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Monster Bash - v1.0 (Jive's mod)


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#1 Jive

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Posted 19 March 2009 - 01:04 AM

Monster Bash - v1.0 (Jive's mod)



Version: 1.0.0
Category: VP/VPinMAME 8.x - MOD Tables

Author(s): Tom S / Fuseball , Richard M, Jive

Description:
After 6 years of beta testing... LoOOoOOol... I decide to release this mod with the number 1.0, since it's no more a beta version.More or less 200 hours were necessary to do it...
Monster Bash (MB) / IPD No. 4441 / July, 1998 / 4 Players
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Manufacturer: Williams Electronic Games, Inc., a subsidiary of WMS Ind., Inc. (1985 - 10/25/1999) [Trade Name: Williams]
Model Number: 50065
MPU: Williams WPC-95
Type: Solid State Electronic (SS)
Production: 3,361 units (confirmed)
Theme: Horror
Design by: George Gomez
Art by: Kevin O'Connor
Dots/Graphics/Animation by: Adam Rhine
Mechanics by: Chris Shipman, Robert C. Friesl
Music by: Vince Pontarelli
Sound by: Vince Pontarelli
Software by: Lyman F. Sheats Jr.
Rule Sheets: Official Williams Rules Sheet (External site)
Matt Magnasco's Rules Sheet (External site)

Owners List: http://www.paisleypinball.com/mb.htm (External site)
Additional Information: View at PinLinks.org (External site)
Plastic/Decal Scans: Available at BallsOfSteel.net (External site)
========================
Driven by Visual PinMAME (VPinMAME)
--------------------------------------------------------------------------------
Scripting: Tom S / Fuseball
Table layout/design by George Gomez / Richard M / Fuseball
slightly modified for VPinMAME
- less force on plunger
- Flashers are now bumpers
- Slot kickout in random angle
- Made left outlane bigger (the game reported switch broken)
- Power defeated exit made smaller
- Moved and coorect numbers on Piano Red & yellow
Additional Credits:
- none for now

Known issues:
- Magnets are simulated with kickers which doesn't work very well
----------------------------------------------------------------------------

Mod by Jive: here is finally the v1 - March 18, 2009
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
After 6 years of beta testing... LoOOoOOol... I decide to release it with the number 1.0, since it's no more a beta version.
- Use of a decal for the mad scientist
- Use of a decal for Frank
- Lying Frank on the ramp is now flashing when his body is being rebuilt
- Extremities of the ramps are now better rendered, more round and no more like suspended in the void
- Sound added when the hole giving extra balls is hit
- The third triangular lamp near the mummy has been moved (it was nearly invisible)
- The light "multistrobeLight" has now a picture (above the scoop dent). It's using a reel, and the script has been changed accordingly from a bumper to a picture.
- The cibles tombtreasure, frankmain_L and frankmain_R, phantomflip2 and phantomflip3 : elasticity changed from 0.3 to 0.5 (the ball was falling quite often directly in the drain, when the hit was direct)
- New picture for the bumpers
- The 4 green lights for the creature of the lagoon were misplaced. Plus, they are recolored from yellow to green
- New picture for the back vertical part of the playfield, where the coffin is laying down
- I borrowed to Jamin (at Pinball Nirvana) his idea for the spider's web, and adapted it for this mod ("spider toile G" and "spider toile D"), for a more realistic effect of my own mod.
- Front and back decall added to the ball. I didn't notice any slowdown because of it.
- Bride is now animated and sounded, thanks to the study of Jamin's table and how he did it.
- The coffin of Drac is rendering a sound when opening, and is now flashing, using an animated reel
- Violet domes (and the towers) changed, using reels
- Left ramp: most of the time, the ball didn't have enough velocity to climb it until the top. Solved !
- The spinner "Igor" (on the left of Frank) was up side down (its back part was inverted ==> Igor was spinning wrongly... Solved ! Picture changed, and spinner resized.
- Animation of Frank when he is hit (he is ALIVE !!!)
- New cabinet
- Lying Frank (on the playfield, in front of the ramp) using a picture, partially transparent ==> the lights, when "On", are no more flat lamps...
- Routine anti-ball-through added, copied from Indiana Jones v2.7 (modded by me) ==> no more "Ball Through" bug, and the gameplay is GREATLY improved, giving to the flippers best actions and more precision. Before the script, the flippers were poorly powerful when the ball was hiting the extremities. No more ! And we have now the possibility to use a flipper to launch the ball toward the same side (left flipper can launch toward the left), which wasn't possible before (at least it wasn't efficient)
- New way to make flashing the "START" advise at the beginning (no more hideous round light with a hugly text)
- All ramps tweaked.
- Backglass improved and a lot of decals added, some others replaced elsewhere.
- Right side coffin Drac improved (using a decal)
- The central spinner was wrongly understood and was totally spinning, thus it's only the lower part of it which should spin... Solved ! (hard work to do it !!)
- The coffin of the mummy is now opening and closing, depending of the mummy's state of activity.
- The mad scientist is now animated and crazingly moving like a... mad scientist, using 7 pictures, on the left part beside the table, and animated using another animation on the playfield.
- The blue lights on the right outlane are now flashing when the ball is lost and rolling there.
- Some sounds added
- central cible changed from red to orange (on the right of the central spinner, below the purple tower and the left bumper)
- Inside vertical part of the box improved (less dark)
- Apron improved with new cards
- When the lockpost is raised on the right ramp during the frank awakening, a sound is played when the ball hits it and a screw is drawned on its top. The screw is diseappearing when the lockpost is dropped.

Of course, I'm the author of all the pictures (at least: of the adaptation of pictures found on internet) and animations used for this mod (42 of the 67 pictures are new and were done for this mod)... and I have added 20% of code for the animations (but not only, like the lines for the anti ball through flippers, the helpers for the ramps, etc...), and modified a bunch of the 865 other lines, thanks to the study of the script written by Jamin, letting me understanding how to do things and how to obtain what I was expecting to obtain for the animation parts.


Beta 6, September 17, 2003:
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
- Debug: the ball could stay hidden behind the coffin, on some very rare circonstances. Solved!
- Debug: the ball could stay behind Dracula when he is raised in front of the ramp. Solved!
- Debug: the ball could stay behind Frankenstein when he is raised:. Solved!
- New pic for the scoop dent (hole between the middle pass and the left ramp, where you can have extra ball, particulary).

Mod by Jive: June 17, 2003
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Beta 5 version, first mod since a long time...
- New: ramps, graphics (ball, coffin for dracula, appron, backdrop, back of playfield, bumpers, mummy, Bride, mosh gate, etc...)
- New playfield
- New Box
- Activation and realization of vertical Drak, with addition of its graphical representation.
- Rules added (I found it on the net... and I borrowed it to Matt Magnasco)
- A lot of other improvements.

View File

Submitted by Jive, on Mar 18 2009, 09:04 PM

Attached Files


Edited by Noah Fentz, 28 March 2009 - 11:07 PM.

I don't care to have but to give, I don't care to be if I can't share what I am and what I have

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#2 Jive

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Posted 19 March 2009 - 01:41 AM

For your information here is the very first version released on 8/3/02:

Attached File  1_Monster_Bash_Beta_4a.jpg   161.21KB   51 downloads

... No comment !
I don't care to have but to give, I don't care to be if I can't share what I am and what I have

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#3 wtiger

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Posted 19 March 2009 - 01:48 AM

Many thanks Jive!

#4 kingb33

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Posted 19 March 2009 - 03:51 AM

When I run the table i get a script error:

Line:1031

Expected'End"

Edited by kingb33, 19 March 2009 - 03:52 AM.

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#5 KISSAnimal

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Posted 19 March 2009 - 05:07 AM

I get that same error as well. Can anyone help?

#6 wangho

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Posted 19 March 2009 - 06:17 AM

The Drac Attack doesn't appear to work correctly. He'll pop up once the "Drack Attack" is announced and then suddenly disappear, but you can still hear him as if the ball is hitting him.

#7 Sandro

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Posted 19 March 2009 - 07:19 AM

1031 error, here to.

#8 yogiholzer

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Posted 19 March 2009 - 07:36 AM

QUOTE (kingb33 @ Mar 19 2009, 04:51 AM) <{POST_SNAPBACK}>
When I run the table i get a script error:

Line:1031

Expected'End"


Load the table into the VP Editor, open the table scipt (the button above the play button), go to the end of the script and make it look like this:

Sub LockPost_Hit() 'Added by Jive PlaySound "HitTarget"
End Sub

Means you have to move 'End Sub' in it's on line so it's a command and not a comment. Set mouse button directly behind the line

Sub LockPost_Hit() 'Added by Jive PlaySound "HitTarget"

and hit enter. Save table and load/play once again.
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#9 McRain

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Posted 19 March 2009 - 10:41 AM

QUOTE (yogiholzer @ Mar 19 2009, 02:36 AM) <{POST_SNAPBACK}>
Load the table into the VP Editor, open the table scipt (the button above the play button), go to the end of the script and make it look like this:

Sub LockPost_Hit() 'Added by Jive PlaySound "HitTarget"
End Sub

Means you have to move 'End Sub' in it's on line so it's a command and not a comment. Set mouse button directly behind the line

Sub LockPost_Hit() 'Added by Jive PlaySound "HitTarget"

and hit enter. Save table and load/play once again.


Thanks! otvclap.gif

#10 Jive

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Posted 19 March 2009 - 12:34 PM

Sorry for this problem on the script, but the engine is bugged and sometimes, without any apparent explanation, it's screwing the end of the scripts !!!
I made the correction and uploaded the corrected zip file on the download section.

CODE
Sub LockPost_Hit() 'Added by Jive PlaySound "HitTarget" End Sub

==> here is the code correctly written:
CODE
Sub LockPost_Hit() 'Added by Jive
      PlaySound "HitTarget"
End Sub


About the "Drac Attack", I have to check it out, since I didn't notice it.

It seems to me that I don't have any luck for this release... The script has been screwed by the engine, and even my message (on top of this current page) was screwed (the screenshot was at the end of the message instead of at the beginning, and the line with the url for the ROM was deleted...
Someone (I know whom he is, but maybe you can't know it. So, I won't tell it) voted 4 stars, when I was expecting a... "WOAH!!!!" wacko.gif
WTF ?!? shok.gif (not for the vote, but for all of those problems)

Edited by Jive, 19 March 2009 - 01:02 PM.

I don't care to have but to give, I don't care to be if I can't share what I am and what I have

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#11 yogiholzer

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Posted 19 March 2009 - 01:48 PM

QUOTE (Jive @ Mar 19 2009, 01:34 PM) <{POST_SNAPBACK}>
CODE
Sub LockPost_Hit() 'Added by Jive
      PlaySound "HitTarget"
End Sub


Sure! Sorry, I don't have a clue about scripting, but it made the table run anyway. rolleyes.gif

Thank you very much for your work on Monster Bash. yahoo.gif

I still haven't played the table. Instead I've painted the window frames in the living room. sad.gif
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#12 Jive

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Posted 19 March 2009 - 02:13 PM

QUOTE (yogiholzer @ Mar 19 2009, 09:48 AM) <{POST_SNAPBACK}>
I still haven't played the table. Instead I've painted the window frames in the living room. sad.gif
The best thing to do is to do what we have to do...
tup.gif

Here and now!
Yesterday is no more existing, and tomorrow don't exist.
The secret of the peace is to be in harmony and syntony with : "Here and now, I am !"
I don't care to have but to give, I don't care to be if I can't share what I am and what I have

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#13 lupine

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Posted 19 March 2009 - 05:30 PM

Great one!

High Score: 462M
Best Monster Bash: 77.5M
Best Monsters of Rock: 175M

Edited by lupine, 19 March 2009 - 09:28 PM.

Hole in one! Oops! Wrong Hole!

#14 lupine

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Posted 19 March 2009 - 08:39 PM

I'm sure they've ripped one of the DMD animations straight from Creature from the Black Lagoon...

Notice the similarities between the Creature's Creature Feature and "MOVE YOUR CAR!"?
Hole in one! Oops! Wrong Hole!

#15 TheMcD

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Posted 19 March 2009 - 08:44 PM

I more thought of the CFTBL Multiball Whirlpool animation.

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#16 lupine

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Posted 19 March 2009 - 09:29 PM

Getting the wrong end of the stick: the DMD animation is similar to the Whirlpool animation, but the Creature Feature is a Hurry Up with Multiplier, much like Move Your Car!

You'd enjoy this Musical Table, McD What are your best scores?
Hole in one! Oops! Wrong Hole!

#17 Fartian

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Posted 20 March 2009 - 07:52 AM

Hi Jive,

thanks for the update! smile.gif

Franky just won't register any hits when I'm playing.
What am I doing wrong? Have I missed something?

Downloaded from the link above after your script correction.
So long ... fart on ...

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#18 Jive

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Posted 20 March 2009 - 08:15 PM

What do you mean? When you hit something, nothing is happening?!?
Your rom must be corrupted.

Edited by Jive, 20 March 2009 - 08:15 PM.

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#19 TheMcD

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Posted 20 March 2009 - 08:22 PM

Frankenstein not detecting hits... try deleting your NVRam.

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#20 TheMcD

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Posted 20 March 2009 - 09:17 PM

QUOTE (lupine @ Mar 19 2009, 10:29 PM) <{POST_SNAPBACK}>
Getting the wrong end of the stick: the DMD animation is similar to the Whirlpool animation, but the Creature Feature is a Hurry Up with Multiplier, much like Move Your Car!

You'd enjoy this Musical Table, McD What are your best scores?


Frankly, I have yet to play this table, since I already played the last version out of it's socks.

Gave Jamin's new version a couple o' spins (2, to be exact) and made 150-somewhat million. Not too shabby for my second game! 100 mil Monster Bash. Could have been a lot more if I managed to get my last two modes (Mummy Madness and Ball And Chain) stacked with MB (Timers stopped during multiball!)

Jive, are there any changes on the playability side of things? Or is it only graphics?

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