I have a test version resized, but it didn't turn out the way I wanted. Also, since this version has been picked up already, any thing I do afterwards would be a sequel more than anything else, sort of like a wpc version with a complete engine etc. Think High Speed/Getaway type.
Maybe I should just detail some new ideas and features I would add to give you a better idea.
- The table needs a resize. not just length but width as well. Adding 50 to 100mm would make a world of difference, especially with key shots like the left ramp. The ball always goes to fast past the top left flipper, and sometimes will just drain. Just not enough room to fix that, and with the extra space, it would allow for a couple extra shots and free up area for other things like the snake pit. The textures would have to be redone as well, especially if any change is made to the layout. You will see it in the screenshots, nearly all the textures for the pf and plastics at the top had to be replaced. I would need 50mm at the top and 50mm at the bottom (because the sling shot area is too small) and the existing texture just wouldn't fit in that without it looking a bit goofy and shoehorned in.
- The idea was to add a new lane next to the ramp, that feeds into the bumper area, and ties into the right ramp next to the right ramp. This is a stop and go type game but adding more long flow shots would make a difference. There was also a plan to have looping lanes at the top, and moving the main right ramp so it will use the area behind the back wall (like Dr Dude) so it freed up room.
- From a script point of view, it was pretty apparent that a new engine would be needed. Just trying to shoe horn in new features to the present script would have been a lesson in frustration and it wouldn't be any faster than starting over with a decent modern style engine. It was best I feel to use a script already set up for things like modes/multiball/multiplayer that also had all the standard features already built in. I decided it would be a Francisco script, because he gave blanket permission, and since it had everything built in, including a jukebox, the AC/DC table. Add the latest stuff, like fizx, sps and fpx, plus other examples like wenoc's stuff, that's a very good framework to use that actually isn't that complicated to work with. (as a aside, this community has really needed a decent modern framework table for a long time)
- Finally, if everything else had to be redone, might as well go all in and add some new things and rearrange others. The game needs a "feature toy", a central focal shot on the bottom level. You could do a tut mask, but I decided a sphinx toy would be kind of cool. I would move anubus to the top level (the main reason I want to move the ramp to behind the back wall), slide over Khnum over there, and then put the sphinx to the right of the left ramp. (There's a lot more space there, and I would want the sphinx itself to be quite large) It would be pretty interactive, depending on if I can find someone stupid enough to make it, as the paws (?) would move and it would have a moving mouth and head purely to taunt you. (If there was room, I would have the tail wag happily every time the player missed a key shot or drained the ball. Nothing like a good taunting in a pinball game...)
There were other ideas as well. I wanted to have the entire snake pit rotate around (complete with targets and plastic) but I saw Terry was doing something like that, and with the extra space, maybe another decent idea will come to me. Kind of miss Steve with this kind of stuff, the amount of things we came up with was probably more than what we put in the game.
Steve and I just ran out of time, but it's been something I wish we could have spent more time on. VPX has the vpworkshop, but we don't have that here, and at the time, no BAM so we just couldn't do certain things. I always thought Tut was a good game, but it deserved to be a great game.
It would be a real bitch to do though.