... Continued - A P-ROC project for Bally's Cactus Canyon

(Topic ID: 20104)

... Continued - A P-ROC project for Bally's Cactus Canyon


By epthegeek

6 years ago



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There are 1372 posts in this topic. You are on page 1 of 28.
33
#1 6 years ago

Hey There. I'm new to this particular web joint, but not so much to pinball. I'm working on a project this crowd would probably appreciate -- I've slapped a P-ROC board in my Cactus Canyon and am working on recreating the original game, and then expanding on it.

There's a wiki about the project here: http://soldmy.org/pin/ccc/

There's a thread with all the details over at the P-ROC forums : http://www.pinballcontrollers.com/forum/index.php?topic=520.0

And a rundown of key bits I've added so far:
- A new super skill-shot with better prizes that requires a follow up shot on the playfield to collect
- A new gimmick multiball called "Drunk Multiball" with reversed flippers that ties to the beer mug target and saloon
- A new mode that alternates with Showdown called Ambush, which is a cross between Quickdraw and showdown
- A match animation, which if won awards "Last Call" - A special multiball
- A new tumbleweed animation/award for full loops once the horse/trick shots are complete
- A new ramp shot combo system
- Many new 'high score' category types
- A Moonlight Madness
- Cowboys vs Aliens multiball
- 2 new "Save Polly" modes, one for each ramp
- And of course, Bionic Bart

I've been working on it for several months now, and am a little curious what other Cactus Canyon fans think of the project.

E

Post edited by epthegeek : Updated added bits

#2 6 years ago

Eric,

Sweet job on this so far!!! Can't wait to see it progress farther! Super additions to the game.

Joe

#3 6 years ago

Looks very cool...alot of the reason I sold my CC was because it was so shallow. CC owners should be pumped to hopefully get a more expanded game.

#4 6 years ago

This is awesome, Eric! It's great to finally see Bionic Bart.

#5 6 years ago

That is very cool Eric!! Wish you the best of luck and hope you have great success. I love CC but must admit it could use a refreshed rule set and more modes. Please keep us posted on the progress.

#6 6 years ago

Exactly what this title needs!

#7 6 years ago

Awesome! I don't own a CC, but I do like playing them when I can find them in fellow collector's gamerooms. This would take the one knock I have against the machine (unfinished code), fix it, and make it the awesome machine it always could have been.

The only drawback I can see is that then I'd want to buy a CC, and boy howdy, they're pricey.

#8 6 years ago

wow awesome, can't wait to play CC using this new ruleset someday!

#9 6 years ago

This is so cool. How do you get access to the original sound samples and dots? It all has to be input to the proc code from scratch, right?

#10 6 years ago
Quoted from markmon:

This is so cool. How do you get access to the original sound samples and dots? It all has to be input to the proc code from scratch, right?

Yeah, everything that you want it to do has to be fed to it. There's more detail in the thread at the P-ROC forum, but the TL;DR version is that for sound I used M1+Bridge, and for dots I mostly used a new version of WPCEdit -- that was tweaked just for this purpose.

I should probably also add that a lot of the dots are stuff I made up and/or edited and rearranged from the stock graphics. Like everything in the Bionic Bart mode I had to create from scratch. The audio for BB was in the ROMS, but nothing else.

Post edited by epthegeek : More detail

#11 6 years ago

Really cool. Makes me want a CC just to add this. Great job, keep it up for sure

#12 6 years ago

wow! sweet job!!

#13 6 years ago

That is awesome work

#14 6 years ago

CP desperately needs p-roc. That game would be a super hit with the right software.

#15 6 years ago

I think P-Roc will breathe new life into some games in the next few years - gonna be exciting!

#16 6 years ago

Finally, this will make CC worthy of playing other than rarity.

#19 6 years ago

Oh baby

Gimme gimme gimme

CC # 920 is ready

#20 6 years ago

Gonna repost after watching the vid...DUDE! This is really cool. I think you can do more if you want to but this is cool so far. I read that other forum thread where you said you were really enjoying the project as well. That is very encouraging! Keep going...It would be quite an accomplishment to really complete CC and see how the new improved version rates. I really love the bad guy in CC , one of my favorite targets to shoot at in pinball, very satisfying sound and feel when you hit him. Feel like working on CP next ?

#22 6 years ago

Very nice.!!!

#23 6 years ago
Quoted from rommy:

I think you can do more if you want to but this is cool so far. I read that other forum thread where you said you were really enjoying the project as well. That is very encouraging!

I don't know that there's much more I want to add, I don't want to OVER do it. It'd be pretty easy to really trash up something like this, and I'd rather avoid that. I wanted to give it a little more to do, that fit in with the style/look of the game. There's some other smaller stuff I didn't mention here in the first post, like the new Extra Ball is Lit animation, a new "Ball Saved" animation, lots of little lighting tweaks and stuff, and so on.

A this point, I'm probably just going to do a lot of testing and finishing up details and see where it's at.

Thanks for all the positive feedback. If anybody has any specific "wouldn't it be cool if ..." or "I always thought that it should ..." type suggestions, let me know. There's quite a bit of that from me already in there -- which you'd see more of if you read the thread over in the P-Roc forums.

#24 6 years ago

I think it looks like you added a lot. In order to enjoy it someone would need a proc right?

What about adding a night showdown mode where the bad guys retaliate at night that works like this:

- something happens during the game to qualify. Perhaps beat a specific number of bad guys through our the game accumulative. Should be a fairly high number so it's hard to get to but not impossibly hard.
- after the game ends and last ball drains if you qualify then a night ambush or showdown begins.
- the GI shuts off and in the dark you can play through a showdown multiball which works like showdown but starts with all four balls.

#25 6 years ago

That sounds like a great Idea Markmon.

you could build a deeper wizard mode for CC.

P-Roc intrigues me and I might have to study up and try this on a simpler scale.

Thanks for posting and nice work E.

#27 6 years ago

I'm not familiar with this game but that 2nd video ends with "DEEATED". Should that say "DEFEATED"?

#28 6 years ago
Quoted from markmon:

I think it looks like you added a lot. In order to enjoy it someone would need a proc right?

Yes, this is correct. In order to run the code, you need a P-Roc and a computer to drive it with.

#29 6 years ago
Quoted from Shoot_Again:

you could build a deeper wizard mode for CC.

That's kind of what I was doing with Bionic Bart. Bionic Bart is available after the 5 points of the badge are lit, and if you don't beat Bionic Bart, you don't get high noon -- Everything resets.

I may still change/tweak gameplay around Bionic Bart, it's definitely a work in progress.

#30 6 years ago
Quoted from markmon:

What about adding a night showdown mode where the bad guys retaliate at night that works like this:

- something happens during the game to qualify. Perhaps beat a specific number of bad guys through our the game accumulative. Should be a fairly high number so it's hard to get to but not impossibly hard.
- after the game ends and last ball drains if you qualify then a night ambush or showdown begins.
- the GI shuts off and in the dark you can play through a showdown multiball which works like showdown but starts with all four balls.

As for this bit - maybe something like that could be what you get for a match, instead of a "Free game". Hit the match? Whoa! Back into action you go! Hmm..

#31 6 years ago
Quoted from ChadH:

I'm not familiar with this game but that 2nd video ends with "DEEATED". Should that say "DEFEATED"?

Whoa. Typo! Man, who programs this garbage. Oh, wait.

Edit: Just checked the code, it actually is in there properly - the font file must have been missing the "F" at that point. Originally that font was just for "Bionic Bart" so it didn't have all the letters, I was adding them as I used more, and if letter isn't there it just gets left out.

#32 6 years ago

This is very cool. Kudos. I really want to fool around with P-ROC when I get some time.

#33 6 years ago

Some added depth would be great on this already awesome game.

#34 6 years ago

Nice to see you're working on this.
I had started a similar project recently but using FreeWPC..

#35 6 years ago

I often read that people are complaining about the train. It looks real nice but its just for a hurry up... I have no idea what else to do with it, but has some potential there

#36 6 years ago

I think this title could use some combos

maybe 2 or 3 way combo you could use the train for one shot in a combo.
I would leave it as save the girl hurry up though.

#37 6 years ago

Hows about some extra high scores for people to aim for:

Bart Brothers Champion (amount of brothers defeated)
Train Stop Champion (Quickest to Save Polly)
Quick Draw Champion (amount of successful quick draws)
Stampede Champion (highest score in stampede multiball)
Showdown Champion (most drops in showdown)
Loop Champion
Mother Lode Champion (highest mother lode)
Combo Champion

#38 6 years ago
Quoted from Shoot_Again:

I think this title could use some combos
maybe 2 or 3 way combo you could use the train for one shot in a combo.
I would leave it as save the girl hurry up though.

I wondered about what more to do with the train too. Part of the problem with expanding CC is that you're stuck with whatever the hardware is, and there's not a whole lot to it.

One thing I do have in my notes is a 'MOVE YOUR TRAIN' (think "MOVE YOUR CAR") where it would move out to the center of the tracks, then shots to the left side move it forward, shots to the right move it back, and you have X seconds to move it X far one way or the other to 'win'. But I wasn't sure how to start it/award it. Maybe a random bounty award? or skillshot award?

#39 6 years ago
Quoted from Shoot_Again:

I think this title could use some combos
maybe 2 or 3 way combo you could use the train for one shot in a combo.
I would leave it as save the girl hurry up though.

I have combos in my notes too, but haven't done anything about them yet. I was actually considering having a 'River Bank' champ for going back and forth between the River ramp and Bank ramp, but haven't added it yet, because every time I look at it, it seems dorky. River-Bank, Riverbank, pffft, that's lame.

#40 6 years ago
Quoted from mufcmufc:

Hows about some extra high scores for people to aim for:
Bart Brothers Champion (amount of brothers defeated)
Train Stop Champion (Quickest to Save Polly)
Quick Draw Champion (amount of successful quick draws)
Stampede Champion (highest score in stampede multiball)
Showdown Champion (most drops in showdown)
Loop Champion
Mother Lode Champion (highest mother lode)
Combo Champion

In some of the other videos on my youtube account that I didn't link, you can see that in the attract mode there's already a QuickDraw champ and a Showdown Champ - and I definitely intend to add more, just hadn't picked out specific categories. Don't want to over-do it, and with some categories, it's just a matter of whoever had a great game will set all of them. But out of the way stuff is more random. So I'll probably add something for Full Loops, Beer Mug Hits, and maybe Combos.

Update: The list of high score categories now stands at:
Quickdraw Champ
Showdown Champ
Ambush Champ
Tumbleweed Rustler (Full loops)
Town Drunk (beer mug hits)
Undertaker (Quickdraw, Showdown and Ambush combined)
Bounty Hunter (Bart brothers defeated)
Motherlode Champ (highest single motherlode score)
Combo Champ (for longest ramp combo - not just total combos)

Post edited by epthegeek : Added list of current categories

#41 6 years ago
Quoted from epthegeek:

In some of the other videos on my youtube account that I didn't link, you can see that in the attract mode there's already a QuickDraw champ and a Showdown Champ - and I definitely intend to add more, just hadn't picked out specific categories. Don't want to over-do it, and with some categories, it's just a matter of whoever had a great game will set all of them. But out of the way stuff is more random. So I'll probably add something for Full Loops, Beer Mug Hits, and maybe Combos.

It's true that whoever has a great game may well get all those champs, but it would probably leave something attainable for other people. I think it's nice to have a lot of different things in the high score table, always gives you something as a target

#42 6 years ago
Quoted from epthegeek:

One thing I do have in my notes is a 'MOVE YOUR TRAIN' (think "MOVE YOUR CAR") where it would move out to the center of the tracks, then shots to the left side move it forward, shots to the right move it back, and you have X seconds to move it X far one way or the other to 'win'. But I wasn't sure how to start it/award it. Maybe a random bounty award? or skillshot award?

I like it! How about a more obvious X centre ramps? Which then increases each time to start it, maybe 8 to start 1st time then +2, +3, +4 etc for subsequent

#43 6 years ago

RE: Move Your Train

Quoted from mufcmufc:

I like it! How about a more obvious X centre ramps? Which then increases each time to start it, maybe 8 to start 1st time then +2, +3, +4 etc for subsequent

I don't know. I don't really want to encourage hammering the center ramp, honestly. And with something kind of quirky and theme breaking like this, having it be a little more rare/random seems appropriate.

#44 6 years ago

Very cool, I like my CC a lot as is, but this would move it to a new level!!

One thing I've always thought was missing was a proper end to Polly's peril, if you rescue her, there should be a better animation than what it does now, but if you don't, well, could be the second "fatality" in pinball, (first being in CFTBL)

Keep up the good work!!

#45 6 years ago
Quoted from epthegeek:

As for this bit - maybe something like that could be what you get for a match, instead of a "Free game". Hit the match? Whoa! Back into action you go! Hmm..

Personally, I think it should be for achieving something in the game. And it should continue your score. I think perhaps shooting enough bad guys seems appropriate because that's what would make them want to retaliate. Perhaps 100 bad guys killed in a game generates this after last ball, before final score is calculated. Match is just luck not based on skill.

#46 6 years ago
Quoted from dgpinball:

Very cool, I like my CC a lot as is, but this would move it to a new level!!
One thing I've always thought was missing was a proper end to Polly's peril, if you rescue her, there should be a better animation than what it does now, but if you don't, well, could be the second "fatality" in pinball, (first being in CFTBL)

I definitely like the idea of improving the animation at the end of Polly Peril -- but I'm not sure I can make anything better myself. 128x32 pixel art is pretty tricky to make things look nice, especially in 4 color. If anybody has mad pixel art skills and wants to take a crack at it, that'd be awesome.

#47 6 years ago

Wow, impressive what you have accomplished. I love this theme and am so thrilled you are expanding the code. I notice you said the P-ROC board you are using needs a computer to run. I thought the new P-ROC board was a single board with build in processor? At least I recall this from a conversation I had with the predator team. Maybe its a prototype board they are testing.

Awesome stuff, please keep us posted.

#48 6 years ago

Eric, again, great stuff. I've always thought that it should be harder to light the "mother Lode" insert on the star (one multiball jackpot and one shot to the scoop lights it). I always felt it should be more like super jackpot on AFM (hit all jackpots first, then light motherlode at scoop) OR collect 3 mother lodes the 'normal' way to light the insert on the star.

#49 6 years ago
Quoted from luvthatapex2:

Wow, impressive what you have accomplished. I love this theme and am so thrilled you are expanding the code. I notice you said the P-ROC board you are using needs a computer to run. I thought the new P-ROC board was a single board with build in processor? At least I recall this from a conversation I had with the Predator team. Maybe its a prototype board they are testing.
Awesome stuff, please keep us posted.

The P-ROC board does do some of it's own processing, for instant reactions on certain things like coils -- but for handling the actual game code, that's done with a computer, running through the P-ROC to interface with all the pinball parts (lamps, display,etc).

#50 6 years ago
Quoted from DrJoe:

Eric, again, great stuff. I've always thought that it should be harder to light the "mother Lode" insert on the star (one multiball jackpot and one shot to the scoop lights it). I always felt it should be more like super jackpot on AFM (hit all jackpots first, then light motherlode at scoop) OR collect 3 mother lodes the 'normal' way to light the insert on the star.

I like this idea. I'll switch it to either require a 2x motherlode (meaning all the jackpots had been hit) or 3 1x motherlodes to light it.

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