Revenge Of The Robot Warriors Rules

Installation:
Unzip Files

The .VPT and .MOD files go into your visual pinball tables directory
The text files, wherever you want them to be.

You will see a file called DMC2.ZIP - this is a shareware MOD file player required for music and sound effects in this game.  Unzip DMC2.ZIP to anywhere you want and run the INSTALL.EXE file.  This will install support for MOD files through an Active-X control and has been checked for viruses.  It didn't have any.  Once the install.exe file is finished, you're good to go.  You can delete the DMC2.ZIP file along with any files it decompressed if you want to.  You need to keep any files it put into your windows directory or you will not be able to play this pinball table.  I spent 9 days on this conversion, but feel free to modify, or use any portion of the script, techniques, or anything you find of value to make it better or use the routines in your own tables - modding permitted of course. ;)  I can't say the code is up to par with CyberYogi's or even Dorsola's top-notch standards, but the important thing is it works, and yes I think it's fun to play!  Enjoy!


RULESHEET (Rules unknown due to lack of documentation were improvised)

These are based off memory, and observing the ral game in action.  The pop bumpers are fairly close (you can get from 1X to 6X without the ball touching the flippers) - I did weaken them a little, but sometimes the ball will bounce around up there for 20 seconds. ;)  If anyone has the actual rules for this, I'd be interested in looking at them so I can make it more accurate.

Ok, from bottom-left to bottom-right, clockwise.  These are the rules I programmed into the table.

Left Outlane - nothing special, gives you 20,000 points.
LeftInlane - 5000 points.

RedLight Kickerhole - This was fun to code...
	The lights from the center of the playfield leading to this indicate which award is lit.  If no awards are lit, hitting this adds
	100,000 points to the Jackpot running total on an individual player basis. Jackpot is reset to 1 Million either after the game ends,
	or after Jackpot is collected.

	 From center of the playfield to the kicker itself:

		Award 4 is the middle of the playfield one - it is SPIN.  It is lit after completing the left loop light set 4 times.
			SPIN - Randomly selects an award, with an animation in the text display. ;)  You will not get spin, and then be
				awarded SPIN randomly - that would be pointless - it will choose one of the other options.
		Award 5 is next, with text for JACKPOT.  When 5 is lit, you get the jackpot total for your game and it resets to 1 million points
		Award 6 is EXTRA BALL - this gives you an extra ball. ;)  nifty.  You can have a limitless number of extra balls.
		Award 1 - Bonus Held - your bonus is counted twice, just like the real PC game.
		Award 2 - Double Bonus - immediately doubles your bonus pioints - very useful, and better than simply counting the bonus twice at
				the end of the ball.  You can do this repeatedly for a lot of points!
		Award 3 - Award Bonus - Instantly gives you your current bonus for the current ball.

DeadSkull Target - Show the robots who is the real boss by repeatedly bashing them with a heavy metal object...lol...for 10,000 points!

Left Award Lane - 40,000 points/per pass.  Hit this lane 3 times to advance the RedLight Kickerhole award.  After advancing the award 6 times, ie
			advancing it through every award option for the red kickerhole, this will cycle through the top three awards 4, 5, and 6,
			until you lose your ball.  It will not reset if you have an extra ball in storage, so keep that in mind. ;)
			Every three passes of the left award lane will also turn on the BoneCrusher mode on the Robot's Club until the end of the ball.
			(see below) The lane itself does not reset at end of ball.

Green Pop Bumpers - in close configuration.  This is by design.  You can rack up points really fast here, therefore they are worth 1000 per pop.

Rollover ZAP Lanes - Light all three to advance bonus multiplier for the current ball.  It is NOT reset if you have an extra ball in storage. :)
			A lit ZAP letter will not award points if you hit it again - so cycle them with the flippers.  When all three are lit, the 
			multiplier is advanced and they flash.  This is to prevent advancing the multiplier too quickly, and is by design.
			Lighting a ZAP letter awards 2500 points.  The Multiplier is advanced as follows: X2, X3, X4, X5, X8, X10.
			Awards after 10 are very valuable as each one DOUBLES your current bonus immediately.

Left Ramp Entrance - Awards 8500 points and delivers the ball to the left inlane.  I have had the ball fall off that ramp ONCE in extensive testing. 
											(see below)

PSYCHO Lane - I could be cute here and say this is where I belong...I end up hitting this A LOT during the game.  This is what it does.! ;)
		The shot is narrow, again, by design.  This is where some of the best points are on the table.  The psycho lights remain lit until
		THE END OF THE GAME!  Anyway, the scoring for the psycho lane is 10,000 the first hit, 50,000 each successive hit, and an extra
		50,000 if all letters are lit as follows:
			P - 10000 - Big deal, right?
			S - 60000 - oh boy
			Y - 110000
			C - 160000
			H - 210000 and a one-time per game EXTRA BALL award
			O - 310000 and Lights CRUSH on the Robot Club

Robot Companion Skull - This guy is just annoying - his job is to make shots through the lanes more difficult.  Shoot him with the pinball
				for 10,000 points.

Middle GREEN Arrow Lane - This is fairly easy to hit - you get 30,000 points per pass.  Each time you hit this lane, it lights HIDE on the Robot Club.
				Every set of three passes, it lights RUN on the Robot Club TOO!  Arrow lanes don't reset at end of ball.

Upper Playfield (accessible via the right ramp) - Balls exit here through a hole in the floor at the top if they move slow, deposited into the rollover
	lanes.  Or they can roll around to the left or right ramps to the inlanes.  This is where you
	want to go to collect Robot Club Mode awards.  Each shot up here increases your JackPot by 5000 points regardless of whether a mode is lit or not.

Right Ramp to Inlane - If the ball goes down the right wire ramp to the inlane, you are awarded 8500 points just like the left one.

Right Mutation Lane (orange) - Arrow lanes don't reset at end of ball.  (They will reset for a second player and save settings for you to restore when
                               it's your turn again.  Thought I should mention that - the lanes can be challenging sometimes, so it keeps track of
				your progress with them and the psycho lights.  All status is discarded at end of game.)  The Right Mutation Lane
				awards you 50,000 points per pass.  After 3 passes, it lights MEGA MUTATION on the Robot Club until end of ball.

Right Ramp to Upper Playfield - As mentioned previously, this is where Robot Club Mode Awards are collected.  The ball must make it all the way to the
				upper playfield section to collect the award.  Once there, if the ball rolls back down the ramp, you already got what
				you came for.  I could make up some wonderful backstory here, but that's for another time, hehe.  Awards are as follows:
				Of course you get the standard 5000 added to your jackpot for making it to the upper playfield.
					HIDE  - 100,000 Points
					RUN   - 200,000 Points
					CRUSH - 400,000 Points
					BONE  - 800,000 Points
					MEGA MUTATION - 1,000,000 Points
				It is important to know that one hit up that ramp will collect ALL of the lit bonuses at once.  For a maximum score
				of 2,500,000 points plus the standard 5000 bonus o the jackpot.!

POW Targets - 30,000 points per hit - whether they are lit or not.  Lighting all three targets awards an additional 50,000 points

Right Inlane - functions exactly like the left one - 500 points

Right Outlane - exactly like the left one, 20,000 points

Left and Right Slingshots - these award 1000 points per hit

Red Alert/Max Power lights - these are on the lane dividers, and they sure look good!  Light them up by hitting the psycho lane.  These reset at end
				of ball, and don't do anything.

Plunger - Standard manual type.

Center Post - yes, this game has a green cener post - it helps bounce the ball back into play.  The drains aren't very forgiving, but I've found a
		properly-timed bangback (see below) and manipulation of the appropriate flipper will save most balls. ;)

Radar Scope Flasher - in the top-left corner at the back of the table is a green radar scope.  If you break 100 million points and have an extra ball, this
			light flashes until you lose all of your extra balls, or the game ends.  This is judged on a player by player basis.

OUT OF AMMO Flashers - in the top-right corner at the back of the table should be three lights - I could only fit two there.  You don't need all three
			anyway. ;)  "OUT" didn't make it.  The little yellow light is "OF", and it flashes at you when you have less than 5 million
			points and a ball in play.  "AMMO" is below it, in orange, and bigger.  "AMMO" flashes at you as long as your score is
			between 5 million and 10 million points.

"Knight Rider Lights" - as Apocalypse calls them, on the backglass, will operate as long as a game is in progress.  I think they're really cool to look
			at. ;)

LED Display - yes, it's not a full DMD as we've all seen in other tables, but you have scrolling text and flashing text, located in the top-left corner of
		the backglass. ;)  Messages will show up here during the game as you collect awards.  There is a spinner animation when SPIN is
		awarded from the RedLight Kickerhole.



KEYS/GAMEPLAY INSTRUCTIONS:
Press F to toggle between FREE PLAY mode and CREDIT mode.  Note you will not be able to get a replay in FREE PLAY MODE. (would be pointless)
Press 5 to insert credits in credit mode.  In FREE PLAY this starts a 5-player game.  Insufficient credits will prevent you from starting a game in
		credit mode
Press 1-8 (excluding 5 in credit mode) to start a game with 1-8 players
Press F1-F8 to start a game with 1-8 players
Press B to toggle the number of balls - 3 or 5
Press R to reset the high scores - something I wish more visual pinball tables had
Press T for a bangback!  This will force the ball upwards at incredible velocity - not guaranteed to save it, but real handy - it also maxxes out the
		tilt sensor, so be careful

Holding a flipper key down during play for 3 seconds will start a status display in the LED where the scores are displayed.  This shows you your
current bonus multiplier, your total bonus with the multiplier, and the jackpot value.  The numbers may not be 100% accurate as it doesn't count
some other stuff which factors into your end of ball score. ;)  But also fun to watch.

Cheat code - there is a cheat code in the game, shouldn't be too hard to find - it was used for testing purposes during development, and even with it, you
can still lose balls. ;)

High Scores - at the end of the game, if you get a high score, use the flippers to cycle through the letters.  Left flipper goes from Z to A, right from A to Z.  Press Backspace if you make a mistake to go back to the previous letter.  The plunger key accepts the currently displayed letter.  The game will save the top four high scores, high score names, along with credits, game mode (free play or credit mode), and the currently set number of balls for the machine.


Issues -1) The Left ramp allowed a slow moving ball to fall off ONCE in over 100 hours of playtesting and tuning over the last 9 days.  I do not consider it
	 	a major issue as the ball falls into the pop bumpers and play resumes as normal.
	2) If you are awarded a REPLAY during a bonus countdown, the display of the text may be distorted.  It may also happen at other times,
		so I included the KNOCKER sound to signify a REPLAY as well.
	3) If you decide to play the table as it was originally designed for the IBM PC, feel free to set the inclination and FOV to 0/0 - doing this
		will cause the Radar Scope Flasher to look strange as it is on the edge of the table surface.

I'm confident I have worked out any other bugs - but if you find one, feel free to send me an email at Destruk@hotmail.com, or a private message on www.vpforums.com - user name Destruk.



CREDITS:
I would like to thank the following people:
FrontLine Designs, 21st Century Entertainment for making this game
Randy Davis for Visual Pinball
Apocalypse for his insight into game mechanics, scripting ideas and beta testing
Gobi and AJ for both beta testing and their graphical skills
Guru, BlueTex, Pebo, and MikePin for beta testing and their feedback
Boris, Randy Davis, Larsboy, Black, and Apocalypse for their scripts and ideas on the save and load routines!
The PinMame Team - I wouldn't know half as much about scripting these tables without them. ;)  Hope they don't mind I'm using PinMameTimer and PulseTimer on this table, lol.
SN/\KE - wherever you are, I appreciate your excellent work on the ModPlayer ActiveX control.  Without that softwatre, this wouldn't have as good sound as it does, and would likely be over 5mb.  Thanks.


Brian Smith
Destruk@hotmail.com
Destruk@vpforums.com
VPMExtreme!