End If
Else
TiltSens = 0
Tilttimer.Enabled = True
End If
End Sub
Sub Tilttimer_Timer()
Tilttimer.Enabled = False
End Sub
sub turnoff
tablel.play seqalloff
bumper1.force=0
bumper2.force=0
bumper3.force=0
lsling.isdropped=true
rsling.isdropped=true
for each obj in plas
obj.isdropped=true
next
gamov.text=" "
for each obj in matchl
obj.text=" "
next
end sub
Sub LSling_Slingshot()
PlaySound "Bumper"
addscore 10
End Sub
Sub RSling_Slingshot()
PlaySound "Bumper"
addscore 10
End Sub
sub lout_hit
low.isdropped=true
addscore 1000
items.enabled=true
end sub
sub rout_hit
row.isdropped=true
addscore 1000
items.enabled=true
end sub
sub rin_hit
riw.isdropped=true
if (ril.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub lin_hit
liw.isdropped=true
if (lil.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub lta_hit
lta.isdropped=true
ltb.isdropped=false
if (ltl.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub rta_hit
rta.isdropped=true
rtb.isdropped=false
if (rtl.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub mll_hit
lmw.isdropped=true
if (lml.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub mrl_hit
rmw.isdropped=true
if (rml.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
if bgpos<6 then openg.enabled=true
items.enabled=true
end sub
sub ul1_hit
tw1.isdropped=true
if (ull1.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub ul2_hit
tw2.isdropped=true
if (ull2.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub ul3_hit
tw3.isdropped=true
if (ull3.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub ul4_hit
tw4.isdropped=true
if (ull4.state)=lightstateon and tilt=false and (fireball.enabled)=false then
playsound "motorshort1s"
fireball.enabled=true
addscore 500
else
addscore 100
end if
items.enabled=true
end sub
sub uta_hit
uta.isdropped=true
utb.isdropped=false
if (sp.state)=lightstateon and tilt=false and (fireball.enabled)=false then
credit=credit+1
if credit>32 then credit=32
playsound "knocker"
credittxt.text=credit
playsound "click"
sp.state=lightstateoff
else
addscore 1000
end if
items.enabled=true
end sub
sub bumper1_hit
addscore 100
if tilt=false then
playsound "jet2"
ring1.isdropped=false
items.enabled=true
end if
end sub
sub bumper2_hit
addscore 100
if tilt=false then
playsound "jet2"
ring2.isdropped=false
items.enabled=true
end if
end sub
sub bumper3_hit
addscore 100
if tilt=false then
playsound "jet2"
ring3.isdropped=false
items.enabled=true
end if
end sub
sub sptrig_hit
if tilt=false then
if (sp.state)=lightstateoff then playsound "relay"
sp.state=lightstateon
end if
end sub
sub spinner1_spin
addscore 10
if tilt=false then
ls1=ls1+1
if ls1>5 then
addscore 500
playsound "motorshort1s"
if (fireball.enabled)=false then fireball.enabled=true
ls1=0
end if
updatels1
end if
end sub
sub spinner2_spin
addscore 10
if tilt=false then
ls1=ls1+1
if ls1>5 then
addscore 500
playsound "motorshort1s"
if (fireball.enabled)=false then fireball.enabled=true
ls1=0
end if
updatels1
end if
end sub
sub ballgte_hit
blw.isdropped=true
if bgpos>0 then
playsound "gateclose"
closeg.interval=750:closeg.enabled=true
end if
items.enabled=true
end sub
sub kicker1_hit
if bonus>0 and tilt=false then
bcc=1:addscore 1000:score1k.enabled=true
else
playsound "kickerkick"
addscore 1000
kicktimer.enabled=true
end if
end sub
sub score1k_timer
bonuscount
score1k.enabled=false
end sub
sub kicker2_hit
randomize
if tilt=false then
playsound "reset2"
mb=int(rnd(1)*3)+1
multib.interval=50
multib.enabled=true
end if
end sub
sub kicktimer_timer
kicker1.kick 170,5
kicker2.kick 135,5
for each obj in kickarms
obj.isdropped=false
next
items.enabled=true
kicktimer.enabled=false
end sub
sub multib_timer
multib.interval=500
mb=mb-1
addscore 500
playsound "motorshort1s"
fireball.enabled=true
if mb=0 then
multib.enabled=false
playsound "kickerkick"
kicktimer.enabled=true
end if
end sub
sub updatels1
for each obj in spinl
obj.state=lightstateoff
next
select case (ls1)
case 1:
spl1.state=lightstateon
case 2:
spl2.state=lightstateon
case 3:
spl3.state=lightstateon
case 4:
spl4.state=lightstateon
case 5:
spl5.state=lightstateon
end select
end sub
sub openg_timer
bottgate(bgpos).isdropped=true
bgpos=bgpos+1
bottgate(bgpos).isdropped=false
if bgpos=6 then playsound "postup" :openg.enabled=false
end sub
sub closeg_timer
closeg.interval=10
bottgate(bgpos).isdropped=true
bgpos=bgpos-1
bottgate(bgpos).isdropped=false
if bgpos=0 then closeg.enabled=false
end sub
sub items_timer
for each obj in wires
obj.isdropped=false
next
for each obj in atarg
obj.isdropped=false
next
for each obj in btarg
obj.isdropped=true
next
for each obj in kickarms
obj.isdropped=true
next
items.enabled=false
end sub
sub fireball_timer
if bonus=10 then fireball.enabled=false:exit sub
sp.state=lightstateoff
if ballcycle=16 then playsound "jet3"
if ballcycle<17 then redballs(ballcycle+1).setvalue(0)
redballs(ballcycle).setvalue(1)
ballcycle=ballcycle-1
if ballcycle=10 and bonus<9 then redballs(17).setvalue(1)
if ballcycle<10 then fireball.interval=30
if ballcycle-1=bonus then bonus=bonus+1:ballcycle=17:fireball.enabled=false
end sub
sub bonuscount
if bonus>0 then
count=0
tmpb=0
playsound "motorshort1s"
bc.enabled=true
else
bonus=0
if bcc=1 then
playsound "kickerkick"
bcc=0
kicktimer.enabled=true
else
nextball
end if
end if
end sub
sub bc_timer
select case (count)
case 0:
playsound "jet3"
redballs(2).setvalue(0)
redballs(1).setvalue(1)
case 1:
for i=2 to bonus
redballs(i).setvalue(1)
redballs(i+1).setvalue(0)
next
redballs(1).setvalue(0)
redballs(0).setvalue(1)
case 2:
redballs(0).setvalue(0)
addscore 1000*(dbl.state+1)
end select
count=count+1
if count=15 then
bonus=bonus-1
bc.enabled=false
redballs(17).setvalue(1)
bonuscount
end if
end sub
sub credtimer_timer
cred=cred+1
if cred=1 then credtxt.text="Ported To
VP By Leon Spalding"
if cred=2 then credtxt.text="'5'Add Coin : 'S'Start game"
if cred=3 then credtxt.text="Thanks To..."
if cred=4 then credtxt.text="Randy Davis & Black (
VP GODS)"
if cred=5 then credtxt.text="Bendigo For The Kicker Arm Idea"
if cred=6 then credtxt.text="Thanks All At
VP Forums"
if cred=7 then credtxt.text="'5'Add Coin : 'S'Start game"
if cred=8 then credtxt.text="An 'IR Pinball' Preserved Classic"
if cred=9 then credtxt.text="'IR Pinball'Are:"
if cred=10 then credtxt.text="Danz, Steveir, Duglis, Bendigo"
if cred=11 then credtxt.text="Robair, JonPurpleHaze, Ash & Leon"
if cred=12 then credtxt.text="http://irpinball.ztnet.com"
if cred=12 then cred=0
end sub
sub savehs
savevalue "SuperSoccer", "credit", credit
savevalue "SuperSoccer", "score1", score(1)
savevalue "SuperSoccer", "score2", score(2)
savevalue "SuperSoccer", "score3", score(3)
savevalue "SuperSoccer", "score4", score(4)
savevalue "SuperSoccer", "hiscore", hisc
savevalue "SuperSoccer", "match", matchnumb
end sub
sub loadhs
dim temp
temp = LoadValue("SuperSoccer", "credit")
If (temp <> "") then credit = CDbl(temp)
temp = LoadValue("SuperSoccer", "score1")
If (temp <> "") then score(1) = CDbl(temp)
temp = LoadValue("SuperSoccer", "score2")
If (temp <> "") then score(2) = CDbl(temp)
temp = LoadValue("SuperSoccer", "score3")
If (temp <> "") then score(3) = CDbl(temp)
temp = LoadValue("SuperSoccer", "score4")
If (temp <> "") then score(4) = CDbl(temp)
temp = LoadValue("SuperSoccer", "hiscore")
If (temp <> "") then hisc = CDbl(temp)
temp = LoadValue("SuperSoccer", "match")
If (temp <> "") then matchnumb = CDbl(temp)
end sub
sub ballhome_hit
bb.isdropped=true
ballrelenabled=1
end sub
sub ballrel_hit
if ballrelenabled=1 then
playsound "launchball"
ballrelenabled=0
end if
end sub
sub ballout_hit
bb.isdropped=false
end sub
'*** Ball Roll Sounds
Sub BallRollSounds_hit(T) 'ball rolling sounds
ballspeed=ABS(ActiveBall.vely)+ABS(ActiveBall.velx)
' speedtest.text= ballspeed
if ballspeed >= 6 then
Select Case Int(Rnd*3)+1
Case 1 : PlaySound "rollshort1"
Case 2 : PlaySound "rollshort2"
Case 3 : PlaySound "rollshort3"
End Select
end if
End Sub
'*** Rubber Hit Sounds
Sub rubbers_Hit(idx)
RandomSoundRubber()
End Sub
Sub RandomSoundRubber()
Select Case Int(Rnd*3)+1
Case 1 : PlaySound "rubberhit1"
Case 2 : PlaySound "rubberhit2"
Case 3 : PlaySound "rubberhit3"
End Select
End Sub