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_mcap_
LEAGUES ADMIN CREW
Apr 03, 2022
In VPX CHALLENGES
Table – Tales from the Crypt VPW https://vpuniverse.com/files/file/6933-tales-from-the-crypt-vpw-premium-for-vpx-106-data-east-1993/ Starts - 4/3 @ 11.30CDT
Ends 4/10 @ 11a CDT Rules and How to Submit Scores - https://www.leaguesonline.live/forum/vpx-challenges/mcap-s-vpx-tournament-rules-scoring-info iScored Leaderboard - https://www.iscored.info/?mode=public&user=mcap
Tales from the Crypt Released in 1993 by Data East and based on the popular American TV series, Tales From The Crypt pinball is an exciting and addictive game that features the actual voice of the Crypt Keeper and a star-studded backglass! Start the game by grabbing the specially designed “Tales from the Crypt” door handle. Keep variety in the game with three playfield flippers. Shoot your ball through one of the three spinners for fast-paced action and watch as it traverses the gravity defying 360 degrees horizontal and 180-degree vertical ramps. You won’t believe your eyes as the tombstone sinks deeper and deeper into the playfield while you feel the spirits of past players as the cabinet shakes. PLAYFIELD LAYOUT The game has a standard inlane/outlane format, with a kickback on the left side. The kickback is lit at the beginning of each ball. Left inlane Lights drop targets for a random door prize of 1M to 3M.
Left outlane has a kickback, called the 'crypt kicker'. When lit, the ball is kicked back into play; the kickback flashes for about 2 seconds, so if the ball returns there during that time it is also kicked back. The ball should kick to the upper right spinner for a shot from the upper flipper, but on the machine I played it rarely did that. The first time each ball the kicker is relit by hitting an unlit KEEPER target; subsequent times that ball you must completely spell KEEPER. Note that if you do whatever you have to do to relight the kickback while it's still flashing its grace period, it doesn't relight. The "Super Crypt Kicker" creature feature (abbreviated CF, which are the modes of the game, like the doors in TZ or mansion in TAF, and are described in more detail later) causes the kickback to remain lit for the rest of the ball.
K-E-E targets to form the first half of the word KEEPER. The P-E-R targets are on the opposite side of the playfield. These are eyeball targets as on LAH. They usually require a direct hit to register. Hitting a target lights it. Getting all of them advances the bonus multiplier (from 2x to 4x to 6x to a max of 8x), or 1M each time after the bonus multiplier has reached 8x and relights the kickback. Note that the first time each ball that the kickback needs to be relit, you only need to hit one unlit target to relight it. These targets are also used in the "Super Keeper Targets" CF.
Captive ball the captive ball only needs to travel a short distance to hit its target (like the lower left on LAH), but on the machine I played it only seemed to register with a very hard hit. This ball is used to add a ball during multiball and in the "Skull Cracking" CF. When neither of those are in effect, multiple hits of the ball results in points or EB: 5 hits for 5M, 10 hits for EB or 10M, 20 hits for 20M, 30 hits for 30M, etc. [I personally think that you need way too many hits to score; why would you want to shoot the captive ball 30 times?]
Left spinner this is a left semi-orbit shot with a spinner at the entrance. A successful shot through the orbit directs the ball to the pop bumpers at the top of the playfield. The spinner can be lit to relight the center scoop to start a new CF, and changes the current selected CF if it is not locked in (more later). The spinner advances the value of the single-jackpot during multiball. The spinner is also used in the "Frightmare" and "Werewolf" CFs, and can be a significant point-getter when you shoot them during one of the frenzy modes.
Left ramp A steep ramp feeds the ball via habitrails to the right inlane. It has four lights: Rats, Goblins, Ghosts, and Bats, but I'm not sure why. From the display, they should be "bat 1", "bat 2", "bat 3", and "bat 4". To start, Rats are flashing; shooting the ramp awards a bat, and makes it lit. Shooting the ramp again lights the next one (Goblins), and the subsequent ramp awards the second bat. Repeat this until you've collected 4 bats (i.e. every alternate ramp shot awards a bat), which advances or lights the right ramp (more later). I don't know the exact scoring, but a ramp shot that awards a bat is worth about 2M or 3M on older ROMs, and 5M on newer ROMs, while the other ramp shots score only a few thousand points. The ramp scores the jackpot during multiball. It is also used in the "Thunder Storm" CF.
Electric Chair (or Center scoop; well, actually it's the only scoop). The orientation of the scoop is towards the area above the right slingshot, and not the lower right flipper, making it a difficult shot from the lower right flipper. It is an easier shot from the upper right flipper, as the scoop is opened at both the front and right sides. When lit, this scoop starts the "Creature Feature", which are the games modes. More about the CFs are given later. The scoop is also used in the "Electric Chair" CF.
Tombstone and Crypt A tombstone (which is a huge target the size of the greed target in TAF) blocks the Crypt. Each hit of the target spots the next letter in C-R-Y-P-T. When all letters have been spotted, the tombstone lowers into the playfield making it possible to shoot the Crypt, which starts multiball. I don't know if this was unique to the machine I played or not, but although the tombstone is large, hits to it often did not register, even with what seemed to be a good hit. The tombstone is partially blocked by the Electric Chair when shooting it from the lower right flipper, making it a tough shot. It is an easier shot from the upper right flipper. The Crypt must be shot from the upper right flipper or requires a deflection off a post in order to shoot it directly from one of the lower flippers. The Crypt is an eject hold with a VUK. It sends the ball into another eject hole with VUK behind the center spinner, which in turn feeds the upper right flipper. The Tombstone and Crypt are also used during multiball and during the "Robbing the Crypt" CF.
Pop Bumpers this is a standard triangle configuration of 3 pop bumpers. They are behind the drop targets, but you can shoot into them with a shot between the tombstone and drop targets. Balls in the pop bumpers often come out this way. The pop bumpers can also be shot via the left spinner or a soft shot from the right spinner. Each pop is typically worth 100K a shot. Super pops can be lit from the right inlane; it's a fairly long-timer, and hitting a pop bumper resets half of it. I haven't figured out the exact timings yet, but they're quite liberal. The pop bumpers are also used in the "Psycho Pops" CF.
Guillotine Targets these 3 drop targets form a bank in front of the pop bumpers. Completing the three targets advances the end-of-ball bonus multiplier (by 2x each time, up to 8x), or 1M a shot after the multiplier has reached 8x. A ball that passes through the left inlane lights the targets for a short time period (about 5 seconds) to give a random award between 1M and 3M if they are hit within that time period. When they are lit, the lights '1', '2', and '3' on the playfield are flashing. The targets are also used in the "Super Guillotine Targets" CF.
Center spinner a shot through this spinner sends the ball into a VUK which feeds the upper right flipper by dropping the ball about an inch above the flipper. You collect the extra ball at this VUK, and you can start the first multiball here too. The spinner is also used in the "Frightmare" CF.
Right ramp This ramp does a vertical U-turn to send the ball back to the left inlane. A shot that only makes it up partially lands onto the habitrail coming from the right ramp, and awards you a 5M 'trick shot' as well as a successful right ramp shot. The ramp is used to start frenzy modes. The modes are 'Living Dead', 'Chainsaw Mode', 'Grave Digger', and 'Play the Organ' (which are lit in that order). If a frenzy mode is flashing, then the frenzy begins. The frenzy lasts 15 seconds, and every target hit gives you points. For the Living Dead, it is 250K per hit; for Chainsaw Mode it is 500K per hit; Grave Digger is 750K per hit; and "Play the Organ" is 1M per hit. The bonus from your frenzy is awarded with your end-of-ball bonus and is called the "Fast Goring" (pun on Fast Scoring) bonus. If a frenzy mode is not flashing, then a right ramp shot lights the next one. Also, if you get 4 bats on the right ramp, then it lights the next frenzy. If a frenzy is already lit, then it makes that light solid (as though it was awarded, but doesn't actually award it) and makes the next one flashing (which is a good thing, since the next one is a higher valued frenzy). Note that frenzys (or is that frenzies :-)) can be started anytime, even during multiball. The Double Jackpot is scored on the right ramp during multiball. The ramp is also used during the "Thunder Storm" CF.
Right spinner this is a right orbit shot with a spinner at the entrance, which generally feeds all the way around back through the left orbit, so that repeated orbit shots can be made. The first orbit is worth 500K, the next consecutive orbit is 1M, followed by 1.5M, 2M, and a max of 2.5M. (On older ROMs it's 500K, 1M, 2M, 4M ...) If you hit any other targets other than the spinners on the orbit, then you go back to the 500K value. There is a diverter in this lane that sends the ball into the VUK of the center spinner, which in turn returns the ball to the upper right flipper (note, however, that if the extra ball is lit here, it is *not* awarded, you must send the ball to this hold via the center spinner to collect an EB). The diverter is active during Multiball Ready, Multiball Restart, Electric Chair CF, Robbing The Crypt CF, and Crypt Jam. As with the left spinner, it can be used to relight the electric chair when lit or to alternate the selected CF. The spinner advances the value of the Double Jackpot during multiball when that jackpot is lit. It is also used in the "Frightmare" CF.
P-E-R targets of KEEPER. Like the K-E-E targets; see above for description.
Right Outlane scores 3M points.
Right Inlane lights Chop Pops (i.e. super pops).
Plunger this game has an auto-plunger. The button is in the form of a fancy door handle with the Cryptkeeper's head. Press the door handle as if you wanted to open the door, and that launches the ball. There is a skill shot; see below.
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_mcap_
LEAGUES ADMIN CREW
Mar 28, 2022
In FX3 CHALLENGES
Creature from the Black Lagoon is one of two Williams pinball tables released in a special Halloween-themed Universal Monsters pack for Zen Studios' Williams pinball collection, available in Pinball FX 3, the macOS version of Zen Pinball 2 and the Williams Pinball mobile app. The table is set at a drive-in movie theater about to play the titular film, where the player must set up the film and complete its plot and resolution.
The main objective of the game is to collect the four letters in F-I-L-M to activate the game's wizard mode, Rescue the Girl. They are, from left to right: F: Shoot the ball into the left K-I-S-S scoop four times to collect the letter F. The letter F can also be collected on the skill shot. I: Light the four menu targets to open the Snack Bar and collect the letter I. Menu targets can also be lit by shooting into the Snack Bar. L: Complete the P-A-I-D rollovers at the top right of the playfield to collect the letter L. The letter L can also be collected on the skill shot, by shooting the ball into whichever rollover is flashing. M: Shoot the ball into the Slide (right scoop) to collect the letter M. F-I-L-M letters can also be collected as Snack Bar rewards. Once the four letters in F-I-L-M are collected, shoot the ball into the left or right scoop to begin a 2-ball multiball. The Creature will randomly hide the girl in one of three locations: the left scoop, the Snack Bar scoop, or the right scoop. Shooting the ball into the correct scoop, then into the Snack Bar scoop, then again into the Snack Bar scoop, scores a Jackpot. The Jackpot value starts at 40 million but increases with each jet bumper hit. Once the Jackpot has been collected, after a certain number of jet bumper hits, the Super Jackpot will light up. Shooting into the Snack Bar scoop will score a Super Jackpot, whose value is twice the current Jackpot value, multiplied by the field multiplier currently on the board. Additional scoring modes or methods include: Snack Bar: When the Snack Bar is open, shooting into this scoop gives a random reward. Mega Menu: The four menu targets are lit. These targets are worth 5, 10, 15, and 20 million. Playground Award: The game activates one of the following three modes at random. Unlimited Millions: The left ramp is worth 3, 6, 9, ... million until the timer expires. This mode lasts for 25 seconds. Fighter Jets: The jet bumpers are 1 million per hit. This mode lasts for 25 seconds. Intermission Time: Both ramps are worth 5 million each. This lasts for 15 seconds. Big Millions: The right ramp is worth 5, 10, 15, ... million. This lasts for 10 seconds. Move Your Car: After a certain number of center shots, Move Your Car is activated. A score on the display starts at 8 million and decreases rapidly until reaching 2 million. Shooting a center shot scores the current score on the display and starts a 15-second timer. Successive center shots score 2x, 3x, and 4x the score of the first center shot. Double Feature: Shoot the left ramp several times in succession. The Double Feature score starts at 500,000 and doubles up to a maximum of 16 million for each consecutive left ramp shot. Shoot the center ramp immediately afterward to score the Double Feature. Snack Attack: After shooting the right scoop 4 times, Snack Attack begins. A score on the display starts at 20 million and rapidly decreases. Shooting the Snack Bar scores the amount shown on the display. Video Mode: After shooting the right scoop 8 times, shoot either the left or right scoop to begin Video Mode. In this mode, a peeping Tom appears, and the player must engage the left or right flippers to punch the peeping Tom a certain number of times. Super Mode: After shooting the right scoop 12 times, a 12-second timer starts. Shoot the Snack Bar scoop to begin Super Mode. In Super Mode, the Mega Menu, Big Millions, Snack Attack, Unlimited Millions, and Intermission Time scoring modes are activated. This mode lasts for 25 seconds. Super Creature Feature: During Super Mode, shoot the ball into the left ramp within the first 10 seconds. This will send the ball into the whirlpool. Each spin in the whirlpool is worth 5, 10, 15, ... million up to a maximum of 35 million.
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_mcap_
LEAGUES ADMIN CREW
Mar 27, 2022
In VPX CHALLENGES
Table - 24 https://www.vpforums.org/index.php?app=downloads&showfile=15460 Starts - 3/27 @ 11.30a CDT Ends - 4/3 @ 11a CDT Scores - https://www.iscored.info/?mode=public&user=mcap How to enter/update scores - https://www.leaguesonline.live/forum/vpx-challenges/mcap-s-vpx-tournament-rules-scoring-info 24 Jack Bauer is back, but this time in Stern Pinball’s new 24 pinball machine. Designed by Steve Ritchie and Stern’s engineering team, Stern Pinball takes FOX’s hit television show and turns it into one fast-paced pinball machine that will excite both operators and homeowners. The 24™ pinball machine incorporates both action and storyline elements from the 24™ television show. The 24™ pinball contains original speech by Mary Lynn Rajskub, who plays Chloe on the television show. The pinball also offers speech from the television show, as spoken by Jack (Kiefer Sutherland) and Chloe. The 24™ pinball machine playfield features: 1. a Suitcase that holds and releases pinballs for multi-ball play; 2. a Sniper House that opens to reveal a bullet-spraying terrorist; 3. an exploding Safe House that one can shoot the pinball into; 4. several single Sniper Drop Targets that can both obscure and free up playfield shots; 5. and lots of multi-ball action. Table Rules: CTU lanes - complete the top lanes to spell C-T-U and advance your bonus multiplier Sniper Hurry-Up - shoot the pop bumpers to or sniper to start SNIPER HURRY-UP - shoot the sniper to collect the HURRY-UP and start Sniper Multiball Suitcase Multiball - shoot the left ramp to qualify the suitcase, shoot the right ramp to lock balls in the suitcase and start Suitcase Multiball Terrorist Hurry-Up - shoot the drop targets to or the safe house to start TERRORIST HURRY-UP. Shoot the safe house to collect the HURRY-UP and start Safe House Multiball Mole - hit the mole targets to start MOLE HURRY-UP. Shoot the left ramp to collect the HURRY-UP and light MOLE X multipliers 24 missions - advance missions by shooting the lit 24 arrows or by completing the CHLOE targets CELL lanes - complete the bottom lanes to spell C-E-L-L and light the cell phone target. Shoot the lit CELL PHONE target for a mystery award
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_mcap_
LEAGUES ADMIN CREW
Mar 21, 2022
In FX3 CHALLENGES
Indiana Jones: The Pinball Adventure is a 1993 widebody pinball game designed by Mark Ritchie (the younger brother of acclaimed pinball designer Steve Ritchie) and released by Williams. It was based on the Indiana Jones movies.
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_mcap_
LEAGUES ADMIN CREW
Mar 16, 2022
In FX3 CHALLENGES
The table will be live at about 5p CDT today.
Epic Quest is one of two original pinball tables released in the early 2010s to feature a medieval theme, becoming part of the 2-table Medieval pack and available on Zen Pinball 2, Pinball FX 2 and Pinball FX 3. This table chronicles the journey of a brave knight named Max as he embarks on quests to conquer evil beasts, collect valuable gear and protect a princess.
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_mcap_
LEAGUES ADMIN CREW
Mar 08, 2022
In FX3 CHALLENGES
The game has some new features and many other features that came from its predecessors. New features include the Hurricane ramp which is a ramp that circles the whole playfield and acts as the skill shot when the player shoots the ball up the ramp on the right side of the playfield awarding the player 500,000 and adds up an additional 250,000 each time the skill shot is made successfully. Another new feature is the Juggler in the middle of the playfield that shoots the ball up and then U-turns back down to the Pop bumpers and also acts as the ball lock for multiball. Several other features return from both Comet and Cyclone as well, like the Comet ramp in the middle of the playfield and the Ferris wheel mechanism from Cyclone In which this game has a double Ferris Wheel other than a single one to carry the ball from one ferris wheel to another, then to the ramp and back to the playfield. Other features include the dummy and the shooting gallery targets in form of Cats and Ducks that returned from Comet. Another feature of this game is a rotating backglass that is similar to Cyclone's award wheel with the Hurricane rollercoaster spinning around and choosing the award the player receives on the Dot-Matrix display.
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_mcap_
LEAGUES ADMIN CREW
Feb 28, 2022
In FX3 CHALLENGES
Cirqus Voltaire is a 1997 pinball game, designed by John Popadiuk and released by Williams Electronics Games (under the Bally label). The theme involves the player performing many different marvels in order to join the circus. Some of the game's distinctive features include a neon light running along the right-hand ramp, a pop bumper that rises up from the middle of the playfield at certain times, and a magnet at the top of the left ramp that can catch balls and divert them into the locks. The most notable feature is the Ringmaster, a head that rises at certain times and taunts the player.
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_mcap_
LEAGUES ADMIN CREW
Feb 22, 2022
In FX3 CHALLENGES
The goal of this table is to help an unnamed hero defeat the genie Saleem Bagazi and free a beautiful princess by obtaining jewels for a magic scimitar to battle the genie with through feats in select stores in the Tales of the Arabian Nights, through seven missions. A mission begins when the player hits Bagazi's figure, activating a magnet that briefly holds the ball in front of him. However, which particular mission will begin is determined with flipper operation and bumper hits, with the former cycling a flashing lamp across the series of mission jewel ramps behind the flippers with every button press. Once a mission begins, it will continue until it is completed successfully across balls. Missions are completed successfully when objectives are met or whenever a time limit that pauses in between balls expires, although players will earn better score rewards for completing missions successfully before time expires. It is not possible to fail missions and once a mission is completed successfully, the player must make a full shot through the ramp to claim its associated jewel before selecting another mission. Successfully completed missions cannot be repeated and are removed from the possible choice of missions decided with flipper operation and bumper hits before the ball hits Bagazi. Missions can also be skipped by making wishes to the hero's genie, depicted at the bottom half of the table.
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_mcap_
LEAGUES ADMIN CREW
Feb 18, 2022
In VPX CHALLENGES
Rules 1. You must use the specified table and version, there are several versions by different creators for the same table · A link will be provided to the VPX table 2. You are not allowed extra ball buy-ins to boost your score 3. Only single-player games are allowed; some games provide an advantage when there is more than one player 4. DO NOT modify the table script in any way 5. DO NOT modify the number of balls per game 6. DO NOT cheat in any other way possible, this is meant to be a friendly competition Scoring 1. All scores must be posted to my iScored website (mobile friendly) – https://www.iscored.info/?mode=public&user=mcap 2. The website refreshes every 30 seconds 3. Post a score a. Click/tap anywhere on the screen that doesn’t contain a score b. Enter your name c. Enter your score d. Click/tap Post Your Score! 4. Update your score a. Click/tap on your score only (please make sure it is your score before editing; the website will allow anyone to update any score) b. Enter your new high score c. Click/tap Post Your Score! Have fun!
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_mcap_
LEAGUES ADMIN CREW
Feb 16, 2022
In FX3 CHALLENGES
Paranormal is one of the early Zen Pinball original tables, first released in Zen Pinball for the PlayStation 3, and is also part of the 3-table Sci-Fi pack. It is a pinball table themed around various popular paranormal phenomena and efforts to ascertain their veracity.
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_mcap_
LEAGUES ADMIN CREW
Feb 08, 2022
In FX3 CHALLENGES
Wild West Rampage is one of two original pinball tables in the Iron and Steel pack, released in 2015 as an add-on for Zen Pinball 2, Pinball FX 2 and Pinball FX 3. This table chronicles the exploits of Cindy, a seasoned bounty huntress who fights for justice in the deserts of the American Wild West with her fists and a trusty revolver.
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_mcap_
LEAGUES ADMIN CREW
Feb 01, 2022
In FX3 CHALLENGES
CastleStorm is one of two original pinball tables in the Iron and Steel pack, released in 2015 as an add-on for Zen Pinball 2, Pinball FX 2 and Pinball FX 3. This table is a pinball adaptation of Zen Studios' 2013 side-scrolling, physics-based real-time strategy game CastleStorm, in which the heroic knight Sir Gareth defends his medieval kingdom from an onslaught of Vikings, while winning the heart of their princess.
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_mcap_
LEAGUES ADMIN CREW
Jan 25, 2022
In FX3 CHALLENGES
Archer is one of four tables in the Balls of Glory table pack, based on animated Fox TV sitcoms. Released in the fall of 2015 and available for Zen Pinball 2, Pinball FX 2 and Pinball FX 3, this table is based on the many exploits of the agents of the International Secret Intelligence Service, including the well-known agent Sterling Archer.
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_mcap_
LEAGUES ADMIN CREW
Jan 18, 2022
In FX3 CHALLENGES
Mars is one of the early Zen Pinball original tables, first released in Zen Pinball for the PlayStation 3, and is also part of the 3-table Sci-Fi pack. It is inspired by future visions of human expeditions to and exploration of the planet Mars, and involves completing missions to navigate its rough terrain and unveiling its mysteries with advanced technology and vehicles in the year 2100.
Table features: Dock the spaceship and activate the magnetic crane to collect space samples Land with the space spider to analyze the ancient Martian symbols Call in the Satellite to scan distant galaxies, calibrate its solar collector and activate its electromagnetic fields to lock three balls Restore the Mysterious Pyramid, then deactivate its defense system Spell out MARS to activate the secret portal of lights Stabilize gravity by repairing the artificial gravity reactor
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_mcap_
LEAGUES ADMIN CREW
Jan 11, 2022
In FX3 CHALLENGES
Earth Defense (stylized as EARTH DEFENSE!) is inspired by 1950s science-fiction films, and follows the efforts of special forces around the world to repel an alien robot invasion that threatens all of Earth. ---------------------- This may be played on Steam, Xbox or Nintendo Switch. All scores are recorded via FX3.
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_mcap_
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