Capersville (Bally 1966)
Capersville is a fun Bally table from 1966 that features Zipper Flippers, Multiple Modes of Play and a Three Ball Multiball, all pretty heavy duty for 1966!
Feel free to change the variable “FreePlay” to False for credit play.
This is the first table that I have ever authored and its release is because of the help given to me by many of the members of this forum.
Thanks goes to HauntFreaks for his amazing lighting and graphics fixes. Also to BorgDog and Loserman76 for answering my scripting questions and to Xenonph for his many hours of testing as well as to Arngrim for looking over the DOF code.
PLEASE NOTE: You must use the backglass file included in the zip file to get the table to work in both English and German
-Fixed flippers to unzip when tilted
-Fixed code to prevent loss of credits when fewer than 4 players were playing and the game had been started
-Added code to fire a contactor when a ball is kicked into the launch lane
Added in script code to allow the user to change the SeaRay payout to Special or Novelty mode and also control how many SeaRays need to be obtained (5-8) to control the payout. See script for instructions. Changed the instruction cards to 5 or 8 for payout. Fixed an error in the reel sound file control.
This is a major update to the table with tons of new features and fixes. Please note that you must use the new B2S backglass included in this download to get the full experience.
-Option Menu Feature
This is available by holding down the left flipper button for a couple of seconds while the table is in standby mode. This is based upon BordDog and Loserman76’s work.
While looking at online photos of Capersville I noticed that more than half of the table photos were of German machines. Thanks to Bord’s crazy good Blender skills and BorgDog’s idea to use a primitive to project a second image onto, we were able to make this a reality. The apron, instruction cards and coin cards also change languages as well. Thanks to Mark70 for helping with translation and proof reading the playfield and cards.
-New B2S Backglass
The next problem was “how to make a bilingual backglass.” Once again the clever BorgDog suggested snippets as the solution. I was able to use snippets that can be switched out in the script to make the backglass seamlessly switch languages based upon settings chosen in the option menu. The backglass does take a few seconds to load because of the large number of snippets.
-New High Scores System
The table can now track 5 high scores along with the initials of these players. I also switched out the old post it note for a smaller BorgDog style tape so that less of the apron is covered.
-Lighting Shadow Masks
Bord pulled out all of his Blender skills to make new lighting shadow masks and was able to project playfield reflections onto the curved metal guide walls for a really nice effect.
-New Deep 4 Caper Rotating Gate
After spending days looking over playfield images Bord noticed a sizable hole in the playfield that we figured out was for a rotating gate that allowed the ball to fall back into the launch lane if either the Deep 4 or Saucer Capers were active. There is a new rotating Gate primitive that is hidden by the Deep 4 Plastic so you’ll never see it unless you unhide the plastic. The old invisible wall that blocked entry into the Deep 4 Caper is now gone.
-Primitive Gate Animations
I stole these directly from BorgDog after seeing how smoothly his ball lane gates operate.
-Bilingual Desktop backdrop
Now those who don’t play on a cab can also enjoy the English/German experience.
-Tilt Logic Change
After watching more Capersville table videos I noticed that the saucers kick out their balls if the player tilts the table so this was added. Balls stay in the saucers at the end of the game.
-Chime Unit Option
In the options menu you can choose “Chimes On” or “Chimes Off.” This determines if the Bell Sound file or DOF output to the chime unit is used by the table. I put this in because my chime unit is really loud and my wife can hear it through the floor. With this option you can leave on the rest of your quieter DOF devices at night. Please note that I am not responsible for complaints about you knocker going off because you set new high score. Your pinball skills are your own responsibility.
-10 Point Bumper Caps
STAT pointed out the there are online photos of Capersville tables with “10 Point” caps as well as photos of those with blank caps so the option menu lets you choose which your table will have.
-New Mushroom Primitives
Bord made smoother mushrooms for the table.
-Fixed annoying flashes of white that showed up in the rollover slots whenever a ball rolled across these. The problem turned out to be the lack of a black full screen image in the backdrop settings.
-I don’t have access to a Capersville manual and I can’t see a setting in the schematic that would allow the operator to set the machine to Replay or Extra Ball modes. I added an Extra Ball mode to the table but I’m not certain that the real table has such a feature. Use at your own discretion.
Capersville 3.1.3 Update
Fixed major bugs in the saucer capture section that were introduced by the resent updates
Capersville 3.1.2 Update
-made the deep caper 4 wall invisible
Capersville 3.1.1 Update
-fixed bug that caused errors when the Code Zapper roll over button was hit
-added code for driving chime units
-fixed a bug that allowed multiple balls to enter the Deep 4 Caper area if the second ball were to enter before the first ball hit the stage one trigger
-fixed a bug that allowed balls to be ejected from the trough during the Deep 4 Caper if a very strong table nudge were to be made
Capersville 2.8.71 Changes
-Fixed a bug that continued to subtract credits even after "Can Play" had reached four players.
Capersville 2.8.7 Changes
Fixed zipped flippers not De-energizing with Tilt
Fixed an imbalance in the rolling ball sound levels from balls 0 to 2
Added gate animations to Shooter lane and CodeZapper primitive gates
Added feature to light one SeaRay Caper light with top red rollover button (per game rule set)
Fixed DOF output to turn off Captured Ball flashers if a ball falls into the Deep4 caper section and does not seat before a second ball is captured in a saucer
Fixed a DOF bug that turned on the Captured ball flashers with the CodeZapper Caper kicker
Removed un-needed image files to dramatically reduce the file size
Added a scriptable feature to select between "10 Point" bumper caps and "blank" bumper caps using the "special" variable STAT
PLEASE NOTE: You must run this table with vp 10.4 rev 3209 or higher to get the correct graphical output as intended by the table authors.
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