Galaxia (Original) (SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Cabinets and VR)

SS Original Table BAM FizX FP Galaxia (Original) (SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Cabinets and VR) v1.01

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Solid State Machines
Note: This table has been split into two files. If you only download one of the files, you will get an error when you try to extract it. You must download both files. To extract them, save both files in the same folder on your PC and then extract the file named "Galaxia 1.01.7z.001" using a program such as the free 7-Zip utility. Once extraction is complete, a folder named "Galaxia 1.01" will be created, containing all the files.

With this table, I’ve updated my third release that was originally created by Roney Pinball. Galaxia has always been one of my favorite tables from when I first started playing pinball on my PC. It quickly became addictive. Part of the reason, I believe, was how easy it became to earn extra balls once I learned the table’s mechanics. After a modest improvement in my gameplay, I could often keep a single game going for 30 minutes to an hour.

In this update, I’ve modified nearly every aspect of Galaxia. The original music track was replaced with three new ones. I also added FizX 3.3, using the most current FizX Tweaker. Surround Sound Feedback (SSF) and ball rolling sounds have been implemented using Fleep's recordings.

Visually, the most noticeable change is the addition of two vertical up-kickers equipped with wire ramps. Several geometry issues affecting table objects were corrected. I also created a custom game room environment. Popotte's ingenious plunger modification has been included, allowing precise positioning of the plunger before launching the ball.

Four lighting modes have been added: Day, Dusk, Night, and Dark Night. Numerous light lenses and object textures have been revised. A HUD DMD is now included, displaying the same content as the 27-digit segmented display. This is useful for desktop users and for cabinet users with third monitors via DMDExt.

One of the most challenging fixes was correcting errors related to one of the three extra ball options. And that’s just the beginning—see the “List of Changes” section below for a complete breakdown.

AMD CPUs and GPUs have historically caused compatibility issues with Future Pinball, often misinterpreted as script errors when hardware incompatibility is the real culprit. AMD GPUs are known to create problems in other games as well, not just Future Pinball. Users with AMD Ryzen CPUs paired with NVIDIA GPUs have generally reported better results. However, some have encountered a "string error" with this setup. In those cases, the issue was successfully resolved using a fix I discuss in the instructions PDF file included in the download. I can’t guarantee that this fix will resolve your specific issue, only that others reported success using it. Since I use an Intel CPU and an NVIDIA GPU, I’m unable to replicate or test AMD-specific problems myself.

Galaxia is a widebody table, and I estimate its width falls somewhere between Genie and Embryon. I was concerned it might not fit well in a pinball cabinet, so I asked DigitalArts to test it. I posted a screenshot from a video he sent me so you can see how it looks—I think it turned out beautifully. He also shared the CFG file from his cabinet, which I’ve included in the download. It should work for most users, though you may need to make adjustments for your setup. He confirmed that the physics, DOF, and SSF all worked properly. From the video, I could see that the DMD displayed perfectly on his third monitor using DMDExt.

A big thank-you to DigitalArts for testing the table on his cabinet. Since I don’t have one myself, his help was invaluable in ensuring everything functions properly for cabinet users.

Although this update required a deep dive and took longer than expected, it was truly a labor of love. Be sure to read the instruction PDF included in the download to take full advantage of all the table’s features. You’ll also find a rulesheet to help you learn how to play. I hope you enjoy it!

—George

List of Changes

1. Added two vertical up-kickers (VUKs) with wire ramps and set the score for hitting them to 5,000 points. A flare was added around the left VUK to match the right one.
2. Translated Spanish text to English on playfield textures, decals, and the 27-digit display.
3. Fixed several geometry issues:
  • After rolling around the bottom of the launch lane when kicked out, the ball would often settle in an area where the plunger couldn’t reach it. This was fixed by lowering the plunger (the rod was overextended), repositioning the autoplunger and plunger kicker, and narrowing the launch lane.
  • The right upper flipper was set back into a recess into the wall where the ball would often get stuck. Extended the wall behind the flipper straight out to the end of the enclosure for the captive ball. The wall behind the flipper was extended to the edge of the captive ball enclosure. The lane guide on the approach to the flipper was moved to improve ball trajectory. Playfield and plastic textures were updated to match the new layout.
  • Adjusted lane guides for all four flippers to prevent the ball from jumping when rolling onto the flippers.
  • Repositioned the end of the lane guide above the left ball lock to prevent the ball from getting stuck.
4. Added new table loading textures for desktops and cabinets.
5. Moved the opening on the apron above the for improved ball visibility.
6. Installed bulbs on top of plastics for locked balls. Bulb color indicates mode:
  • Green: ball ready to be locked
  • Yellow: ball locked and awaiting drop target hit
  • Red: pop-up raised, lock blocked
7. Darkened the texture of the plunger lane.
8. Added FizX 3.3 with the latest version of the tweaker menu.
9. Replaced the original music theme with three new tracks for attract mode, multiball, and gameplay music.
10. Reshaped the apron to be symmetrical and edited its texture accordingly.
11. Updated the right slingshot so it is no longer transparent (matching other plastics). The green starfield texture was revised to include the Lagoon Nebula.
12. Reviewed all scoring events awarding 10,000+ points and added point values to both the 27-digit display and DMD.
13. Played an unused sound when Special is completed.
14. Created a new game room featuring a background texture of the Orion Nebula.
15. Added BAM code to allow scores above 2 billion and corrected related scripting errors.
16. Implemented Popotte’s plunger mod. The plunger now pulls back more slowly, allowing better reaction time. See the included PDF for instructions.
17. Upscaled the textures for the playfield, plastics, apron, backglass and cabinet. Edited the cabinet texture slightly.
18. Fixed scoring logic for awarding an extra ball on the half-round lane below the left ball lock (orange arrow).
  • Removed flashers that triggered on each star target hit.
  • Fixed light sequencing.
  • All the lights and other functions for this extra ball were set up to carry over to the next ball. (The original version had one light that carried over to the next ball and the other lights did not.)
  • All the lights and related functions for this extra ball have been configured to carry over to the next ball. (In the original version, only one light carried over, while the others did not.)
19. Added four bulbs under the slingshots to trigger the flash of shadow maps when the ball hits the slings.
20. Developed a set of rules that were added the rules to the instruction cards on the apron.
21. Added three switchable camera views that can be toggled using the "V" key.
22. Added ball rolling sounds for the playfield and both wire ramps.
23. Added surround sound feedback (SSF) for DOF and PUP.
24. Adjusted colors of all light inserts to be more subdued while retaining the original aesthetic.
25. Added ball count and credits to the HUD, which were previously only visible on the backbox.
26. Converted five bitmap decals used for extra ball lights on the bottom-left of the playfield to use black text (replacing white). Converted these to TGA files with alpha transparency.
27. Replaced low-resolution lens textures for green 2x–6x playfield light inserts with high-res versions.
28. Updated segmented display colors to a less garish tone and disabled the “Boredom Effect.”
29. Added four lighting modes—Day, Dusk, Night, and Dark Night that can be toggled using the Special 2 key.
30. Added a HUD DMD that mirrors the 27-digit display. For cabinet users, the DMD also supports third monitor output via DMDExt.
31. Configured the left flipper key to cycle through the four lighting modes before the game starts. The right flipper key now opens the Tweaker menu pre-game, helping cabinet users with limited buttons.
32. Updated the 27-digit display and DMD to indicate which keys control lighting modes and the Tweaker during attract mode.
33. Added shadow maps to selected bulbs beneath the plastics.
34. Added adjustments in the script for ball/flipper shadows, ball Brightness, ball reflections, ball shininess and ball specular, and ray casting.
35. Replaced default flipper textures with custom ones.
36. Set the posts holding rubber bands to crystal with lighting-responsive sphere-mapped textures.
37. Discovered some abandoned code and completed it to increase jet bumper scores when the jet light is on.
  • The jet light activates after 20 bumper hits.
  • Once active, bumper scoring increases from 50 to 300 points.
38. Changed two flashers on the back wall to display different colors based on six major in-game events.
39. Replaced captive ball posts with a different material and aligned them to the lower-left flipper for performance optimization.
40. Added two missing blue bulbs under the rounded back plastics between the posts.
41. Replaced all target textures and applied a metal texture from Shiva’s collection.
42. Created a rotated display version of the table.
43. Created a three-monitor version of the table.
44. Included a PDF download containing a full instruction manual.
45. Added to the download a rulesheet with screenshots as a PDF file.
46. The table features pop-up blockers in the ball locks, which prevent access to the kicker during multiball. Originally, these pop-ups remained raised until all balls had drained after multiball and a new ball was launched from the plunger. This was changed so access to the kicker is allowed when only one ball remains on the playfield.

Table Developers
Roney Pinball
GeorgeH

Contributions by:
Gimli – Codeveloper of the Tweaker
JLou5641 - Creator of FizX
Fleep - Created recordings for mechanical sounds
TerryRed – Developer of the "All in One" template of FizX
Popotte – Creator of the plunger mod
DigitalArts – Cabinet tester
Shiva – textures for all the targets and a metal texture
Anthias – The flipper texture is from his Custom Flipper Pack
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Author
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