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Super Mario Bros Mushroom World (Gottlieb 1992) [Visual Pinball X]

Super Mario Bros

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#1 32assassin

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Posted 13 May 2017 - 09:02 PM

Posted Image


File Name: Super Mario Bros Mushroom World (Gottlieb 1992)

File Submitter: 32assassin

File Submitted: 13 May 2017

File Category: VPX/VPinMAME Recreations

Author(s): 32assassin
Manufacturer: Gottlieb
Year: 1992
Permission to MOD?: Unspecified


This is a complete rebuild of Super Mario Mushroom World using edizzles resources.
 
Big thank you to the following persons.
 
edizzles,  most of the artwork came from his table,  I had to reshape allot of the plastics to better relfelect the actual platics.
 
Franzieo for his original models used to create his Future PInball version.
 
Dark for modifying Franzieos models and creating new ones, you can see his work and what models he shared here
http://www.vpforums....s&showfile=9850
 
from the post you can see he pretty much made or modified all of the models.
 
 
I'm sure some of you purists out their will notice that the Palm tree model is not the same as the one found on the original table.
ME ----->  Google --->  Free Palm Tree 3D model -->  https://archive3d.net/?tag=Palm
 
if anyone is willing to make the original one, feel free to do it, I'm more than happy with the one I used.
 
 
finally this table is not a standard sized table,   I did not stretch the table to fill the screen.  Instead I added a filler image that auto hides when you run the table
in DT mode.


Click here to download this file


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#2 bolt

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Posted 13 May 2017 - 09:39 PM

Great one, thank you 32assassin and friends.


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#3 Andypc

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Posted 14 May 2017 - 12:14 AM

Thanks 32assassin the table looks great. 

 

A couple of gameplay issues:-

 

When the ball fires from the red pipe on the right onto the left flipper the ball will bounce to the right flipper.  When the ball fires from the yellow pipe on the left onto the right flipper the ball will always bounce into the center and instantly drain?

 

Also from the plunger lane the ball always goes straight into the yellow pipe. I watched some gameplay video's and this happens much less frequently. 

 

Are the palm trees meant to have that blue tinge?

 

One other thing, the filler image at the top that auto hides. Would it be possible to do that at the bottom as well. I had added a filler to the bottom of the old PM5 version and think it looks better with the table at the top of the screen near the back glass.

 

Thanks again for the table :dblthumb:


Edited by Andypc, 14 May 2017 - 12:37 AM.


#4 toxie

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Posted 14 May 2017 - 07:27 AM

Thanks for yet another exotic table! :otvclap:



#5 STAT

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Posted 14 May 2017 - 07:34 AM

About the "Drain Ball" and Kicker,
Change Line 144: 120 -> 115
Change Line 149: 240 -> 255
 
Maybe:
115-rnd(1)*3
and
255+rnd(1)*3
 
Another Idea for the "Short Playfield" is, to include half BG and DMD into PF like Cirqus Voltaire

And atm. its hard to go through left Ramp.
 
Thanks again 32assassin, really love your Tables :tup:

Edited by STAT, 14 May 2017 - 08:23 AM.


#6 vic viper

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Posted 14 May 2017 - 11:35 AM

this is awesome 

makes me feel like a kid again


SHOOT THE CORE

#7 kiwi

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Posted 15 May 2017 - 01:04 PM

You can take the palm leaves from Surf'n Safari,
If they are fine for you.



#8 Slydog43

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Posted 22 May 2017 - 04:00 PM

love all your many tables 32assassin, can you please add this to your tables

 
Sub Table1_exit
    Controller.Stop
End Sub
 
 
It correctly stops the PinDMD3 screen at the end of the table


#9 STAT

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Posted 23 May 2017 - 11:48 AM

... and anyone have a Chance to Hit the left Ramp ? I cant ... and dont know, what i have to optimize here


Edited by STAT, 18 November 2017 - 06:25 PM.


#10 arngrim

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Posted 02 July 2017 - 06:00 AM

i missed quite some tables recently, just took this one, thanks 32

 

i have fixed some soundfx and DOF scripted effects, also integrated Stefan suggestions :)

 

https://pastebin.com/iHWKkyQN

 

also for all your tables 32assassin, the plunger pull speed 1 is too fast, 0,2 is good



#11 Andypc

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Posted 11 September 2017 - 11:05 PM

There are few issue with this table that would be great to see fixed, as it looks great. I am using arngrim's script above and am not getting a drop target on the right when the game starts so can't progress.  



#12 DarthMarino

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Posted 13 November 2017 - 01:22 AM

... and anyone have a Change to Hit the left Ramp ? I cant ... and dont know, what i have to optimize here

 

I increased the flipper power to get up the left ramp but when I did the ball got caught behind the ramp post.  The ramp post is not set to drop. I moved it out of the way.  It just added tickets when I went through the ramp.



#13 STAT

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Posted 13 November 2017 - 10:24 AM

32assassin, you can take a look at this, please ?



#14 DarthMarino

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Posted 18 November 2017 - 04:53 AM

Great news.  I fixed the left ramp issue.  You activate video mode by going through it.  Here is what I did:

 

-Change the flipper strengths to 3000

-Check "Can Drop" on the RampPost

-Create a new collection called "AllSwitches" (no quotes)

-Add a trigger to the middle of Ramp3

-Add this trigger to the AllSwitches Collection

-Add this as line 162:

vpmcreateevents AllSwitches

 

Let me know if it works for you guys and maybe we can combine it with some of the other changes people have made.



#15 DarthMarino

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Posted 18 November 2017 - 05:19 AM

There are few issue with this table that would be great to see fixed, as it looks great. I am using arngrim's script above and am not getting a drop target on the right when the game starts so can't progress.  

 

To fix the drop target issue, change line 158 to this:

dtR.InitDrop Array(sw36,sw26,sw16,sw6,sw30),Array (36,26,16,6,30)

 

6 and 16 were reversed.



#16 32assassin

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Posted 18 November 2017 - 05:26 AM

the table should crash when the post solenoid is triggered

 

select the ramp post and click Can drop this will fix the problem

 

you do not need to cahnge the script but you can change solenoid 8 call to this (to add a dof or sound call)

SolCallback(8)= "SolRampPost" 

add this to the solenoid controlled toys section

Sub SolRampPost(Enabled)
	If Enabled Then
	RampPost.IsDropped=1
	playsound SoundFX("Popper",DOFContactors)
	Else
	RampPost.IsDropped=0
	playsound SoundFX("Popper",DOFContactors)
	End If
End Sub 

A DarthMarino

if I missed a switch or if the gate (Sw0) is wrong  let me know the ID number fro the missing switch

I did not spend all this time identifying the switch and Light IDs to add a generic "Allswichese" or "ALLlights" collection


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See a table you like, help me complete it by finding the missing resources
https://www.dropbox....xTzKtGHTHa?dl=0

#17 DarthMarino

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Posted 18 November 2017 - 06:04 AM

The Sw0 gate should definitely activate the video mode, etc. I don't think any are missing. The switch location diagram only shows that one switch on the entire ramp. The fix I came up with was based on how it was handled in the VP8 and PM5 versions.



#18 STAT

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Posted 18 November 2017 - 08:28 AM

Thanks DarthMarino and 32assassin, but i can't read exactly, what is to do, what not ... can you upload a new Version please ?



#19 DarthMarino

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Posted 18 November 2017 - 02:50 PM

Correction to my previous fix on line 158. That mostly fixed it but certain configurations would mess it up.  It should be:

 

dtR.InitDrop Array(sw30,sw6,sw16,sw26,sw36),Array (30,06,16,26,36)

 

I cannot get the game to trigger Switch 0.  I don't know if it's a PinMAME issue but it's playing great with the workaround from the VP8 and PM5 versions and 32assassins changes on the ramp post.



#20 DarthMarino

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Posted 18 November 2017 - 05:15 PM

I did a quick redraw of the apron so it looks a bit sharper if anyone is interested.







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