G'Day and Welcome the Visual Pinball Black Knight 2000 Page which will contain the last released download and a work in progress update aswell as some Links.
Visual Pinball created by Randy Davis can be found here and is a very worth while program if you want to develop you own 3D Pinball Game.
Black Knight 2000 was produced by William's in 1989. It
uses system 11 technology and is game number 563.
Overview and Game Story
Black Knight 2000 is a classic and fantastic pinball game. The sequel to the equally fantastic Black Knight (nine years BK2k's senior), it shares many similar gameplay and thematic features. The game pits *You* versus the Black Knight. Your objective is to knock down the Drawbridge, storm the castle, fight the Black Knight, and take the King's Ransom.
The Black Knight has mellowed since his original incarnation where he wanted to "slay" you. He's really more like a grade school bully now, apparently only wanting your money. He repeatedly demands that you give your money to him, but makes no other threats. The choir of angels, perhaps having had their money taken by the BK, really wants you to defeat him. They provide moral support and motivation with helpful phrases like You've Got the Power and You can do it.
The three ball multiball is the symbolic start of the actual fight between you and the Black Knight. The playfield darkens, then with appropriate lightning sounds, the playfield lights illuminate and flash in the shape of a sword. No matter how many times I've seen it, I'm immediately psyched to take on the Black Knight! The balls are kicked onto the playfield and it's sheer mayhem for as long as you can keep them all in play
Current Released Version
December 21st (Beta 5)
Well Beta 5 has finally been released after 10 months delay. You will have to download the main table file which includes the Table and and the external scripts to run the game. These should be kept together.
The MP3 Music pack will need to be installed under the music directory of Visual Pinball
You will need to install the WilliamsPinball.ttf file (also included in the main BK2K zip file) into your windows/fonts (or winnt/fonts) directory for the display to work correctly. 'Font Smoothing' (via Display Panel) should be turned on though this has been known to cause people performance issues on some machines.
The game looks best at 1024x768 but will work in all screen resolutions.
Known issues with the game
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W.A.R / Multiball Ramp doesn't intersect with the top to lower playfield wire ramp. Because of this, the ball will skip between the two ramps. |
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Missing some of the special attract light sequences, i.e. light all the lights starting from the bottom of the playfield and moving to the top. These can be done with the Light Sequencer which will be in the next VP release. |
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The Lightning wheel spin sometimes looses sync with the music. |
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The Williams Pinball font only looks good if 'Font Smoothing' is turned on via the display control panel. |
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There might be
some undiscovered bugs still remaining
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You will need Visual Pinball Dog Food Version 5 or greater
to play this game.
The WilliamsPinball Font, Display Driver and High Score Routines are public domain and can be used by anyone providing credit is given.
By downloading this file you will be respecting my
rights as the author of this table that NO modifications will be performed
without my express permission. The table has been designed / implemented how I
think it should be based on feedback from people who actually own the game and
a bit of creative licence. You are free to change it for your own purposes but
these should not be released.
Previous News
December 20th
1 DAY
TO BATTLE
(tick tick)...
Spent a
good part of the day putting in the final touches and ensure all is ready for
tomorrow..![]()
Caught one last bug and put in some new features and finally got something I've always wanted to get right, right!
Apart from some the spiffy light displays (which I can do with my light Sequencer but can't be bothered doing it in script) she has everything in (I hope ;-)
Of course with a game this complex, and with all it's sub-modes there might be something, but she seems good to me.. And if it is good for me.. It's good for you!
December 19th
2
DAYS AND COUNTING
(tick tick)...
This week I've done a lot of work on Black Knight and she is almost ready to roll.. The 22nd of December (10 months after her last release) and she will be out in all her glory.. Sounds, Lights, Music, the works.. She is a hefty download though at 7 meg but I certainly think it is worth it if you can't play the VpMame version of BK2K or you want to see what Visual Pinball is really capable off.
I
TOTALLY recommend cranking up your speakers for this one. I know I am 200%
biased
but she
sounds gorgeous.
Just got to do the final last minute checks and get her off to IR ready for download.
I would
like of announce that my good friend Stein (Creator of the Jetsons, Genie and
Flash) and myself will be working on a Original Table in the new year when
both our current tables are finished. This new table I hope will blow
everybody and everything away.
![]()
(No hints just yet!)
December 7th
Well I have finally received my CD of Black Knight music and sounds. 50 megs of super clean, high quality samples. I have to thank Marcel Gonzalez for these and the huge amount of work he put into building the CD.
I've been slowly going though them all and adding the new samples into the game. Once I have settled on all the samples I will reduce the quality to reduce the overall table size but I still want to maintain a nice clean crisp sound.
I'm aiming for a release before Christmas so it won't be long for everyone. IRPinball will be hosting the table and music files. I would like to also thank IR for this.
December 1st
Been a little busy working on various web sites for my development on the core of Visual Pinball. These can be checked out here.
Been
working on a tilt mechanism for the table which provides a authentic feeling.
What I have done is simulate a plumb swinging and the way it slows down so
unlike most tables the plumb takes a while to completely stop moving. Sounds
complex but is really simple to do but gives a table a much better feeling as
if you are more aggresive with it it will tilt (or give warnings) more often.
The Plumb swing is never reset so it is carried across games, (arn't I a
bastard
) but will
continue to settle down in the attract mode.
The one
thing I haven't done is handle the Slam-Tilt. If you want to hit your monitor
that hard, who am I to stop you.
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Updated the Game picture which now has my little cat logo aswell as the Magna-Save graphic. Also includes more authentic looking bumpers and the bottom railing/guide rails.
November 30th
What 2
days in a row.. this must be some sort of record.
![]()
The one thing I've been wanted to add for a very long time and last night a proper magna-save is in thanks to some cleaver maths by 'Dorsola'. Needed a little tweaking for 2K but makes a huge difference to the game.. man I am I happy at the moment ;-). The script is approaching 6000 lines which would have to be some sort of a record. Not for the faint hearted anyway.
Still Adding displays which is a little boring but needs to be done. its all slowly comming together. Got to work on tilt tommorow.
Changed
the start key to match the Visual Pinball defaults.. exciting stuff eh!
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With the forums down at the moment things feel a little slow.. miss the little peices of news from everybody though I do talk to a lot of senior members on ICQ.
For those who are interested the FedEx number for the sound CD is 8310-1987-3820 (www.fedex.com). Yes I don't know what the missing paper work means either.
November 29th
I've finaly taken a break from my other project while a code merge is performed by the project leader. Then it will be back onto my next project ;-)
I have been playing with the displays again and putting in some of the missing features from the game.. the game now starts with the lightning effect and the bonus screen is now correct. various other screens have been added or updated.
I still havn't got my CD yet as my friend was a little late on the post but I do have the FedEx # for it so it's on its way (big smile)..
November 24th
No I'm not dead. Been doing a lot of C++ programming on my new pet project which hopefully will be released soon.. Though the actual release is not up to me as it is part of another program ;-)
My friend has finished the CD full of sounds/music/speech/effects and it is already snailing across the world to my home. Once I get it and spend some time getting all of the sounds into the game I will release BETA 5.
I have just bought a new motherboard and processor (nice fast Athlon) so I've had lots of run reinstalling everything as windows doesn't like having a frontal lobotomy (change of chipset). I will say one thing. This sucker is fast.
November 14th
Finally have managed to get a bit of time so been changing lots of things on the table.
I have put in the Status Display when you hold down either flipper for 3 seconds (as per any William's) which looks good.
Been Playing a bit of the VpMame version of BK2K and spotting the differences between the two tables.
For instance. The KNIGHT lights flash towards the skyway during the game which mine didn't (do now ;-) and a same for a few other lamps..
Also going though all the displays any slowly putting them all in..
November 13th
Been a bit slack lately as my real job is keeping me busy and we all have to pay the bills.
Havn't done much to the table as I'm still waiting for things.. I have been working on a special project though and more of that will hopefully come out but lets say it's of benefit to all people who use Visual Pinball.
November 7th
Been
playing with the graphics today and got a good picture of a clear red bumper
which looked good when mapped to the top of the bumper. I then made every
second pixel (grid fashion) transparent so it looks like it is being lit up.
Looks very cool. ![]()
Put in the bottom rails around the bottom metal work (thanks to stein for that) and put in some better decals for the BLACK lights and Second Chance (thanks to AJ's BK table for that idea). Changed the colour of the second chance light to white after looking at all my screen shots of the table again. I wil update the screen shot when I get the new plastics somebody sending me.
Fixed a few more errors with the script and with the music. the music is quiet loud at the moment so I have to do some tests and work out if I am going to cut the volume of the music or raise the volume of all the sounds.
Changed the load and save nvram functions to use the internal LoadValue and SaveValue functions. This stops the virus checker thinking the table is a virus when it accesses the hard-drive. Though these functions seem to write to the file one at a time so it seems to stutter a bit.
November 6th
The Display Driver is out of the way (for now) so its back to BK
Found
and fix a few more bugs in the game with Tech Beta 5. There was a problem with
the multiball mechanism not releasing the balls but no-more. (not a fault with
VP just a fault with me) ![]()
I installed Windows XP yesterday so I guess my time has been taken up with imaging my Windows 2000 system, burning that to CD and then Installing XP as a clean install and putting things back on.. Wasn't too hard and XP went on real well which supprised me as a lot of people seem to be having problems with it.. lucky me I guess. Anyway VP/BK seem to run fine under XP.
Played a few other table today by other designers and liked the settings mode in DOOM2. Good idea and might just have to do something simular.
I'm currently working on a few secret projects at the moment for the good of everybody so things are a bit tight at the moment for BK2K development time but I am still crunching at it.
Will put in the Magna-Save plastic (decal) tonight above the ball lane and might try and get the graphics on the blue walls around the multi-ball.
November 3rd
Fist time in ages I've been able to keep a stedy net connection. had tway too many problems with this thing at the moment..
Did a lot of work on the Display Driver last night and got quiet a few enchancements into the core. Put in a nice trail effect for the multiplier display at the end of the game. Got the idea from Bad Cats.. Not everybodys cup of tea but it does look wicked.. only handles trailing in 2 characters though..
Put in a Blink Mask to allow portions of the display to blink (at different rates). So you can now blink an entire line or just bits of it. The blink mask is a separate screen but only blinks the characters in the mask and leaves what ever else on the screen the same.. like most things with the driver. complex displays are built up out of several displays.
Make it a bit easier to change the size of the display (in width) so only 1 constant has to be changed if you want wider or smaller displays.
This is more like a Display Driver WIP update and not a BK2K update as not much else has been done on that as I need to get the driver all finished up.
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Thanks
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Randy Davis for making Visual Pinball Marcel Gonzalez for providing sounds and music Rod Utting for touching up the artwork Corey Stup & Andrew Newton for answering all my questions about the game play of the table Williams for making for me, the most memerable pinball of its day Steve Ritchie for Designing it and Colin Hall (ILA) for teaching me how to play it
Original William's Credits Design, concept, and
direction: Steve Ritchie |
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