Moulin Rouge (Williams, 1965)

Williams EM Recreation FP Moulin Rouge (Williams, 1965) v1.0

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Popotte

Flipper is good for you!
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popotte submitted a new resource:

Moulin Rouge (Williams-1965) - "Welcome to the French-Cancan and Montmartre""

NOTES:​
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
RULES:​
Lighting picture on back glass by making numbers 1 thru 10 lites two bottoms rollovers to score 1 replay &...

Read more about this resource...
 
Super table
cependant si l on joue avec Bam les high score augmentent comme l on veut en entrant ses initiales , vous changer d initiale le score augmente
si l on joue hors Bam tout va bien
normal svp ?
 
Pas normal. Ouvrez le script et changez, tout au début, CheatActive = 1 par CheatActive = 0.
 
J ai fait cela et maintenant tout va bien
Merci pour la solution hyper rapide et aussi pour cette retro table fantastique !
 
I like this table a lot. It is fast flowing and I especially love the kickbacks at the bottom, they make it very fun. This is my first score :)
Also, is there a way to display the current ball in play? I like to see that with EM tables, thank you again.
 

Attachments

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Look at the backglass ->

MR_Balls.jpg
 
Just tried it. I have some feedback, having compared the game to these examples.

The physics seem a little off. It helped to take the flippers down from strength 5 to strength 4 and the slope from 7 to 6. There are some other differences too that might be due to FP having strange default physics, I'm not sure yet.

The four static bumpers on top should become lit and unlit through the course of each ball, but I'm not exactly sure what the rules are for that yet. It may be as simple as whenever a pop bumper or slingshot is hit, but again, I'm not sure yet.

The two figures on the backglass should have lots of lamp glow, and the pieces of the puzzle should also have a certain amount of lamp glow. Actually, the backglass you showed has the figures lit correctly, but for some reason the game itself doesn't display like that.

I would especially make sure that the puzzle pieces are brightly lit with warm lamp glow, as collecting the pieces is such a significant part of the game.


Games like this look especially good when the ambient light is turned down a bit, highlighting the effect of the bulbs across the PF and translite. I think there are some controls for that somewhere in FP (or FP-BAM), but I can't remember what they are right now.

Thanks for this gem, and I hope some of my comments might help!

EDIT: Whoops! Figured out my issues in post #17.
 
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Btw, I also find it interesting that the subject of the pinball was the famous Parisian cabaret.

The pinball itself seems completely innocent-looking, something that a mother could feel comfortable having her kids play at a soda shop, yet the subject matter itself is of course super-sexual in nature. So, for example, the father of the kids might drop by the same soda shop later that night, play the pinball, and find some amusement thinking about dancing ladies kicking their legs up in the air, with the possibilities of the audience viewing their crotches.

Because from what I understand about those elaborate dresses of the day, it's that the dresses were so hard to get in and out of that the appropriate underwear was crotchless, so that a woman could relieve herself without trouble. So the whole subtext of the cancan dance is that someone watching the dance might see something very interesting, from the right angle, at the right moment. :)

The cabaret itself is pretty interesting, and still going strong after 130+ years, altho it was rebuilt once after a fire. There are a number of fun documentaries about it.
 
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Thanks for the review Ike.

The four static bumpers on top should become lit and unlit through the course of each ball, but I'm not exactly sure what the rules are for that yet. It may be as simple as whenever a pop bumper or slingshot is hit, but again, I'm not sure yet.
The four passive bumpers become lit-unlit via the match unit and the match unit is actuated by the one point relay.

The two figures on the backglass should have lots of lamp glow, and the pieces of the puzzle should also have a certain amount of lamp glow. Actually, the backglass you showed has the figures lit correctly, but for some reason the game itself doesn't display like that.
Lamp glow on the backglass are false. You don't have glow on the BG. Look here

MR_BG.jpg
And, at least, with "normal" FP (I don't know with BAM), you can't have glow (or it's not very easy).
 
With BAM it is possible @poppote

bulbred2Ext.GlowRadius = 100
bulbred2Ext.Brightness = 1.5
 
The four passive bumpers become lit-unlit via the match unit and the match unit is actuated by the one point relay.
I wonder what could be the problem, then? For me, the static bumpers never light. Actually, the ball count light does not appear either.

I'm using FP 1.9.2013.25.


Lamp glow on the backglass are false. You don't have glow on the BG. Look here

View attachment 18814
And, at least, with "normal" FP (I don't know with BAM), you can't have glow (or it's not very easy).
I'm not convinced that's from a fully-working table, though. Every example of Moulin Rouge I saw in the videos had lots of lamp glow on the backglass. I linked those videos above.

Most images also seem to confirm this:

Lamps are very easy to spot over and over again across at least a dozen real-life examples.

Also, checking around a little, lamp glow both on the PF and the backglass look like they're possible in vanilla FP. For example.


I will not belabor the point, but to be clear-- I think almost all your tables would look great (and more realistic) with the ambient light lowered and the lamps around the PF and backglass increased. We've seen how well this works with lots of other tables, so I don't see why it shouldn't be true of yours, as well.
 
With BAM it is possible @poppote

bulbred2Ext.GlowRadius = 100
bulbred2Ext.Brightness = 1.5
We have that without BAM.
A little explanation concerning backglass and EM's (or earle SS's).
From back to front, we have:
- the backglass with tranparency for reels and credit,
- then all the bulbs, not rendered and with ordered halo glow,
- the reverse backglass: the same than backglass with tranparency for tilt, match play, ball in game, ...

If you untick ordered halo glow, the halo will cover entirely the desired area and you see just nothing. A pic is better than a long sentence, so;

MR_B.jpg
 
My point was only to let know that it is possible with BAM too. I do remember glow being tricky in normal FP though.

Anyway, maybe using BAM can be better for this purpose? I let the answer for more experienced people :)
 
I wonder what could be the problem, then? For me, the static bumpers never light. Actually, the ball count light does not appear either.

I'm using FP 1.9.2013.25.
I really don't know why ->
 
Also, checking around a little, lamp glow both on the PF and the backglass look like they're possible in vanilla FP. For example.
On your example, you have just one backglass. So, unfortunately you don't see Game Over, match play, tilt and ball in play.
-> EM's Backglass
 
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Well, i'm stubborn so I downloaded the table. The more I play EM's the more I love their simplicity and to be honest can't get enough of the sounds either :)

Anyway, everything is lit properly here with latest FP-BAM installer (BAM v329)

But I understand Ike's point of view. In order to make the table shine (no pun intended) a little darker ambient to make all the lights stand out would look nicer. That being said, this table is true to this site's moto: nudging necessary and I love it :)

/edit

forgot to mention the ball in play numbers are visible but the contrast could be better. Again, maybe if the ambient was a little bit darker this could be solved.
 
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I really don't know why -> [MEDIA]QWFyYEJtnis[/MEDIA]
My fault!

It seems in FP's video options, I'd scaled back the halo system to try to prevent a crash on something or other. Re-enabling that stuff solves the most serious lighting issues I'd mentioned. The table looks much better now!

That mainly just leaves the physics issues. The two changes I made (flippers and slope) seem to be a major improvement, and thinking a little more on this... probably some of the kickers could be strengthened, and the all-around properties of table objects could be a little more elastic.

I'm just comparing against the gameplay seen on Youtube, of course.

Anyway, thanks for the help, JP. Much better now. :)
 
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