I keep a list of my favorite tables. I mark them by adding to the first character of the file name of the table the ` character that is located to the left of the 1 key on your keyboard. It makes my favorite tables sort first. Then I decided to share them just so you don't miss a great table. I do make revisions to my favorite tables so I can live with them easier and I posted the changes as well. I also posted them with the number of stars so you can identify the ones I consider the best. I have rated each table with 3 stars (
★★★☆☆), 4 stars (
★★★★☆) or 5 stars (
★★★★★) with 5 stars being the best. I didn't rate anything lower than 3 stars because this list only has the best tables. You really need to download the ones with 5 stars. I indicate in blue text the name of the real world table manufacturer or whether the table is an original. In some cases the real world table was altered in some way so in these cases I precede the name of the manufacturer with the word "Altered". The names of my favorite tables are clickable and will lead you to where you can download it. Below my favorite tables, I have provided an "Honorable Mention List" of tables that didn't make the cut but you might like them better than I did. One change I make to all tables is I delete the "High Score Defaults" that are on the "Tables" > "Table Information" screen. I prefer to enter my own high scores instead of having fake scores displayed. I also change all tables to have 5 balls per game but I only posted the changes if the table script does not have a line that says "nvBallsPerGame = 3" in which case you just change the 3 to a 5. On many tables, I end up wanting to make the table brighter. This can be done in BAM but I always start by adjusting the "Playfield Color" on the Future Pinball editor (It is located on the right pane of the editor). This is usually set to gray which makes the table darker. Before BAM, this was probably the only way to make a table darker. I usually change to color to white or move the slider upward on the color screen that appears after clicking "Playfield Color". Occasionally, "Playfield Color" is sometimes to something other than gray. If that is the case, I use the slider to make the color lighter (and not use white)
You might notice that I only list solid state tables which are my favorites. If you like electromagnetic tables, you should check out Popotte's tables. I don't have a lot of tables for children although there are a few. Tii usually makes fairly simple tables with bright colors that children might like. I do have a few tables that have fantasy themes, but you might want to check out other tables by Sphere.
The Best Solid State Tables★★★★☆ 007 Casino Royale 1.0 -
Original - If you like James Bond, you will want this table and also the "Bond 50" (see below). The only change I made to the table was to make the opening that shows the ball and plunger a bit wider (to the left) so I can more easily see the ball when it is ready to launch.
★★★☆☆ 24 CE (Original Playfield) 1.01 x64 Zed Physics 1.0 –
2009 Stern Recreation - After you download the table, you need to download the Zed Physics 1.0 zip (zedonius_v1_0.zip) file from the web site
http://ravarcade.pl/?en_download,16. A curious thing occurred when I opened this table. It said to hold down both flippers to provide an identification. I did it and still couldn't play the table. So I opened the script and changed the value of nvR1 on line 159 from 1 to 0 and the identification thing went away so I could play the table. This is a rather dated table. I'm not sure if anyone remembers the television program "24" on which this table is based but it is fun to play nevertheless. It always seems to open in 2 player mode. So I changed the "constMaxPlayers" from 4 to 1.
★★★☆☆ AC/DC 1.21 Zed Physics 1.11 -
2012 Stern Recreation - To be honest, I'm not a big fan of AC/DC but this table is cool. If you edit the script, you can adjust the music vs. the game sound volume (see "MusicVolume" and "soundvolume"). For some reason I kept getting the table to start for more than one player so I changed the constMaxPlayers in the script to 1.
★★★★☆ AC/DC ULTIMATE 1.02 -
Altered 2012 Stern Recreation - Unfortunately, Slamt1lt removed all his tables from his web site so this version is not available anymore so you will need to download the Zed version above. The rest of this listing is about the 1.02 version for those that have it. I don't often pick two versions of the same table but the previous entry has a rather unflattering picture of Angus Young on the table. It doesn't have the way to adjust music vs. game sound volume but SlamT1lt's version allows you to select the music you want to play. You select the track at the beginning of the game and you use the flipper keys to select the track. When you have made your selection, you press "Special Key 1". Then for some reason, you also have to press "Special Key 1" to launch the first ball.
★★★★★ Addams Family Gold 2.5b ZED Physics 1.0 -
Altered 1992 Bally Midway Recreation - This was the best selling real world pinball table of all time. It is no wander because it plays so well. My favorite table is "Addams Family ULTIMATE 1.10" but Slamt1lt removed all his tables from his site and this version is no longer available. So I had to change this posting to my second favorite which I linked above. If you have this version, you will want to adjust the strength setting of "kicker2" that is on Layer 2 (turn the other layers off to see it) to 2 ticks above minimum. The ball won't exit the kicker if you don't.
On both Slam's and the Zed versions of the table, I edited "Surface8" on the table to be able to see the plunger and the apron to be able to see the ball. On Slam's version, I also changes "FilmSpeed" in the script from 70 to 130 so it would slow the video clips down so I can more easily see them (especially when my mind is on the game).
★★★★☆ Adventures of TINTIN; The Secret of the Unicorn 1.2 -
Original - The only change I made to this table is to change the number of balls per game to 5. You just add the following to the script just below the line that says, "Sub FuturePinball_BeginPlay()":
nvBallsPerGame = 5
★★★★☆ Aliens Infestation 1.1 -
Original - This is a clever remake of the "Thundercats" table. I changed the right side of the apron so I can see the ball waiting to be launched and the plunger. I changed the number of balls per game to 5. You just add the following to the script just below the line that says, "Sub FuturePinball_BeginPlay()":
nvBallsPerGame = 5
This table has some game rules posted on pinsimdb.org although they are written in French. I used the Google translator which provided a very rough translation. Then I used the translation while playing the table and cobbled together a workable translation to English to which I added some content. If you can translate French and noticed I missed something, please let me know. Anyway, here it is:
ALIENS INFESTATION is a conversion of the table THUNDERCATS (by RONEY-PINBALL)
- Hitting the 3 eggs (targets near the front, left side of the table) releases the green ALIEN-BALL and brings out the ARACHNIDS (10 drop flags) worth 10,000 points each.
- If 10 arachnids are eliminated in the timing (in installments possible), the JACKPOT-QUEEN is lit in green before the ramp and 50 sec are given to go in search of the JACKPOT-QUEEN before the door closed (worth 500,000 points)!
- The DOORS open only if the ball hits the small targets next to each lane.
- For each captured ball (lock), a yellow ball is released automatically when the ball goes up the left ramp after the door is open. Locking 3 balls this way produces MULTI-BALL (4 balls).
- Every time you enter the KICKER the ball is ejected on the right ramp. 4 drop flags (young alien) pops up in front of each door and worth 10.000 pts. The Kicker is accessed by either entering the second door from the left. It can also be accessed by entering the right lane at the top of the table and have it stop in the middle and enter the KICKER. If you hit it too hard the ball will continue around to the left side of the table.
- If the door is open to the DOCK (under the gray platform on the right side of the table), entering is worth 50,000 points. The first 2 entries is worth 5000 points.
- Last detail: the balls are 3 different colors depending on the action moments in the game. The ball color is blue to start.
★★★★☆ Aliens Legacy ULTIMATE 1.02 Zed Physics 1.0 -
Original - This table used to be on my Honorable Mention List because I thought it was too difficult. I decided to try it again when a friend told me that the difficulty varies by the character selected. Ripley, the first one on the select screen, is hard, followed by "Hudson" that is very easy, then "Hicks" that is medium, and "Vasquez" that is easy.
My favorite used to be "Aliens Legacy ULTIMATE 1.12" but Slamt1lt removed his tables from his site and this version is no longer available. I decided the second best is the Zed version linked above. The rest of this posting for this table pertains to version 1.12. I figured out how to change the coding I discuss below from previous versions so most of what I added in this section is already there.
This new revision has displays that tell you what the next target is in much the same way that Slamt1lt did on the Superman table. It helps me quite a bit. Then I looked in the script and saw some existing constants that make the game easier and then I figured out some additional constants to make it easier yet. The first change I made was to add the ball saver to the beginning of the constants in the script (see below):
Const constBallSaverTime = 6000 ' Time in which a free ball is given if it lost very quicklyConst constMaxPlayers = 1 ' Maximum number of players per game (NO SUPPORT FOR MULTIPLAYER SO LEAVE IT AT 1)
Const Test = 1
Const constNukeTimer = 60 ' 1 min countdown before detonation (Default = 60)
Const AliensToKillInBugHunt= 20 ' need to kill this many aliens to finish Bug Hunt mode (Default = 20)
Const TimeForNewtPopBumpers= 60 ' time before elevator arrives in Newt Rescue mode (Default = 60)
Const TimeForNewtInNest = 40 ' time to grab newt (Default = 40)
Const TimeForTrackerTimer = 6000 ' how fast the aliens advance (originally set to 6000)
Const TimeForElevator = 19 ' time for elevator (originally set to 19)
Const TimeForBugHunt = 50 ' time for bug hunt (originally set to 50)If you decide to use the ball saver, it will override the ball saver settings that Slam set up for the individual characters. So using this will tend to make the differences between the characters less unique. To make the changes, find the section that looks like the text in white above. Then add the text in blue as shown above. Then perform a find and replace of all occurrences in the script as follows (do not include the quotation marks):
Replace "TrackerTimer.Interval = 6000" with "TrackerTimer.Interval = TimeForTrackerTimer"
Replace "TrackerTimer.Interval = 7000" with "TrackerTimer.Interval = TimeForTrackerTimer+1000"
Replace "TrackerTimer.Interval = 8000" with "TrackerTimer.Interval = TimeForTrackerTimer+2000"
Replace "TrackerTimer.Interval = 12000" with "TrackerTimer.Interval = TimeForTrackerTimer+6000"
Replace "TrackerTimer.Interval = 16000" with "TrackerTimer.Interval = TimeForTrackerTimer+10000"
Replace "SecondsLeftForElevator = 19" with "SecondsLeftForElevator = TimeForElevator"
Replace "SecondsLeftForElevator = 29" with "SecondsLeftForElevator = TimeForElevator+10"
Replace "SecondsLeftForElevator = 39" with "SecondsLeftForElevator = TimeForElevator+20"
Replace "BughuntTime = 50" with "BugHuntTime = TimeForBugHunt"
Replace "BughuntTime = 60" with "BughuntTime = TimeForBugHunt+10"
Increasing the values of "constNukeTimer" and the other constants down to the end of the constants will increase the amount of time you have to complete the mode and make the game easier. The exception is "AliensToKillInBugHunt" which is a count of how many times you need to hit the bumpers in the "Bug Hunt" mode so setting this lower makes the game easier. If you want to play the game as Slam originally set it up, use the values as listed in the constants listed above. You will also need to either not add the ball saver constant of place a single quote at the beginning of the line to disable it.
Slamt1lt recommends that you use Physics 2.7 on his tables but this makes the table play too fast in my opinion. I prefer to use Physics 2.5 although Physics 2.4 does work but plays even slower than Physics 2.5, The other change I made was to enlarge the opening so that you can see the ball in the launch bay.
★★★☆☆ Aperture Science 1.01 -
Original - I suppose I like this table because the futuristic computer voice used says a lot of funny things. I use Physics 2.4 though the table is designed for 1.0. It is a bit slow otherwise.
★★★★★ Apollo 13 1.0a –
1995 Sega Recreation - I prefer this version to the Zed version. I think the Zed version plays too fast. It doesn't say so anywhere but this table uses a "Night" version but it can easily changed to a brighter "Day" version. If you want the "Day" version, all you need to do is open the table editor and not click on anything on the table so that the pane on the right does not change. Then change the field named "Playfield Image" and change the image listed in the pull down menu from "pf apolloshadows" to "pf apollolights" and save the changes. If the table ends up being too bright, you can use the "Post Processing" option in BAM to adjust the "Brightness" so it is darker.
★★★★☆ Astrohits, Tribute to the 80's RC2 –
Original - In the author's words this is a "short game" but it is still good. It is identified as RC2 which means it is a release candidate version and might lead you to think the game is not finished. As far as I can tell it is finished. It is one of Steve Paradis's (aka HappyCab and Polygame) and Popotte's tables both of whom are great table builders. The main change I made to this table are to the starting angles of the flippers. It is extremely difficult to hit the center target with the way they are set up. I adjusted all of them up some (upper left – 125, upper right – 235, lower left – 118 and lower right – 242). I found that Physics 1.0 works OK but I prefer Physics 2.1 that you
can get here. If you prefer faster game play, Physics 2.5 also works.
★★★★★ Attack From Mars ULTIMATE 1.02 –
1995 Bally Midway Recreation - This is my favorite table. After I learned about changing sounds from Gimli (see below), I decided to try changing one of the sounds on this table. I thought the mechanical sound was too loud when the aliens attack and jump up and down. The sound is intended to imitate the sound that an actual table would make when the aliens are moving. But it is just too loud. I discovered the sound is identified in the script as "fx_MartainJump". I changed the sound in several locations in the script to "fx_m_alienm" which is not as loud. The name of the sound is followed by a TRUE or FALSE statement followed by some numbers in decimal form. I discovered the numbers are the volume setting so I made sure all the settings are 0.7 or less which I found works well. Although the originator created the table to use physics 2.6, I created my own *.xml file that I saved below. You can copy and paste it into Notepad and save it as an *.xml file:
Code:
<?xml version="1.0" encoding="utf-8"?>
<document>
<!-- Physics processing -->
<!-- Note. Changing the FPS will effect how how all the other values interact with each other and should
be a high value due to the fact the ball in a pinball is moving very fast and lower values will cause the ball
to go into objects fractionally (thus we must sample at a higher rate)
threaded (true/false) defines if the physics runs in a separate thread for multicore CPU's (dev version only)
-->
<physics fps="296" threaded="0"></physics>
<!-- Settings for various objects -->
<ball mass="28" gravity="4335.0" damping="0.33"></ball>
<!-- moeMethod="0" Auto-calculate the moments of Inertia for the flipper using internal Newton functions -->
<!-- moeMethod="1" Calculate the Flipper MOE based on a rectangle (changes aiming behaivour) -->
<!-- Note: omega is rotational force -->
<flipper mass="24000.0" omega="40.0" moeMethod="0"
leftXoff="0" leftYoff="1500" leftZoff="0"
rightXoff="0" rightYoff="1500" rightZoff="0"></flipper>
<!-- impluse The amount of power applied to the ball (normal setting)..
this is then scalled up or down to suit the strength setting
impulseRandomness Random Percentage (of impulse) added to impulse when the ball hits the object
vectorRandomness Random Angle change +/- value to ball direction
-->
<bumper impulse="85.0" impulseRandomness="10" vectorRandomness="6"></bumper>
<autoplunger mass="25000.0" force="60000.0"></autoplunger>
<diverter mass="10000.0" omega="33.0"></diverter>
<gate mass="2.0" gravity="4500.0" damping="0.25"></gate>
<kicker impulse="950.0" vukImpulse="1500.0" impulseRandomness="4" vectorRandomness="1"></kicker>
<plunger mass="20000.0" force="45000.0"></plunger>
<slingshot impulse="600.0" impulseRandomness="20" vectorRandomness="5"></slingshot>
<spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
<!--
<spinner mass="100000.0" gravity="100000" angularDamp="0.5" angularAccel="5.25"
spinDampLoose="0.22" spinBackLoose="1.8"
spinDampNorm="0.325" spinBackNorm="2.7"
spinDampTight="0.575" spinBackTight="3.2"></spinner>
-->
<spinner mass="45.0" gravity="100.0" angularDamp="0.5" angularAccel="5.0"
spinDampLoose="0.325" spinBackLoose="2.850"
spinDampNorm="0.575" spinBackNorm="3.250"
spinDampTight="0.750" spinBackTight="3.500"></spinner>
<emkicker mass="10000.0" omega="80.0"></emkicker>
<varitarget mass="100.0" damping="0.5" tension="3.0" return="15.0"></varitarget>
<magnet impulse="10.0" impulseRandomness="2"></magnet>
<!-- Nugde Settings -->
<nudge impulse="200.0" impulseRandomness="25.0" warningLevel="250" leftAngle="65" upAngle="0.0" rightAngle="295"
vectorRandomness="4" visualDistance="2" waitPeriod="300" maxBallVelocity="1200.0"></nudge>
<!-- Materials Settings -->
<!-- Static coefficient
- - - - - - - - - -
Static friction is the force that holds back a stationary object up to the point that it
just starts moving. Thus, the static coefficient of friction concerns the force restricting
the movement of an object that is stationary on a relatively smooth, hard surface.
Kinetic coefficient
- - - - - - - - - -
Once you overcome static friction, kinetic friction is the force holding back regular motion.
This, kinetic fiction coefficient of friction concerns the force restricting the movement of
an object that is sliding on a relatively smooth, hard surface.
Both coefficients are based on material pairs (ie wood on wood, metal on wood) etc..
In FP all the settings are for Ball on Wood/Plastic/Rubber/Metal etc..
and from the Newton docs..
staticFriction and kineticFriction must be positive values. kineticFriction must be lower or equal than
staticFriction. It is recommended that staticFriction and kineticFriction be set to a value
lower or equal to 1.0, however because some syntetic materials can have higher than one coeficient
of friction Newton allows for the coeficient of friction to be as high as 2.0.
For more information refer to http://en.wikipedia.org/wiki/Friction
-->
<!-- Default Materal Settings to act as defaults incase we forget to set an object during development.
There shouldn't be any objects set to this material so these are just a fail safe values -->
<defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.02"></defaultMat>
<!-- Material Settings for surfaces marked as playfields -->
<playfieldMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.01"></playfieldMat>
<!-- Primary Material Types -->
<metalMat softnessCoef="0.01" elasticCoef="0.15" staticFriction="0.01" kineticFriction="0.01"></metalMat>
<plasticMat softnessCoef="0.02" elasticCoef="0.25" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
<woodMat softnessCoef="0.03" elasticCoef="0.20" staticFriction="0.03" kineticFriction="0.03"></woodMat>
<rubberHardMat softnessCoef="0.08" elasticCoef="0.40" staticFriction="0.08" kineticFriction="0.10"></rubberHardMat>
<rubberIntMat softnessCoef="0.09" elasticCoef="0.45" staticFriction="0.08" kineticFriction="0.10"></rubberIntMat>
<rubberSoftMat softnessCoef="0.10" elasticCoef="0.50" staticFriction="0.08" kineticFriction="0.10"></rubberSoftMat>
<!-- Object Specific Material Settings -->
<gateMat softnessCoef="0.05" elasticCoef="0.60" staticFriction="0.00001" kineticFriction="0.00001"></gateMat>
<kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.80" kineticFriction="0.80"></kickerMat>
<rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
<plungerMat softnessCoef="0.04" elasticCoef="0.40" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
<spindiskMat softnessCoef="0.05" elasticCoef="0.50" staticFriction="1.50" kineticFriction="2.00"></spindiskMat>
</document>
★★★★☆ Avatar ULTIMATE 1.01 –
2010 Stern Recreation - I use Physics 2.6 but opened the *.xml file with Notepad and changed ball mass from 35 to 32.
★★★★☆ Back to the Future ULTRA 1.02 ZED 1.0 -
1990 Data East Recreation - My favorite version of this table was "Back to the Future (DE) ULTIMATE 1.04". Unfortunately, Slamt1lt removed all his tables from his site so this version is no longer available. The rest of this listing is about the 1.04 version for those of you that still have it. I used SlamT1lt,s 2.7 physics *.xml file but changed ball mass to 28 and gravity to 5000 using Notepad. I have always thought that the image on the playfield looked a little dingy. So I found an image of the playfield in the Texture Manager, exported it and changed it to my liking. Then I happened across an image of the playfield that has been there since rev 1.0 of the table. When I tried it, I found it was almost identical to the image I created. If you would like to try the image I found, open the table editor and don't click on anything on the table so that the pane on the right does not change. Then change the field named "Playfield Image" and change the image listed in the pull down menu from "!BTTF_pf" to "test_pf2" and save the changes. If the table ends up being too bright, you can use the "Post Processing" option in BAM to adjust the "Brightness" so it is darker. If you are concerned about the table not being an authentic reproduction of the Data East table, I actually watched several videos of real tables to check it out. I found several tables that had poor lighting but the videos that had normal lighting appeared to be closer to the "test_pf2" image to me.
★★★☆☆ Back to the Future ULTIMATE 1.06 -
Original - I changed the right side of the apron so I can see the ball waiting to be launched and the plunger. I thought SlamT1lt's 2.7 physics played too fast so I created my own *.xml file. You can copy and paste it into Notepad and save as an *.xml file:
Code:
<?xml version="1.0" encoding="utf-8"?>
<document>
<!-- Physics processing -->
<!-- Note. Changing the FPS will effect how how all the other values interact with each other and should
be a high value due to the fact the ball in a pinball is moving very fast and lower values will cause the ball
to go into objects fractionally (thus we must sample at a higher rate)
threaded (true/false) defines if the physics runs in a separate thread for multicore CPU's (dev version only)
-->
<physics fps="296" threaded="0"></physics>
<!-- Settings for various objects -->
<ball mass="28" gravity="4335.0" damping="0.33"></ball>
<!-- moeMethod="0" Auto-calculate the moments of Inertia for the flipper using internal Newton functions -->
<!-- moeMethod="1" Calculate the Flipper MOE based on a rectangle (changes aiming behaivour) -->
<!-- Note: omega is rotational force -->
<flipper mass="22300.0" omega="40.0" moeMethod="0"
leftXoff="0" leftYoff="1500" leftZoff="0"
rightXoff="0" rightYoff="1500" rightZoff="0"></flipper>
<!-- impluse The amount of power applied to the ball (normal setting)..
this is then scalled up or down to suit the strength setting
impulseRandomness Random Percentage (of impulse) added to impulse when the ball hits the object
vectorRandomness Random Angle change +/- value to ball direction
-->
<bumper impulse="85.0" impulseRandomness="10" vectorRandomness="6"></bumper>
<autoplunger mass="25000.0" force="60000.0"></autoplunger>
<diverter mass="10000.0" omega="33.0"></diverter>
<gate mass="2.0" gravity="4500.0" damping="0.25"></gate>
<kicker impulse="950.0" vukImpulse="1500.0" impulseRandomness="4" vectorRandomness="1"></kicker>
<plunger mass="20000.0" force="45000.0"></plunger>
<slingshot impulse="600.0" impulseRandomness="20" vectorRandomness="5"></slingshot>
<spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
<!--
<spinner mass="100000.0" gravity="100000" angularDamp="0.5" angularAccel="5.25"
spinDampLoose="0.22" spinBackLoose="1.8"
spinDampNorm="0.325" spinBackNorm="2.7"
spinDampTight="0.575" spinBackTight="3.2"></spinner>
-->
<spinner mass="45.0" gravity="100.0" angularDamp="0.5" angularAccel="5.0"
spinDampLoose="0.325" spinBackLoose="2.850"
spinDampNorm="0.575" spinBackNorm="3.250"
spinDampTight="0.750" spinBackTight="3.500"></spinner>
<emkicker mass="10000.0" omega="80.0"></emkicker>
<varitarget mass="100.0" damping="0.5" tension="3.0" return="15.0"></varitarget>
<magnet impulse="10.0" impulseRandomness="2"></magnet>
<!-- Nugde Settings -->
<nudge impulse="200.0" impulseRandomness="25.0" warningLevel="250" leftAngle="65" upAngle="0.0" rightAngle="295"
vectorRandomness="4" visualDistance="2" waitPeriod="300" maxBallVelocity="1200.0"></nudge>
<!-- Materials Settings -->
<!-- Static coefficient
- - - - - - - - - -
Static friction is the force that holds back a stationary object up to the point that it
just starts moving. Thus, the static coefficient of friction concerns the force restricting
the movement of an object that is stationary on a relatively smooth, hard surface.
Kinetic coefficient
- - - - - - - - - -
Once you overcome static friction, kinetic friction is the force holding back regular motion.
This, kinetic fiction coefficient of friction concerns the force restricting the movement of
an object that is sliding on a relatively smooth, hard surface.
Both coefficients are based on material pairs (ie wood on wood, metal on wood) etc..
In FP all the settings are for Ball on Wood/Plastic/Rubber/Metal etc..
and from the Newton docs..
staticFriction and kineticFriction must be positive values. kineticFriction must be lower or equal than
staticFriction. It is recommended that staticFriction and kineticFriction be set to a value
lower or equal to 1.0, however because some syntetic materials can have higher than one coeficient
of friction Newton allows for the coeficient of friction to be as high as 2.0.
For more information refer to http://en.wikipedia.org/wiki/Friction
-->
<!-- Default Materal Settings to act as defaults incase we forget to set an object during development.
There shouldn't be any objects set to this material so these are just a fail safe values -->
<defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.02"></defaultMat>
<!-- Material Settings for surfaces marked as playfields -->
<playfieldMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.01"></playfieldMat>
<!-- Primary Material Types -->
<metalMat softnessCoef="0.01" elasticCoef="0.15" staticFriction="0.01" kineticFriction="0.01"></metalMat>
<plasticMat softnessCoef="0.02" elasticCoef="0.25" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
<woodMat softnessCoef="0.03" elasticCoef="0.20" staticFriction="0.03" kineticFriction="0.03"></woodMat>
<rubberHardMat softnessCoef="0.08" elasticCoef="0.40" staticFriction="0.08" kineticFriction="0.10"></rubberHardMat>
<rubberIntMat softnessCoef="0.09" elasticCoef="0.45" staticFriction="0.08" kineticFriction="0.10"></rubberIntMat>
<rubberSoftMat softnessCoef="0.10" elasticCoef="0.50" staticFriction="0.08" kineticFriction="0.10"></rubberSoftMat>
<!-- Object Specific Material Settings -->
<gateMat softnessCoef="0.05" elasticCoef="0.60" staticFriction="0.00001" kineticFriction="0.00001"></gateMat>
<kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.80" kineticFriction="0.80"></kickerMat>
<rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
<plungerMat softnessCoef="0.04" elasticCoef="0.40" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
<spindiskMat softnessCoef="0.05" elasticCoef="0.50" staticFriction="1.50" kineticFriction="2.00"></spindiskMat>
</document>
★★★★★ Batman Joker Edition ULTIMATUM 1.04c –
Original - This is my third favorite table. The ball often hangs up on the wire ramp just slightly south where the ball enters the ramp from below. It is easy to get the ball moving by using a nudge. The author of the pinsimdb.org posting says the table is optimized for 2.6 physics though they prefer 2.5. I use physics 2.5 also although I changed the *.xml file using Notepad and changed the ball mass to 28, gravity to 5644.0 and damping to 0.76. Making this change to the physics also fixed the ball hanging up in the ramp that I described previously. I also edited the table slightly by moving the "gunapron" downward so I can see the ball in the ball launch area. I found an alternate image for the playfield that is not as dark as the existing one. If you want to change it, all you need to do is open the table editor without clicking on anything on the table so that the pane on the right does not change. Then change the field named "Playfield Image" and change the image listed in the pull down menu from "batman_dark2" to "batman_dark" and save the changes. I think the table uses the "batman_dark" image when you first open the table but it doesn't hurt anything to use it again. If the table ends up being too bright, you can use the "Post Processing" option in BAM to adjust the "Brightness" so it is darker.
★★★★☆ Battle of Britain 1.0 -
Original - The author says on the "Info" tab of the web page that this table plays at it's best using Physics 2.5. Adjust the table angle (identified as "Table Slope") up to at least 9.5 degrees. I prefer this set up also. I edited the apron on the table to be able to see the ball and the plunger. The translite of the table houses awards that are displayed at different times during game play. At least on my PC, the images of these appear squeezed together so I made them wider. There are 11 HudLightImages in the center of the translate that are stacked on top of each other. I increased the width of each to 250 pixels. I changed the number of balls per game to 5. You just add the following to the script just below the line that says, "Sub FuturePinball_BeginPlay()":
nvBallsPerGame = 5
Then perform a find and replace in the script. Find this:
4 - BallsRemaining(CurrentPlayer)
Then replace with this:
nvBallsPerGame+1 - BallsRemaining(CurrentPlayer)
You should perform 1 replacement. This replacement makes the table display the correct number of remaining balls.
★★★★★ Big Bang Bar 2015 2.0 HQ –
1996 Capcom Recreation - I edited the table so I can see the ball in the ball launch area and see the plunger. I moved the "surface apron to the left and reconfigured "Surface8". By being able to see the plunger, you can gauge how much force you hit the ball with.
★★★★☆ Big Guns ULTIMATE 1.01 Physics 2.6 –
1987 Williams Recreation - This table is becoming one of my favorites. The only change I made is that I didn't like the music that played when you enter a high score. To fix this, I changed the occurrence of "Music_Boom" in the script to "m_music2".
★★★☆☆ Big Spender 2000 3.1 -
Original - The only change I made is in the following line (which has 3 occurrences in the script). I changed the "1.0" to "0.7" to reduce the volume of the music.
EffectMusic 5, PlayAndFadeIn, 1.0, 500 ' fade in channel 5 to volume 1.0 (max)
The author says to use Physics 2.3 or later. I concluded that the physics version the author must have intended was Version 1 of Physics 2.3 because the ball will sometimes not come out of the cage loop that goes around the bottom of the table using Version 2. Version 1 has a slightly higher ball mass than Version 2 so it gives it a bit more momentum to make it out of the cage. You can get Physics 2.3 Version 1 which is what I use here:
viewtopic.php?f=86&t=6173★★★☆☆ Black Knight 2000 1.1 Ill –
1989 Williams Recreation - I played this table several times on the first day after I downloaded it. On three occasions that day, the ball bounced on top of the apron and rolled off the bottom of the screen. I considered this problem to be caused by the physics. Since this is a physics 1.0 table, I used the "fp-org.xml" BAM file even though I use this as the BAM default. After experimenting quite a bit, I changed the xml file so the ball mass is 19.0, gravity is 3534.0 and damping is 0.17. Then I renamed the xml file so it had the same name as the table and saved it with the table. The ramp to the upper table has an assist mechanism to help get the ball to the upper level. This physics makes it work perfectly. The whole table plays better with these physics. After changing the physics, I had to increase the strength of the PlungerKicker (next to the main plunger) to 4 ticks above minimum.
★★★☆☆ Black Knight ULTIMATE 1.01 -
1980 Williams Recreation – This is a different table from the one above. Although both are recreations of a Williams table, this one is an earlier version. Although the author recommends Physics 2.6, I used the Physics 2.5 xml file and changed the gravity to 5695.0 using Notepad. For me, the background music can get annoying at the volume that it plays after you play the table for a while. I figured out how to reduce the volume. Search the script for two occurrences of "Music_BK". After "Music_BK", there is a statement that says TRUE and then the number 1. Change the number 1 to 0.7.
★★★★☆ Blue Vs Pink v 1.0 -
Original - It took a long time to warm up to this one, maybe because I feel like the music is only fair (although some folks love it). If you want to play 5 balls per game, you can add the following below the line that says "Sub FuturePinball_BeginPlay()":
nvBallsPerGame = 5
After changing the number of balls per game, you need to correct the display so it shows the correct number of remaining balls. To do this, just delete this section:
If ballsremaining(currentplayer) = 3 then
maintext.text = nvScore(CurrentPlayer) & " ball 1"
maintext2.text = nvScore(CurrentPlayer) & " ball 1"
end if
If ballsremaining(currentplayer) = 2 then
maintext.text = nvScore(CurrentPlayer) & " ball 2"
maintext2.text = nvScore(CurrentPlayer) & " ball 2"
end if
If ballsremaining(currentplayer) = 1 then
maintext.text = nvScore(CurrentPlayer) & " ball 3"
maintext2.text = nvScore(CurrentPlayer) & " ball 3"
end if
Replace the above section with the following section:
If ballsremaining(currentplayer) = 5 then
maintext.text = nvScore(CurrentPlayer) & " ball 1"
maintext2.text = nvScore(CurrentPlayer) & " ball 1"
end if
If ballsremaining(currentplayer) = 4 then
maintext.text = nvScore(CurrentPlayer) & " ball 2"
maintext2.text = nvScore(CurrentPlayer) & " ball 2"
end if
If ballsremaining(currentplayer) = 3 then
maintext.text = nvScore(CurrentPlayer) & " ball 3"
maintext2.text = nvScore(CurrentPlayer) & " ball 3"
end if
If ballsremaining(currentplayer) = 2 then
maintext.text = nvScore(CurrentPlayer) & " ball 4"
maintext2.text = nvScore(CurrentPlayer) & " ball 4"
end if
If ballsremaining(currentplayer) = 1 then
maintext.text = nvScore(CurrentPlayer) & " ball 5"
maintext2.text = nvScore(CurrentPlayer) & " ball 5"
end if
★★★★☆ Bond 50 (Anniversary Edition) 1.0 –
Original - This is an original table and at first I didn't get why the originator added a skull to the table but I guess it was because of "Skyfall". The physics isn't the best on this table but I haven't done any tweaking on it. On the plus side, I didn't experience any balls getting stuck or going where they shouldn't. This would be a good candidate for a Zed Physics version. I like the way balls are captured and saved for multiball. This table uses the Night version of the playfield but has a Day version that I prefer. If you want to try the Day version, all you need to do is open the table editor without clicking on anything on the table so that the pane on the right does not change. Then change the field named "Playfield Image" and change the image listed in the pull down menu from "!PF_Dark" to "!PF" and save the changes. If the table ends up being too bright, you can use the "Post Processing" option in BAM to adjust the "Brightness" so it is darker.
★★★☆☆ Bram Stoker's Dracula 1.0c HD Zed Physics 1.0 –
1993 Williams Recreation - The download of this table has two library files for the sound, one is the movie version and the other is the original sound. The sound quality of the original sound is terrible, so you will want to use the movie sound.
★★★★☆ Bride of Pinbot ULTIMATE 1.02 –
1991 Williams Recreation - The table is optimized for 2.6 physics although I prefer physics 2.5. I strongly dislike having default initial high scores added to the "Table Info" screen in FP. Much to my dismay, I discovered that that this table has high scores written into the script. As a result, I remarked out this script. If you would like to disable this same script, remark out (just add an apostrophe (') to the beginning of each line) of script starting with the script "Public Sub DefaultScores()" down to the first line below it that says "End Sub". Then use the find function to find and remark out 2 other lines in the script that say "DefaultScores()". I also edited the table so I can see the ball in the ball launch area and see the plunger.
★★★★☆ Cadash Fantasy Pinball 1.1 -
Original - This table has two sound tracks. One track has the original sounds of the Cadash video game and one has Rock music. You can switch between the two by pressing Special Key 1. It has a nice feature in that it remembers the setting the last time you played so you don't have to redo the set up. I didn't make any changes to this table.
★★★☆☆ Centaur ULTIMATE 1.03 -
1981 Bally Recreation - I edited the table so I can see the ball in the ball launch area and see the plunger.
★★★★☆ Classic Panic 1.0 -
Original - I didn't make any changes to this table.
★★★☆☆ Conan 1.1.1 –
Original - When I first saw the name of this table, I was expecting a table similar to a table for a superhero. Instead, it follows more of a fantasy theme. Oddly, it does have Arnold Schwarzenegger's voice saying "I'll be back" at the end of the game. Unfortunately, the top of the table gets cut off in the often used FP "Full Table 2" view which doesn't allow you to see the head of the serpent. I suppose I will probably only play this table on my monitor with the screen rotated 90 degrees so I can see the whole table. If you are not familiar with this set up, you might want to read my article on this forum here:
viewtopic.php?f=84&t=5451This is a fun table that the author said took 4 months to create. One nice thing is I did not have to change anything to have it work for me.
★★★☆☆ Cool Position, Tribute to the 80's 1.0 -
Original - I didn't make any changes to this table.
★★★★★ Creature from the Black Lagoon 1.3 -
1992 Bally Midway Recreation - I'm not sure everyone would rank this table as 5 stars but I love it. The video rental market took over the market for drive in theaters but I have fond memories of my mom and sisters popping up a bunch of popcorn and packing up sodas to bring to the drive in. The drive in market pretty much went away when I came of age so the things depicted on the table didn't happen for me. But what great fun this table is. This is my own mod of this table. The new features are 1) new sound of better quality, 2) a sound mixing control panel in the script, 3) fixes of bugs in the script by Popotte, 4) added a full virtual room 5) custom physics, 6) fixes of several stuck balls, 7) added a segmented display on the HUD, 8) created a rule sheet with annotations on screenshots. The table has several versions but I prefer the day version with custom physics and full room.
★★★★★ Dark Knight UltraMatum 1.04 -
Altered 2008 Stern Recreation - This is basically the same table as Batman Joker that I previously mentioned above. This is one of the first tables that I loved to play on my old PC. I had to make sure I didn't anything else open when I played it because my old PC was limited on memory. So maybe it is nostalgia that I keep this as a favorite but then Gimli's version also has a wonderful implementation of multiplayer and save options that are not available on Batman Joker.
★★★★☆ DarkQuest 1.0 –
Original - No one has mentioned anything about this table for a long time but it is really great! About the only negative thing I can say about it is the small flippers at the top of the table don't seem to help the game play much, but I'm not complaining. There was a version 2 that was never posted on pinsimdb.org. The following is a link to where it was posted. Unfortunately, the link to the download doesn't work anymore:
http://www.gopinball.com/forum/viewtopic.php?f=50&t=683The download on pinsimdb.org has a version that is identified as "Fixed Holo". The hologram in this version is much smaller that the original. After reading the forum for this table, the author of the "Fixed Holo" version said there was nothing wrong with the original hologram but it was apparently changed to work better on a cabinet. I prefer the larger original hologram. I also prefer to use Physics 2.2 with this table. You can get Physics 2.2 here:
http://www.gopinball.com/forum/viewtopi ... =86&t=6173I noticed that some consider this table to be similar to Pinball 2000. I can see some similarity but to my thinking, "Robots Invasion" comes closer to that vision. I ended up reworking the apron around the ball launch so I can see the ball before it is launched. If you do this, I found that I had to expose a piece of hardware so it was visible. This is identified as " Guide15" and easily fixed by just unchecking the option "Render object (Initial Value)". This makes the object invisible but it still functions to hold the ball in the kicker that is used as a plunger. If you edit the table, you may unintentionally make the segmented displays at the bottom of the table disappear. To fix this, just right click on the display and select "Send To Front". The table defaults to play 3 balls per game, although this is easily changed to 5 balls per game by conducting a search for "Sub FuturePinball_BeginPlay()" and entering the following line in the next line below it:
nvBallsPerGame = 5
If you play this table on a PC desktop using "Full Table 2" view, you will not see the DMD unless you hold down the shift key so you can look at the backboard. I suppose the DMD is not essential because the number of balls remaining and score as well as some other information appears on segmented displays at the bottom of the table. If you want the DMD to appear as a Heads Up Display (HUD) like on most other tables, you can change the fixed DMD that is on the backboard to a HUD. All that is needed is to click on the Translite button to open the backboard. Then click on the "Display" button on the bottom of the FP editor and then click on the HUD DMD button. Your cursor will change its appearance and then you click somewhere on the backboard. You will see a HUD DMD appear. Then click on the existing DMD and copy its name to the clip board. Then delete the old DMD and click on your new DMD. In the right pane, replace the name that was automatically assigned to the DMD with the name in the clip board. Then drag and drop the DMD to the upper left corner of the backboard, just inside the dotted purple line.
★★★★★ Dead Hunters ULTRA 1.01 –
Original - This is truly a classic table built by BlindMankind. This is an original table and I am not sure a real table could be built like this with the target appearing on the screen as they do but it is great fun. Slam's version says on the web site that it works with Physics 2.5 but I use Physics 2.4.
★★★★☆ Die Hard Physics 2.5 -
Original - I have made no changes to this table and use the recommended 2.5 Physics.
★★★☆☆ Doctor Who BETA –
1992 Bally Midway Recreation - Too bad this table has been in Beta since 2011. It is a great table that deserves to be finished.
★★★☆☆ Dr DUDE 1.0 Zed Physics 1.0 –
1990 Bally Midway Recreation - Even though this table is pretty cheesy, I still like it. Although I prefer the Zed Physics version, I noticed it was missing the DMD when I played it. When I clicked on the "Translite View" of the table, I noticed the DMD was moved off screen. I presume this was done to make it playable on a cabinet. If you want to play it on a PC, you can move the DMD back inside the purple dotted line and you will be able to see it on-screen again.