jpsalas
Pinball Wizard
- Joined
- Aug 2, 2005
- Messages
- 267
- Reaction score
- 121
- Points
- 50
Here it is my version of this table.
I tried to make the table the way I should like to play it in the computer. I have not tried to make a 100% copy of the original table. As you may know, I like wire ramps and I like to see as much as posible of the playfield. Well, if you don't like it, then MOD it! :D
First I should like to thanks to all the authors who have done this table before, like Jamin, PD, PK, Fuseball, Dorsola, Guittar, Kristian, Jive and maybe someone who I have forgoten. Without their tables I could have never done this one. After many attemps to get the trunk to work using a mech definition, I had to study the trunk code from their tables to adapt it to my table.
Speaking about the trunk: in vpm the trunk has 280 positions, and my animation just 36 frames, and there is one problem: sometimes the cube doesn't rotate as it should and it stops a few steps before truning completely. This adds some more excitement since the cube has its own life :) (actually it will work fine most of the time :) )
I have used PK's settings from the Ultracade machine on most of the parts, and they aren't so different in gameplay to my last tables. They make the table play fast, as it should be in this kind of tables.
I have nothing more to add, you all know this table, much better than me, I'm sure of it :)
Enjoy
JP
PS: I forgot to mention that in the table you'll find different backdrops for different views. If you want you may delete the backdrops you aren't using to save memory.
I tried to make the table the way I should like to play it in the computer. I have not tried to make a 100% copy of the original table. As you may know, I like wire ramps and I like to see as much as posible of the playfield. Well, if you don't like it, then MOD it! :D
First I should like to thanks to all the authors who have done this table before, like Jamin, PD, PK, Fuseball, Dorsola, Guittar, Kristian, Jive and maybe someone who I have forgoten. Without their tables I could have never done this one. After many attemps to get the trunk to work using a mech definition, I had to study the trunk code from their tables to adapt it to my table.
Speaking about the trunk: in vpm the trunk has 280 positions, and my animation just 36 frames, and there is one problem: sometimes the cube doesn't rotate as it should and it stops a few steps before truning completely. This adds some more excitement since the cube has its own life :) (actually it will work fine most of the time :) )
I have used PK's settings from the Ultracade machine on most of the parts, and they aren't so different in gameplay to my last tables. They make the table play fast, as it should be in this kind of tables.
I have nothing more to add, you all know this table, much better than me, I'm sure of it :)
Enjoy
JP
PS: I forgot to mention that in the table you'll find different backdrops for different views. If you want you may delete the backdrops you aren't using to save memory.