Neo
Pinball Nudger
- Joined
- Dec 30, 2004
- Messages
- 112
- Reaction score
- 62
- Points
- 35
- Favorite Pinball Machine
- Medieval Madness
Hey all,
For anyone interested, here's a little look at my current project: Zone Fury VPX. Zone Fury VPX is my third table for VPX, and is a conversion/rebuild of the VP9 version. This has always been a favorite of mine and I feel deserves the rebuild.
For those who hadn't played the VP9 version, Zone Fury is based on the Zone mode in the Playstation 3 game Wipeout HD. In Zone Fury, the goal is to get to as high a Zone as you possibly can. The table starts out at Zone 0 (Sub-Venom), and you advance Zones by making ramp shots, orbit shots, completing ZONE, and on each 10,000 accrual in bonus. You progress through the Zones from the Wipeout speed classes early on, up to and beyond Zone 75 (Supersonic). Accelerator triggers on the playfield accelerate the ball as you progress through the Zones.The force of the bumpers also increases with each named Zone. The idea is that the game gets progressively faster the longer you play.
The game is essentially unchanged from the VP9 version but I did put in some enhancements
-Improved VPX physics (I'm using JP physics at the moment, as I'm most familiar with them. Not sure how to set up nfozzy physics but I probably need to learn nfozzy at some point)
-Replaced the old shoot-again light with a second LED display on the playfield that will display the remaining ball-save time similar to what Spooky did on games like Rick & Morty and TNA. It also shows *SA* when you've won an extra ball. The original Zone display on the playfield is unchanged.
-Changed LOCK to light all three locks when completed in any order for the first multiball. After the first multiball, completing LOCK will still light only one lock at a time unless completed in sequence just like the original. Makes it a little easier to get the first multiball.
-Completing LOCK in multiball advances the battle zone by 0.2
-Shooting left orbit now advances 1 Zone in general play, or the battle zone by 0.2 when in multiball
-Winning any sponsor in multiball now advances Battle Zone by 0.5
-Table remembers the status of LOCK drop targets across players/balls for multiball purposes
-Table remembers status of ZONE lights across players/balls
-Bumper force during normal game play now player-specific. While copying script elements from the original to VPX I discovered I never implemented this correctly in the original.
-In addition to the flippers, the GI lights will also change colors when you reach named Zones.
-New DT backdrop based on the original.
-I'll be installing some cylindrical dome flashers on the table to use at certain times. They're on the table but not working atm. Haven't yet decided how I will use them and their positions may not be final.
-The ramps are slightly altered from the VP9 version.
The hope is to complete and release before end of this summer. Still have quite a bit or work left to do on this one, including some graphics left (though they're mostly done at this point), some sound work, build a B2S backglass similar to the one I made for Crazy Cats, some scripting of things I may add that were not in the VP9 version. May try to play around with the overall lighting, haven't really tried the LUT lighting options I see on other tables made by authors better than me. The color changes may also be tweaked.
Take Care
For anyone interested, here's a little look at my current project: Zone Fury VPX. Zone Fury VPX is my third table for VPX, and is a conversion/rebuild of the VP9 version. This has always been a favorite of mine and I feel deserves the rebuild.
For those who hadn't played the VP9 version, Zone Fury is based on the Zone mode in the Playstation 3 game Wipeout HD. In Zone Fury, the goal is to get to as high a Zone as you possibly can. The table starts out at Zone 0 (Sub-Venom), and you advance Zones by making ramp shots, orbit shots, completing ZONE, and on each 10,000 accrual in bonus. You progress through the Zones from the Wipeout speed classes early on, up to and beyond Zone 75 (Supersonic). Accelerator triggers on the playfield accelerate the ball as you progress through the Zones.The force of the bumpers also increases with each named Zone. The idea is that the game gets progressively faster the longer you play.
The game is essentially unchanged from the VP9 version but I did put in some enhancements
-Improved VPX physics (I'm using JP physics at the moment, as I'm most familiar with them. Not sure how to set up nfozzy physics but I probably need to learn nfozzy at some point)
-Replaced the old shoot-again light with a second LED display on the playfield that will display the remaining ball-save time similar to what Spooky did on games like Rick & Morty and TNA. It also shows *SA* when you've won an extra ball. The original Zone display on the playfield is unchanged.
-Changed LOCK to light all three locks when completed in any order for the first multiball. After the first multiball, completing LOCK will still light only one lock at a time unless completed in sequence just like the original. Makes it a little easier to get the first multiball.
-Completing LOCK in multiball advances the battle zone by 0.2
-Shooting left orbit now advances 1 Zone in general play, or the battle zone by 0.2 when in multiball
-Winning any sponsor in multiball now advances Battle Zone by 0.5
-Table remembers the status of LOCK drop targets across players/balls for multiball purposes
-Table remembers status of ZONE lights across players/balls
-Bumper force during normal game play now player-specific. While copying script elements from the original to VPX I discovered I never implemented this correctly in the original.
-In addition to the flippers, the GI lights will also change colors when you reach named Zones.
-New DT backdrop based on the original.
-I'll be installing some cylindrical dome flashers on the table to use at certain times. They're on the table but not working atm. Haven't yet decided how I will use them and their positions may not be final.
-The ramps are slightly altered from the VP9 version.
The hope is to complete and release before end of this summer. Still have quite a bit or work left to do on this one, including some graphics left (though they're mostly done at this point), some sound work, build a B2S backglass similar to the one I made for Crazy Cats, some scripting of things I may add that were not in the VP9 version. May try to play around with the overall lighting, haven't really tried the LUT lighting options I see on other tables made by authors better than me. The color changes may also be tweaked.
Take Care
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