By the pit, you mean the upkicker on the right?
It registers the shot, holds down the switch, the game fires the solenoid to make it release the switch and the ball is released on the ramp. Making a true Z axis kick of the ball in a multiball table is difficult - I did that with my Ripleys and Lord of the Rings - and using a bunch of kickers to manually animate it looks stupid IMO, so I left it easy.
If you run across any other changes or ideas for Wipe Out, please post them.
I think the second one looks better - because the first one changes degree on the X/Y axis instead of Z axis like it should be. However, importing it into VP 6/7/8 doesn't seem to work very well and the bumpers won't move for the slalom lights.
I'll need to try this - how about 2 inverted dropwalls for the movement of the surface, 6 emreels on the backglass to reposition each lamp on the slalom slope with on/off (6 frames each), and probably 2 invisible flippers to bump the ball around... hmm...that might work.
Hi friend ! I added your rom, the game works perfect except that the numbers of the scoreboard do not even appear in the backglass, that is, "I play blindly" could you tell me why? Thank you in advance and I appreciate your contributionThanks for the table release TAB and Destruk I'll check it out ASAP.
I have the rom from VPF.
This is one of the most common problems when running VP with VPM. The score DMD is likely sitting behind the representation of the table. Good news-- if you search the site, you should find different suggestions and solutions to this one.Hi friend ! I added your rom, the game works perfect except that the numbers of the scoreboard do not even appear in the backglass, that is, "I play blindly" could you tell me why? Thank you in advance and I appreciate your contribution