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GeorgeH on 2020-02-02
Table version : 1.05

Thanks guys!



yinyan on 2020-02-01
Table version : 1.05


police99 on 2020-02-01
Table version : 1.05


LadyScarlett01 on 2020-02-01
Table version : 1.05

merci bien.

cestmoi on 2020-01-31
Table version : 1.05

super !

j aime beaucoup merci

Table detail

Robots Invasion 1.05 stats

byGeorgeH, Kevin Lee Drum, moogster66, Nash, polygame homepage , SLAMT1LT homepage

NOTE:  This table uses Dynamic Flippers and Lighting that require use of BAM v1.4-267 (or later) to be installed which was released on November 9, 2019.  I also added some script from BAM version v1.5-275, released on January 13, 2020 that changes the appearance of the ball.  I have added some coding that will ignore this coding if you don't have version 275 installed yet.  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.


This is my favorite table that Steve Paradis created.  He is one of the most innovative and creative guys to work in Future Pinball.  If you are not familiar with him, I found an interview with him (click here to view it).  You can find all his tables by clicking on "Polygame" in the list of table developers.  Steve built this table to play like a Pinball 2000 table of which Williams only built two.  There is a wealth of information about Pinball 2000 on the internet if you perform a search for it. 


I like Slamt1lt's mod of the table the best and I started my version with it.  I encountered two significant bugs that I fixed.  The table has five modes but only the first two would play and then the holograms would disappear and the rest of the game was straight pinball with no more modes becoming active.  The other bug was on the mode called "Hostile Bake Over".  It could never be completed and you had to play this mode until the game ends.  I have fixed both bugs and tested it to verify it works. 


Steve's original table has something he calls a "tipster" that displays many of the rules.  It sequentially displayed ten tips and then repeated.  I decided to make the tips display at the correct time during a game.  I ended up adding 4 tips to support this effort although I continue to use Steve's original tip sequence during the attract mode.  I think all of it works quite well.  I might add this feature to other tables if I get end users that say they want it.  If you would like to see something like this on other tables, please let me know.  The table did not originally have a Heads Up Display (HUD) because the score and other statistics are displayed on the playfield.  I added a HUD to display the tipster.  I also added coding to make the HUD toggle work so you can turn the tipster on and off.  Your setting is saved to the fpRam file. 


I set up the BAM lighting that I have been adding to all the recent tables I have modified.  This is a three part process where I adjust the brightness of four flashers I added and change the brightness of the light inserts on the playfield.  I also adjust the settings for the BAM lighting.  You press the "Special 1" key repeatedly to cycle through the options.  I have posted instructions on how to add your settings to the option for "End User" on the Info tab.  The option, "FP Orig.", is intended to be only used on low end PCs that can't support "New Renderer".  The names of the light modes appear on the playfield where the score is usually displayed.  I added some additional lights under the slingshots. 


I found some nice art work that fits the theme.  I used it to add 4 table loading textures and added a virtual game room. 


Steve's original table had several "execute" commands in the script.  I converted these to the long form in order to prevent Microsoft's Defender antivirus (which is included in all versions of Windows now) from scanning these "execute" commands.  Scanning these commands during game play can slow the PC down and cause stuttering (low frame rate) even on high end PCs. 


The two upper flippers had a nasty habit of getting the ball stuck under them.  I implemented a fix to block the balls from going under the flipper that I first used on the "Jupiter" table several years ago.  It works nicely and does not interfere with the operation of the flippers.  As always, I added custom physics and dynamic flippers to all five flippers.  You can make changes to the flipper settings and many other settings in the script.  The script has detailed instructions in the comments on how you can make changes if desired. 


I added a version of the table that I call "rotated display".  This is intended for those of us that have a desktop PC and can rotate the monitor so it is in portrait format.  It improves the appearance of the table if you are able to orient your display this way.  There is a screen shot of it on the Images tab of this posting.  I recommend that pinball cabinet users use this version also although you should ignore the cfg files in the download and the instruction pdf file.  Pincab users should just set the table up the way they normally would.  This version has the HUD set up so it defaults to being turned off.  The table loading texture is already set to one of the portrait versions. 


I tried adding "bump maps" to the texture of the cannons but they didn't look right so I didn't use them.  I did manage to get the lighting on the cannons just right.  I also tried to add "shadow maps" but the playfield has too much contrast for them to be visible so I removed them. 


Pinball 2000 is a wonderful platform.  It is unfortunate that Williams only built two of them.  I am so glad that Steve Paradis decided to build a virtual third version.  Hopefully, someone will use Steve's table as a model to create more of them. 



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