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 Post subject: A List of the Best Solid State Tables and How I Changed Them
 Post Posted: Sun Jun 19, 2016 10:39 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2781
Location: Arkansas, USA
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 1.02009 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 quickly
Const 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 1.0a1995 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 RC2Original - 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 1.021995 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 1.012010 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 1.04cOriginal - 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 HQ1996 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 2.61987 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 Ill1989 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) 1.0Original - 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 1.01993 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 1.021991 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 1.1.1Original - 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=5451

This 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 1.0Original - 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=683

The 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=6173

I 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 1.01Original - 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 BETA1992 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 1.01990 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.


Last edited by GeorgeH on Fri Jan 04, 2019 2:21 pm, edited 46 times in total.

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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 10:41 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2781
Location: Arkansas, USA
The Best Solid State Tables (cont'd)

★★★☆☆ Dragon's Lair 1.00Original - I used to have this table listed on my Honorable Mention List but it grew on me and decided to make it a favorite but it took a few changes. There is a sound that played much too often (a guy saying Hu, Hu ,Hu). I simply remarked out by placing an apostrophe (') before the following line in the script:

PlaySound "DL hu hu"

As I noted at the beginning, I dislike having fake high scores being automatically entered. This table has script to add the fake high scores. If you want to remove this like me, you need to make these changes. Delete "nvR1 = 0: " from this line in the script:

nvR1 = 0: If nvR1 = 0 Then nvR1 = 1: InitHighScoreEntry

Change this line:

nvS1 = "D-LD-LD-LD-L"& Space(20): nvS2 = " 2000000 1500000 1000000 500000": nvS5 = "D-LD-LD-LD-L"& Space(20): nvS6 = " 3500000 3000000 2500000 2000000"

to this line:

nvS1 = "............"& Space(20): nvS2 = " 0000000 0000000 0000000 000000": nvS5 = "............"& Space(20): nvS6 = " 0000000 0000000 0000000 0000000"
★★★★☆ Elvis 1.1 Night Zed Physics 1.0 - 2004 Stern Recreation - The Zed physics on this table is way too fast for me. I edited the physics by unzipping the file that you are not supposed to unzip and then edited the "464.XML" file in the XML folder. I changed the ball mass to 31, gravity to 5200.0 and damping to 0.76. Then I zipped everything back up the way it was and renamed it with the same name as the table. It now plays the way I want and doesn't have any adverse effects. You might notice that the Zed version of this table is only available in the "Night" version which is darker than the "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 "ElvisPF075DPIFull_night" to "ElvisPF075DPIFull" 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.
★★★☆☆ Emerald Altar 1.7Original - This is a fantasy themed table that I like. I changed several things on this table. After I played it a few times, I got tired of a sound was like somebody sipping their coffee. I found it on the "Music Manager" option on a file named "Mode1". Unfortunately it is recorded at the beginning of one of the theme music files. You could edit the sound file to remove the beginning but I wasn't crazy about the music so I downloaded some new music here.

https://www.youtube.com/watch?v=yKzqcdbzw34

I also needed to add some Physics. I tried Physics 2.0 to 2.7 and liked 2.5 the best. I had to increase the strength of the two kickers by one tick that make up the eyes off the creature so that they don't endlessly kick the ball back and forth between the two eyes. I also had the edit the script to change the number of balls per game from 3 to 5. Just search the script for "Sub FuturePinball_BeginPlay()" and add the following to the next line:

nvBallsPerGame = 5

The final thing I changed was to modify the apron around the plunger so I could see the unlaunched ball and the plunger.
★★★★☆ F-14 Tomcat ULTIMATE 1.09Altered 1987 Williams Recreation - I changed the right side of the apron so I can see the ball waiting to be launched and the plunger. You can press the "Special 1" and change the number of balls per game from 3 to 5. If you want to change the default to 5 balls, you can just change the 3 in the line that says "nvBallsPerGame = 3" to a 5. Also, I reduced the strength of the rubber on the slingshots to one tick above minimum and I changed the strength on the other 3 rubbers to 2 ticks above minimum.
★★★☆☆ Fifth Element Best of, 2nd Edition Physics 2.4 - Original - No changes were made.
★★★☆☆ Flame Reaper ULTRA 1.02 - Original - No changes were made.
★★★☆☆ Flash Gordon ULTIMATE 1.08 - Altered 1980 Bally Recreation - No changes were made.
★★★☆☆ Flash, Thunder Edition 1.2Altered 1979 Williams Recreation - This edition of the Williams "Flash" table is not available on Pinsimdb.org and so the link on the title brings you to a location on this forum where you can download it. You should notice that this table uses Physics 2.3 on the forum page. You can get it here. I ended up using Version 1 of the two versions of Physics 2.3 although both work. My biggest problem with this table is that it is quite dark. Even the "Flash 1.0" version is very dark with a dark brownish tint to it. The "Thunder Edition" has an alternate playfield image named "flash" that is slightly lighter in color so I exported it out of the Texture Manage and lightened it myself. I don't have any reservations about doing this because I saw a video of the original unaltered table in daylight and it was not nearly as dark as the images here. I also altered "Surface8" on the table so I could see the ball waiting to be launched. I had to edit the script to get 5 balls per game. If you want to do this, search for "FuturePinball_BeginPlay()" in the script and add the following directly below it:

nvBallsPerGame = 5

The author of the "Thunder Edition" moved the Heads Up Display (HUD) off the table. In order to play the table on a desktop, you will need to move it back onto the table. To do this, just click on the "Translite View" button on the left column of the table editor. You can move Overlays 1 and 2 with the segmented display back onto the upper right hand corner of the translite within the dotted purple line. You can move all three displays at one time by clicking on one of them and then holding your shift key down and then clicking on the next item and then the next. Then just move all three objects in a drag and drop operation. There are two other tables that are very similar to this one on pinsimdb.com. One is "Taito Shock 1.0" which is a Brazilian clone of this table and very similar to another table called "Shock 1.0".
★★★★☆ Futurama 1.0 - Original – I liked this table the instant I opened it. It has amazing lighting and models. It plays video from the series and music from one of the movies during multiball. There is a model of Bender's head on the playfield and his head turns to follow the ball around the table which reminds me of the Funhouse table where Rudy's eyes follow the ball. The game play is as good as any recreation of a commercial table.

The game room is amazing also. It looks just like the Planet Express break room, complete with the Hypnotoad on the TV set. If you want to see the game room, make sure you have "Render the Game Room" checked on the "Video / Rendering Options" in the FP editor.

The table has no XML file although it does use dynamic flippers. I added Malifica's unchanged XML file to my table that you can get here:

viewtopic.php?f=86&t=6173

You can just add the XML file so it has the same name as the table in addition to the ZIP file in the download. By the way, you don't want to unzip the ZIP file. Just save it with the table along with the XML file. It you unzip the ZIP file, the table won't work correctly. If you use this XML file, you will need to increase the strength of 2 kickers under both suicide booths. Set both "TunnelKicker" and "Kicker3" to 4 ticks above minimum.

For those of you that have pinball cabinets, you will find that if you move the segmented display on the translite it will either cut off part of the display or make it completely disappear. The reason for this is the table has a model that completely encases the entire backbox except for openings that allow the backglass and the segmented display to show through. You can disable this model by opening the Model Manager in FP and changing the name or deleting "Translite" in the list. Doing this will make this table handle pretty much like any other pinball table. This model does not display on your pinball cabinet anyway so it does no harm to remove it.

On my copy of the table, I added a row of unrendered lights around the perimeter of the small playfield with the Slurm pop up targets. It is not really necessary though.

The only thing that puzzles me is that Philip J. Fry's name appears as F.G. Fry on the segmented display. I'm not sure why that was done.

Playing this table prompted me to rewatch the entire series. I noticed quite a bit of content used on the table is from the pilot episode.
★★★★☆ Galaxia 1.0 - Original - No changes were made.
★★★★☆ Genie 1.0 Night Mod1979 Gottlieb Recreation - My understanding is this was one of the first solid state tables that was made. The download has Day and Night versions of the table although there are more than just lighting differences between the two. The Day version is the more authentic recreation of the Gottlieb table. The Night version not only has a darker playfield but also has music added. I like the music but didn't like the dark playfield. I also thought the Day version of the playfield is a bit too garish. I found a playfield on the night version that is lighter named "PF_genie" although the back left side of the table was still too dark for me. I would have used it if I hadn't created my own version. The Day version of the table had a playfield named "PF_genie_REF" that was too dark although it had some shading on it that I did like. So I lightened this image and used it on the Night version of the table. I was satisfied with the plastics so I did not change the texture that downloads with the Night version. It seems odd to me that the author went to the trouble of darkening the playfield but left the translite unchanged from the Day version. It is too bright even for the version of the playfield that I am using. I didn't feel like changing the translite image so I darkened it by changing the "Translite Color" to a shade of gray. I tried the various physics versions from 2.0 to 2.7; as well as, the Zed version that you can get here. Although I thought Physics 2.0 to 2.3 worked, I didn't like them and so I use Physics 1.0. If you want faster ball dynamics, I'd suggest using the Zed version.
★★★☆☆ Getaway High Speed II 1.0b Zed Physics 1.0 - 1992 Williams Recreation - You get two library files for the music in the download. I preferred the one identified as alternate. If you edit the script, you can adjust the music vs the game sound volume (see "MusicVolume" and "soundvolume"). I ended up setting the music volume to 2.3 and the sound volume to 0.6.
★★★★☆ Gladiators Custom Physics 1.1 Day1993 Gottlieb Recreation - What a neat table! How many tables do you know that have a lane under a flipper? This is a unique shot where you have to keep the right upper flipper raised to get the ball to go through the lane to the "Abyss". When I first played this table, I really liked it though the physics weren't what I wanted. There is a Zed version but it plays too fast for me. So I ended up creating my own version. I personally prefer the "Day" version with the faster physics.
★★★★☆ Gone in 60 Seconds 2.3 PremiumOriginal - A great table by master table builder Rom. I changed the "Table Color" from gray to white so I can adjust the lighting on BAM the way I want. In the later versions of this table, Rom placed the car on a rotating table that may get in the way of you viewing the lights of the lanes just above it. If you have access to Rom's previous versions, version 1.7 is the last one where the car is stationary and has the smallest platform.
★★★☆☆ Goonies Pinball Adventure, The 0.99Original - I never saw the movie but the table is pretty neat. This is an original table that has never been revised but the physics are pretty good on it anyway. It has some neat features like something that looks like a pool with several balls sitting in it that you hit and it knocks the balls around and hits bumpers on the sides of the pool. There is a slow ball version in the download but I didn't use it.
★★★★☆ Gorgar ULTIMATE 1.04 - Altered 1979 Williams Recreation - You can either press the Special 1 key to select 3 or 5 balls but I always want 5 balls so I changed the script so that happens. If you want to do the same, add an apostrophe (') before the following 2 lines to remark them out.

If (nvR1 = 3) Then nvBallsPerGame = 3
If (nvR2 = 5) Then nvBallsPerGame = 5

Then add the following line above them:

nvBallsPerGame = 5
★★★☆☆ Gremlins Physics 2.5Original - This table is great fun. The physics 2.5 implementation is fantastic. It's just right. It's surprisingly free of stuck balls and other problems. The only change I made was move some of the apron parts around so I could see the ball in the launch area. The default table is exceptionally bright but easily tamed with BAM.that might be good for kids.
★★★★☆ High Speed Hot Pursuit ULTIMATE 1.03 Physics 2.6 - Altered 1986 Williams Recreation - No changes were made.
★★★☆☆ Home Alone 2. Lost in New York 1.0Original - Although this table is overcrowded with objects, it is still quite a bit of fun. I played it quite a bit and got no stuck balls which is pretty amazing considering how many objects are on the table. It has a bit of sophistication too. It has two ramps and you have to hit targets on the table to raise and lower sections of them. You want the sections lowered on the right ramp to get lots of points when you complete it. You will want to raise the section on the left ramp to drop balls into a space on the table to get multiball. The only change I made to this table was to reposition the window to the plunger so I could see it better.
★★★☆☆ Hungry Dead 1.1Original - To be honest, I personally feel this table should be rated higher than 3 stars but I think others would not feel the same way, especially since I modified the table. This is one of the first tables created on Future Pinball. It is perfect for Halloween although it is fun to play anytime. It uses a remixed version of the theme music from the videogame Super Ghouls 'n Ghosts. I don't usually like things related to the macabre but this table never takes the theme of zombies too seriously. I posted it with all the changes I wanted so no further changes are required.
★★★☆☆ I, Robot 1.2Original - Although this table shares some of the same sounds as the "Oblivion" table, I still like it. The table has text in the center of the main table that provides hints to gain access to the upper table and achieve multi-ball. I made no changes to this table. I find the physics 1.0 that the table uses to be acceptable.
★★★★☆ Indiana Jones & the Kingdom of the Crystal SkullOriginal - This is an amazing table. It was created back in 2013 and yet it has many features like using video that weren't commonly used until later. It does however need better physics. I found two XML files that work without making any other changes to the table. Although the Physics 2.4 XML file works, I prefer the XML file that I created for the "Oblivion" table and you can download from here. I made no other changes to this table.
★★★★★ Indiana Jones Ultimatum Path of Adventure 3.01993 Williams Recreation - Gimli is the first person to post a table that uses the new miniplayfield option that was added by BAM. On this version, the Path of Adventure miniplayfield tilts using the flippers just like the original Williams table. Gimli made a great table greater. It uses my custom physics. I play it as posted with no changes. If for some reason you don't like the tilting table, you can download Gimli's 2.0 version here.
★★★★★ Iron Man ULTIMATE 1.06Altered 2010 Stern Recreation - I had to change the apron so I could see the ball in the launch area.
★★★★☆ Jaws ULTIMATE 1.05 - Original - No changes were made.
★★★★☆ Jaws ULTIMATUM 1.01 - Original - This is a different version of the table from the previous listing. I would say the multiplayer options are better on this one. I like the other version too so you guys be the judge. Feel free to comment on which you like better.
★★★★☆ Jetsons 1.0 - Original - No changes were made.
★★★☆☆ Johnny Mnemonic 1.11995 Williams Recreation - There is a single posting on pinsimdb.org for this table. Included in the download are the original table with normal lighting, a night version of the table and a Zed physics version of the night table. I prefer the original table with normal lighting.
★★★☆☆ Jokerz 1.0 Zed Physics 1.01988 Williams Recreation - I like this table even though I don't play poker. If you like poker, you will probably really like this table. The script has an interesting option that I have not seen before. On line 32, is an option called "gameruleseasy" that you can set to easy or hard. I don't know how it works other that a note in the script says it affects the way to get jackpot. The background sound gets a bit much if you play the table a long time. I reduced the volume of it. If you want to do the same change all occurrences of the sound "01jokerzmain" like the following:
Existing line:
PlayMusic 1,"01jokerzmain",true
Change to:
PlayMusic 1,"01jokerzmain",true, 0.4
The 0.4 is the volume setting which you can set to any decimal between 0 and 1.
★★★★☆ Junkyard Cats 1.0 Zed Physics 1.1Original - At first, I thought this must be a theme based table from a movie or TV show but it is just a really cool well thought out original table! I initially thought it might be theme based because the graphics are so good. I think this table would be fun for both adults and children. I definitely prefer the Zed version of this table. The physics of the original table are really slow, although children may prefer it that way. If you don't like complex tables, this one might be for you. The only knowledge you need is to shoot the blinking targets. The only change that I made was to convert it from 3 to 5 balls. This was no small task even though the execution is easy and I couldn't have done it without help from Miownkhan. If you want to make the change, perform the following in the script:
change:
Dim BallsRemaining(4) ' Balls remaining to play (inclusive) for each player
to this :
Dim BallsRemaining(6) ' Balls remaining to play (inclusive) for each player
Now Find and Replace all occurrences:
Change ball = 3 to ball = 5
★★★☆☆ Jupiter 1.0Original - This is a table that Zobou posted as a beta version and I performed some additional work and brought it up to version 1.0. The table is based on the movie, "Jupiter Ascending". Hopefully, you will give this table a try even if you didn't like the movie. The table has a nicely designed layout of components, beautiful artwork and good sound. I posted it with all the changes I wanted so no further changes are required.
★★★★★ Jurassic Park ULTIMATE 1.021993 Data East Recreation - This table has the best game room of any I have ever seen. It is great fun to play too.
★★★☆☆ Knight Rider 2.0 Zed Physics 1.0Original - I had to change the apron so I could see the ball in the launch area.
★★★☆☆ Laser War 1.0 Zed Physics 1.01987 Data East Recreation - This is a neat table although there is one sound which plays during the start of a game that is just way too loud. If you want to change it like I did, just make the following change:
Find this row:
playmusic 2,"s_seleciion",false,soundvolume
Change it to this:
playmusic 2,"s_seleciion",false,0.3
You can actually enter any decimal between 0 and 1 but 0.3 works for me.

I also changed the voice recordings that play during a game because they are not loud enough compared to the other sounds. The script has two lines like the following at the beginning:

Const soundvolume=0.9
Const Musicvolume=0.7

I added the following line after the above:

Const soundvoicevolume=1.0

Then I went through the script and found all the sounds that are voices that I listed below.

Q_CREDIT
q_energyzed
q_laserw
q_returntoblubase
q_returntoredbase
q_returntoyellbase
q_wellcomew
S_BLASTAGAIN
s_BLUEkickout
s_cuentaatras
s_fireBlue
s_fireRED
s_fireYELLOW
s_target_uhh
s_target_uhh_blu
s_target_uhh_yell

Then I just added ,soundvoicevolume to the end of each line that had one of the sounds. Note that some of the sounds above have more than one occurrence of the sound in the script that needs to be changed. For example, I found the sound q_laserw in the following line:

playmusic 3,"q_laserw",false

Then I changed the line to:

playmusic 3,"q_laserw",false,soundvoicevolume

After making these changes, I went back up to the top of the script and changed the volumes to what I wanted. I ended up with the following:

Const soundvolume=0.7
Const Musicvolume=0.8
Const soundvoicevolume=1.0
★★★☆☆ Last Action Hero 1.0 Zed Physics 1.01993 Data East Recreation - To my thinking, the table is a little dark so I changed the "Playfield Color" on the right side of the editor from gray to white. It took me some time to get used to the lights on the table turning off when you hit certain objects and then back on again. It is something I would change if I had the ability. The quality of the sounds on the table are only fair. Some of the voices are hard to understand. The ball on the Zed version was changed to look sort of like a white crystal ball that I think is pretty neat.
★★★☆☆ Lethal Weapon 3 v. 1.5 Zed Physics 1.01992 Data East Recreation - I decided I liked the Zed version of this table even though it has a bug. The ball won't release into the launch. It just continually makes a obnoxious sound that repeats over and over. I got some help from Miownkhan and the problem is the PlungerKicker having strength set too high. To fix it, just open the table play field and click on the round object near the bottom right of the table which is the PlungerKicker. Then set the strength parameter on the right two ticks lower. That will fix it. The table has a selection of different music options that you can select with your right flipper after you add a coin. With all the trouble I had getting the ball to release, I decided I wanted to be able see the better in the launch area by moving the apron and other objects near the ball launch area. This table has an unusual looking ball that is white in color. I changed the "Table Color" from gray to white so I can adjust the lighting on BAM the way I want.
★★★☆☆ Li II 1.8Original - This table has a fantasy theme that some may not like but I do. I made a minor change to the script to make it play 5 balls per game. If you would like to do this, just add the following directly below the line that says "Sub FuturePinball_BeginPlay()".

nvBallsPerGame = 5

★★★★★ Lord of the Rings ULTIMATE 1.06 - Altered 2003 Stern Recreation - No changes were made.
★★★★★ Masters of the Universe Mastered Edition 2 - Original - Most of the guys prefer tables that recreate real world tables. Although this table is an original, it plays like a real world table. It is very professional in its execution. Of course, it was originally built by the great table maker, Rom, which I think accounts for its professionalism. When TerryRed modified the table, he added quite a few video clips from the original TV series when greatly adds to the fun factor. Gimli and I fixed a number of bugs and added some other features that I describe on the posting. I posted it with all the changes I wanted so no further changes are required.
★★★☆☆ Medieval Castle 1.0 (Easy) - Original - No changes were made.
★★★★★ Medieval Madness Mega-Multiball1997 Williams Recreation - This is my second favorite table. Flug modified Slamt1lt's last version of this table (Medieval Madness ULTIMATE 1.02) before he removed all his tables from his web site. ...So even though Slamt1lt removed all his tables from his site, you can still get it. Flug posted two basic versions. The first version is where he fixed multiplayer and made no other changes to Slamt1lt's version. The other version has rules changes that make it a bit easier to play along with the multiplayer fix. I consider both versions favorites. I play both version depending on how much I want to be challenged. I have become familiar with the multiplayer mod and I can tell you that multiplayer really does not function correctly of previous versions. It is a difficult change to make which is usually why no one tackles it. He also created cabinet versions of both of the above. In the cabinet version, he moved the counts of the Troll Bombs and other counts out of the HUD and onto the translite. If you want a authentic version of the table, you probably won't want these counts on the translite but they make the game play easier and more fun. But if you want a strictly authentic version, you can simply move these elements above the back box so you can't see them. Flug also disabled the DMD that is on the HUD on the cabinet version.

Flug used the same playfield that Slamt1lt used. It is from the "Night" version that Francisco originally created when this table was first built. I really dislike Night versions so I changed the playfield to Francisco's "Day" version that he posted on version 1.5 of the table. I made it quite a bit darker by adjusting the Playfield Color in the table editor so that Red, Blue and Green are all set to 150. I changed the right and left ramps so they are darker also using the Color for the ramp (Red, Blue and Green set to 140).

The other change I made is the change the shape of the surface above the plunger to allow me to see the ball better before it is launched.
★★★☆☆ Metal Slug 2.0a Zed Physics 1.0 - Original - I got tired of hearing the voice say "Come on boy" so I changed all occurrences in the script of the sound "cmonboy" to "marcodie".
★★★★☆ Mission Impossible VIP 1.01 - Original - No changes were made.
★★★★☆ Monster Bash Beta Demo - 1998 Williams Recreation - Unfortunately this table was never finished. The version that I play is a demo that was posted on the forum by Krokofant who worked on the DMD display but never published on Pinsimdb.org. The link on the title of this table brings you to the page on the form when you can download the demo. It appears on the 42nd page of the Monster Bash WIP. I changed the right side of the apron so I could see the ball and the plunger.
★★★☆☆ Monster Hunter 1.0Original - This table is not particularly elaborate but it is a lot of fun. I discovered it is based on a video game after I decided I liked it. It has nice graphics, nice music and decent game play. I tried all the versions of physics but prefer Physics 1.0. I found Physics 2.0 a bit fast and Physics 2.2 even faster but they both worked. I didn't like the "Segment Style" used on the segmented display that is located on the translite. It was set to "Gotlieb" but I prefer "AlphaNumeric". Since this is an original table, it is not necessary to match a recreated table. Interestingly, the segmented display on the HUD was already set to "AlphaNumeric". To implement 5 balls per game, find the line in the script "FuturePinball_BeginPlay()" and then add the following on the line below it:

nvBallsPerGame = 5

Then perform a find and replace in the script which makes it display the correct number of balls. Find this:
4 - BallsRemaining(CurrentPlayer)
Then replace with this:
nvBallsPerGame+1 - BallsRemaining(CurrentPlayer)
You should perform 8 replacements.
★★★★☆ Multipede, Tribute to the 80's RC1Original - This is a table built by Steve Paradis (AKA Polygame and HappyCab). It is one of the most innovative tables out there. If you liked the centipede video game, you will love this table. I made no changes to the script. If you want a bit better physics, I prefer the custom physics XML file from Warlord. If you want a bit faster game play, Physics 2.5 also works.
★★★☆☆ Nightmare On Elm Street ULTIMATE 1.02 Physics 2.6Original - Although I started with the Physics 2.6 xml file, I edited the xml file with Notepad so the ball mass is 31, gravity is 5600.0 and damping is 0.76. The left shoot that goes to the school bus has 4 drop flags that have to be dropped before you can enter. Then, all the flags reset when you loose the ball. I decided to move 2 of the drop flags off-screen and save it that way because I'm not that good of a player. If you decide to do this also, move the first two but leave the last flag or the table won't work right. I also changed the shape of the surface above the plunger to allow me to see the ball better before it is launched.
★★★★☆ Oblivion Custom Physics 1.2Original - I created custom physics for this table.
★★★☆☆ Peter Puck Pinball Disaster 0.9.93Original - I don't really get the point of having mouse like characters on this table but it is fun to play.
★★★☆☆ Phantom Of The Opera ULTIMATE 1.04Altered 1990 Data East Recreation - I created my own *.xml file for this table (posted below) but did not change any of the settings on the table. There are two modes for music and sound on this table, classic and modern. When playing the game, you can press Special Key 1 to change the mode. The default is the modern mode where sounds that involve voices appear to come from the Phantom himself. The classic mode has an anonymous male voice. I like the modern mode although you can change the default to be classic mode by editing the script. Just change the value of nvR1 on line 154 from 0 to 1. The script has an option near the beginning of the script where you can adjust the sound, music. quotes and effects volume. I found the default values work fine.
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>

★★★★☆ Pirates Of The Caribbean 1.0 Zed Physics 1.02006 Stern Recreation - I use the recommended physics supplied in the zip file without any change. I played this table a long time without realizing that there is an overlay for the HUD DMD that is really nice. This revision of the table moved it off screen so you can't see it. If you want to be able to see it, you can open the translate in the Future Pinball editor. You can click on the DMD and then hold your shift key down and then click on the overlay. Then you can just drag them both at the same time so they rest just inside the upper right hand corner of the purple dotted line on the translate. It is important to move both the DMD and the overlay at the same time so you don't loose the position of the DMD on top of the overlay.
★★★☆☆ Reel It In! v1 - Original - No changes were made.
★★★☆☆ Retroactive 1.2Original - This is one of Sphere's fantasy tables. It is very difficult to play but it becomes somewhat additive. It is quite wide and so it might be a bit difficult for those of you that have pinball cabinets although BAM will allow you to squeeze the sides together to make it fit your screen. The only change I made is to increase the balls per game to 5. To implement 5 balls per game, find the line in the script "FuturePinball_BeginPlay()" and then add the following on the line below it:

nvBallsPerGame = 5
★★★★☆ Retroflair Revisited Best of, 2nd EditionOriginal - Rom says in the description of one of the versions of this table that this was his first table. He created a "New Edition" version that he later converted to a Physics 2.5 version. I don't like the New Edition although I think that children might like it best. I wanted to try Physics 2.5 on this Revisited Best of, 2nd Edition so I compared all the objects on the table that have strength settings and found that the only change he made was decreasing the strength setting on both flippers of the Physics 2.5 version to 5 ticks above minimum. He also increased the swing of both flippers from -/+54 to -/+56. I didn't like Physics 2.5 on this table although I thought it was slightly better if I didn't change the swing on the flippers. I ended up using Physics 1.0 unchanged on the Revisited Best of, 2nd Edition. The only change I made was to make the ball more visible in the plunger on the lower right hand part of the table.
★★★★★ Robocop ULTIMATE 1.05 - Original - I don't think it has been documented very well but the table has two versions so that you can play an adult version or turn off the profanity by pressing "Special Key 1". I changed right side of the apron so I can see the ball and the plunger. I created my own custom physics. I prefer the table slope to be set to 6.5 although I have tested table slopes of 7 and 8 and they work. I made several changes to the table and are easiest to accomplish by turning off all the layers on the table except layers 1, 2 and 3. If you do that, everything you need to change will be displayed onscreen without the other stuff on the table getting in the way. . The Strength of the following need to be set at 2 ticks above minimum: LeftSlingshotRubber, RightSlingshotRubber , Rubber4, Rubber5, Rubber6, Rubber8, Rubber9 and Rubber18. The Strength of the following need to be set at 3 ticks above minimum: AutoPlunger, Bumper1, Bumper2, Bumper3, LeftFlipper (no change) and RightFlipper (no change). This is the code for the XML file that you can save to a Notepad file and save as an XML file. I am open to any constructive criticism.
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="41" gravity="4500.0" damping="0.42"></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="0.13" staticFriction="0.01" kineticFriction="0.01"></metalMat>
  <plasticMat    softnessCoef="0.02" elasticCoef="0.23" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
  <woodMat       softnessCoef="0.03" elasticCoef="0.18" staticFriction="0.03" kineticFriction="0.03"></woodMat>
  <rubberHardMat    softnessCoef="0.08" elasticCoef="0.38" staticFriction="0.08" kineticFriction="0.10"></rubberHardMat>
  <rubberIntMat    softnessCoef="0.09" elasticCoef="0.43" staticFriction="0.08" kineticFriction="0.10"></rubberIntMat>
  <rubberSoftMat    softnessCoef="0.10" elasticCoef="0.48" 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>


Last edited by GeorgeH on Thu May 09, 2019 10:58 am, edited 54 times in total.

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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 10:42 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2781
Location: Arkansas, USA
The Best Solid State Tables (cont'd)

★★★★★ Robots Invasion ULTRA 1.04 - Original - This table reminds me of the Pinball 2000 technology that was used on the "Revenge From Mars" table. If you are not familiar with it, it used a monitor that reflected off the top of the pinball table that had special glass. This is a video of it in action:

https://www.youtube.com/watch?v=SkK9OV4DUXQ

This is the only example I have ever found on a Future Pinball table. I wish there were more.
★★★☆☆ Rocket Derby 1.2 - Original - I was surprised when I played this table for the first time because the game play is unusually good for an older table I've not heard of before. It even has 3 mini-tables the top of the table and several smaller holograms. It does require a bit of skill to play it though. It is a nice design though the physics could be a little better. I prefer to use the XML file that I created for the "Oblivion" table and you can download from here. Although I don't like it as well, the Physics 2.3 Version 1 XML file also work that you can get here. You may have noticed that I prefer to set all my tables to have 5 balls per game although I couldn't figure out how to change this one. It has 4 balls per game and it also has a "Shield" light between the flippers such that the ball will be saved if it drains when the light is illuminated. This makes the table play about as long as 5 balls per game so I decided to not pursue changing it. I made no other changes to this table.
★★★★☆ Scared Stiff 1.1a Normal Ledwiz HD Zed Physics 1.01996 Bally Midway Recreation - If you like Elvira, you will like this table. Elvira provides the voice here and has her usual sayings have humorous double meanings. This is a Ledwiz table, meaning it has capability that is designed only for pinball cabinets. I use FP on a desktop PC so these features are useless to me. The reason I like this table is that it is the only version that has HD graphics. A Ledwiz table is playable on a desktop PC as long as you save the following 2 files to your table folder:
LedWIZ_Class.vbs
LEDWiz_settings.ini
If you don't save these files to your table folder, you will get an error. The 2 files are included in the download.

There are a couple of other things that you need to do to convert this table for a desktop PC. 1) The DMD will not appear in the PC view of this table. Luckily enough, the DMD has only been moved off screen, so all you need to do is move it back on screen. To do this, you will need to open the "Translite" view of the table. Then, move the DMD to the upper left corner inside the purple dotted line. There is an overlay that is there also and you can position the DMD on top of it. 2) Change the remark on line 5932 "LookAtBackbox" in the script to remove the apostrophe before it. Also remove the apostrophe before "LookAtPlayfield" on line 5954.

You don't want to change the following line in the script:
Const constBallSaverTime = 6000
This is the amount of time in which a free ball is given if it is lost quickly. For some reason, the logic gets messed up if you change the amount of time to a number that is too high and the ball won't kick out after the timer is started.
★★★★☆ Shadow, The 1.0 Zed Physics 1.11994 Bally Midway Recreation - Skinooe who developed the Zed version of this table says on Info Tab that FP 1.0 can be used for this table and that is what I prefer.
★★★★☆ Shootanza 1.1Original - I never cared much for version 2.0 of this table, so I use version 1.1 and use my own *.xml file (posted below that you can paste into Notepad and save as an *.xml file). I made no other changes to the table.
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="27" gravity="5350.0" 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="22000.0" 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>

★★★☆☆ Simpsons 1.1 - Original - To get the table to play with 5 balls per game, I added the following below the line that says "Sub FuturePinball_BeginPlay()":

nvBallsPerGame = 5
★★★★☆ Sons Of Anarchy 1.3 - Original - A big part of the reason I like this table is that it is not too difficult to get two ball multiball. It then becomes possible to get several multiball sessions going concurrently. I remember one game where I must have had 8 to 10 balls on the table all at once. Even with all these balls, the table still performed flawlessly. The "Aliens Infestation" table, also built by Jipar, has the same characteristic of concurrent multiballs. The only change I made to this table is to use an XML file with it to replace the default Physics 1.0. I like Malifica's XML file the best. You can get it here. I also found that Physics 2.2 also works (which you can also get at the same link as Malifica's XML). Physics 2.5 also works, along with the XML file that I created for Robocop that is posted on this list.
★★★★☆ Space Cadet 3D 3.0 - Videogame Recreation - The link to this table goes to a location on this forum. Version 3 was never posted on Pinsimdb.org. After you click on the link, scroll down to the last posting and you will find a link for the download. The download has a version of the table for the desktop and another version for a cabinet. The Microsoft version of Space Cadet was the first computerized pinball game I ever played. It was provided on the version of Windows XP that I played on my old PC. I spent many hours playing it. After I got a new PC, I found a copy of it on the internet. Unfortunately, it used old technology and it opened with a very small window because the newer monitors have higher resolution which makes the game appear small on my new PC screen. Then I happened to find this Future Pinball table. It plays just like the original in every way that I can remember except the music, which is actually better on the FP table than the original. However, the music only plays after you press the "S" key and it does not save your setting after you close the table. One of the changes I made was to it was change the default so it plays the music by default and then be able to toggle it off by pressing the "S" key. This is possible by making some simple changes to the script. If you want to make this change, search the script for "Sub FuturePinball_BeginPlay()" and then add the following line directly below it:

PlayMusic 1, "sottofondo2", TRUE,1

Then search for the occurrence of "Musica=0" that is located just below the line that says "Men=0". Then change "Musica=0" to "Musica=1". I changed the strength settings of the 3 bumpers after I noticed the ball would occasionally get knocked out extremely fast. I have never seen a bumper like this before. Each bumper is actually composed of 8 EM knockers arranged in a circle. I needed to turn off all layers except layer 4 to be able to see the knockers. I found I could click on the first knocker and then hold down my Shift key down and click on the knockers of all 3 bumpers. Then I reduced the strength setting of all the knockers on the right pane to one tick above minimum. I also adjusted the strength of the rubber on both slingshots to two ticks above minimum because the ball would sometimes endlessly jump back and forth between the two slingshots. When you first launch the ball, you will get skill shot worth 75000 points if you launch the ball to just beyond the third light but before the fourth and then let the ball roll back down the ramp. The strength of the plunger makes this shot extremely difficult. I changed the strength of the plunger to one tick above minimum. I made an effort to change this table to 5 balls per game but was unable to figure out a way to do it. I discovered however that you usually end up more than 1 "Replay Ball" so the 3 balls per game works out.
★★★☆☆ Space Shuttle 1.11984 Williams Recreation -I didn't like this table very much at first because some sounds were extremely loud and other sounds were barely audible. I ended up setting up some volume level constants like I described on the "Laser Wars" table so I could reduce the volume of the loud sounds. Describing the changes would be too involved because I changed every line of code that plays sounds in the script. If you would like a copy of my revised version, please send me a private message and I will send it to you in a reply. I didn't make any other changes.
★★★★☆ Speed Devils Special Edition 0.99Original -What a cool table! I would rate this table a step higher if the ball didn't occasionally fall off the ramps. I suppose that must be why it is identified as version 0.99 which technically means it is still in beta form. I did find that this table needs some better physics. I tried all physics from 2.0 to 2.7 and determined that Physics 2.4 works the best. Interestingly, the ball seems to fall off the ramps less often to almost never with Physics 2.4. The only problem that Physics 2.4 causes is the ball sometimes gets hung up when it gets kicked out to the plunger by the "KickerPlunger" at the start of a game. You can either do a nudge to free the ball or set the "KickerPlunger" strength one step higher. Unfortunately, this table has code in the script that adds fake high scores. It is easy enough to fix. Just do a search for "Reset HighScores" in the script. Then change lines 658 to 666 that start with "nvHighScore" so they have a single quote at the beginning of the line. If you play the table before changing the script, you will need to delete the *.fpram file for the table because it already has the high scores added to it.
★★★★☆ Spider-Man ULTRA 1.09Altered 2007 Stern Recreation - I used the recommended Physics 2.5 file but changed the values for ball mass to be 20, gravity is 5300.0 and damping is 0.56.
★★★☆☆ Spirit Of Flight 1.5 - Original - This is another of Sphere's fantasy tables and is very relaxing to play because of the calm music and the nature of the table. It really does seem to capture the spirit of birds flying. I changed the table to be able to play 5 balls per game by adding the following line to the script below the point that says "Sub FuturePinball_BeginPlay()":

nvBallsPerGame = 5

Physics 1.0 is used on this table although it is a bit slow for my taste. I found that Physics 2.5 works well without making any other changes to the table. Of course, you know I couldn't resist tweaking the settings in the Physics 2.5 XML file so I changed the ball mass to 39, gravity to 4100.0 and damping to 0.40 although the Physics 2.5 XML file does work well without making these changes. I also modified the apron around the ball launch so I could see the ball. It had a habit of moving to the left after it comes out so I fixed it on my copy.
★★★★☆ Star Trek ULTIMATE 1.03Altered 2013 Stern Recreation - I changed the surface apron so I could see the ball in the launch area.
★★★★☆ Star Trek, The Next Generation ULTIMATE 1.02 - Altered 1993 Williams Recreation
★★★★☆ Star Wars Death Star Assault ULTIMATE 1.01 Physics 2.6Original - Although I like the table, there is an odd sound sometimes when you pass through the lane guide at the top there is a sound like a kid saying beep beep beep. I did a little research and found this sound is actually the Jawa's battle cry (the guys in the movie that wear the brown hooded robes with the glowing eyes). Still yet, the sound is annoying so I used Gimli's method outlined below to get rid of the sound. I found the name of the sound file is "Uteenie" and changed it to "force" in the script.
★★★☆☆ Star Wars Empire Edition VIP 1.02Original - This table is actually an earlier version of the previous table but I like it. The table has a light saber covering the plunger and ball launch area. I moved it to the right. Being able to see the plunger action is important on this table. There is a flaw in that the ball rotates in a circle around the ball launch area. You have to do a nudge when the ball in the top of the circle to be able to launch the ball. The fix is to increase the strength on the "PlungerKicker" (the round object next to the plunger) from 1 tick above minimum to 2 ticks above minimum.
★★★★☆ Steel Wheel Special Edition 2.3Original - The first version of Steel Wheel was a recreation of a video game. It was extensively revised to a point it bears little resemblance to the original table so the authors identify it as an original table. I didn't care much for the original version of the table but this special edition is great. The only problem is the physics are not very good. I tried all the different versions of physics and none of them worked very well without performing some edits. On the table, I changed the rubber on both slingshots so the strength of both is set to 3 ticks above minimum on the slider bar. I also set the elasticity of the rubber on the slingshots to be intermediate. I changed the strength of the bumpers to be 3 ticks below maximum. Then I changed the strength of the upper flipper to 3 ticks below maximum. I used Malifica's *.xml file with a few changes. You can get Malifica's *.xml file here. Just copy the text for Malifica's *.xml file and paste it into Microsoft's Notepad that is supplied with all versions on Windows. Then find the
following text:

<ball mass="72.3" gravity="5300.0" damping="10.0"></ball>

...and change it to this:

<ball mass="74" gravity="5300" damping="7"></ball>

Then the final step is to save the file with the name of the file name of the table and save it with an xml extension to the same folder as your tables.

As you know, I always change all the table I can to have 5 balls per game. This table has a menu system that has an option to change the table to have 5 balls per game. To access the menu, you press the letter "p" on your keyboard twice and then you hold both flipper keys down until you see the segmented display change. You will then see a menu options for Balls where you can change the balls per game. Luckilly, this table saves the settings so that when you close the table and reopen it, the settings will be the same.
★★★★☆ Strange Science Custom Physics 1.1 - 1986 Bally Recreation - You might think this table is rather odd at first, I did. But I grew to really like this table even thought it is not full of bells and whistles like some of the other tables that I have rated higher. After playing it a few times, I decided to update it not only to upgrade the physics but also to fix several bugs that made the game play less enjoyable. I made all the changes I wanted before I posted so to my thinking, no changes are needed.
★★★★☆ Superman ULTIMATE 1.04 - Original - I'm usually drawn to tables that has lots of ramps and platforms. This table has none of that but is still fun. I changed the apron on this table so I could see the ball sitting in the plunger waiting to be launched.
★★★★☆ Swords of Fury Custom Physics 1.3 - 1988 Williams Recreation - This is a really neat table that I revised and is still unfinished unfortunately. The plus side is that it plays like it is finished. The only thing I changed after I posted it was to delete the default high scores on the table info screen.
★★★☆☆ Symphony of the Night, Castlevania Series 1.1 - Original - This is a rework on the Metal Slug table. The only change I made to this table is to edit the apron area so I can see the ball before I launch it.
★★★★☆ Tales from the Crypt ULTIMATE 1.06Altered 1993 Data East Recreation - I use the recommended physics without any change. You have a choice between the original sound or music from Michael Jackson's Thriller. You can use Special Key 1 to change from the default which is the music from Thriller to the original sound. I prefer the original sound set as the default. If you want to change the default, do a search in the script for "ThrillerMode" and change the value from 0 to 1 to use the original sound as the default.
★★★★★ Tales of the Arabian Nights 1.01996 Williams Recreation - I don't think anyone would argue that this is a 5 star table. This is one of the best tables. The only thing I changed in the script are the default high scores that I remarked out. If you want to do the same, just add a single quote (') before each of the following lines in the script:

nvHighScore(1)=50000000
nvHighScoreName(1)="DJ1"
nvHighScore(2)=40000000
nvHighScoreName(2)="RF2"
nvHighScore(3)=30000000
nvHighScoreName(3)="JR3"
nvHighScore(4)=20000000
nvHighScoreName(4)="DA4"
nvHighScore(5)=10000000
nvHighScoreName(5)="DO5"

'fill the rest
nvHighScore(6)=nvHighScore4
nvHighScoreName(6)=nvHighScore4Name
nvHighScore(7)=nvHighScore4
nvHighScoreName(7)=nvHighScore4Name
nvHighScore(8)=nvHighScore4
nvHighScoreName(8)=nvHighScore4Name
nvHighScore(9)=nvHighScore4
nvHighScoreName(9)=nvHighScore4Name
nvHighScore(10)=nvHighScore4
nvHighScoreName(10)=nvHighScore4Name

I use Malifica's XML file that you can get here where the ball damping was recently changed to 1.3. I changed the Ball Mass to 79, gravity to 5400, playfieldMat staticFriction to 0.03 and playfieldMat kineticFriction to 0.02. Most importantly I changed spindisk mass to 499.0. If I hadn't, the lamp wouldn't spin correctly. On the table, I decreased the strength of the slingshot rubber to the minimum setting. I increased the table slope to 7.5.
★★★★☆ Terminator 2 Skynet ULTIMATE 1.06Altered 1991 Williams Recreation - The link goes to Slamt1lt's web site and he recommends using his Physics 2.7. I noticed he didn't change the settings much on the table from the previous Physics 2.6 version so I continue to use Physics 2.6 but changed the ball mass to 32 and damping to 0.76 by editing the *.xml file using Notepad.
★★★★☆ Three Angels ULTIMATE 1.02 Physics 2.6Original - I used to play the Zed version of this table but didn't play it much because it was so difficult. Then I discovered Slamt1lt's version is easier so I switched. The only change I made was to get it to play 5 balls per game. I added the following line below the line "FuturePinball_BeginPlay()"

nvBallsPerGame = 5

★★★★☆ Transformers VIP 1.02 Zed Physics 1.0 - Altered 2011 Stern Recreation - It took me a little while to figure out how to select whether you want to be an Autobot or a Decepticon. You switch back and forth between the two with the right flipper. After you switch, then you select the one you want with the left flipper.
★★★★☆Tron Legacy (Stern) ULTIMATE 1.01Altered 2011 Stern Recreation - Slamt1lt tends to look at the recreation of a table as a good starting point for something better. Personally, I'm OK with that but some of you may want to have an authentic table. If this is the case, you should try my previous favorite "TRON 1.3 Zed Physics 1.0". Slamt1lt intended to use the version 2.7 physics that is available on his web site, but it plays too fast for me and I prefer version 2.5 physics. I noticed there is a small bug on this table. The film speed of the video on the Heads Up Display (HUD) is sometimes too slow. If you want to fix it, find the line in the script that says "the movie clips need to sync with the audio...(66 = 30fps, 67 = 60 fps)" and add the following line below it:

OverlayIntroHUD.UpdateInterval = FilmSpeed

It is pretty difficult to get the skill shot. It requires a very light touch on the plunger. I ended up reducing the strength of the plunger one tick so it is set to minimum strength. If you want the strength to be even less, you can edit the plunger mass or force in the XML file but I didn't do that (at least not yet). I edited the table so I can see the ball in the ball launch area and see the plunger. This was a little tricky on this table because the ball launch has lights that indicate how strong the ball will launch. I couldn't have these lights floating in the air so I moved them closed together.
★★★★☆ TRON Legacy Remix Beta 1.0 - Original - This table has voice recording that speak Spanish. The author included the English sound files and directions on how to change to English. What he didn't say was that after you import the sound files you also have to replace the name of the old sound in the script with the new name. Usually when an author of a table posts a table, it usually is in the format for a desktop PC user. This table provides a cabinet version. So I will tell you how to create a desktop version. First, you will want to change the video that is on the backboard so it is on a HUD (Heads Up Display). All that you need to do is open the translite and click on the box with the crosshatching in it. After you click on it, you can tell that it is identified as "Overlay1" by looking on the top of the right pane. Then uncheck the option that says "Render onto Translite". The video will be too big to fit so I changed the width to 240 and the height to 98. Then I dragged the box up to the upper left corner of the translite. The area of the translite is defined by the purple dotted line so place the box inside this dotted line. If you want your score to appear on the HUD, you have to convert the normal EM Scoring Reel to the HUD version. To do this, you need to open the translite and click on the "Display" button on the bottom of the screen and then click on "EM Scoring Reel". You will need to click on the new reel that you added change the parameter "Reel" on the right pane to 7. You may want to change the other parameters so they match the original or make them look different if you wish. Then you delete the old reel and change the name of the new reel to be the same as the old one. Then you need to move the new reel to the upper left corner on the translite just inside the purple dotted line. I thought the "Hologram2" in the center of the playfield was too small so I increased the size to a width of 191 and a height of 74. I also changed "Colour" from a gray to white which makes the video brighter. I had problems with the ball bouncing back and forth endlessly between the two slingshots so I changed the strength of the rubber of both slingshots to 3 ticks above minimum. The balls per game is already set to 5 so that is one thing you won't need to change.
★★★★☆ TRON Legacy ULTIMATE 1.13Original - When you see this you will probably think, "Why a third Tron table"? All I can say is that I like all three. I suppose if I were forced to identify a favorite of the three, I would probably select the version that is the recreation of the Stern table. Why not try all three? I don't know why there are so many versions of it. Maybe the movie was more popular than I thought. I changed the surfaces around the ball launch so I can clearly see the ball ready to be launched. Slamt1lt intended to use the version 2.7 physics that is available on his web site, but it plays too fast for me and I prefer version 2.5 physics. I have found this table to be difficult to play and found a way to make it a little easier. You can make the drop targets stay lowered by a simple change in the script. Below the line in the script that says "Sub Drained()", find "ResetTgts()" and add an apostrophe (') before it. There are several lines that say "ResetTgts()" so be sure to only change the one below "Sub Drained()". The drop targets will stay lowered after the first ball but that will star poping back up after the second ball drains.
★★★★☆ Truxton ULTRA 1.02Original - I usually like tables with lots of bells and whistles but this is just a flat table, yet it is lots of fun. It is based on a video game that I never heard of but you don't need to know it to play the table. It was built in 2006 when ramps were not available on Future Pinball tables at the time (according to the authors notes). Even though it is quite old, it was well built with some nice options for the end user that builders of new tables should consider. You know that I always change tables to have 5 balls per game. This table has an option where you can switch between 3 and 5 balls after you open the table. There are other options that can be changed as well. After you change the options, you can then save and exit. These changes are saved so that the next time you open the table you settings are still there. I did find the menu system to be a little difficult to navigate because there were no directions for it (but I will provide them here). When you press the "S" key when the table is loaded to play, it will bring you to "Main Menu Options". You can either press "S" again or use the flipper keys to navigate the other options on this level. If you press one of the flipper keys enough times, it will bring you to an option called "Main Menu Exit". If you press "S" on this menu item, you will exit the menu. This is the only way to exit the menu system. If you don't exit but press the flipper key enough times, you will return to "Main Menu Options". If you press "S" on this option, it will bring you to options where you can change the number of balls per game and difficulty and other things. After you change the settings that you want, you will need to use the flipper keys to navigate to "Save Changes and Exit" and press "S". If you want to abandon any changes you made, you can use the flipper keys to navigate to "Cancel" and press "S". This will return you to "Main Menu Options" where you can navigate to "Main Menu Exit" and press "S" to exit. The other options are described in the readme text file that is included in the download of the original table. You can also change the default settings by changing the constants in the script. In fact, there are a large number of items that can be changed there that I haven't tried. There are two versions of this table. One is the original built by Larsboy and the other is a modified version by Slamt1lt. Although there are a few minor differences between the two tables, the only significant difference is that the quality of the music on Slamt1lt's version is better. Unfortunately, Slamt1lt's version has a serious problem that needs to be fixed. The problem is he modified the hardware on the left most path to drain to include a diverter. There is an autoplunger that has logic in the script to tell it when to fire. There are times when the diverter holds the ball waiting for the autoplunger to fire although the autoplunger does not fire. It is not a complete loss because the table has a ball finder that finds lost balls. It does find the ball and with time does launch it but the table is not supposed to work this way. The original table has a small part that covers an opening in the apron that houses the autoplunger. It has no diverter. I found it works perfectly. If you want Slamt1lt's version of the music, you can either export the music from his table and import it into the original or you can fix the problem with the diverter on Slamt1lt's version. I decided to delete the diverter and change the apron back to the way the original was built because it appeared it would take less time. It took me about 20 or 30 minutes. Of course, you can use the original table and avoid all this but I want my tables to be the best they can be. I opened the Slamt1lt's table and deleted the diverter "DiverterKB". You will need to right click on the diverter first and then select "Lock" before you delete it. Turn off layers 6, 7 and 8. On the bottom of the FP editor, you will see a row of horizontal buttons the second of which is called "Guide". Click on that and select the top option, "Wall". Then click on the table top. This will insert a "Guide" onto the tabletop. On the right pane for the guide, change height to 8 and width to 2. You can change the shape of the guide by clicking on a corner of the square that appears after you click on the guide and drag the corner around until it has the shape of the part that is on the original table. Position the guide above the autoplunger. Right click on "Surface7" and select "Lock". You will notice little red squares at the corners of "Surface7". Right click on one of the corners in the area above the autoplunger and select "Insert new ShapePoint". This will add more corners so you can duplicate "Surface7" of the original table. Your drawing doesn't need to be perfect. You just need an opening for the autoplunger and to position the guide in the opening. Then you need to right click on the autoplunger and select "Lock" to unlock it so you can move it upward by dragging and dropping it. Slamt1lt made some adjustments of some of the objects and I decided to set them back to the way they are on the original table. I set the strength of the flippers and the rubber on the slingshots to 4 ticks above minimum. I set the strength of the top bumper to 5 ticks above minimum and the other bumpers to 3 ticks above minimum. Finally, I found the script automatically adds default scores. As you may have read in the beginning of this article, I prefer to add my own high scores. I fixed this by editing the script by searching it for "Public Sub DefaultScores()". Place a single quote at the beginning of this line and the following lines all the way down to and including "End Sub". This should be lines 5970 to 6002 of the script. Next, search for other lines that contain "DefaultScores()" and place a single quote at the beginning of the lines that you find. There should be two occurrences. The original download also has two text files, a readme and a rulesheet, that you will want and are not available in Slamt1lt's download.
★★★★☆ TutenKham, Tribute to the 80's 1.0 - Original - If order to get the table to play with 5 balls per game, I added the following line just below the line that says "Sub FuturePinball_BeginPlay()":

nvBallsPerGame = 5

★★★★☆ Twilight Zone 20th VIP 1.10 Zed Physics 1.0 - 1993 Bally Midway Recreation - No changes were made.
★★★★☆ Walking Dead, The ProX 1.10 - 2014 Stern Recreation - There are several tables on PinSimDB that are named "The Walking Dead" but this is the only authentic Stern table. RL initially created the table but Aduke wrote a tremendous amount of script that really makes it play authentically. I created the custom physics, fixed a several stuck ball problems, found rulesheets and I found a bumper model that was shorter than the one used previously. RL used bumpers that stuck up through the ramps above them and interfered with the balls going up the ramps. Franzleo added his own special plunger and resized the cap of the bumper model I found to fit better. The "Table Info" screen has some default high scores that I removed. If you decide to remove these after you play the table, you need to click on the button "Reset fpRam file to default". If you don't press this button, you will continue to see the default high scores. Of course, I reshaped the surface above the plunger so I could see the ball better before launching it. My only wish is to improve the resolution of the textures on the playfield. It is why I rated it 4 stars. If you improve the textures, please let me know and I can post a new version of the table.
★★★☆☆ Walking Dead, The (S3) 1.2 - Original - I've never watched the TV show but the pinball table is great! I'm predicting that if you liked the show you'll love the table. I didn't change much on this table. I deleted the high scores on the "Table Info" screen which is a submenu of the "Table" of the Future Pinball editor. The only other thing I changed is the physics. I discovered that if you want to change the physics, you will have to change something on the table first. You will need to change the strength of "Kicker4" that is to the left of the prison doors, from two ticks below maximum to three ticks below maximum. If you don't change it, the ball won't be able to get to the upper level where the short flippers and the drop flags are located. I tried a number of XML files on the table and found the XML file that I created for "Swords of Fury" worked the best. You can get it here. Several other XML files also worked. Physics versions 2.1, 2.2, 2.3 Version 1 and 2.3 Version 2 all worked quite well. The XML that I created for the Genesis Plus table also worked. In fact, I nearly selected it before I tried the "Swords of Fury" XML. Physics versions 2.4 and 2.5 worked although I didn't seem to be able to hit the targets as well with them for some reason. If you want a set of the rules, they are posted in the "Rule Set" field on the "Table Info" screen of the Future Pinball editor.
★★★☆☆ Wanted 1.1 - Original - No changes were made.
★★★★☆ Warlock 1.0, Tribute to the 80's - Original - This is another innovative table built by Steve Paradis (aka Polygame and HappyCab). This is one of the coolest tables ever where you can catapult the ball to destroy three medieval strongholds. I did a bit of work on this table, creating custom physics, adding a Heads Up Display (HUD) and fixing a stuck ball problem on the interface between the first ramp and the wire cage. I didn't change much after it was posted other than to delete the high score defaults on the "Table Info" screen in the FP editor.
★★★☆☆ Wayfarers Redemption 1.2 - Original - I'm not too big on fantasy but I like the music on this table and the design of it is clever. The ball moved too slowly for me so I use Physics 2.5 even though it is a 1.0 table. The right guide has 4 drop flags that all of them go back up after you loose the ball. I am not that good of a player so I moved 2 of the drop flags off the table where you can't see them and saved it that way. The 2 remaining drop flags are enough of a challenge for me.
★★★★☆ Wild West 1.0, Psycho PinballVideogame Recreation - My first impression of this table was not favorable. After playing it a while, I came to realize that it has more sophistication to it than I originally thought. It has several play modes plus three video games that keep the game play interesting. The physics on it are not stellar but functional Physics 1.0. I tried Physics 2.0 to SlamT1lt's 2.7 *.xml files on it and to my surprise it is more versatile than most tables. All the versions work well except Physics 2.4 and 2.7. Basically, the higher the revision of the physics, the faster the ball played so you can take you pick based on how fast you want it to play. I ended up using Version 1 of Physics 2.3 that you can get here. To my thinking, it had the game play that was the most fun and interacted nicely with the table. It has an unusual setup of the flipper strength for the right and left flippers. For some reason, the strength of the left flipper was set one tick higher than the right. I changed the right flipper to have to have the setting as the left which is 5 ticks above minimum. This made it easier to get the ball to go up the "Water Ramp". I didn't try this on the other versions of physics so you may want to experiment with this if you use something other than Version 1 of Physics 2.3. I also changed the right side of the apron so I could see the ball in the launch bay. I also found it has code in the script to add default high scores. If you are interested in removing the default scores, you need to find the following script and add an apostrophe to the beginning of each line:

scoreArray(0) = 30000000
nameArray(0) = "SEB"
scoreArray(1) = 15000000
nameArray(1) = "SLA"
scoreArray(2) = 7500000
nameArray(2) = "JER"

Then on the line following line:

for i = 3 to 9

Change the 3 to a 1.

If you have played the table before changing the script, you will need to delete the *.fpRAM file that is in the fpRAM folder of your Future Pinball installation.

The last thing I changed is I changed the textures for the playfield and plastics so they are less garish which I think may account for some of my first impressions that I discussed above. So I exported the textures named "playfield" and "mainsurface", edited them and reimported them.

The table has a nice menu system where you can change a number of things, including 3 or 5 balls per game, change difficulty level and can turn off the Heads Up Display (HUD) which will be handy for those of you that have cabinets. Unfortunately there are no directions on how to use the menu system. After performing some trial and error, I wrote these directions for you:

Services Mode Menu

Before you press "Start" (usually the "1" key), press the "S" key to open the services mode. You will see the name of the parameters flash. If you do not want to change the parameter, press the flipper (usually the "Shift" key) to navigate to the next parameter. To change the value of a parameter, you press the plunger (usually the "Enter" key). Then use your right and left flippers to navigate to the options you want. You select the option you want by pressing the plunger. For example, when you press the plunger on the "Difficulty" parameter, can navigate to the options "Easy, "Normal" or "Hard". You can navigate to "Easy" option and press the plunger to select it. Then you can use your flipper keys to navigate to the next parameter. The "Extras Test" parameter has 4 sub tiered parameters. One is the "Night Mode" and three others are where you can practice three games that start at different points on the table. "Exit" will appear after you navigate past the "Extras Test" parameter. Press the plunger on "Exit" and you will exit the service mode and you will be returned to the play mode.

I never figured out how to play the game "Big Deal". I discovered however if you navigate past the "High" and "Low" options and select "Quit" that you do get some points. I even searched the internet on how to play the game and found nothing. If any of you that read this knows how to play it, please let me know in a reply to this topic.
★★★★☆ Wipeout 1.0, Video Game TributeOriginal - At first I didn't like this table much because it seemed too much like a video game. But then it hit me that it is a video game tribute so I decided it was OK. I also discovered it had more to it than what appears on the surface. It has levels where the whole playfield changes colors. That is something you won't normally see on a real world table but it is cool. As you know, I like to change pinball tables top have 5 balls per game. To do this, you can add the script "nvBallsPerGame = 5" just below the line that says " FuturePinball_BeginPlay()". In order for the DMD to display the correct number of balls, it is also necessary to find the following in the script

(4 - BallsRemaining(CurrentPlayer)

After you find the above text in the script, you need to replace the 4 with the following:

(nvBallsPerGame+1)

such that the line is changed to:

((nvBallsPerGame+1) - BallsRemaining(CurrentPlayer)

You will need to replace 10 occurrences in the script.

I tried all the versions of existing XML files to improve the physics. The version I settled on is Physics 2.3 Version 2 that you can get here. I didn't care too much for the other versions of physics on this table.

I found a problem with the sound on the table that is not obvious at first. I noticed that a voice sometimes played during a game that I couldn't understand very well. I decided to create several constants in the script so I could change the volume of game sounds, voice, flippers and music independently. After I did this I found several sounds did not change volume. Then I noticed that the author of the table placed sounds not only in the script but also on table objects. Future Pinball has the ability to play sounds from the script but also on many playfield objects (like flippers). Unfortunately, you can't change the volume of sound on the playfield objects. The author placed the same sounds on the table objects as the script so I had to remove the sounds from the table objects so I could adjust the volume in the script. I managed to produce balanced sound although the process was too complex to write a procedure on how to do it. If you send me a private message, I will send you a copy of the changes I made.
★★★☆☆ Wooden Ship 1.0 - Original - This is one of Sphere's tables that is relaxing to play. It does have its challenges in the game play. I changed it to add 5 balls per game. Search for "Sub FuturePinball_BeginPlay()" in the script and add the following to the line below it:

nvBallsPerGame = 5

The Physics 1.0 needs a bit more power though not much. Physics 2.1 works the best for me without changing anything on the table.
★★★★☆ World Cup Soccer 1.31 - 1994 Williams Recreation - At the time of this writing, you should note the custom physics *.xml file provided in the 1.2 version download is different from the version 1.31 download that is posted separately. You might want to try both to see which one you like best.

This table has 2 DMD displays but the script only supports one of them. The downloaded table is set to display the DMD on the Heads Up Display (HUD) for the desktop user. If you have a cabinet, you can change the DMD to be displayed on the translate. To make this change, you just open the translate in the FP editor and click on the DMD display near the top of the screen and delete it. Then you change the name of the remaining DMD from "MyDmd2" to "MyDmd". Then save. It is possible to change the script to make both DMDs work. You can search the script for "MyDmd" and add a new line directly below it by pressing the Enter key. Then copy the entire line with "MyDmd" in it and paste it on the new line. Then change "MyDmd" to "MyDmd2". Then you need to repeat this process until you get to the end of the script. It would be a fairly mindless task but very time consuming considering how many lines would need to be added. Personally, I have 2 versions of this table, one where the HUD works and the other where the DMD on the translate works.

This table has default high scores that are defined in the script. If you want to eliminate them, place a single quote (') at the beginning of each of the lines in the script and then press the button "Reset fpRAM File to Default" that is located on the "Table Info" screen:

nvHighScore1=20000000
nvHighScore1Name="PEL"
nvHighScore2=15000000
nvHighScore2Name="MAR"
nvHighScore3=10000000
nvHighScore3Name="RON"
nvHighScore4=7000000
nvHighScore4Name="MES"

I also edited the table so I can see the ball in the ball launch area and see the plunger.
★★★★☆ X-Files, The 1.0c Zed Physics 1.01997 Sega Recreation - When the table loads, there is an achievements screen that passes so quickly that you won't be able to read it. If you want to read it, hold down either flipper key after the table loads for about 3 seconds to display it. Release and press the flipper key again for 3 seconds to turn off the achievements screen. This table has 5 different music modes. You can cycle between the different modes after the table loads by pressing the "M" key. I prefer the original sound track from the TV show. I figured out how to change the default music. Just search the script for "mainthemeis". If you want the default to be the original sound track, change the value from 0 to 3. The sound track doesn't actually start until you launch the ball so the table starts with something other than the original sound track. If you want to original sound track throughout the table loading sequence, you will need to change all occurrences of 2 sounds in the script. You need to change "m_waitingselect" and "m_multibal_readyl" in the script to "MAIN THEME_Mark Snow". This will fix the starting sequence so it will play the original sound track continuously. The table does appear to have a minor bug. The theme music stops when you loose a ball very quickly and you get a free ball. You don't get any theme music until you loose the free ball and launch a new one. I don't know of a fix for this unfortunately. The script has an option near the beginning of the script where you can adjust the sound, music and achievement volume. I found the default values of 1 on each parameter work fine.
★★★★☆ X-Men 1.21 - 2012 Stern Recreation - No changes were made.


Last edited by GeorgeH on Wed May 08, 2019 3:07 pm, edited 42 times in total.

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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 10:46 am 
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Location: Arkansas, USA
Honorable Mention List

Austin Powers – This was a fairly ambitious and complex table to build. Unfortunately, I was never a big fan of the movie. It was fun to play a few times but I couldn't get past the movie theme. If you liked the movie, you will probably like this table. If you want the table to have 5 balls per game instead of three, do a search in the script for "FuturePinball_BeginPlay". Then on the next line, add "vBallsPerGame = 5".
Bad Cats – This was a fairly ambitious and complex table to build. It is too cheesy for me but you might like it.
CSI – This was a fairly ambitious and complex table to build. Unfortunately, I was never a big fan of the TV show. It was fun to play a few times but I couldn't get past the TV theme. If you liked the show, you will probably like this table.
Caelestis - I wanted to like this table but it just didn't have enough action to keep my interest. It does have a feature that I like that might be of interest to table developers. It has a U shaped tunnel that goes under a platform. You can't see the ball when it enters the tunnel but it has red lights that turn on and off on the platform above so you can see where the ball is as it moves through the tunnel.
Cyclone – This was a fairly ambitious and complex table to build. It appears to be geared for children. The table actually represents an amusement park. I guess it is named Cyclone because the roller coaster. If you want it for your children, you may want them to try both the 0.66b version and the physics 2.6 version. Although the physics 2.6 version has more realistic game play, the 0.66b version would be easier for a child to play.
Day of the Dead – I wanted to like this table. It doesn't have enough action to keep my interest. Some of the shots appear to be intentionally hard because of limitations of the physics and other factors.
DragonBall Z – This table appears as if it is not quite finished. It doesn't have enough graphics on the table top for its name sake. It does have some pretty good game play which is why I placed it here.
Elric Of Melnibone – This table has beautiful graphics and music but the game play is lacking some punch. It direly needs better physics. I tried several *.xml files. The one I liked best is the one I included with the "Oblivion Custom Physics 1.2" table although it is still not quite right.
Elysium – This table was interesting to play a few times but it just wasn't enough to keep my interest. The 1.0 physics makes the game play slow. I found Physics 2.4 was better. If you want faster game play yet, Physics 2.5 works also. Even with the physics enhancements, it was still difficult to get into it.
Family Guy – This was a fairly ambitious and complex table to build. Unfortunately, I'm not familiar with the TV show. It was fun to play a few times but I couldn't get past the TV theme. If you liked the show, you will probably like this table.
Force Majeure – This table has a minimalist fantasy design that I found interesting to play for awhile. I tried the versions of Physics 2.0 to 2.7 and found Physics 2.2 was the best. You can get it here. It just didn't have game play that held my interest though you might like it better.
Funhouse – This was a fairly ambitious and complex table to build. It appears to be geared for children.
Future City – I wanted to like this table but for some reason when I hit the ball to the upper part of the table it would too frequently hit something of no point value and bounce back to the flippers. I would also hit "Taxi" too often and then back to the flippers. The ball didn't seem to bounce around much. It does have some nice graphics and it has some sophistication but the game play just doesn't work for me.
Minions Pinball – You should try this table if you like the theme. Rom has built many fine tables and I know of no one who builds better models. Unfortunately, I can't get into the theme. I think children would like it.
Metallica / Earthshaker – These are different versions of the same table that Williams released although posted separately on pinsimdb.org. Both are a fairly ambitious and complex table to build. Although I do have one of Metallica's albums, they are not one of my favorite bands so it is difficult for me to get into the table. It is hard for me to explain why but the game play on Earthshaker just isn't all that exciting for me. You might like it better. If you are a Metallica fan, no doubt you will want this table.
Mr & Mrs Pac-Man – I can't say this is a bad table but it just doesn't appeal to me. It has a video game that gets activated as you play the table and I really don't like it at all. The table got quite a few downloads and was even modified to a Zed version so some folks must like it.
Megaman – This is well made table and I like the upper table on it but I suppose the subject matter doesn't interest me. If you like the video game, you may like it.
Pirate Ship – This table is cleverly designed but there is just not enough action in it for me.
Ripley's Believe It or Not! – This is not a bad table but not something I would play much. I had a problem with the Zed Physics 1.0 version of this table. The ball wouldn't come out of the shoot during multiball. You need to hit the shrunken head 3 times to get "Lock is Lit" and then you hit the right ramp 3 times to start multiball. There is a peg that blocks the ball and keeps the ball from coming out when multiball starts. I fixed it by swapping the position of the two pegs below "Gate1". Another way to fix it is to make the big peg smaller in diameter by selecting different models for the peg and rubber.
Road Girls – This was a fairly ambitious and complex table to build. It is too cheesy for me but you might like it.
Sharkey's Shootout – This is another table that is not bad but not enough action to keep me interested.
Simpsons Pinball Party, The – This would be an excellent table if it were finished. This is quite an ambitious table that was started in 2010 and has an second upper table. There is no lighting underneath the table. I presume the reason for this is that it is unfinished. Too bad no one has finished it. It doesn't look like it would take much work to finish it.
Simpsons, The WIP 0.82 – This is another table that would be excellent if it were finished.
Suburbs 2100 – Sphere usually makes a good table but this one doesn't really work for me. It does have a problem that is not difficult to fix. The three bumpers at the top of the table are so close together that they won't let the ball pass. I managed to get it to work by moving the top two bumpers a little bit further up the table and a little closer together. Physics 1.0 is not bad but not great. I found that Physics 2.4 works well. Physics 2.5 also works but is a little fast for me. If you want 5 balls per game, you can insert "nvBallsPerGame = 5" below the line that says begin play.
Sword Girls – I often like Jipar's tables but this one doesn't really hit the mark although I got engaged in it for a couple of games. If you want 5 balls per game, you can insert "nvBallsPerGame = 5" in the script below the line that says begin play.
Thundercats - This is a well made table but I just can't get into the subject matter. It would be a nice table for children.
Trapped in Wonderland – This is an interesting reworking of the Aliens Legacy table. The artwork is very good and the sounds are pretty good also, but the table still has the alien from the Aliens Legacy table. Having an alien on a table themed after Alice and Wonderland doesn't really work for me. It is a good effort.

I thought this list should help everyone be sure they have all the best tables. Please feel free to comment. I plan to keep it updated.

George


Last edited by GeorgeH on Sun Sep 03, 2017 5:30 pm, edited 4 times in total.

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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 4:40 pm 
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Joined: Tue Sep 02, 2014 11:11 am
Posts: 148
Great list! I have a few of these on my table which I added DOF to my table scripts to have led and contactors and what not work. I'm still a fan of BAM and FP however I have been playing alot of the VPX tables. They are great check out AFM it is good and so many others lately.


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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 6:22 pm 
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Joined: Wed May 13, 2015 5:49 pm
Posts: 197
That support DOF missing FP,
Not completed table..
Scripts are not original
All of these things make me away from FP
If these things do not improve FP has no future :cry:


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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 10:03 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3052
Location: Ontario, Canada
What is DOF?
Sasa what are you talking about ?
You have made an amazing Cab and you think FP has no future?

FP has a great future if we all keep contributing....FP is what we make it and you have made it look very cool!!!

scripts are not original?
All Scripts are conventions and systems true, but ultimately are tailored to each table


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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 10:29 pm 
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Joined: Tue Sep 02, 2014 11:11 am
Posts: 148
DOF Direct output framwork. It allows you to add led flashers, solenoids, shaker motor and such to trigger during events on the table. Example when you use the flipper buttons you actually hear and feel the solenoid as like in a real machine.


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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Sun Jun 19, 2016 10:52 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3052
Location: Ontario, Canada
You've added that stuff Umpa?
can you send Starac a couple tables?


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 Post subject: Re: A List of the Best Solid State Tables and How I Changed
 Post Posted: Mon Jun 20, 2016 12:00 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2781
Location: Arkansas, USA
DOF. My goodness, I never even heard of it. Oh well little good it does me. I guess I will just have to be satisfied with rotating the monitor on my PC 90 degrees so it has a more engaging experience. It works really well until I want to watch the videos so I move the video so it plays over the speakers.

I was hoping this posting would encourage more use of FP. We have a lot of very good tables, in fact amazing tables. The list is so big I had to break it apart into several postings.

By the way, I downloaded Pinballmaniac2010's huge 95 GB batch of FP tables, supposedly all of them. I am trying every one of them and will update my list accordingly.

George


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