File Name: Wolf Man (Peyper 1987) FS VP9.9
File Submitter: mfuegemann
File Submitted: 27 Feb 2015
File Category: VP 9.x Cabinet Tables (FULL SCREEN)
Author(s): mfuegemannManufacturer: Other - Pinball
Year: 1987
ROM: Link to ROM
Permission to MOD?: Yes, without approval
This is Wolf Man by Peyper, Full Screen edition.
Akiles asked me to recreate this rare pinball machine made in Spain. He sent me some nice images of the plastics and the populated playfield, so I did a redraw of the covered areas. Although a manual was availiable, the solenoids are not mentioned and the lamp and switch numbers were not correct. So I sat down and fiddled out the switch reactions and the lamps that were triggered by some trigger hits. The funny thing was that there were multiple spare triggers that are behaving almost as the ones, necessary for a proper game reaction. Finally Akiles was able to get a video of the real pin and with that material it was possible to complete the game rules. I include them in the table info and below here.
Additional thanks go to Fuzzel for providing the lightmap images for the inserts, Kodiac for the flipper primitive routine and to JPSalas for the ball gates.
Configurable options at the top of the script are
- GI brightness
- FreePlay (faked)
I added a DIP switch menu to control the Match Feature, coin settings and the number of balls. You can access it via hitting F6. Please reset the table with F3 after any changes.
The table comes with the new configuration file code by gtxjoe that creates/reads cController.txt from the User directory. Just change the variable cController to 0 and the table is looking for the configuration file.
I will upload a B2S backglass at the same time as the FS table. If You need a static backglass, You can download the preview image there. A playfield image and a wheel are included in the download file.
Remark: The ROM values are not saved when the game is switched off (credits and high scores).
Have fun and please use the support topic to post any findings and suggestions.
Michael
Game Rules
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Scoring:
- Bumpers = 100
- 6 Rubber Contacts around Bumpers = 100 and alternate Captive Ball lights and Drop Target Special
- Slingshots = 100 and alternate Captive Ball lights and Drop Target Special
- Center Rollover = 50K
- 8 Rollovers with white arrows and orange signs = 500 or 5K when lit
- Completing all 8 Rollovers lights the Center Target (behind Drop Targets) for 1Million
- Left Outlane = 10K and Special when lit
- Right Outlane = 10K and Extra Ball when lit
- Captive Balls = 10K and Bonus X or Extra Ball when lit
- Drop Targets = 5K, 10K after 1st Bank reset, 30K after 2nd Bank reset. 3rd Bank Reset lights Drop Target Special and Captive Ball Extra Ball. This is awarded only once per ball
- Bonus values are carried over to the next ball, Bonus X is reset after each ball.
Other Features:
- While the Extra Ball light above the Top Middle Rollover is lit, a drained ball will be kicked back out into the shooter lane. Points scored during the grace period are awarded after the mode is over
- The Apron Extra Ball light is flashing while an Extra Ball is in play
- The Right Outlane Extra Ball is lit for a while after a new Ball is kicked into play
- The left Outlane Special is lit occasionally for a brief time
- Specials award a free game (credit)
- Beating the highscores awards a free game (credit)
- There is an Autoplunger, that kicks the ball if it is not done manually
- The MagnaSave keys can be used to move the playfield without tilting the game
- The Match Feature is comparing the drawn number to the 3rd digit of the score (hundreds)
Click here to download this file




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