Aliens Legacy HARDCORE (Original)

SS Original Table FP Aliens Legacy HARDCORE (Original) v1.0.7

No permission to download
Solid State Machines
by Destruk, Pinballwzd, polygame, SLAMT1LT, Tom Niwinski
at 2011-09-26
Type Original

Description
-----------------------------------------
** Aliens Legacy Hardcore Edition 1.07 **
-----------------------------------------

' Designed by David Eisner
' Rule Set by David Eisner, Eden Stamm and Russell Speak
' Code by Tom Niwinski, Martin Brunker, Steve Paradis and Russell Speak
' Sound Design and Music by Russell Speak
' Additional sound design and Mother voice produced by David Eisner
' Graphics by Simon Buckroyd and David Eisner
' DMD Graphics and Coding by Russell Speak
' 3D models, Animation and Backglass Design by Steve Paradis

This is a modified version of Aliens Legacy table released by David Eisner.

To make Aliens Legacy even more exciting than it already was, I've created this new mod. From the moment the first ball is launched the pace never stops. When balls are drained, any activated mission will continue to run (I call this the Man Down feature). No time to regroup just keep moving forward and destroy those Alien bastards!

HARDCORE Edition Changes:

- right outlane death save added.
- more sound samples added (more swearing!)
- dynamic lighting added.
- fixed bug that would freeze FP during shuttle launch.
- any current mode will now continue to run after ball is lost (except Wizard Mode).
- table physics have been improved.
- more DMD screens added.
- Bughunt_Kill mode is now timed.
- HUD DMD added.
- Nuke Sequence improved.
- top rollover lights (multipliers) now add a letter to NOSTROMO when complete.
- added another digit on the HUD DMD for those big high scores!

** Version 1.07 **

- fixed 2nd ball lock not working during wizard mode.
- fixed nuke mode restarting when player makes the shot a few seconds too late.
- fixed nest flasher so it remains lit during Newt Rescue.
- fixed DMD so it no longer displays 'detination code activatated' in the wrong place.
- fixed game continuing when all balls are lost during nuke countdown.
- improved the nuke sequence and added a new sound.
- added Bishop as an unlockable character.
- playfield values now triple during multiball mode.
- added Icon to HUD showing selected player.
- added more quotes from Hicks, Frost and Ripley.

** Version 1.06 **

- fixed bug that stopped Nuke Mode starting.
- improved left upper flipper angle to make an easier shot to elevator.
- fixed bug that would turn the lights back on when power still down.
- added sound fx for combo shots.
- added invisible wall to stop ball getting stuck in bumper area.
- being overcome by the alien horde will now end the game instantly, no matter how many balls remain.
- improved the dynamic lighting effect.
- added more sounds.
- all scores increased.
- fixed a few overlapping voice samples.
- added more DMD screens.
- added movie clip intro to attract mode.
- created Lite Version (no movie clips, no gameroom, no plastic 'shine' effect)
- created PinCab Version (same as above but with HUD removed)
- added an extra digit to the backglass score displays.
- added firefight movie clip during Bughunt_Kill mode.
- optimized Hardcore table for better performance.
- mutipliers and bonus scores now reset when ball is lost.
- added Pulse Rifle to HUD which displays balls remaining and Bughunt_Kill countdown.
- Special Highscore added for total Alien kills in a game.
- added playable characters, each with their own bonuses.
- more music added.
- hologram added to playfield for elevator access.
- elevator now requires 3 hits to unlock (unless playing with Hudson).

** Version 1.05 **

- fixed the Nuke bug!

** Version 1.04 **

- NOSTROMO now flashes to let you know it's ready.
- fixed bug where NOSTROMO would complete too early.
- fixed bug during Newt Rescue where Bug Hunt would restart.
- Newt Rescue timer increased to 20 seconds.
- middle ball stopper added.
- wizard mode re-scripted and improved (2 codes now required for ball 1 and ball 2)
- 15 second ball saver added for each new ball
- more sounds added.
- more DMD screens added.
- 10 Million jackpot added to multiball mode
- playfield values double during multiball
- Nuke timer shortended to 40 seconds.

** Version 1.03 **

- fixed NOSTROMO bug where music would stop playing.
- Completing NOSTROMO now awards an extra ball.
- Surviving the Nuke now awards an extra ball.
- all scores have been increased.
- newt mode is now timed, get to the elevator within 10 seconds of completing newt pop bumpers.
- more DMD images added.
- more quotes added.
- nuke sequence improved.
- wizard mode improved and all bugs removed.
- man down feature is active during wizard mode.
- fixed playfield display so it shows timers and detination code.

** Version 1.02 **

- fixed a few bugs.
- added more Hudson quotes.
- improved the nuke sequence.
- removed the middle ball saver rubber.
Rules
ALIEN PINBALL MACHINE RULES:



Object of the game is to work through the modes until you get to the final Nuke Site mode.

By completing this mode, you will arm the nuke and escape via the POD ship.



During game play, you will try to avoid being overcome by approaching Aliens as seen on the Motion Tracker.

The only way to prevent the approaching swarm is to shoot the aliens in the pop bumper area.

If the aliens get to the bottom right of the tracker, all flippers will be lost and your ball will be over.



DROP TARGETS



(E-G-G-S) – Each drop target hit scores 1,000 points.

All drop targets knocked down will light a pop bumper.

Completing (E-G-G-S) drop targets additional times will continue to light a pop bumper until all 3 are lit.

Lit pop bumper(s) will cycle every time ANY pop bumper is hit.

Completing the (E-G-G-S) drop targets additional times will cause a pop bumper to FLASH.

Completing (E-G-G-S) drop targets when all pops are flashing scores 25,000.

Pops are 100, Lit pops are 500, and Flashing pop bumpers are worth 1,000 each.

When the game is controlling special pop bumper modes, their current values are saved.

During these modes, drop target bank completions will not impact pop bumper values.

After the mode is finished, the pop bumper values are restored.



STANDUP TARGETS



(POWER) - Hitting this target will restore power. Target value is 100 points or 1000 points when restoring power.



(1-2-3-4) – Used to enter code during Nuke mode. Completing all 4 targets in any order also lights 1 lower lane light.

Each numbered target is 500 points when ‘needed’ and 100 points when already ‘collected’ towards the 1-2-3-4 completion.

(Open Nest) - Found in the tunnel under the right hole "Save Newt" of the POD playfield. Target Value is 1,000 points.

This will open the Egg Nest only after the Save Newt mode is activated.

You have 15 seconds to get the ball into the nest or you'll have to hit this target again.

Entering the Nest scores 5,000 points.

(POD Drop Target) - Target scores 1,000 points. Opens to Ball Lock 2 if Lit.

If Ball Lock isn't lit, the ball will be kicked back into play.



CUT THE POWER



When the Aliens get ½ way down the tracker, the Power Failure Lamp will be Lit.

This is only a temporary action. Hitting the Power target will restore power if the aliens are pushed back past ½ way.

The only way to prevent power failure is to keep the aliens back to the outer perimeter.



ROLL OVERS



(P-O-D) Ship rollovers advance Multiplier and are cycled using flippers.

Lighting a (P-O-D) letter scores 1,000 points, and rolling over a (P-O-D) letter that is already lit scores 100 points.

The Bonus X values are 2X, 3X, 5X, 7X, 10X.

On the last ball of a multiplayer game, subsequent players collect the higher multiplier if it hasn't been collected (adjustable).

Left and Right Outside lanes award 10,000 points and will collect Bonus when Lit.

When the Bonus is collected, the Multiplier will re-set.

If Bonus is NOT collected, Multipliers will carry over to your next ball.

Left and Right Inside lanes award 5,000 points and add 5,000 Bonus when lit.

Left Outer Loop Star rollover scores 250 points and activates right hand side diverter for NOSTROMO RAMP Combo Shot.



SKILL SHOTS



SKILL SHOT:

The Skill Shot is only available upon the plunger launch of a ball. The ball must be shot into the inner loop.

Scores 10,000 * Skill Shot attempt #.



SUPER SKILL SHOT COMBO:

The Skill Shot is only available upon the plunger launch of a ball.

Same as Elevator Combo shot below. Scores 50,000 * Skill Shot attempt #.



COMBO SHOTS



ELEVATOR COMBO - 50,000 Points:

This shot is made by first shooting the right loop shot, immediately followed by the Elevator.



NOSTROMO COMBO - 50,000 Points:

This shot is made by shooting the left loop shot, immediately followed by the Nostromo VUK.

Shooting the Nostromo Combo scores 50,000 and DOUBLES the Nostromo Jackpot Value, and adds 2 Letters of N-O-S-T-R-O-M-O.



SPINNER COMBO - 1000 Points:

The standard score awarded per spin is 100 points.

Hit the spinner shot consecutively to award 1000 per spin.



NOSTROMO JACKPOT



Shooting a ball into the Nostromo VUK awards 1 Letter of N-O-S-T-R-O-M-O, and adds 25,000 to both your score and the Nostromo Jackpot.

Completing N-O-S-T-R-O-M-O awards the Nostromo Jackpot, and the letters and Jackpot value are reset.

At the start of each game, the Nostromo Jackpot starts at 50,000.

Each Nostromo Jackpot award increases the Nostromo Jackpot by 25,000.



MODES



The 4 modes in this game have to be completed in order.

Shoot the elevator for 25,000 points to reach the upper playfield.

Flashing Green Light = Mode Ready

Flashing Red Light = Mode Active



BUG HUNT:

To start this mode, shoot the ball into the left drop hole on the POD mini-playfield.

Starting the mode scores 5,000 points. Dropping through a hole when NOT starting a mode scores 250 points.

Complete the E-G-G-S drop targets.

Kill 20 Aliens in the pop bumpers "Egg Nest".



SAVE NEWT:

To start this mode, shoot the ball into the right drop hole "Save Newt" on the POD mini-playfield.

Starting the mode scores 5,000 points. Dropping through a hole when NOT starting a mode scores 250 points.

Hit the Open Nest target under the right POD hole. This will open the diverter above the pop bumpers.

You must enter the pop bumper area through the open diverter within 15 seconds.

If time expires, the diverter will close and you'll have to hit the Open Nest target again.

Making the shot to the pop bumpers through the diverter awards 10,000 points.

Each Pop Bumper will be flashing and will award Double Pop Bumper Scores for a maximum of 60 seconds.

At any time AFTER the diverter entrance has been made, hit the Elevator to complete the mode.



NUKE SITE:

To start this mode, shoot the ball into the middle drop hole on the POD mini-playfield.

Starting the mode scores 5,000 points. Dropping through a hole when NOT starting a mode scores 250 points.

A random code is made up of the (1 - 2 - 3 - 4) targets. The targets around the playfield will have to be hit in order.

Each correctly hit target scores 1,000 points. Once the code is entered, hit the POD door to confirm the code.

After confirmation, you have 30 seconds to shoot for the Elevator and drop the ball into the center hole.

Completing this mode scores 250,000. If the shots are not made in the allotted time, the player will lose the ball.



ALIEN LEGACY:

The fourth mode of this game is 3-ball multiball.

Locking a ball awards 10,000 Points

To activate Lock 1, hit the 1-2-3-4 targets in the correct order as the code displayed and the diverter will open above the pop bumpers.

Hit the drop target in front of the POD ship to generate Code 2.

Lock Ball 3 in the Elevator.

When all balls are locked, Multiball begins.

If you lose a ball at any point during the initial lock process, then the game reverts back to Bug Hunt mode.



Wizard Mode - During multiball, go for Legacy Jackpots to get massive scoring potential!
INFO
There are 3 versions:

Hardcore - all clips, full gameroom, fancy graphical tweaks (caution: does require a beefy system to run smoothly)

PinCab - removes all unnecessry textures and models (gameroom, T2 gun handle) and also removes the onscreen HUD.

Lite - removes all movie clips, gameroom and all fancy graphical tweaks but maintains 100% of the gameplay!

The game now has 4 difficulty levels (based my skill level - average)..

Ripley - Hardest (Survival Rating: None)
Vasquez - Medium (Survival Rating: Slim)
Hicks - Casual (Survival Rating: 50/50)
Hudson - Easy (Survival Rating: Good)

But it really depends on how you play. Just make sure when posting highscores you also mention which hero you played with!

Tips:

When playing with Vasquez, hold both flippers to fire the grenades. They can only be used when the lights are out or when you have to kill 10 aliens in the bumpers.

Get extra balls by completing N-O-S-T-R-O-M-O and surviving the nuke.

Now go get 'em!
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