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Arcade Mayhem (Original) by Pod

SS Original Table FP Arcade Mayhem (Original) by Pod v1.02

No permission to download
Solid State Machines
by Pod
at 2012-07-16
Type Original

FP Physics 2.4

Works with both Vanilla and Physics 2.4.
Physics 2.4 gives a faster more realistic feel but the center shot is defo easier on vanilla ;)

Retro arcade games and pinball together at last. Relive some of the greatest arcade classics as you try to complete them all to take on the video game of video games TRON and earn the big Jackpot!

1.02 Changelog
Fixed script crash when collecting loop after going past Powerlevel 4
Fixed Hurryup not reseting on ball loss
Prevented TILT during bonus sequence
'General target behavior (often nullified by missions).

'Teleport. - Hit all 3 of the center drop targets to spell ARC and light Teleport in
'the left hole. The left hole will now exit the ball at the top of the
'playfield once only.

'Right ramp award - Each hit awards ramp value and advances next ramp
'value. Starts at 200k and rises to 1million. Resets after all are

'Left ramp award - Awards lit feature - small points, multiplier boost,
'multiplier held, hurry up and mystery(extra ball(once per game) followed by a random
'award). If not lit awards Right Ramp award (doesnt advance value)

'Left and right drop targets - Complete all drop targets to spell CABINET
'and light the next left ramp award. Mystery unlights when collected and will relight
'upon next completion of targets.

'Multiplier advance - Complete the diverter lanes above the bumpers to
'advance multiplier (max 30). Extra ball/life awarded (once per game)
'at X10

'Kick backs - Light all in and outlane lights to award right kick back.
'If right kickback is lit then left kick back is awarded.

'Cycle missions - The 4 small triggers next to the ramps will change
'the next mission indicator back and forwards

'Loop award - Hit left or right loop to collect loop value. Loop has 4 levels of reward.
' 10k, 50k, 100k, 200k. Value increases upon completion of spelling ARC on center drop targets

'Video Mode - Lit when loop value reaches level 4 and every 4 completions of the center drop targets thereafter.
'Hit left Hole to begin. Press Right flipper rapidly to build power meter and hit left flipper to smash wood once
'power meter is high enough. Awards 1Million, 2 Million or 2 Million and Extra ball(once per game) depending on meter height.

'** Missions **
'There are 8 regular missions started by dropping the ball into the center hole.

'Bubble bobble - 2 ball multiball - All drop targets capture monsters.
'Center hole pops currently collected monsters and awards points based
'on number capture. More monsters means bigger points. Kill all 9
'monsters to end mode.

'Kung fu - Hit any ramp 5 times to climb stairs to Fight Mr.X. Center
'hole then defeats him

'R-Type - Hit any ramp to Charge Gun and then center hole to fire on
'boss. Repeat 3 times to destroy him

'Double dragon - 2 ball multiball - Hit 15 bumpers to fight way to
'Willy. Canter hole then defeats him. Teleport is always active during
'this mode

'Pacman - Hit either left or right loop to collect power pill then hit
'4 ramps to gobble ghosts before it runs out. Gobbling a ghost resets the
'timer on the pill.

'Gauntlet - 4 ball multiball - All loops, ramps and drop targets award
'treasure score and increase treasure stored for 30 seconds. Then death
'appears. Sink balls into holes to exit. Number of balls exited multiplies
'and awards treasure stored value. Balls down drain are lost but play continues
'if at least 1 ball was saved into a playfield hole.

'Contra - Hit Alternate loops (Right first) to advance into base.
'Center hole then destroys boss.

'Donkey kong - Hit any ramp 4 times to climb scaffolding and then hit 8
'drop targets to remove rivets and drop donkey kong and rescue pauline.

'Once all 8 have been attempted then the final Wizard mode mission can
'be started in the center hole.

'Wizard mode - Tron - 4 ball multiball - Destroy the MCP by
'sinking any ball in the center hole. The MCP has security in the form
'of Drop targets rotating in the middle of the playfield. Destroying
'the MCP awards the MCP jackpot calculated based on the number of
'completed missions. Wizard mode ends on end of ball or obtaining the
'MCP jackpot with only 1 ball remaining.

'After wizard mode all missions are reset and play continues assuming
'all balls are not lost.
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