Taxi (Williams, 1988) by skinooe

Williams SS Recreation FP Taxi (Williams, 1988) by skinooe v2.0 Zedpinball Physics 1.0

No permission to download
by DRAKKO, Manddrakke , skinooe
at 2014-04-11
Type Recreation (real pinball)
Manufacturer Williams Electronic Games, Incorporated, a subsidiary of WMS Ind., Incorporated (1985-1999)
Tradename Williams
Date 1988-08
IPD No. 2505

FP Zedpinball

Description
That is neccesary for using Zed Physic without modified FP.exe!!!!!!!!!!!!!!!

All files included are ready to play (only start table trough Fploader.exe)

- copy all files in directory
- don't extract the "tablename.zip"!!!!!!!!

- extract BAM archive in FP dir

- start exe file in BAM dir and load the table
Thats it

All table fpl are are the by table creators,
I have only ajusted exe file for using Zed physic with postprocess fx lightning

the included cfg file in Bam/cfg folder is a suggestion for lightning

Pressing q:
- you can activate new lightning
- Addon trails: this is similar pinball fx2, you can chacke the colour, also how long this trail is! It's not an artifact :-)
My version the cfg. file in bam zip, you do not need yours overwrite with that of mine, it should only be a help for noobs.


Help threat:http://www.gopinball.com/forum/viewtopic.php?f=55&t=4262

Tutorial for BAM at: http://www.ravarcade.pl/



Das ist notwendig, um die neue Zed Physic ohne modifzierte Future Pinball.exe zu nutzen:
- kopiere alle Dateien (die "Tisch".zip Datei nicht entpacken!!!!!!! darin enthalten sind notwenige Bumper Models und die Physic) in das Tisch Verzeichnis


- Entpacke Bam.rar in den Future Pinball Ordner. Dort wo das Future Pinball.exe liegt, sollte nun das ein Ornder mit dem Namen BAM sein
- wechsle in den Ordner BAM:
Von dort aus starte die exe Datei

Nun kann wie immer der Tisch geladen werden.

Meine Modifizierung betrifft nur den Flippertisch selbt, alles andere ist so gelassen, wie die Tischhersteller es festgelegt haben



Q: Was ist der Sinn dieser Sache?
A: ZED physic nützen ohne die ganze Tischsammlung umkrempeln zu müssen.



Ineressante Einführung für BAM bei:
Frage: Was kann man mit Bam machen?
Antwort:
-Postprocessing
-echtes 3d
-Face Tracking
-roll und kick Effeckt wie in Pinball FX
und vieles mehr

Zusatz:

Die inkludierte cfg Datein in Bam Ordner Bam/cfg ist die Beleuchtungsumgebung: Ich habe dazu die Flasch Lichter verstärkt.
Im Arcade Modus kann sich das jeder selbst einrichten: dazu drücken sie "q" oder "ö"

Viel Spaß

Für grosse Probleme hier detailierter:



Tables of collection Zedpinball Physics 1.0 :
24 CE (Original Playfield) 1.01 x64
A Nightmare On Elm Street 1.05
Addams Family GOLD 2.5b
Aliens Legacy ULTIMATE 1.02
Attack from Mars 1.1 LW2
Austin Powers 1.0
Back to the Future 1.15 Cabinet
Back to the Future ULTRA 1.02
Bad Cats RC3
Batman: Joker Edition 1.03
Big Bang Bar 1.1
Bram Stokers Dracula 1.0c HD
Creature From The Black Lagoon 1.2
CSI 0.60
Darius
Die Hard 3.0
Dr DUDE 1.0
Earthshaker 1.0
Eight Ball Deluxe 2.1
Elvis 1.1
Embryon Blue Night MOD 1.2b
F-14 Tomcat - 25th Anniversary Edition ULTIMATE DMD 1.03
Family Guy ULTRA 1.01
Fish Tales 1.02
Funhouse 1.12b
Genie 1.0
Goldorak Rapid Loader 1.1
Heavy Metal Meltdown (Night Macemod) 1.1
Indiana Jones Pinball Adventure 2.05b
Iron Man GOLD 1.07
Johnny Mnemonic 1.1
Jokerz 1.0
Jurassic Park 1.2
Knight Rider 2.0
Laser War 1.0
Last Action Hero 1.0
Lethal Weapon 3 1.5
Lord of the Rings 1.2b
Masters of the Universe (DMD Mod) 1.0
Medieval Madness 1.19
Metal Slug 2.0a
Mousin' Around 1.0c
Mr. & Mrs. Pac-Man Pinball 1.2
Party Zone 1.02
Pirates Of The Caribbean 1.0
Police Force 1.0
Ripley's Believe It Or Not 1.2b
Scared Stiff 1.1a
Sharkey's Shootout 1.32b
Spiderman 1.09
Star Trek - The Next Generation Anniversary Edition VIP 1.02b
Tales from the Crypt 1.3
Taxi 2.0
Terminator 2 Skynet Edition 1.11 VIP LW03
Terminator 2 ULTRA (Authentic DMD) 1.11c
The Getaway: High Speed II 1.0b
The Simpsons Pinball Party 0.46b WIP
The Simpsons WIP 0.82
The X-Files 1.0c
Three Angels 1.666b
Transformers VIP 1.02
Trick or Treat 1.01
TRON 1.3
TRON Legacy ULTIMATE 1.01
Twilight Zone 20th VIP 1.10
Twister (Night) 1.0
War of the Worlds Ultimate 1.3
Whirlwind 2.1a

Mods of this table :
Taxi: Taxi_NYC 1.0

This table is a mod of :
Taxi 2.0
Rules
Plunger
A manual plunger feeds the ball into the SPINOUT saucer. The strength of the plunge will affect how many times the ball spins around. Point awards, based on the number of revolutions are: 1k, 5k, 10k, 25k + pickup passenger, 50k, 75k, 100k. Beyond that it wraps around and starts at 1k again. This value is multiplied by the number of the ball in play (not on hard settings [or on my machine]). I find this an unbalancing feature, particularly on 5-ball play where it's possible to score most of a replay just on this skill shot.
Rollovers
There are 3 rollover lanes at the top centre, labelled C A B. Lighting all 3 letters advances bonus multiplier (up to max. 5x, after which C A B awards 50k 'CAB Bonus') and also lights 'Raise Jackpot' for 10 seconds.
JOYRIDE eject hole
To the left of the rollover lanes is the JOYRIDE hole. It is accessible from both above and below. Above by a right 'semi-orbit' shot, below directly from the flippers. >From above it counts as GORBY pickup and 'collect jackpot'; from below it's SANTA pickup and collects JOYRIDE when lit (by right inlane). Finally it collects the AIRPORT MILLION when lit.
Carry Passengers target
Immediately to the right of the JOYRIDE hole. Lit for about 10 seconds by making all three LOLA or the PINBOT drop banks (whether lit or not). Available from both flippers, but much easier from a left backhand.
Left Ramp
The entrance is halfway down the playfield. If lit (done by right inlane), scores current AIRPORT value and advances it. Also starts multiball if a ball is locked. A weak shot may roll back and drain.
Right Ramp
The entrance is halfway down the playfield. If lit (done by left inlane), scores current AIRPORT value and advances it.
LOLA drop targets
Bank of three located centre of the playfield. All three have to be hit within 10 seconds or they reset. Pickup LOLA when lit. Lights 'Carry Passengers'.
PINBOT drop targets
Bank of three located centre right. All three have to be hit within 15 seconds or they reset. Pickup PINBOT when lit. Lights 'Carry Passengers'.
DRAC hole
Located centre left at the end of a U-loop. Pickup DRAC when lit. Collect extra ball when lit (by 3 x C A B). Catapult shoots the ball to the right ramp> This will score the AIRPORT value if lit, but if DRAC is lit (and collected) the AIRPORT award will time out before the eject.
Lock hole
Centre right, above the PINBOT bank. A simple shot to lock a ball. After the first multiball, any passenger must be collected to relight it for lock.
OBJECTIVE

Pickup all 5 passengers to light JACKPOT. Collect JACKPOT. Drop off all 5 passengers to light outlanes for SPECIAL.

At the start of the game PINBOT and GORBY are lit for pickup. When a passenger is picked up, the next one lights. The order is GORBY, PINBOT, DRAC, LOLA, SANTA. Each pickup awards a tip of 20k and also gives an end of ball bonus of 20k.

JACKPOT starts at 500k. Each time C A B is scored, 'Raise Jackpot' lights for 10 seconds, during which time every switch adds 2k to the jackpot value. The jackpot value is held over from player to player, ball to ball and game to game until collected. Maximum value is 4M. The jackpot must be collected within 15 seconds or LOLA get out and has to be picked up again to relight the jackpot.

Once the jackpot is collected, drop off passengers in the order SANTA, PINBOT, DRAC, LOLA, GORBY. This will relight the jackpot (although it probably won't have been raised much over 600k) and one (alternating) outlane for SPECIAL.

After collecting the drop-off jackpot, it starts over with GORBY (only one passenger lit at once for second and subsequent times). A second complete pickup/drop off sequence does not light the second outlane for special.

AIRPORT

Left inlane lights right ramp, right inlane lights left ramp for AIRPORT. Shooting a lit ramp awards the current airport value and advances it. Values are 20k, 40k, 60k, 80k and finally 100k + light airport million (collected at JOYRIDE hole). No time limit to collect the million (20 seconds on 'hard', 15 seconds on 'extra hard').

JOYRIDE

Right inlane lights the JOYRIDE hole for about 10 seconds. Shooting it awards one of the awards shown on the backglass: 10k (bleah!); Spot Passenger; Mystery (points between 60k and 290k); Extra Ball (awarded immediately); Special.

Multiball

Achieved by locking one ball in the right lock hole and shooting the left ramp with a subsequent ball. This carries over from player to player, so it is possible to steal someone else's locked ball! When multiball starts, the objective is to relock both balls in the 'Express' lanes. First lock must be back into the right lock hole (Express lane 1). Second ball must be shot into DRAC (Express lane 2). Locking the second ball scores 300k. Both balls are then ejected and both ramps are lit for 100k 'Airport Ride'.

Extra Ball

2 possibilities; JOYRIDE extra ball or C A B extra ball. C A B extra ball requires 3 C A B's during the same ball (2 on 'extra easy, 6 on 'hard', 7 on 'extra hard'). Collected at DRAC. If the ball is lost before collecting it, tough!

CARRY PASSENGERS

Hitting this small target (lit by LOLA or PINBOT banks) holds any passengers for the next ball. Subsequent 'carry passenger' shots on the same ball award 20k, 30k, 50k (max.) 'Carry Bonus'. If you 'carry passengers' on the final ball, you get a extra end of ball bonus ('Passenger Payoff') of 20k per passenger.

End of Ball Bonus

The ball bonus is displayed on the backglass. Most shots (ramps, holes, inlanes) add a few k to the bonus. Maximum is 99k. E-O-B bonus is calculated as bonus * bonus multiplier + 20k per passenger. Therefore the maximum possible bonus is 99k * 5 + 20k * 5 = 595k. Note that if you are not credited for passengers picked up in a previous sequence; if you pickup all 5, collect the jackpot, drop off Santa and drain you are credited with one passenger (SANTA), not 6 passengers. This seems a bit mean, considering the passenger bonus isn't huge anyway.

TACTICS

Get the jackpot. Nothing else scores anything like as many points. Always aim for Carry Passengers to make life easier. Multiball is easy to get, but difficult to milk for many points as the ramps are quite difficult; anything less than a perfect shot will roll back down dangerously. Multiball is a good time to pickup PINBOT (and LOLA) with two balls flying around. If you can master the ramps, the airport million is well worth going for. If the left ramp is difficult, shoot DRAC instead as that awards a left ramp airport advance.

Bragging

This section seems obligatory in rulesheets, although I don't have much to brag about. I have covered the high score board on my, hem, local Taxi, #1 being a scrappy 6.6M. I suppose I should admit that the main reason for this is because the machine is in my living room ;) Well, I don't play it that much. I decided to do this sheet mainly because someone asked for one and also because I will be bidding it a fond farewell soon. The proceeds will just cover the sales tax on the TAF and TZ I have on order...
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