Wildman: for his updated backglass, grab the latest if you have not already.ĭark: I know there nuts bolts and other random bits here and there.īenji and iaakki for their insert tutorial and a few borrowed inserts the only bugs left are the ones we decided to keep, otherwise blame him NFozzy: for his lighting script and physics.Īrconovum: FSS code to get backglass working for FSS and VR Schreibi34: Metal wall reflections and some PF inserts Rothbauerw: for being a stand up guy and a code wizard.įlupper: for help with the "black ramp" it looks so much better now than I ever hoped for!! Flasher domes are his too. physics (via Roth’s implementation of nFozzy's physics) fine tuning object placement. Wrd1972: for all the Wrd sorta stuff he does. Third thanks to the usual folk that help me along the way. Had he not done that, I would have not known about this table, nor dug this deep into it!! Second thanks again to Javier for his vpx version. Following Dazz/gtxjoe's original wip thread is a whirlwind of excitement!!!! Dazz, dup3d, gtxjoe, Javier and I'm sure others. so enjoy the table for what it is.įirst off thanks to anyone that has ever had any sort of involvement with this table in the past. I don't know what its tied to, but its also only on proto 9 to my knowledge. There is also a gate with a switch on proto 9 at the lower entrance of the "black ramp". The sw# for the "Millions Bananas" target is correct, but I don't think it does anything. I have a gut feeling there is probably an updated rom than what we have. Best of all it plays pretty decent if you ask me. everything was done as accurately as I could come up with. Playfields, plastics, decals, and the sort re-drawn by me. VR related things (cab backglass and the sort) Most all options should have descriptions or be fairly self explanatory. some things need a "default override" check. but some can be set like say the ramp "black ramp" colors. but a lot of it has to do with the different prototypes. Try the default manga save swapping first then by all means dig into the options.įor options. Honestly I could wright a 20 page manual with all the different things but your time is better spend just getting in and playing it. or you can set it up to be customizable to your own liking. I also added two versions by my own liking. So I set the table up so you can choose your prototype by cycling your manga save buttons. Thamulas and I worked pretty hard to eliminate the ones that were my fault, but left in the ones that should technically be there. you will probably get a ball stuck under the plastic by the ball lock. almost every tweak to the table between prototypes was to fix areas where a ball might have been stuck. I whole heartily believe the reason this table never made it to production is there would have been wayyyy to may stuck or lost balls to ever route the table. so aside from proto #9 the different versions may or may not be accurate. I have used my best guess work to put what I have seen into some sort of chronological order, then filled in the blanks. I have seen pictures of 4 or 5 different prototypes, and been in contact with the owner of prototype #9. there were 9 prototypes of King Kong made. and that snowballed into what you all get to try today. While researching the table I was able to find enough good pics to start a playfield redraw. So I had originally set out to MOD his version to include that. But turns out there was also a VUK version with drop targets (think exactly the same as bttf). His version used what I like to call the King Sized Ramp. Javiar was nice enough to let me help out with his version and I became obsessed. RaaarRrrrrRrrrrrrįun fact I've absolutely fallen in love with this table.
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