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Battle of Britain (Original) by SupaNova

SS Original Table FP Battle of Britain (Original) by SupaNova v1.0

No permission to download
Solid State Machines
by SupaNova
at 2013-08-01
Type Original

FP Physics 2.5

Video
Description
This is my first table. Based on the movie Battle of Britain.

Info
This table plays at it's best using Physics 2.5. Adjust the table angle up to at least 9.5 degrees for Future Pinball 1.9.....
Has not been tested in arcade mode.

Rules
The Medals:
AIR FORCE CROSS ( A.F.C)
Awarded for an act or acts of valour, courage and devotion to duty performed whilst flying, though not in active operations against the enemy.
DISTINGUISHED FLYING MEDAL (D.F.M)
Awarded to N.C.O 's for an act or acts of valour, courage and devotion to duty performed whilst flying in active operations against the enemy.
DISTINGUISHED FLYING CROSS ( D.F.C)
Awarded for an act or acts of valour, courage and devotion to duty performed whilst flying in active operations against the enemy.
DISTINGUISHED SERVICE ORDER (D.S.O)
Awarded for distinguished services in times of war
GEORGE CROSS (G.C)
Awarded for acts of the greatest heroism or of the most conspicuous courage in circumstances of extreme danger.
VICTORIA CROSS (V.C)
For Valour. The highest award that can be given.

Game objectives:
Complete missions, receive medals and shoot down fighters and bombers. "Kills" are achieved by completing banks of targets on the upper level playfields.
The first upper level, via the ramp, offers the opportunity to destroy "Fighters". There are two banks of three targets either side of the "V-Turn" which require all three targets to be lit to confirm a "kill". Damage is recorded and a Bonus is accrued for every hit on a target (providing you have ammunition) even if the target is already lit. The second upper level via the "V-Turn" offers the "Bombers" targets, a single bank of five.

Game Rules:
Sorry, no millions (what a waste of zero's)!

HEADQUARTERS: HQ kicker hole marked by British flag. Accept missions and receive awards

AIR RAIDS: Air Raids become active when you either ascend the ramp to to the upper level playfields or accept an active "Mission" by visiting the "HQ" kicker hole (providing no air raid is currently active). Air Raids are timed and when the raid is over all targets are reset. Time extensions are awarded when accepting missions or by completing "Patrol" loops. HQ is effectively closed during Air Raids and no awards are presented.

AMMUNITION: A full load of ammo is 250 rounds. Each flipper press while Air Raid is active discharges 5 rounds of ammo. Each ball starts with 100 rounds. Ammunition is reloaded at either of two Reload kicker holes. Ammunition counter is located between the flippers.

AAA: Anti-Aircraft Artillery can be fired by hitting the red targets on either side of the main playfield. An Air Raid must be active (yellow light flashing) and the AAA must be loaded. To load the AAA the yellow drop targets next to the fire button must be dropped. Each drop target gives one random hit to the plane targets on the upper level playfields. The drop targets reset 30 seconds after being hit. Kills can be achieved by using AAA if you're lucky.

SCORING:
KILLS: Completing relevent targets on upper level playfields. Kill Markings are recorded on the Apron Surface.
Fighters = 1,000 (5,000 during Fighter mission)
Bombers = 3,000 (15,000 during Bomber mission)

BONUS: Every damage point or plane target hit lights a Bonus light up to a value of 99.
Bonus = 100 (x Bonus Multiplier)

BONUS MULTIPLIER: Advanced by completing F, I, R, E, inlane/outlane lights or the "Recon" lane lights once Recon mission is complete. One Extra Ball is awarded after the maximum 6x bonus has been realised.

MISSIONS:
RECON: Complete top left lane lights = 2,000. Subsequent completions increase the bonus multiplier. Lane changing via the flippers occurs after 20 bumper hits. Recon can not be completed twice in one ball.

PATROL: Complete all lights on the Patrol loop = 2,500. Patrol loop scores 1,000 thereafter. Each successful loop up until Patrol mission is complete adds 5 seconds to Air Raid time. Patrol can not be completed twice in one ball.

INTERCEPT FIGHTERS: Accept mission by visiting the "HQ" kicker hole whilst "Missions" light is lit. Air raid starts immediately and the mission is completed with a successful Fighter kill but the air raid continues and score multipliers remain in effect. Damage points are doubled and kills score 5,000.

INTERCEPT BOMBERS: After completing "Intercept Fighters" mission, accept mission by visiting the "HQ" kicker whilst "Missions" light is lit. Air raid starts immediately and the mission is completed with a successful Bomber kill but the air raid continues and score multipliers remain in effect. Damage points are doubled and kills score 15,000.

MEDALS: Medals are displayed on the Apron Surface.
A.F.C: Complete Recon and Patrol missions. Collect award from HQ = 5,000
+Bar: Complete Recon and Patrol missions twice. Collect award from HQ = 10,000
D.F.M: Complete Intercept Fighter mission. Collect award from HQ = 10,000
D.F.C: Complete 5 kills. Collect award from HQ = 20,000
+Bar: Complete 10 kills. Collect award from HQ = 40,000
++Bar: Complete 15 kills. Collect award from HQ = 60,000
D.S.O: Complete Intercept Fighter and Bomber missions. Collect award from HQ = 30,000
+Bar: Complete Intercept Fighter again. Collect award from HQ = 50,000
++Bar: Complete Intercept Bomber again. Collect award from HQ = 80,000
G.C: Complete each mission type once. Collect award from HQ = 50,000 + Extra Ball
V.C: Complete 10 kills in one ball. Collect award from HQ = 100,000 + Extra Ball
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Latest reviews

Wow , sounds are amazing just like original film give them 5 stars alone tempo , Graphics Very functional , Gameplay is great until all the AMMO is gone but its a defo 5 stars.Great Work
Upvote 0
The table fits the theme extremely well, looks and sounds great!
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