Tutorial Future Pinball: B.Simple Background Animated DMD's Illustrated Tutorial

Gimli

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Simple Background Animated DMD's for FutureDMD Illustrated Tutorial

The following is meant as an alternate tutorial to "Simple Future DMD's Illustrated Tutorial" which is now a riveting New York Times Best Seller
:)


In the last tutorial we applied 6 different static text and numeric templates to specific Future Pinball events in existing tables. Now we will apply background animations to these events. You'll find this a bit more cumbersome as it is more ambitious, but still if you accept the challenge, it should take < 10 minutes to accomplish !

I have itemized the 6 events chronologically as follows:

1.Table Start/ Attract Mode -will be associated with [f1] font, background1inuse flag , background1use() routine

2.Insert Coin -will be associated with [f2] font, background2inuse flag , background2use() routine

3.Start Game/Add another player -will be associated with [f3] font, background3inuse flag , background3use() routine

4.Go Player -will be associated with [f4] font, background4inuse flag , background4use() routine

5.Current Player Active score -will be associated with [f5] font, background5inuse flag , background5use() routine

6.Game End /Attract Mode -will be associated with [f6] font, background6inuse flag , background6use() routine


Below is an image depicting the 6 Template Events before and after our proposed extreme background makeover
:)


Amakover.jpg
 
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I am by no means an expert in scripting and I likely have taken the long route…so if actual programmers suggest simplifications that would be great. But for our purposes, it should get the job done

See attachment below for a demo table with some the animations, the dmd fonts and script template.
(The Demo table shows 4 parallel Themed DMD's each highlighting 6 table events. The demo table is a resource for the DMD Fonts used in this tutorial)

Once again, I would like to acknowledge Chris Leathley author of the amazing Future Pinball, Macro/Gauntletlover for
making FutureDMD possible for 3rd monitor DMD's, Ravarcade for the amazing Bam Mod and all the table creators and artists that make this hobby possible.

We will be essentially importing known working Background DMD Fonts and applying them to our FutureDMD templates . The background DMD fonts that you import for this tutorial, can be ones that you have created or imported from other tables. I will list the fonts that I have used at the end of this tutorial and credit their authors. This tutorial is intended to help individuals modify tables to their own preference at home and especially for use with a 3rd monitor for FutureDMD. It celebrates the immense creative work of authors of existing tables. If you are planning on submitting tables to Pinsimdb that have used imported fonts from other tables, make sure to obtain the author's permission and to credit the author in the script.


The procedure here will be similar to the "Simple FutureDMD tutorial":

A. Simple table prep (create a HudDmd, and 3 timers)
B. Import Fonts (resource file is provided , export from demo table above)
C.Apply the fonts to the script (Copy 'N Paste)
D.Apply DMD font templates to the 6 future pinball events above (Copy ' N Paste)
E. Add Dim's at beginning of script (Copy 'N Paste)
F. Copy a script section to make it all work (Copy 'N Paste)
G.Customize to your hearts content !

When finished, you will have installed an easily customizable working template into your table.
You can then assign animations to none or all of the events and you can use the same animation or six different ones.
The template currently has 22 to choose from, but I hope to add more as there are hundreds of tables to draw from, so
the variety is endless. And of course you can create your own.

The next 3 screens, demonstrate the 3 simple areas in script that you can customize after you have
completed this tutorial. I have placed this up front so you can see where we are going.


Last edited by Gimli on Thu Dec 18, 2014 11:13 am, edited 5 times in total.
 

Attachments

  • SimpleBackAnimationsFinal3demo.fpt
    7 MB · Views: 155
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Choose "Desired Font" and place in position 1-6. Make note of frame number range listed at bottom

BConfig1.jpg
 
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Put the lowest number of chosen font range as starting frame
CConfig2.jpg
 
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Place number range of chosen background font here
DConfig3.jpg
 
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This will be covered again at the end of the tutorial, but I hope you can see how flexible this will be for your own
purposes.

Ok, let's get started already !
Consider trying this on a "new table" first to get the hang of it, and remember to "Save as" when modding an existing table in case it blows up !
:)


A. Simple table prep (create a HudDmd, and 3 timers)
Go to translite in table editor and
Create a Hud DMD and call it "MyNewDMD"
ETablePrep1.jpg
 
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Create 3 Timers:
"AttractAnimation"
"AttractAnimation2"
"BackgroundDMDtimer"
FTablePrep2.jpg
 
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B. Import Fonts
prior to import you need to do one of the following:
1.Create a DMD font (which is not explained here as it is beyond my pay grade
:)


2. or Export a DMD font from another table using the font manager in the table editor, noting frame range. (fonts go from 32-200 with numerous events within )

3.or for starters, you can download the sample table above and export the fonts
from there

Place them in an easy to find directory ie c:\future pinball\DmdFonts

once you have your Dmd fonts do the following:

Go to Font Manager
GImport1.jpg
 
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import them into your table
HImport2.jpg
 
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"Shift-click" to select them all and import them all at once.
IImport3.jpg
 
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C. Apply the DMD fonts to the script (Copy 'N Paste) under "Option Explicit"

Copy 'N Paste :

Code:
Code:
'6 potential game events  :  1.When Game loaded 2.Insert Coin 3.Startgame 4.GoPlayer 5.Active Score 6.Game End



MyNewDMD.AddFont 1, "DiversA" '1.Game Loaded /Attract Mode

MyNewDMD.AddFont 2, "DiversB" '2.Insert Coin

MyNewDMD.AddFont 3, "DW Spiral000000" '3.StartGame key/Add players

MyNewDMD.Addfont 4, "DiversAa" '4.Goplayer Scoreboard

MyNewDMD.AddFont 5, "DiversAa" '5.Active Score

MyNewDMD.Addfont 6, "DiversA" '6.End of Game/ Attract Mode

MyNewDMD.AddFont 7, "dmd09x15po" 'main foreground text font

MyNewDMD.AddFont 8, "dmd05x05p" 'upper small foreground text font, use "0f1_Masked" for black , "dmd05x05p" for white

MyNewDMD.AddFont 9, "0f1_Masked" 'lower small foreground text font, use "0f1_Masked" for black "dmd05x05p" for white



'DMD Background Fonts

'1.Austin Powers- Flowers "DMD_Back_bon" '32-52, + use "0f1_Masked"for black small fonts by Francisco666,Rom

'2.Big Bang Bar- Starfield"bbbdmdfont2" '117-126 by Rom, Glxb

'3.Bram Stoke's Dracula - Blood Dripping "back000000" '32-52 by Francisco666, Rom

'4.Cool Position - "FlagA" '32-121 by Polygame

'5.Cool Position- "FlagB" '32-121 by Polygame

'6.Cool Position- "DiversA" - Vegas Scorebox 32-58, Fireworks 59-81, Hot Flashes92-121 by Polygame

'7.7.Cool Poistion- "LogoAnim" GAME OVER animated 80-125 (remove "game over" text from script) by Polygame

'8.Dr Who- "DW Spiral000000" 32-83 by Ian,oooplayer1000

'9.STNG- "lock2b" 'Starfield 40-52 by Francisco,Rom,Slamt1lt

'10.TutenKham- "DiversAa" brick sidewalls 72-81 , lightning box 92-106, 107-125 Flaming Ground by Polygame

'11.TutenKham- "DiversB" billowy clouds/smoke 72-124 by Polygame

'12.TutenKham-"DiversC" GAME OVER 32-70 (remove "game over" text from script) by Polygame

'13.Reel it in- "DMDAnimA" GAME OVER under water glow78-90 (remove "game over" text from script) by Polygame

'14.Reel it in- "logoAnim3" GAME OVER Wedding Favours 70-102 by Polygame

'15 Reel it in- "waveb" 32-79 Rough Cool Waves by Polygame

'16 Reel it in- "WavesBck" 32-80 Calm cool waves by Polygame

'17.Reel it in- "underWaterBck" 32-70 as per name by Polygame

'18.Scared Stiff- "BonusA" 60-90 Boiling lava by Francisco666, Glxb, Highlnder00
JApplyFonts.jpg
 
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D. Apply DMD font templates to the 6 future pinball events
Event 1:Table Start Background1use() will be automatically set up later when you copy script

Event 2: Insert Coin. Under
"If (KeyCode = GetKeyCode(InsertCoinKey))

Copy 'N Paste:
Code:
Background2use()
Kinsertcoin.jpg
 
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Event 3: Start Game/ Welcome Player.

under "If (KeyCode = GetKeyCode(StartGameKey))"

Copy 'N Paste:
Code:
Background3use()
LStartgamekey.jpg
 
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Event 4: Go Player. under "Sub Createnewball()",
Copy 'N Paste:
Code:
Background4use()
MBackground4use.jpg
 
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Event 5: Current Player Score. Under "KeyCode = GetKeyCode(PlungerKey)",
Copy 'N Paste:
Code:
If (fpGameInPlay = TRUE) Then
Background5use()
End if
NBackground5use.jpg
 
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Event 6: End of Game. Under "Sub EndofGame(),
Copy 'N Paste:
Code:
Code:
GameWinnerCheck()

AttractAnimation.Interval =3000

AttractAnimation.Enabled = TRUE

Background6use()
OBackground6use.jpg
 
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E. Add Dim's at beginning of script along with other "Dims" ,
Copy 'N Paste:

Code:
Code:
Dim ToggleHudOn

Dim LastPlayer

Dim Background1inuse

Dim Background2inuse

Dim Background3inuse

Dim Background4inuse

Dim Background5inuse

Dim Background6inuse

Dim FontFrame 'frame number marker

Dim GameWinner
PAddDims.jpg
 
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F. Copy a script segment to make it all work under "Sub AddScore(points)",
Copy 'N Paste:
Code:
Code:
LastPlayerCheck()
QLastPlayerCheck.jpg
 
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Here's the mother load…..
above "Sub AddScore(points)",
Copy 'N Paste:


Code:
Code:
Sub CycleFutureDMD()



If PlayersPlayingGame > 0 then

MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue

MyNewDMD.UpdateInterval = 10

MyNewDMD.QueueText "[edge4][f7][xc][y9]" & FormatNumber (GameWinner, 0, -1, 0, -1) & "[f8][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[f8][x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1), deFlip, 2000, False

MyNewDmd.QueueText "[Edge 4][f7][xc][y9]Table Name", deFlip, 2000, true

MyNewDMD.QueueText "[Edge4][f7][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f8][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f8][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, True

MyNewDMD.QueueText "[Edge 4][f7][xc][y9]"& nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f8][x2][y25]CREDITS: "& nvCredits & "[f8][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f8][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f8][x78][y25]PLAYERS: " & PlayersPlayingGame, deFlip, 2000, False

End if



If PlayersPlayingGame = 0 Then

MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue

MyNewDMD.UpdateInterval = 10

MyNewDmd.QueueText "[Edge 4][f7][xc][y9]Table Name", deFlip, 2000, true

MyNewDMD.QueueText "[Edge4][f7][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f8][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f8][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, False

End if

End Sub



'------------------------------------------------------------------------------------------------------------

'''Background Animation Routine ""

'

'------------------------------------------------------------------------------------------------------------



''A. Set which background is currently active and turn off others and start the timer/get the animation started/choose starting frame

'6 potential game events : 1.When Game loaded 2.Insert Coint 3.Startgame 4.GoPlayer 5.Active Score 6.Game End



Sub Background1use()

ShutBackgroundsOff()

Background1inuse = True

BackgroundDMDtimer.set false

FontFrame=92' [f1] starting frame number 1. Table Start

BackgroundDMDtimer.set true,50

End Sub



Sub Background2use()

AttractAnimation.Enabled = False

AttractAnimation2.Enabled = False

ShutBackgroundsOff()

Background2inuse = True

BackgroundDMDtimer.set false

FontFrame=72 ' [f2] starting frame number 2.Insert Coin

BackgroundDMDtimer.set true,50

End Sub





Sub Background3use()

AttractAnimation.Enabled = False

AttractAnimation2.Enabled = False

ShutBackgroundsOff()

Background3inuse = True

BackgroundDMDtimer.set false

FontFrame=32'[f3] starting frame number 3.Start Game/Welcome Player

BackgroundDMDtimer.set true,50

End Sub



Sub Background4use()

ShutBackgroundsOff()

Background4inuse = True

BackgroundDMDtimer.set false

FontFrame=107 '[f4] starting frame number 4.GoPlayer

BackgroundDMDtimer.set true,50

End Sub



Sub Background5use()

ShutBackgroundsOff()

Background5inuse = True

BackgroundDMDtimer.set false

FontFrame=107 '[f5] starting frame number 5.Active Score

BackgroundDMDtimer.set true,50

End Sub



Sub Background6use()

ShutBackgroundsOff()

Background6inuse = True

BackgroundDMDtimer.set false

FontFrame=32 '[f6] starting frame number 6. End of Game

BackgroundDMDtimer.set true,50

End Sub



Sub ShutBackgroundsOff()

Background1inuse = False

Background2inuse = False

Background3inuse = False

Background4inuse = False

Background5inuse = False

Background6inuse = False

End Sub



'B. Keep cycling the animation and set which frames are viewed/looped



sub BackgroundDMDtimer_expired



FontFrame=FontFrame+1



If Background1inuse = TRUE Then

if FontFrame>121 then

FontFrame=92 '[f1] Set frame loop Table start

end if

GetBackFonts()

End if

If Background2inuse = TRUE Then

if FontFrame>124 then

FontFrame=72 '[f2] Set frame loop Insert Coin

end if

GetBackFonts()

End if

If Background3inuse = TRUE Then

If FontFrame>83Then

FontFrame=32 '[f3] Set frame loop Start Game Key

End if

GetBackFonts()

End if



If Background4inuse = TRUE Then

If FontFrame>125 Then

FontFrame=107 '[f4] Set frame loop GoPlayer

End if

GetBackFonts()

End if

If Background5inuse = TRUE Then

if FontFrame>125 then

FontFrame=107 '[f5] Set frame loop Active Socre

end if

GetBackFonts()

End if

If Background6inuse = TRUE Then

if FontFrame>58 then

FontFrame=32 '[f6] Set frame loop Game End

end if

GetBackFonts()

End if

end sub



'As name suggests this is to cycle Attract modes with animations



Sub AttractAnimation_Expired()

AttractAnimation.Enabled = False

If PlayersPlayingGame = 0 then

AttractAnimation2.Interval = 19500

AttractAnimation2.Enabled = TRUE

Else

AttractAnimation2.Interval = 33500

AttractAnimation2.Enabled = TRUE

End if

ShutBackgroundsOff()

CycleFutureDMD()

End Sub



Sub AttractAnimation2_Expired()

AttractAnimation2.Enabled = False

AttractAnimation.Interval =3000

AttractAnimation.Enabled = TRUE

Background1use()

End Sub



'C. GetBackFonts() populates the foreground Statistical DMDs with "[f value on animation DMD]&chr(backfont)" added to indicated animation and frame value



Sub GetBackFonts()

If Background1inuse = True Then

MyNewDmd.Text = "[f1][xc][yc]" & chr(FontFrame) &"[Edge 4][f7][xc][y9]INSERT COIN"

'MyNewDmd.Text = "[Edge 4][f8][xc][y9]INSERT COIN"



End if



If Background2inuse = True Then

MyNewDMD.Text = "[f2][xc][yc]"&chr(FontFrame) &"[na][f7][xc][y11]"& FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f9][x2][y25]CREDITS: "& nvCredits & "[f8][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f8][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f9][x78][y25]PLAYERS: " & PlayersPlayingGame

'MyNewDMD.Text = "[na][f7][xc][y11]"& FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f9][x2][y25]CREDITS: "& nvCredits & "[f8][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f8][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f9][x78][y25]PLAYERS: " & PlayersPlayingGame

End if



If Background3inuse = True Then

MyNewDmd.Text = "[f3][xc][yc]"&chr(FontFrame) &"[f7][xc][y10]WELCOME PLAYER "& PlayersPlayingGame

'MyNewDmd.Text = "[f7][xc][y10]WELCOME PLAYER "& PlayersPlayingGame

End if



If Background4inuse = True Then

MyNewDMD.Text = "[f4][xc][yc]" & chr(FontFrame) &"[edge4][f7][xc][y9]GO PLAYER " & (CurrentPlayer ) & "[f8][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[f9][x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1)

'MyNewDMD.Text = "[edge4][f7][xc][y9]GO PLAYER " & (CurrentPlayer ) & "[f8][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[f9][x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1)



End if



If Background5inuse = True Then

MyNewDMD.Text = "[f5][xc][yc]"&chr(FontFrame) &"[f7][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f8][x82][y2]LIVES: " & (BallsRemaining(CurrentPlayer)) & "[f8][x2][y2]PLAYER: " & currentplayer & "[f9][x2][y25]LAST PLAYER: " & FormatNumber(nvScore(LastPlayer), 0, -1, 0, -1)

'MyNewDMD.Text = "[f7][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f8][x82][y2]Balls: " & (BallsRemaining(CurrentPlayer)) & "[f8][x2][y2]PLAYER: " & currentplayer & "[f9][x2][y25]LAST PLAYER: " & FormatNumber(nvScore(LastPlayer), 0, -1, 0, -1)

End if



If Background6inuse = True Then

MyNewDmd.Text = "[f6][xc][yc]"&chr(FontFrame) &"[f7][xc][y10]GAME OVER "

'MyNewDmd.Text = "[f7][xc][y10]GAME OVER "

End if

End Sub



Sub GameWinnerCheck()

If NvScore1 > NvScore2 and NvScore1 > NvScore3 and NvScore1 > NvScore4 Then

GameWinner = NvScore1

End if

If NvScore2 > NvScore1 and NvScore2 > NvScore3 and NvScore2 > NvScore4 Then

GameWinner = NvScore2

End if

If NvScore3 > NvScore1 and NvScore3 > NvScore2 and NvScore3 > NvScore4 Then

GameWinner = NvScore3

End if

If NvScore4 > NvScore1 and NvScore4 > NvScore2 and NvScore4 > NvScore3 Then

GameWinner = NvScore4

End if

End Sub



Sub LastPlayerCheck()

If (PlayersPlayingGame > 1) Then

LastPlayer = CurrentPlayer - 1

End if

If CurrentPlayer = 1 Then

LastPlayer = PlayersPlayingGame

End if

If PlayersPlayingGame = 1 Then

LastPlayer = 1

End if

End Sub
RAnimatonScript.jpg
 
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G. Customize to your hearts content
You should now have a working template, with a table configured for our 6 events, with 6 different animations.

You should now find our template completely customizable. Let's look at the various scenarios.

1. You don't want any animations
:)
- Use the "Simple FutureDMD Illustrated Tutorial"
2. You only want some of the 6 events animated. The template contains alternate static text fonts (just add a ' to one and remove the ' from the other as in the image below)
SStaticChoose.jpg
 
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3. If you want to pick different animations than default.
Place "desired font" in position 1-6, and make note of frame range as in image below.
TBConfig1 (1).jpg
 
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Set the starting frame number of chosen font as in image below
UCConfig2 (1).jpg
 
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Set the frame range of chosen font as in image below
VDConfig3 (1).jpg
 
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4.Want them all the same?
Just set the "desired font" , the starting frame , and the frame range the same in all 6 positions.

I hope you can see how you can use any combination you wish by tweaking the template as described above.
This approach should work for most tables but sometimes there will be glitches. Unfortunately Future Pinball
tables are not derived from a universal template and so scripting varies considerably between tables.

Enjoy experimenting with this approach. I hope it is rewarding and adds to the already amazing community experience that is Future Pinball….

Setting DMD Colour, DMD priority, and ToggleHudDMD Routines are explained in the previous tutorial.

In this demo I have used the following:
''DMD Background Fonts
'1.Austin Powers- Flowers "DMD_Back_bon" '32-52, + use "0f1_Masked"for black small fonts by Francisco666,Rom
'2.Big Bang Bar- Starfield"bbbdmdfont2" '117-126 by Rom, Glxb
'3.Bram Stoke's Dracula - Blood Dripping "back000000" '32-52 by Francisco666, Rom
'4.Cool Position - "FlagA" '32-121 by Polygame
'5.Cool Position- "FlagB" '32-121 by Polygame
'6.Cool Position- "DiversA" - Vegas Scorebox 32-58, Fireworks 59-81, Hot Flashes92-121 by Polygame
'7.7.Cool Poistion- "LogoAnim" GAME OVER animated 80-125 (remove "game over" text from script) by Polygame
'8.Dr Who- "DW Spiral000000" 32-83 by Ian,oooplayer1000
'9.STNG- "lock2b" 'Starfield 40-52 by Francisco,Rom,Slamt1lt
'10.TutenKham- "DiversAa" brick sidewalls 72-81 , lightning box 92-106, 107-125 Flaming Ground by Polygame
'11.TutenKham- "DiversB" billowy clouds/smoke 72-124 by Polygame
'12.TutenKham-"DiversC" GAME OVER 32-70 (remove "game over" text from script) by Polygame
'13.Reel it in- "DMDAnimA" GAME OVER under water glow78-90 (remove "game over" text from script) by Polygame
'14.Reel it in- "logoAnim3" GAME OVER Wedding Favours 70-102 by Polygame
'15 Reel it in- "waveb" 32-79 Rough Cool Waves by Polygame
'16 Reel it in- "WavesBck" 32-80 Calm cool waves by Polygame
'17.Reel it in- "underWaterBck" 32-70 as per name by Polygame
'18.Scared Stiff- "BonusA" 60-90 Boiling lava by Francisco666, Glxb, Highlnder00

Thanks go to Polygame, Rom, Glxb, Slamt1lt, Francsico666, Highlnder00, Ian, oooplayer1000 for their amazing contributions to Future Pinball !

Cheers Gimli
:D



Last edited by Gimli on Sat Nov 15, 2014 7:07 pm, edited 3 times in total.
 
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