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December 2, 2020 at 8:56 am #213043
I just watched a video of the rules which was really well done. I have an OK playfield (not great) and OK plastics (not great) and started a WIP. I will need a directb2s backglass (if someone feels like helping). Really excited to play this one and maybe when I get it playable someone can finish it off to perfection? Well, we’ll see!
Here is the excellent tutorial I found on the game rules.
What I have determined on the game build from rules/flyer.
23 switches = 4 mushroom bumpers,1 hit rebound, 2 buttons below hit rebound, 3 bumpers, 3 street rollovers, 1 left side rollover, 2 outlanes, 2 slings, 2 center buttons, 1 free ball game, 1
Lamps:
Playfield – hit rebound 100, hit rebound 200, 10,50,100,200,300,500 clarinet bonus, streetlamp, free ball gate lit, free ball gate open, GI lamps
Backglass – ballinplay 1,2,3,4,5, D-I-X-I-E-L-A-N-D, MATCH, GAME OVER, TILT
kicker switch, 1 key gate switch (closes key gate)
Hit rebound = increments the center two scoring buttons. Lower center = 100 when lit, upper center = 200 when lit. Starts at 100 pt rollover, 1 hit = 200 rollover and opens key gate for rest of ball. Returns to 100 pt rollover and 200 pt goes out when any switch is hit.
Bumpers – lit = 100
Left switch near keygate = 100
Left/right outlane = 50
2 Slings = 10 points
3 center buttons = left button CLOSES BASIN STREET GATE, center button OPENS BASIN STREET GATE, right button opens FREE BALL GATE when lit (turns off FREE BALL GATE and lights GATE OPEN).
Clarinet kickout – bonus scores 10,50,200,300,500. 500 advances a letter in DIXIELAND. When clarinet kickout is max (500) and ball goes in, Dixieland is advanced, 500 scored and reset clarinet bonus to 10.
FREE BALL gate – when open turns off GATE OPEN lamp and returns ball to shooter.
Basin Street – 10 or 200 when street lamp is not lit.
Street Lamp – lights when Clarinet score = 300. When lit, 10 point rollover = 200 and 200 point rollover = 500 advances a letter in DIXIELAND
Yellow mushroom(2) = 100 and advances clarinet bonus, opens flippers, lights FREE BALL GATE.
Blue mushroom – opens KEY GATE (left side) for rest of ball
Red mushroom – closes flippers
ZIPPER FLIPPERS – when engaged turns off FREE BALL GATE lamp and GATE OPEN,CLOSES FREE BALL GATE. When closed restore GATE status (open, lamps, etc)
Lighting DIXIELAND = 1 replay
5 balls per game
MAX SCORE = 9,999 (4 digits)
MAX REPLAY = 25
REPLAYS = 3800, 4600, 5400, 6000
Backglass = (1) two digit credit wheel, (1) four digit score reel, ball in play lights (5), (9) letters – DIXIELAND
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December 2, 2020 at 9:59 am #213050Grrreat. There is a schematic available, too to help with any unclear logic:
https://www.ipdb.org/files/692/Bally_1968_Dixieland_Schematic_continuous.pdf
I’m not the best at reading these but guys like loserman76 and scottacus are pros.
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December 2, 2020 at 12:53 pm #213086Looking forward to this one.
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December 2, 2020 at 4:28 pm #213151December 2, 2020 at 6:47 pm #213172Do I spot a pin part way down the death lane? :)
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December 2, 2020 at 7:41 pm #213180December 2, 2020 at 9:36 pm #213190Oh my god! of all unreleased VPX tables, this one is at the top of my list. I’ve had the pleasure of playing a real one a few years ago and loved it to death. Quite complex ruleset/layout considering the era! Thanks for working on it fan of old DVD player!
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December 2, 2020 at 9:59 pm #213192December 2, 2020 at 10:02 pm #213194and a working directb2s backglass (credits and score so far).
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December 2, 2020 at 10:26 pm #213197You are doing an excellent job. So nice to see a VP legend coming out with a new release!
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December 3, 2020 at 5:36 pm #213377ok, plastics in, mushroom bumpers proper color, apron changes, rules updated, ket gate, street game, free ball game added.
I have to layout the clarinet bonus labels on the playfield next.
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December 3, 2020 at 5:37 pm #213379ok, plastics in, mushroom bumpers proper color, apron changes, rules updated, key gate, street gate, free ball gate added. Proper flipper colors.
I have to layout the clarinet bonus labels on the playfield next.
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December 3, 2020 at 6:33 pm #213393Such a great game layout. Elements from all across the Zale canon.
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December 3, 2020 at 8:55 pm #213398ok last one for today. More lighting and refinements. I also finished the directb2s. Its all coming back to me after a long hiatus :)
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December 3, 2020 at 10:02 pm #213401Ah, a gate! The powers that be at Bally must have made Zale add that. Looking great!
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December 4, 2020 at 5:16 am #213436A few more missing playfield items and it’s just about done. I moved it onto my cab for some Friday morning flips before work. I feel like a kid again after not playing it for decades!
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December 4, 2020 at 10:14 am #213472I am stuck at the moment on the carry over feature (backglass D-I-X-I-E-L-A-N-D). I found the following games use this cool feature from the 60s (there may be more ballys).
Carry Over games
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Bally Hay-Ride 1964
Bally Harvest 1964
Bally Grand Tour 1964
Bally Trio 1964
Bally Dixieland 1968
Bally Sky Divers 1964Does anyone know how to save this progress so when you load the table the directb2s backglass will have the DIXIELAND letter(s) restored?
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December 4, 2020 at 4:02 pm #213554Paging @scottacus since he built Grand Tour recently.
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December 4, 2020 at 4:38 pm #213559Oh I see I was paged? I’m so busy with Cuphead that I don’t follow along here so that was a great way to get my attention @bord!
The letters “D,I,X,I,E,L,A,N,D” on the backglass have some sort of payout when completed? If so then you must have some variable like “dixieland” that gets incremented by one each time whatever game play event gets completed. When “dixieland” gets to 9 then the game pays out?
First off you’ll need to have a system in your table for saving a “high score” file to the computer. If you don’t have one open up Grand Tour and copy out the save and load high score subs and use those. Save the dixieland variable to that file and when a new instance of the table starts in VPX read that variable from the file. On the B2S you probably have lights that correspond to the letters? Set those up as values like 100, 101 … 109 and use the B2SSetData to send the instruction to B2S to light the letters. In this case you’ll probably need a loop to send all of the numbers (100 and 101 and 102 if lit to the X).
If you’ve got questions PM me.
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December 5, 2020 at 7:53 am #213622ok, very helpful! I got everything working except the saving and loading of the letters. Probably goofed up the save logic. Here is the backglass working with the carry over so far……Oh I see I was paged? I’m so busy with Cuphead that I don’t follow along here so that was a great way to get my attention @bord!
The letters “D,I,X,I,E,L,A,N,D” on the backglass have some sort of payout when completed? If so then you must have some variable like “dixieland” that gets incremented by one each time whatever game play event gets completed. When “dixieland” gets to 9 then the game pays out?
First off you’ll need to have a system in your table for saving a “high score” file to the computer. If you don’t have one open up Grand Tour and copy out the save and load high score subs and use those. Save the dixieland variable to that file and when a new instance of the table starts in VPX read that variable from the file. On the B2S you probably have lights that correspond to the letters? Set those up as values like 100, 101 … 109 and use the B2SSetData to send the instruction to B2S to light the letters. In this case you’ll probably need a loop to send all of the numbers (100 and 101 and 102 if lit to the X).
If you’ve got questions PM me.
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