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Masters of the Universe 3
=== Version 3 ===
NOTE: This table uses Dynamic Flippers, Lighting and Shadow Maps that require use of BAM v1.4-267 (or later) to be installed which was released on November 9, 2019. It is very easy to upgrade. You can download the most current version at the following link. This installation file installs Future Pinball and BAM at the same time. If you have either Future Pinball or BAM already installed, you can still run it and it will bring everything up to date.
What an extraordinary table! Rom created this world class original table seven years ago and it is still popular today. I know some of you will only download recreations of real world table but this table is so good that it looks and plays like a recreation! RingMaster said it best: "One of the best original Future Pinball tables I've ever played! Really professional table."
Version 2 of the table fixed all the obvious bugs and version 3 adds the new features that have recently become available in BAM. I haven't encountered any bugs since version 2 though I suppose there could be some minor ones. Please report any problems you may find.
This version finally adds dynamic flippers to not only the main flippers but also the upper flipper. The Roton has always been a difficult shot to hit but I have found that the dynamic flippers allow you to hit it from a cradled ball. The shot is a bit easier now but it still requires some skill on the aiming. I also updated the custom physics. Some of the guys have told me that my physics plays too slow so I made this version play slightly faster. You can make it play faster if you increase the table slope.
I added new lighting also. I added the same options as I have done on other tables. I ended up having to use completely new settings for the night BAM lighting modes. In order to create night modes, the lighting needs to be fairly dark and the settings I have used on other tables didn't work. But I figured out new settings and all is well. You just press the Special 1 key repeatedly to cycle through the light modes. I asked DJlunchbox to try the table out. He requested I adjust the brightness of the yellow and green neon-like lights that are on top of the ramps. I added adjustments to these lights in the lighting modes. It looks pretty cool! One of the guys on another forum requested he be able to be able to make adjustments to all the lighting that I adjusted because he seems to need different settings on his pinball cabinet. ...So on this version I did just that. When you open the script, there are ways to adjust the flashers I use for general illumination, brightness of the light inserts on the playfield and adjustments to the yellow and green ramp lights. There is also the "End User Setting" where you can add your own settings to the BAM lighting options. See instructions on the "Info Tab". Even though I provided all these options, I doubt most people will need them. Most of the guys seem to be able to find an option that works for them by just using the Special 1 key.
I also added shadow maps that look really good on this table. I also used the shadow map option to create flashes when the slingshots and bumpers are hit.
Some of you that have lower end PCs may have some trouble playing the table because of TerryRed's wonderful addition of the video clips require a lot of system resources. You can try several options that may improve things. You can select "Use Texture Compression (S3TC)" under the FP "Video / Rendering Options". You can replace the textures with the low resolution version included in the download. If you have problems with low frame rate (sometimes called stuttering), you can use the "FP Original" lighting option.
I noticed that the textures on the He-Man model looked a little blurred. I went back to Rom's original HD version and extracted the texture and added it to this version. It does improve the appearance. Three of the other models had higher resolution versions of the textures. I tried them but saw no improvement in the appearance of the models so I did not use them.
I added a new portrait table loading texture. I recommend using it if you have a pinball cabinet.
I changed the HUD Toggle key on this table to the version I am using now that saves the setting to the fpRam file.
I included the files for the "rotated display" in a separate download. These files will not work on a pinball cabinet. There is a screen shot of my "rotated display" in the list of images where you can see that I moved the overlays that play the videos to a different location. Pinball cabinet users can use the desktop version by just pressing the HUD toggle key so the HUD is turned off and change the table loading texture to the portrait version.
There are a few other options I added that you can adjust near the beginning of the script. There are the lighting options that I mentioned earlier. There is a sound level control panel that I added in Version 2. There are options called "DMD Background Color" and "Ball and Flipper Shadows". There are directions in the script on how to change these. Then there is a change I made that only I would probably notice. During castle multiball, the castle raises up in front of two blinking green lights on the front of the ramp. Instead of blocking the lights, the lights bleed through the castle. I changed it so the lights are turned off when the castle is raised and they only blink when the castle is lowered.
This revision makes the table not only make the table look beautiful with the new lighting but the new flippers make it a lot more fun to play. It is amazing how much more accurate dynamic flippers are. I hope you enjoy it.
=== Version 2 ===
I have to thank TerryRed for adding video to this table and for creating a desktop version. I played this table quite a bit several years ago after I downloaded it the first time but I stopped playing in favor of other tables. Terry's version rekindled my interest and the videos definitely increase the fun factor. I never intended to modify this table but after Terry posted his version, the guys started posting problems with it on the GoPinball forum. Gimli fixed a bug in the script. I started making changes and we ended up addressing all the problems that were posted. So here it is, a version with all the fixes!
After Terry posted the DOFLinx and desktop version, he posted an MX version where he made a change to the video. When you press the start key without adding coins first, a video would play where Skeletor would say "You try my patience". This is the same video that plays when you hit the center target on the front of the Roton (the object on which Skeletor sits). Terry changed the video so Skeletor now says "You royal boob!". I think this is a good change so I incorporated it into this version.
In addition to Terry's videos, there is a screen on the playfield above the launch lane that displays video. It originally had a green line around the perimeter of the screen. I removed the green line and expanded the playback area of the video to fill the screen all the way to the edges. It makes the video easier to see. It might seem that I made the whole screen larger but I only enlarged the playback area on the existing screen.
The first thing I created for this version was custom physics which includes adjusting strengths of the different objects on the table and the angles of the flippers.
There was a bug that has existed in the first version of this table and was never fixed in all the various versions that have been created of this table until now. During 9 ball multiball, a ball would often get lost which ends the game play. The table was originally provided with some cheat codes such that you can press "K" which would pulse all kickers once to help bust loose balls that are stuck in the kickers. If that didn't work, you could press "B" to add a ball. I discovered a ball would often get stuck in a kicker inside the Roton when 9 ball multiball starts. The space simply isn't big enough for 8 balls to be added there. My fix was to simply add 4 balls to the Roton at the start of multiball and then add 4 more balls after the Roton gate opens. I also found that 9 ball multiball messes up badly when the ball saver is active. The ball saver just can't keep up with all the balls on the table. My fix disables the ball saver when multiball starts. It is pretty unlikely that the ball saver will still be active when multiball starts so you probably won't even notice this change. I kept the "K" and "B" cheat codes in the script but I don't think you will ever need them.
I created what I call a "Sound Level Control Panel" in the script. I found that the sounds on the table weren't balanced very well. The control panel appears in the script and any end user can makes changes. You just need to read the notes at the beginning of it for the instructions. I had to make a large number of adjustments to get the sound right. I created this using the method I described in the tutorial at this link:
One of the guys had a problem where you always have to type in your initials even if you don't have a high score. Gimli revised part of the script to fix this.
I was struggling to be able to read the small font size for the number of balls, player and credits on the Dot Matrix Display (DMD). I figured out a way to make the font bigger but still fit in the same space on the DMD.
I added a HUD Toggle Key mod that makes the HUD toggle key work and also adds a way to turn the HUD off when the game starts which is useful to guys that have cabinets. When you open the script, there are comments at the beginning of it that tell you how to change the default setting for turning the HUD on and off.
I added a new loading screen that I think match Terry's new videos better. You can change back to the old one if you like it better. The original texture is named "MOTU Load Image1".
I addressed several stuck ball issues. 1) I changed the left ramp so I think that balls will get stuck at the top of the ramp less often. There is a trigger there where the ball gets stuck. I replaced the wire trigger with a star trigger. I have found that star triggers don't have any affect on the ball. 2) I noticed that balls would sometimes get stuck around the drain so I moved the drain a bit that improves this. The improvement is most noticeable during 9 ball multiball. 3) I would sometimes get the ball stuck in the orbit that goes around the back of the table. I made some changes to a wall back there.
The very first version of this table that was posted in 2012 included a high resolution version of the playfield and plastics. I added these textures to this table. It looks much better now. I included the low resolution textures in the download in case your PC doesn't have enough memory. Just delete the existing textures in the texture manager that have the same name as the low resolution ones and add the files.
I like TerryRed's new translite although I rebuilt it. My changes make it look exactly the same as it did but it saves 10 MB on the overall file size of the table. Unfortunately, the higher resolution textures that I discussed above increase the file size by about 8 MB.
One of the guys had a problem with the ball being thrown up on top of an invisible surface that is intended to keep balls from flying off the table. I was never able to repeat the problem but I extended this surface to cover more of the table. It must have worked because I didn't get anymore comments about it.
I also added a code that extends the high score overflow limit from about 2 billion points to about 922 trillion which requires BAM version v1.4-183 or higher. If you are using an older version of BAM, the table will play but the high score overflow limit will be about 2 billion. I haven't had a problem with high score overflow on this table but it doesn't hurt to add the code.
I don't know to what extent anyone is interested, but I created a version of this table for a PC monitor that is rotated 90 degrees so it is in a portrait orientation. I included a screenshot of the table oriented this way on the images tab. I prefer to play my favorite tables like this. The download includes set up instructions. I posted this version as a separate download.
When I reworked the sound, I found a large number of sounds and a few other files that were saved to the table but never used. I removed them but saved them to a separate download in case table developers have a need for them. I posted the files as a separate download so you probably won't want to download it unless you plan to revise the table.