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WIP The Web (Pro Pinball)

WIP The Web

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#1 mfuegemann

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Posted 09 December 2015 - 10:45 PM

Hi,

 

here is my next WIP. This time it is an (not so original) original table. This PC pinball game was my first real simulation at that time. It got me hooked instantly and I remember placing a paper sheet with the main insert texts in front of my monitor, as the screen resolution did not allow readable insert texts on the playfield.

I was really excited to learn about the remake project on Kickstarter with all the features listed there. Then after the remake project concentrated on Timeshock!, I thought about my own remake within Visual Pinball. This summer I wrote an e-mail to the Pro Pinball team to ask for their opinion. Adrian Barrit replied soon and gave me permission to proceed with the VPin version. Unfortunately he was not able to contribute any material. So I searched the web for The Web. I found a decent playfield image, I can start a redraw with and detailed table rules and startegies by Erik Mooney and Jonas Martinsson.

The table features are scripted and I am only missing the video mode (this will be a bit tricky) and the Ultimate Showdown. I never reached the Ultimate Showdown within the PC game and the mode descriptions are not accurate. So the now implemented mode is a rough guess.

I still have the game CD, so I recorded the table callouts, the main music and used UltraPeepi's UltraDMD for the DMD display and animations. Attached is an image of the current state. There will be a FS version as well, but I still have a lot to do until a release is possible.

 

Thanks again to Adrian Barritt for his permission to proceed.

 

Regards

Michael

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#2 Ben Logan

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Posted 09 December 2015 - 11:17 PM

Cool! I love that you got Pro Pinball's official permission. That's really cool of them to endorse your project. Looks awesome. :) 



#3 vampirolatino2

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Posted 10 December 2015 - 12:25 AM

That is really cool!



#4 Carny_Priest

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Posted 10 December 2015 - 02:10 AM

Played this one a lot 15 years ago, but i was not good enough to get all that far either. There would be plenty of people at the Pro Pinball forums that might be able to provide a lot of information on rules, gameplay, bugs, etc

#5 BigHein

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Posted 10 December 2015 - 05:00 PM

I love this table  the ultimate showdown!



#6 Guus

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Posted 10 December 2015 - 05:27 PM

Pro pinball is good, really looking forward to this table. Will it be VP10? Great project.



#7 mfuegemann

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Posted 10 December 2015 - 06:21 PM

Hi,

 

it will be VP9.9 at the moment. Until the final release of VP10 I stick to this version.

 

Michael



#8 Guus

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Posted 10 December 2015 - 06:32 PM

Hi,

 

it will be VP9.9 at the moment. Until the final release of VP10 I stick to this version.

 

Michael

 

VP10 is close to final/very stable(I only play VP10), the physics and graphics are much better and then you only have to develop one version for FS and Desktop. So huge advantages and as far as i know no disadvantages

 

But your choice, still looking forward to the great pro pinball table. :tup: edit: your table will be one of the few VP9 tables that I would play.


Edited by Guus, 10 December 2015 - 06:38 PM.


#9 N3roflint

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Posted 11 December 2015 - 02:54 AM

Looks good and it's great that they gave you their blessing. :)



#10 Pinballwiz45b

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Posted 11 December 2015 - 09:29 PM

This is coming out to be really nice. Gives me a reason to get VP10.

Since my PS1 broke, it may be time.

It has to warm up...SO IT CAN KILL YOU!

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#11 mfuegemann

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Posted 11 December 2015 - 09:33 PM

Hi Pinballwiz,

 

I am still building for VP9.9 at the moment - nice profile image, by the way. . .

 

Michael



#12 Pinballwiz45b

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Posted 11 December 2015 - 09:59 PM

Honestly, I forgot to change it when I received my new logo. Maybe I'll repost the image here for my high score.

 

EDIT: Anyway, regarding the Ultimate Showdown: I have reached it a few times while I still played it. If I remember correctly, the mode goes as follows:

  • 6-ball multiball
  • 1,000,000 per switch for every Showdown Sphere collected
  • Hitting loops adds 2 "locks" for Add-a-Ball. When a ball drains after the Ball Saver expires, the Mystery target will start flashing. You can continue to add balls until there is a maximum of 6 in play.
  • There are three stages: The first is switch-based; I think it's 150-200 are needed to get to the 2nd stage. Maybe more; it's been a while since I last played it.
  • The second stage is "SHOOT THE SPINNERS!". I think the orbits alternate after each correctly lit Orbit shot, as well as after a period of time and hitting the Mystery target when flashing. About 3-4 shots needed in this stage.
  • The final stage: FINISH HER! Don't remember exactly what shot is needed. Either the orbits or the center scoop for a DMD animation similar to White Water, speeding up, then ONE BILLION!

Edited by Pinballwiz45b, 11 December 2015 - 10:59 PM.

It has to warm up...SO IT CAN KILL YOU!

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#13 mfuegemann

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Posted 12 December 2015 - 08:05 AM

Hi Pinballwiz,

 

thank You for the details. The ball lock info is new, until now I took the number of Showdown Spheres as spare balls. Shoot the Spinners I have already almost correct with the alternating shots. I will adjust the spin count to the needed 3-4 shots.

For me the hardest thing on the way to Ultimate Showdown is/was always the Ultra Jackpot. With the PC game I did not manage it, but I will continue to try.

 

Regards

Michael



#14 sifusun

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Posted 12 December 2015 - 02:01 PM

Hi Michael!

 

here is my next WIP.


Thanks again to Adrian Barritt for his permission to proceed.

 

You make my day!!!!!!!!!!!!!! :love39:

 

It was my first pinball love !!!!!   (And I have NO idea if ProPinball will ever re-release this beautyful table... )       TimeShockUltra is fine, but "TheWeb" is SUPER!!!!!!!!

 

I remember the FANTASTIC music and of course the "grunting" male voices ("Mystery!")... and also the nice DMD animations!!!!  So GREAT :otvclap:

 

Regards from Germany, Sun!!



#15 BobAlbright

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Posted 12 December 2015 - 03:06 PM

Michael..I'm sure the whole community is excited about this upcoming release...at least those who played Pro Pinball on PC way back when. I had the whole series EXCEPT for The Web. And spent a whole lot if time with all of them. I am REALLY looking forward to this! Thanking you in advance.

"and in the end , the love you take is equal to the love you make"


#16 vampirolatino2

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Posted 12 December 2015 - 05:37 PM

For those that don't remember this awesome table:

 

 

Still amazing sound, music and design..... and specially FUN.



#17 Pinballwiz45b

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Posted 12 December 2015 - 05:56 PM

Hi Pinballwiz,

 

thank You for the details. The ball lock info is new, until now I took the number of Showdown Spheres as spare balls. Shoot the Spinners I have already almost correct with the alternating shots. I will adjust the spin count to the needed 3-4 shots.

For me the hardest thing on the way to Ultimate Showdown is/was always the Ultra Jackpot. With the PC game I did not manage it, but I will continue to try.

 

Space Station Frenzy:

  • Dropping all 6 targets in the upper right corner lights Dock on the Right Ramp. (Alternate: Explosion Award?)
  • Docking a ball adds a new ball and a short Ball Saver. (Although, I'm not sure where the 3rd ball goes.)
  • First stage: Center scoop collects 1x, 2x, and 3x Jackpot to light the Super on the Right Ramp. Every Center Scoop shot awards 1x until the Super is collected.
  • Second stage: The 6 drops light up. Knock them all down to light the VUK below the Right Ramp. Don't hit the Upper-right Scoop when that's ready or you'll have to drop them all over again. (Otherwise, it's fine, as it can spot one of them when the ULTRA Jackpot isn't ready.)
  • The VUK will light an ULTRA Jackpot for about 5 seconds without the help of the magnet. If you don't make it,the VUK will stay ready for activation again.
  • Once an ULTRA Jackpot is awarded, back to stage 1.
  • (Collect a Jackpot after the first Super, then shoot the left hole for a Cow Jackpot.)
  • The Jackpot can grow by 1 million after each Right Ramp shot, and every bumper hit raises it by 7,130.

As for Video Mode, there are videos up there on Youtube that may help you out. As far as I can tell:

  • There are a total of 76 objects on the first level. The first 12 start out slow.
  • Once the Energy pellet is collected for every 12 (don't shoot at that one), the game starts throwing a bit more at you, with the maximum effects happening around 48, 60, and 72. (Rarely, an EB might pop up around there.)
  • Scoring: Mines are 1 million * current level. "5" is a flat 5 million. Energy pellets are 2 million * current level.
  • If you PERFECT a Video Mode, it's 250 million * current level.
  • You cannot advance Video Mode levels if you lose all of your lives before reaching the 76th object.

Edited by Pinballwiz45b, 12 December 2015 - 06:11 PM.

It has to warm up...SO IT CAN KILL YOU!

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#18 arngrim

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Posted 12 December 2015 - 07:20 PM

For those that don't remember this awesome table:
 

 
Still amazing sound, music and design..... and specially FUN.

i'll be glad to add some depth to the table, will be a nice one :)

#19 mfuegemann

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Posted 13 December 2015 - 09:21 AM

Hi Pinballwiz,

 

thank You for the new rule informations. To indicate what already has been implemented and what is still to be done, here is the complete feature list.
I am missing some of the callouts and some animations. The video mode still has to be coded but the rules are clear.

 

OK = complete

(OK) = feature implemented, rules not confirmed

(X) = to be implemented

 

The Web      

   

Top Rollovers 1000 OK

Bumpers 1000/1Mio*SuperJet Level OK

Slingshots 1100 OK 

 

Left Outlane Kickback, if lit (if Ballsaver is active, Kickback stays lit) - Grace Period with blinking light after Kickback OK  

- Extra Ball if lit OK      

 

Left Inlane (left) Start Timer for right Power Level OK  

- Start Timer for right Kickback Target OK      

 

Left Inlane (right) Start Timer for Light Magnet + Quick-Dock at Explosion Hole OK  

- Start Timer for right Kickback Target OK      

 

Right Inlane Start Timer for left Power Level OK      

 

Right Outlane Extra Ball if lit OK      

 

Left Lock Hole Starts Video Mode if lit OK  

- Frenzy Lock if lit (Take Your Pick) OK  

- Start Fast Frenzy (if the last Ball is locked) OK  

- if nothing else is lit: Lights one Left Ramp Target until collected  OK      

 

Magnet with Timer OK      

 

Left Spinner 100K * Power Level OK      

 

Left Orbit Start Timer for left Power Level OK      

 

Left Ramp Light Lock at first and then every 5 hits OK  

 

Light Extra Ball at 20 hits and every multiple of 50 hits thereafter (50, 100, 150..) OK  

 

Ramp hit count is varied by the two ramp target lights, Ramp lights are reset after collection (1 light=2 ramps, 2 lights = 4 ramps) OK      

 

Left Ramp Targets according light will flash for 10 seconds, if not lit permanently OK      

 

Pop Bumpers increase Jackpot by 7130 OK  

- can be switched off by holding both Flipper buttons OK      

 

3 Top Rollovers advance Bonus Multiplier 1,2,4,6,8,10 + BonusMaxed (10,15,20…Mio) OK  

Flipper cycle lights left and right OK  

ExtraBall for first 10x Bonus OK      

 

Bumper Mini Lane starts a timer to collect next Super Jet level (1-3) but not during MultiBall OK      

 

Mystery Target used in Missions OK      

 

Center Hole:

Starts Ultimate Showdown OK  

Starts Super Launcher OK  

Starts Combo Mania OK  

Starts Quick Shot OK  

Starts Mission OK  

Awards Jackpots OK  

Awards Extra Ball if lit OK      

 

Drop Targets Target lights according Light, either 3-bank is reset if down OK  

If all 6 lights are lit, Dock is lit at the right ramp OK  

Targets light "Light Magnet" - 6 down OK      

 

Reactor Hole:

spot one DT light OK  

Lights "Light Magnet" if lit OK  

Mission - Reactor: decrease percentage by 20 OK      

 

Loop (upper Orbit)

2 consecutive Loops activate HurryUp Extra Ball OK  

3 consecutive Loops award Bonus Held (Bonus Multiplier) OK  

4 consecutive Loops award Super Jets Held OK  

5 Mio Points per LoopCount (5,10,15..) OK      

 

Dock Ramp Advances Jackpot by 1Mio, if unlit OK  

Docks Balls when lit, 3 Docks start Space Station Frenzy OK      

 

Explosion Hole Activates Magnet when lit OK  

Random Explosion Award when lit OK      

 

Right Target Activates Kickback if lit OK      

 

Right Spinner 100K * Power Level OK      

Right Orbit Start Timer for right Power Level OK      

 

Skill Shot Shoot the Dock Ramp immediately after Ball Launch for 25Mio (increasing for 2nd Skill shot etc.) OK  

up to 2 Loops before the Dock Ramp shot increase the value by another 25/50 Mio OK      

 

Combos Spider shots are lit for a Combo shot after one shot OK  

Combo, Double Combo, Triple Combo, Super Combo… OK  

Double Loops are no Combo but the Dock Ramp stays lit for Combo (restart Combo timer) OK  

Combo Mania is lit every 15 Combos OK  

10 Mio Points per ComboCount (10,20,30..) OK  

5-way combo lights the US Combo light OK      

 

Power Levels

PL 1: "Small Points" - 5 Mio OK  

PL 2: Explosion - lights the Exposion Hole for Explosion OK  

PL 3: Super Jets - advances the Super Jet level OK  

PL 4: Light Quick shot at the Center Hole OK  

PL 5: Light Video Mode at the left Lock Hole OK  

PL 6: Super Ball Rescue (Kickback stays lit for the current Ball) OK  

PL 7: Light Super Launcher at Center Hole OK  

PL 8: Showdown Sphere + lights Power-Light at the center OK  

No Power Levels during Multi Balls OK      

 

Missions 45-60s, lights cycled by Bumper and Mystery Target hits OK        

 

Reactor Critical:

OK   Red Reactor Light is lit, Mystery is lit, DT lights are lit, DT score 5Mio  OK  

10 DT needed, Reactor Hole removes two hits, DT are reset immediately, Mystery deactivates Reactor Hole setback OK  

After 10 DT hits, the Reactor Hole completes the Mission (+Showdown Sphere) OK        

 

Biker Race: 

Flashing Bike Ramp, Dock Ramp, Right Orbit, Left Orbit - cycling OK  

Loop is lit at the start and can be relit by completing a lit shot, Mystery target is lit and stops the cycle until collected OK  

4 hits needed, a bump scores 10M points, 60M bonus for completion OK        

 

Hunt Down: 

Shoot lit Sink holes Center Hole, Reactor, Explosion, Lock - one is lit at a time OK  

Mystery Target lights all holes until one is collected. OK  

5 Holes light Mystery Target for 100M + Showdown Sphere OK        

 

Shuttle:  

Bike Ramp and Dock Ramp for gun shots to destroy the shuttle (4-5) 105Mio + Showdown Sphere OK  

Dock Ramp awards more % than Bike Ramp, value increases during mode OK  

Mystery Target is lit after a successful ramp shot for additional % (worth one shot) OK        

 

Skyscraper: 

Shoot Spinners to advance floors, Spinners are unlit after a hit for some seconds (1 Orbit awards only 1 floor), 1Mio per floor OK  

5 Floors needed, Center Hole ends the mission, if ended at floor 5 it awards 105Mio + Showdown Sphere  OK  

After Floor 5 the Mystery Target is lit and relights the spinners for Floor 6, Exiting at floor 6 awards 100M and Extra Ball in addition OK        

 

Ammo Dump:  

25 Pop Bumper hits needed to complete for 95Mio + Showdown Sphere OK  

Mystery Target is lit for Double Pop Bumper hits OK        

 

All Missions completed:

The 6 Mission lights cycle, shoot Center Hole for 250Mio + Showdown Sphere OK        

 

After Relighting Mission start all the missions can be done again OK  

2x, 3x…Point value, including completion award if done again OK  

The Mission Start is lit by completing a left or right ramp shot OK      

 

Modes

Quick Shot:

Lit at Power Level 4, started at Center Hole, first QS starts at 25Mio OK  

each next activation adds 25Mio to the starting value (even if not collected) OK  

after collecting the QS the next Level starts at 50Mio points more OK  

Minimum of 5Mio Points for the last seconds OK        

 

Super Launcher:   

Lit at Power Level 7, started at Center Hole. A 10s Countdown starts. Shoot the Dock Ramp for 50Mio  OK  

The timer restarts and the value increases by 25Mio each time until 150Mio. Collecting 150Mio ends the Mode + Showdown Sphere OK  

The base value and increment increase each time the Mode is started (75M+50M . . .) OK        

 

Combo Mania:  

Lit after 15 Combos have been collected. Start at Center Hole. All Combo Shots remain lit OK  

Combo 25M, Double 50M, Triple 75M Super Combo 100M up to 150M for 5 Combos OK  

The base values are increased by 5M each time Combo Mania starts OK  

Starting Combo Mania lights the US Combo light OK        

 

Multiball - Space Station Frenzy   

Dock 3 Balls + 1 from first ?-Pick OK  

Cow Jackpot (SuperJP, then the first JP lights CowJP at the left hole until DoubleJP or MB ends) OK  

After collecting 3 Jackpots the Dock Ramp is lit for Super Jackpot OK  

Collecting Super Jackpot activates the Drop Targets for Ultra Jackpot sequence OK  

- All DT down enable the Explosion Hole for Ultra Jackpot start OK  

- Hitting the Explosion Hole starts a 5 second timer for Ultra Jackpot at the Dock Ramp, Explosion Hole stays lit if JP is missed OK  

- Collecting Ultra Jackpot lights the ULTRA US-Light OK    

 

Multiball - Fast Frenzy  

Lock 2-5 Balls (5 from second ?-Pick)  OK        

Multiball - Secret Mania OK  

5 Ball Multiball (Start Fast Frenzy during Combo Mania by locking the last Ball) OK        

 

Multiball - Ultimate Showdown  

6 Ball Multiball (OK)  

30s Ball Saver (OK)  

All Switches are 1Mio per Showdown Sphere  * (1 + US successfully completed) OK  

Mystery-Target relaunches drained Balls (one per Reserve Ball) OK  

Reserve Balls invreased by 2 for each Loop (OK)  

Spinner hits count as one hit for point score, no spins OK  

A failed Showdown deactivates Super Ball Saver (OK)        

Phase 1: 150-200 Switch Hits (OK)  

Phase 2: Spinner (100 Spins? -> 3-4 full Spinner hits) - only one Spinner is active, Mystery-Target changes the active one, 4 different quotes ("C'mon men", "Stop!","No!","Finish her!") (OK)  

Phase 3: Finish Her (Mission Hole?) - awards 1.000.000.000 points * (1 + US successfully completed)   (OK)  

Phase 4: Start 3-Ball Fast Frenzy OK      

 

Showdown Spheres

Complete Reactor Critical OK  

Complete Hunt Down OK  

Complete Ammo Dump OK  

Complete Skyscraper (Level 5 or 6) OK  

Complete Shuttle OK  

Complete Bike Race OK  

Start 7th Mission OK  

Score a FF JP after dropping all DTs OK  

Score 5 Hits on Super Launcher OK  

Complete Video Mode (X)  

Reach Power Level 8 OK      

 

Bonus Calculation Loop=400K, PoweLevel=500K, Combo=600K * BonusX OK      

 

Pity Ball3 score < 100Mio, lights a 3-Ball Fast Frenzy at the left Hole (X)

 

Video Mode DMD Animation (X)      

 

CD Music OK

Callouts Integrate Sounds (X) - not complete 

 

Kickback OK  

 

Ball Saved OK


Edited by mfuegemann, 13 December 2015 - 12:50 PM.


#20 TedB

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Posted 13 December 2015 - 09:33 AM

Looking forward to this table - must be challenging to script all those rules.







Also tagged with one or more of these keywords: WIP, The Web