Twilight Zone Visual Pinball Table
==================================

***USER OPTIONS***
==================
Note: As of TZ 6.5, there is a new in-game menu system that can be accessed by pressing F6 any time during the game.  It can also come up before the game starts as an option (enabled by default).  Also, there are still a few options accessible only from the script itself (near the top and labeled).  All options are described in the "Table Info" section.  I suggest you read it before proceding.

Revision History:
----------------

7.3 (PD 6/2/05)
================
Note: With a new TZ table on the way from Kurt (Scapino), it seems this old table will probably be 
      obsolete soon and would need a total makeover or remake to really make the difference anyway, so
      these are probably some of the last changes to this table.  It could still use fading wall lights
      and reel based photographic bumpers and a few other things, but I'm less likely to bother now.  Too
      many methods used are fairly archaic now (this being one of the very first VPM tables ever made orignally
      so a total table replacement isn't such a bad thing, IMO.
V7.3 Changes:
-------------
* Gumball Sign and Light adjusted (so you can see balls at the upper right flipper better) and replaced
  with a reel based fading light
* New BackDrop as default (old one still in editor as "Back_Glass1"
* Plunger object used for graphics replaced with a reel based animation
* Clock hands adjusted so 12:00 lines up with the lower table view
* Some other graphical adjustments
* Samples forced off in script to remove duplicates on default VPM configurations 

7.2 (PD 12/24/04)
=================
* PD Light System V5.4 replaces VBS Core system
* Viewing angle changed to lower, larger view and table adjusted to fit it
* New "Back_Glass2" brick "dungeon" style game room backdrop added (select from VP backdrop editor pane)
* Various graphical enhancements (apron card lighting, new targets, etc.)
* New reel-based fading bulb effect dome flashers added
* High Resolution Plunger System Added for more control of skill shot
* New Animated modeled pop bumpers with new image texture (flat option removed)
* Standup Targets are now animated
* Yield Time defaults to 1 now and can bet set at top of script where marked to 0 (off) or 2 if needed)
* Added F6 Option Menu Support for the latest VPM Supported Rom Sets (8 sets of Roms can now be selected)

Known Things To do yet: Fading (probably wall-based) Lights for playfield to replace regular VP style ones
           			Round Ramp connectors to replace rectangular ones

7.11 (PD 4/13/04)
=================
* Tide-over release for AJ's pinball until angle-overhaul update is finished
* Added new rail/lockbar options (default at medium setting)
* Added partial backbox
* Added optional game room backdrop ("Back_Room") selectable from the background editor
* Yield-Time setting is adjustable at the top of the table script
* Flipper sounds updated

7.1 (PD, 4/06/03)
=================

* Replaced the right diverter ramp helper with a blocking drop wall to prevent ball overlaps.  
* Reconstructed the slingshots with more accurate placement, better rubbers, and simulated working light bulbs.
* Added new logo, instruction and price card graphics to the apron with decals (sharper and better constrast).
* Moved the table options text file into the "Table Info" section of the table.
* New more gradient gumball sign in lit state
* Removed "Solenoid" sound from Playfield Magnets (they should be silent)
* Other misc. adjustments
* Replaced some of the lens decals with new ones by Cyborg.
* Backbox version available with optional GameRoom background ("back_gamroom" in VP background editor)
* Updated the playfield and plastic graphics so they're much improved looking (IMO).
  There is only one version once again instead of separate day and night versions.
  However, you can select a bright or dark playfield from VP's editor menu and the game
  will automatically disable playfield GI effects for the bright version.

7.0 (PD, 1/02/03)
=================
* New Rocket Plastic with the proper color
* Night (in the dark) Version of 7.0 is also available

6.95 (PD, 12/29/02)
--------
* Added Apron Rails
* Cleaned rails from apron image
* Improved Gumball machine vertical ramp image
* Fixed left rail on table to use left image instead of the right one
* New Lockbar image

6.9 (PD, 9/25/02)
--------
* New cabinet with more correctly angled rails relative to the playfield

6.8 (PD, 8/22/02)
--------

* Adds metal rails to cabinet to complete the look
* The skill shot seems to be working better (I can get orange now fairly often again) and it can only have to do with
  the new rails since that's the only thing that's changed (that and a new wall to hide a distortion the rail somehow caues
  within VP)

6.7 (PD, 6/30/02)
--------

* Removed right return wall between the plastic part and the wire ramp and installed screws instead (as per photos).

* Added 2 pieces that goes above the incoming lane for the powerfield (metal cover with a see-through section and another wire cap.

* Removed more junk from the playfield photos in the powerfield area and on the left ramp near one of the switches.

* Added the rubber post in the upper left corner of the powerfield.

* Inserted wpcmame's rom select code fix.

* Moved the invisible flippers for the non-real magnet option so they don't interfere with the operation of the lower powerfield walls.

* Enabled the left powerfield wall in the script, which wasn't working (thanks to wpcmame for pointing this out; this bug has apparently been there all along)

* Changed the upper powerfield triggers into a single shaped trigger to better simulate one single opto trigger for the entire upper playfield of the powerfield (as wpcmame pointed out to me, a ball could roll across the individual triggers and score more times than they should).

* Added a small invisible wall extension to the powerfield exit so the exit trigger could be lowered slightly as to avoid triggering a powerfield exit from a ball that wanders across the trigger as it moves sideways across the bottom edge of the powerfield.  Such a trigger would disable the magnets on the powerfield.  Without the extension, the powerfield trigger would not register 100% in the new position. As the small extension is below the magnets' reach, there is no negative functional (or visible) impact on the game.

* Added a new warning message to the options menu that explains that if you get a "permission denied" error when running TZ (namely this could happen in WindowsXP Professional) that you can get around the error by disabling the menu save error in the script under the user options section of the script.  Apparently, some people didn't notice this feature in previous versions (as in didn't read the tz_menu_options.txt file and/or revision history notes and were therefore under the impression that the table was unplayable to them and went back to older versions). 

6.6 (PD, 6/15/02)
-----------------

* Edited gumball machine graphic so it's clearer and there's no black "block" around the balls and added the guideposts.

* Altered to the ball positions for the gumball machine to match the new image.

* Fixed bug introduced in 6.5 script that was skipping one of the animation frames for the ball falling into an empty or nearly empty gumball machine.

* Changed the shooter lane diverter and gumball diverter so they appear "hollow" in the middle like the real thing.  They still need a metal texture, but that will have to wait until VP can map textures to flipper objects.

* Put a bypass menu save option in the script for anyone that doesn't have registry write access (someone reported a "permission denied" error when the script tried to save the option setting to the registry).  This mode will still let you use the in-game menu (normally press F6 for it) during the game to change settings that do NOT require a restart (e.g. changing the ball images), but these changes will not be saved for the next session.  Options that require a reset will require the user to edit the new "defaultoptions" variable in the script (explanation is in the script for that option).  This variable sets the default options for the game for a first time user of TZ (6.5 or newer) in the registry, but will set the default options for that particular game as well (thus you can set whatever you want the game to default to each time here and if you resave the table, it will be there the next time).  I reiterate that normal home users of Win98 or XP shouldn't need to bypass the much preferable graphical menu at all.


6.5 (PD / wpcmame, 6/14/02)
---------------------------

* Wpcmame rewrote much of the script and created a new in-game menu system (accessible by pressing F6 normally).  This menu makes most of the previous script options easily accessible with the click of the mouse.  Some options (due to the way VP works) are only accessible from the script (and may no longer function when VP7 comes out).

* I wrote a new TZ_Menu_Options.txt file to describe all the available table options both for the in-game menu and the script and how to work it all plus limitations, etc.  I suggest everyone read this file.

* Added 2 extra gumball images (purple and orange) for new 7-ball operation and one to replace the powerball if the powerball is disabled as a game option (Gumball Mode only). 

* Added a new black powerball option for those gluttoning for punishment (and you thought blue was hard to see), bringing the total powerball image choices to 8, matching the number of steel ball choices (also 8).

* Added orange lock to table (new default).  The green lock color is available as a prototype option from the in-game menu and can be changed on the fly during the game without a reset as can all the ball images, shallow flipper option and Gumball Mode (see the TZ_Menu_Options file for all available options and how they work).

* Added 2 new clock faces on top of the previous white clock face.  These can only be enabled from the script (near the top).  The white clock face is still the default and is the early production model for real TZ machines (2000-3000 macines were shipped with this clock face decal).  The first new clock face is the later production model which is a 4-color clock face (this was the most common clock face decal found on all remaining production machines).  There is also a prototype clock face option, which uses a round color pie-graph (originally supposed to match up with color-coded rules that were never actually implemented).  This was only found on 2-3 early prototype machines and was quickly discarded as it was quite plain and ugly.  Note that it is possible that this option will not work with VP7 when it becomes available due to changes as to where the table can be changed before rendering.  If this happens, the clock face graphics will be provided in an extra pack that can be "reimported" overtop the current active one instead at that time.

* Changed the magnets on the powerfield to shaped magnets so their range could extend to the exit without overlapping the triggers in VP (if you prefer round magnet triggers, just select the circle shape from the VP editor menu after clicking on each one and they will automatically revert back).

* Cleaned up some more text decals.

* Shrunk depth on the drop targets (so they don't get struck on the side) and covered the back side of the clock target so it's not activated from behind on a slow right ramp shot. 

* Added several new samples to the game including new kicker sounds and the gumball machine motor among others.  Wpcmame provided these from his own TZ machine.

* Note that the 3rd magnet which was enabled on all previous TZ releases can now be disabled from the in-game menu.  However, in order for the emulation/electronics to recognize this change, you must *NOT* have the Skip Startup Test mode enabled in Vpinmame (F1 for Vpinmame menu) when you turn it off.  I left it enabled by default so that the home roms won't behave oddly on systems that have previously had older versions of TZ installed.  However, it is listed as a prototype option.  In actuality, the 3rd magnet was never installed on any production TZ machines.  But prototype machines have all the mounting hardware installed (the magnet must still be added by the user).  Non-prototype machines do not have the mounting hardware or the needed optical switch or the playfield drilled and so are difficult to retrofit.  In any case, the magnet is recognized autmatically by the hardware (in this case VPinmame), but this occurs during the startup test and so it must not be skipped any time it's disabled or reenabled or you'll get odd results (with the home roms anyway) as the game will think the magnet is there, but VP won't let it work (so for example during the home rom magnetic ball lock before multiball start, it'll try to stick all 3, but won't be able to since only 2 magnets will work; if the game is made aware of the magnet disabling as described above, it won't even try).  This is also described in the new Options text file.

* Note the game also now has the ability to use from 1 to 7 balls in the game.  The game will store the locations of the balls from each session where you left off now (like if you owned a machine and only you played it).  That is unless you select the "random" option from the game menu.  Then it will randomize the ball positions (as if you were coming into an arcade and had no idea where the powerball might be; or in gumball mode, where any of the balls might be).  When you change the number of balls in the game, it will automatically randomize them once and place enough balls in the trough (unless you select less than 3 total for the game) so the game won't complain about missing balls.

6.1 (PD, 6/06/02)
--------
* Modified Powerball images so they appear to be the same size as the regular balls when sitting side-by-side.
* Changed the light bulbs above the piano and the upper left flipper so they're no so dark when off (double lights)
* Modified the playfield by the upper right ramp so the ramp isn't shining through on the wall next to it
* ReEnabled random ball option as default (forgot in last release)
* Changed the metal image on the ramp ends so the blue part is better centered

6.0 (PD, 6/02/02)
--------
* Major enhancements to the clock
* Cleaned up playfields (removed more images that shouldn't be there) and modified them
* Removed a playfield from file (no longer needed)
* Finished up lens effects (upper playfield and arrows)
* New flasher lens in middle of pop bumpers
* Changed far right ramp return so its far more accurate looking
  -(Now using two 3-wire ramps, one 2-wire ramp and one 4-wire ramp parts plus supplement parts)
* Moved gumball sign so all lamps are visible (even if just barely)
* Random PowerBall Option was rewritten so now it works in both regular and GumMode (randomizes all 6 balls in latter) and
  renamed the RandomBalls option.
* Added 2 more optional powerball images (both are alternates for the red and blue powerballs)
* Added 1 more optional regular ball image (steel/grey)
* Changed around some of the User Options (mostly wordings).
* Improved the yellow and pink gumball images 
* Cleaned up the gloss powerball image on bottom (a few near black pixels that weren't transparent were present)
* Renamed the gumball images in the image editor and script from ballimagex to gumballx.
* Fixed potential image bug that might occur if you change from GumMode to Regular Mode in the same session
* Fixed yet another image bug that would occur in regular mode with the lock ; redesigned the previous lock fix
* Changed Gumball Sanity Check back to 3 (Tom had it at 4 which is incorrect as its designed to check when the ball gets
  stuck in the gumball machine, not for momentary 4 ball hand-offs; if it got stuck set at 4 it would stay stuck).

5.6 (PD)
--------
* Fixed remaining gumball color bugs in "Gum Mode".  Both regular and gumball mode shouldn't have any more image problems (hopefully).

* Note: Regular Mode is default once again

* Added lens effect decals to most lower lights (less effective on arrows and upper lights so they're left out)

* Tweaked the fonts on the door panel so they're easier to read

* Added new user options in the script for alternate Regular (Steel) Ball and Powerball colors in "Regular Mode"
  - New regular ball types includes more steel type varations and a new blue and red steel ball
  - New Powerball Images include flat paint and pearl variations and the red and blue prototype powerballs

* Changed Pop Bumper size/overhang values so it looks more like the real thing and put a little invisible wall in there to prevent balls from getting stuck.

* Added new debugging options and displays (not important to the average user) 
  - Turn on the ball tracking information display by going to the backdrop screen and clicking on the timer there and selecting its "enabled" check box.  Just below the user option section of the script there is an option to enable a set of kickers (BugIn and BugOut) to send the ball somewhere else when you press the "E" key as the ball passes over the "In" kicker.  I have it set as default so that the in kicker is about 1/2 way up the shooter lane and the BugOut kicker fires into the lock shot (as I used it along with the debug display to find/fix one of the ball image bugs).



5.5 (PD, 5/25/02)
--------
***NEW OPTIONAL GUM MODE!!!****
Note:  This mode uses 6 colored balls resembling "gumballs" on the table instead of the normal 5 steel and 1 powerball that the game normally has.  The white gumball is the powerball.  

-For this release I've enabled GumMode by default.  This will probably change again in future releases.  To get back regular mode, just change "GumMode = True" to "GumMode = False" near the top of the script and select recompile.  Also note that for now the RandomPowerBall option only works in regular (Non-Gum) mode.  It's simply ignored in GumMode.

* New PowerBall Image In Standard Mode
* Fixed clock wobble problem during timed events when the clock light is flashing.
* Adjusted outlanes so they're nastier (increasing table difficulty becuase it's too easy)
* Increased slope to 7 and adjusted right ramp diverter and autokicker speeds (try 8 for really hard)
* Added a quarter sound to the table for Insert Coin

5.2 (PD 5/13/02)
--------
* Added to gumball kicker animation.  The ball will now be seen falling through the gumball machine when the gumball machine is less than full (i.e during a gumball test or when reloading itself after Lost In The Zone mode).
* Improved the transparent pop bumper lights so they look more realistic, especially when turned off.
* Fixed transparency problem with the new gumball sign it had when the light was blicking and the ball would go under it.
* Fixed test mode problem where the gumball kicker animation would be seeing during the solenoid test for the gumball popper even though there is no ball in the gumball popper when its tested.)

5.1 (PD 5/4/02)
--------
Graphical Update:

* New textured metal ramps (upper right and autoplunger lane ramp)
* New OPTIONAL pop-bumper images (disable in script using "OridinaryBumpers = True") and flashbulb effects.
* New Gumball sign (mapped using side-images and animated to make the bulb image light instead of a "flat" VP light)
* Adjusted playfield to accomodate new gumball sign
* Changed upper right ramp's wire part from 4-wire to 3-wire and removed the loops.  It's now correct to the real thing.
* Thanks to Neurokinetik for supplying some raw digicam images from his real TZ machine to create the new images from

5.0 (PD 4/27/02)
--------
* So complete it had to be 5.0! ;-)
* Cleaned up gumball machine picture and vertical wire ramp.
* New animation of balls moving through the gumball popper vertical ramp using kickers and vertical image mapping!
* Included new ball rolling decal as default.  It's lighter colored so it doesn't stick out like a sore thumb on the powerball and still looks ok on the regular one.  The old decal is still there if you prefer it (ballroll1) or roll your own. 
* Added the missing decals to the plunger area.
* Fixed long-standing bug (hey, no one noticed until now) whereby the left ramp shot wasn't triggering the inner inlane trigger that activates the slot machine temporarily.
* Included some playfield tweaks and post changes by Neurokinetik


4.5 (PD 4/20/02)
--------
* Added New Diverter Animation to the entrance to the PowerField including various changes to area.
* Cleaned up playfield under diverter area which was covered by the diverter in the previous picture.
* Updated the ramp ends to be more visually correct.  For the left ramp end this includes a circular
  blue shock absorber on one side and the part that comes through the metal part on the other, including
  a new metal texture for the back.  On the far right one, it uses the thicker pad stopper but does have a hole
  through the metal part where you can see the pad through it.  Added the metal side guards to both.
* Added metal texture to upper front edge of the PowerField.
* Various color changes to playfield including the upper orbit guardrails and the top of the clock.
* Added cabinet side walls to playfield so it's no longer just a floating playfield in space.
* Changed the rom select code so that it's now optional in the script.  There's a menu_select override variable that
  you can change to "false" to disable the pop-up rom select menu.  The older rom variables then work again (nice if you
  normally prefer to play one set over the other and don't want an annoying menu coming up every time you start the table).
* Updated Table Info section and included a few basic table rules in it.
* Attached a very complete Twilight Zone Rules sheet to the archive by Kevin Martin.

4.2 (PD / Released only to AJ, but never appeared to my knowledge before 4.5)
-------
* Minor update changes circular/rectangular targets over to true vertical mapped ones.

4.1 (Tom Haukap / PD, 4/1/2002)
-------

(Table Changes by PD)
* Added Spinning Ball Decal
* Removed two alternate backdrops at "request" by Nicky Special.  There is nothing by Nicky in the table now.
  
(Script Changes by Tom Haukap)
* You need VBS 3.0 or greater for this table
* Fixed the Powerball logic to work with VBS 3.0 and VP6. This will also works with older versions of VP.
* Replaced the "Scripting.Dictionary" object to use the dictionary class from VBS 3.0. Done this to avoid
  security warning generated by VP6
* If VB6 is used, the scripts will be loaded using "GetTextFile", so that the security check in VP6 will not
  be triggered by creating the "Scripting.FileSystem" object
* Added a check for healthy ROMS and a dialog to choose which ROM set (Home/Arcade) should be used if both
  are available

Note from PD: I removed Nicky from the credits.txt file included since his backdrops have been removed.  There are updates to the credits.txt file by Tom as well including removal of the unknown author and the addition of Gerson Agena.  He and Tom were the original authors of the table.


4.0 (PD, 1/6/2002)
-------
Note:  Skipped 3.9 to avoid confusion with unofficial "3.9" release that caused naming confusion.

-Added the following requested features and adjustments:

* Added the flasher that sits beside the Slot Machine.
* Removed "lock" from the default background photo
* Removed rainbow colored decal from end of left ramp (should only be on slot machine, not the ramp above it) by adding another playfield.
* Adjusted Gumball Machine so only 2 balls are normally visible (3rd is supposed to be hidden in bottom of machine).


3.8 (PD, 11/13/2001)
-------
* Changed flipper settings so they're both more difficult and placed more accurately (visually), but I added an option to use the old flipper settings.  Change the "ShallowFlipperSetting = true" to use the old settings in the global options section of the script (right at the beginning with the other options for the table)
* Added 3rd camera kicker in an attempt to eliminate the problem where sometimes a successful "Defeat The Power" will somehow miss the kickers and thus not score the award.
* Added new background (I left the previous two in the image manager so you can use either of those if you like).  This one gives the feel of being in the backglass junk room, IMO and is less "in your face" than the last one.  Actually, it's a straight backglass photo.  I liked the default behavior so much, I left it as-is.

3.6 (PD, 10/15/2001)
-------
* Removed old slingshot playfield cover-up kludge that didn't really work and replaced it with a newly touched up playfield.  There are no longer slingshot images on the playfield.  This required adding a separate playfield for the upper plastics, so the size increased somewhat.

* Adjusted side color of clock hands.  I'm not sure why they were bright white, but it didn't look good.  They're not the same color as the top of the clock hands (i.e. dark grey, almost black).

* Added Nicky Special's "Version3" of his Twilight Zone backdrop.  

* Adjusted the locations of the start and buy-in buttons to better fit in with the new backdrop (e.g. the start button is at the exit of the gumball machine)

* Removed the onscreen version and help text.  It didn't really fit the new backdrop and wasn't really that useful anyway.


3.5 (PD, 10/15/2001)
-------
* Note: Now using VP TB5 features

* Added textured image to the left ramp

* Added the General Illumination effect to the mini-playfield.  It now darkens during a tilt as it should.

* Changed the Clock General Illumination so the face lights up and darkens instead of the top of the clock.  Note that a VP bug/limitation causes the clock hands to disappear over half the clock range when it's darkened, but this is only really noticeable on a tilt.  Even then, it's still way better than the previous kludge, IMO.

* Made the little wall that protects the ball from falling through the plunger invisible.  I attempted to move it up so that it works on impact (the ball doesn't move much at all when you pull back the plunger), but I couldn't get it so that all three shots could be made as consistently (i.e. it was too touchy).  It 'might' work like that in the future with some adjustements to the plunger, though.

3.4 (PD, 9/28/2001)
-------

* Revamped upper left flipper in terms of shape (it's now fatter at the bottom like the real thing), speed and placement.  The ball will now head to the drain on slow balls (confirmed on real tables).  Faster balls will tend to hit the edge of the right flipper.

* Covered up slingshot graphics on playfield that were showing beneath the slingshots

* Placed vertical wire ramp that goes behind the gumball machine behind it (it was in front of it in last version)
 
* Using new backdrop picture.  It's a modified version of Nicky Special's "twilightv2" backdrop. I removed a few elements that shouldn't be there (start button, DMD) and one that was blocking the script number (airplane) and another (superpin logo) that I didn't like since it didn't fit the theme of the other elements, IMO (i.e. I want the background to make me feel like the I'm in the Twilight Zone, not looking at a flyer logo).  NOTE: I left the old backdrop in the table.  If you want to use it instead, just select tz_backdrop instead of the twilightv3 one.

* I swithed the default rom set back to 94h in the script.  It inadvertently got switched to the 92 arcade set in the last release.  Actually, I prefer the 92 set myself, but apparently this confused some people that didn't understand why the game suddenly didn't work (i.e. they only had the 94h set).  I'll remind that this is simple to change with a "true" or "false" statement at the beginning of the script where it asks if you want the arcade or home rom set.

3.3 (PD, 9/22/2001)
-------
***This release is dedicated to all those killed, injured or otherwise hurt by the terrorist attack on the WTC in New York on September 11, 2001 and to those brave souls risking their own lives to save others.  God Bless America and may those responsible for the evil and cowardly act be brought to justice!

* Added the little rivet/screws to the bottoms of the two ramps

* Added (and modified some) neurokinetik's gumball machine, mini playfield light and round hit target decals.  Also added the upper piano round target decal that was still missing.  Adjusted gumball machine ball's heights to fit.  The bottom ball might still need to be removed from the display if it's not normally visible on the real machine.  

* Moved and increased the size of the horizontal lamps (above upper left flipper and above piano shot)

* Adjusted left ramp so there's no longer the visible gap introduced in 3.2.

* Added a 2nd clock catcher kicker since the balls now seem to potentially fall in two different places on the left ramp.  This may still need adjustment as I haven't had a ball fall off the ramp lately.

3.2 (PD, 8/29/2001)
-------
* Smoothed out left ramp

* Added black ramp sections to the bottoms of both ramps

* Realigned ramps to playfield picture and added alignment block section adjoining the clock target (the ball will no longer keep smacking into the back of the clock target)

* Extended main ramp so gate aligns properly with gumball sign and altered color to better match the upper part

* Made orange door lights more orange and less red

* Toned down a few glaring white colors and increased a ramp connecting section brightness

* Realigned piano (it wasn't even close before to where it should be)

* Changed light above left flipper to horizontal "bulb" style

* Moved and changed the two lights that are supposed to go above the piano entrance to the piano entrance (now that the piano is in the right place, the lights are visible there and now the proper shape).

* Changed target to left of slot machine to proper drop target style

* Adjusted right ramp trigger a little (it wasn't registering like 50% of the time in its new position)

* Fixed problem where the ball was rolling into the manual plunger lane from the ramp above tha auto plunger lane


3.0 "In the Name of Accuracy" (Dorsola, 08/27/2001)
-------
* Revision History is now in reverse-chronological order.  This will make for
  easier reading and updating. :)

* Watch out for pieces that don't look or work right.  VP crashed on me at one
  point and I discovered a small (thankfully non-fatal) amount of corruption.
  If you find anything amiss, lemme know.

* MASSIVE rework done to the right ramp!  The new ramp structure follows the
  playfield image, including a wider base and the top portion being slightly
  behind the clock.

  - As a result of the above, the right ramp is easier to hit and less prone
    to having balls fall off of it, and the lock shot and Clock Millions
    target are easier to hit.

  - The right ramp also behaves as it should - it's no longer possible for a
    ball to go most of the way up and hit the trigger, then come back down
    the ramp again.  If the trigger gets hit, that means the ball is on its
    way to the diverter, no questions asked.

  - And because the secondary portion of this ramp is now a bit longer, we
    should hopefully have less problems with the ball getting to the
    diverter before it can fire and move out of the way to let the ball into
    the PowerField.

* MASSIVE Rework to the LEFT ramp and all its constituent parts (diverter
  section, cross-ramp, deposit to plunger, etc).  This ramp has been bugging
  me since Day 1, so I finally went and changed its properties to match those
  on the real machine.  I based the new shape on the playfield image, but I
  also took parallax into account - this means the new ramp is a bit larger,
  longer and goes further back than the old one, and is also slightly
  shallower, has a larger (and less friendly) entrance, and is overall more
  accurate to the real machine.

* Restored left-ramp's original colors and removed the comet decal - these
  things are only present in the sample/prototype machines (AFAIK) and didn't
  look right in the sim.

* The Left Ramp Diverter is now a curved droppable wall.  This causes the ball
  to roll smoothly down the cross ramp instead of bounce off the diverter.
  This improves the speed and smoothness of the entire left-ramp experience
  greatly.

* The two left-ramp deposits (the blue end walls) now have their elasticity
  set to 0, to completely stop the ball's forward motion when it hits the end
  of the ramp.  This gives it a sort of "spongy" cushion effect that keeps
  the ball from bouncing back up the inlane/autoplunger lane too much.

* The lower Mini-PF exit wall also has an elasticity of 0.  This will
  hopefully prevent balls from getting stuck in the wall just above the top-
  right pop bumper.

* Added the various gates on the left ramp - entrance, upper-right corner,
  entrance to cross-ramp, and entrance to plunger-lane deposit.

* A couple more adjustments to the pop bumper colors.

* Made some small adjustments to the positions and overhang sizes of the
  pop bumpers, to match the playfield graphic and photos of other TZ
  machines.

* Adjusted the upper left flipper's start angle and size so that balls coming
  down the left orbit (from a right-orbit shot or off the right ramp diverter)
  don't bump into it if you don't attempt to hit the ball with the flipper.

* Fixed the Trough Proxy by adding a small delay where the switch is set to
  false, to simulate balls moving in the trough when a ball is kicked out.

* Moved the "Clock Millions" lamp to its proper place, which corresponds to
  the clock on the playfield image.  Yes, this puts the clock lamp pretty
  close to other lamps around it, but this is actually where it goes. :)

* Per the suggestions of several people (and seeing a real TZ), I lowered the
  Gumball platforms (all of them) by 20 units, which causes the lowest ball
  in the machine to become totally obscured when at rest.

* Resolved a potential crash-on-render problem by removing three wall objects
  that were stuck way out in the middle of nowhere.  Not sure what they were
  doing there or how long they've been there, but as soon as I deleted them,
  the table stopped crashing on render on my system.

* More edits to the Playfield image!  I edited out the wireform that makes up
  the Left Ramp deposit to the plunger area, and also color-enhanced the
  skill-shot area.  And I edited out the AutoPlunger diverter, attempting to
  remove all traces of the original machine parts from the playfield so the
  sim can do its work.

  - In doing this, I discovered the reason for all the skill-shot problems:
    The skill shot was grossly elongated from the way it's supposed to be.
    The color bars are pretty close together, and the rollovers for each are
    spaced the same distance, with the miss hole being only a little ways
    back.

  - As such, I moved the triggers and the kicker to their proper places and
    made the "Missed skill shot" kicker hidden.  The skill shot is now
    clearly visible!

* Some other cleanups to the PF image as well, trying to correct for the
  graininess caused by JPEG compression.

* Adjusted the shape and size of the AutoPlunger diverter to more closely
  match the real thing.

* PD suggested darkening the green Lock light, so I did. :)

* Fixed the position of the lowest Greed target and light - they were off
  a bit, but were probably never noticed because they were obscured by the
  ramp deposit (which is now higher and more out of the way, visually).

* Removed GI_1 and GI_3 (the two remaining blue lights to the left of the
  table).  The script support for them is still there, but disabled, so if
  you want them back, just put a couple of lights there, call them GI_1 and
  GI_3, and uncomment Cases 1 and 3 in UpdateGI().

* PD also came up with the suggestion to randomize the PowerBall's start
  position.  I liked that idea so much I implemented it! :)  New option at
  the top of the script: RandomPowerBall (true by default).  Set this to
  FALSE to put the PB in the Gumball Machine at position 2 (changed from 1).

* Added a black wall just in front of the Gumball Machine to simulate the
  entrance.  It's crude, but it makes the thing look better.  Also moved
  the kicker a bit closer to the mech.

* Removed the black containing walls on the sides and back of the table.
  Since we have a black backdrop now, these walls really aren't serving a
  purpose, and since doing the above edits and stuff, I found these walls
  were obscuring too much of the backdrop.

* Compromised on the Inclination/FOV settings in the Backglass options.
  Now the table is at 44/45, not 45/45 as in the previous release, but also
  still wider than 42/45 as in pre 2.71.

* Removed the image property on the plastic caps for the rubbers in the
  Mini-PF.  These are supposed to be solid grey plastic caps for the
  switches and wires.

* Fixed the black floor below the Mini-PF.


2.8 (PD, 08/26/2001)
-------
* Created a new more realistic clock target based on the one I made for TAF's
  "A" Grave target

* Modified the upper ramp diverter so it's more appealing and more realistic

* Changed the main ramp colors to match real thing as close as possible
  within limits of VP

* Added comet decal to main ramp

* Fixed the main ramp height so it no longer is at a slope as the real
  ramp is at a fixed height relative to the playfield.  The ramp end bump
  stopper actually does its job now. ;-)

* Added a new black cover to the bottom of the playfield to cover that
  gray showing through.  The real back of the cabinet should be black anyway.

* Removed "The Twilight Zone" lower left logo from the backdrop as the new
  table inclination/width from 2.71 was already partially obscuring it.  I
  think it looked cheesy anyway.  It already says Twilight Zone on the upper
  right of the backdrop in a much classier fashion.  No need to be repetitive.

* Slimmed down the auto kicker diverter a bit to better match the playfield
  guides (it still looks a bit fat to me though) 

* Adjusted the Powerfield exit trigger.  This placement seems to register
  100% for me so far.

* Adjusted the camera kicker underneath the powerfield exit so it's more in
  line with it.  This should correct the problem where sometimes if you
  completed Battle The Power, it would miss the camera target and thus not
  give you the door award.

* Adjusted the wall on the plunger that keeps balls from falling down below
  it sometimes so it lets you use the full range of the plunger

* Adjusted the plunger strength so it's less sensitive (It was way too hard to
  to reliably hit the skill target you're aiming for before, IMO).  Along
  with the full range fix, it's much more usable.

* Adjusted the skill shot targets slightly to increase the likelyhood of an
  orange hit compared to a yellow hit (orange didn't register enough and
  yellow was too easy).  I actually spent hours trying to get it so it
  visually lined up with the playfield photo, but VP seems to move the ball
  large differences at that range for little time differences, making it just
  about impossible to make it possible to hit all three targets accurately.
  Even as it is (spaced out further), it's far from perfect feeling.

* Implemented Dorsola's new script fixes for the Gumball Machine and Ramp
  Helpers.  The former fixes where sometimes the Gumball machine won't kick
  out a ball.  The latter fixes the odd crashes people were having with the
  powerfield ramp.

* Changed the pop bumper colors to closer match the flyer/playfield photos. 

* Elasticity adjustment to orbit walls to try and drecrease hangups just above
  the upper right flipper that behaves almost like a magnet was right there.
  It still happens, though.


2.71 (Dorsola, 08/25/2001)
-------
* Increased the size of the "Failed to Defeat the Power" exit trigger in
  an attempt to improve its reliability.

* Extended the guide wall for the hitchhiker lane so that balls are less
  likely to immediately go into the Dead End hole when you just shot a
  hitchhiker from the right.

* Put in PD's slightly larger (64x64) silver ball image, since the 60x60
  image was reported as looking too small.  And people are also reporting
  that the larger image makes the ball seem and behave like it's heavier.
  I have no clue why that's happening, but if it works, great! :)

* Another fix to make the code Internationally friendly - this time in
  "DisplayGumballPosition".  Thanks to wpcmame for the tip.  (For some
  reason, this part of the script wouldn't crash - it would just prevent
  the PowerBall from being displayed in the Gumball Machine.)

* Removed RRampCatcher - the kicker that was placed underneath the right
  ramp in v2.7 .  This was apparently causing the table to crash on
  certain shots.  If the ball gets stuck under the right ramp, you're
  just gonna need to restart the table, unfortunately.

* Based on PD's recommendation, adjusted the Table Inclination and FOV
  settings to 45/45.  I agree, this looks better.  Adjusted a few things
  both on and off the playfield to compensate.


2.7 (PD/Dorsola, 08/18/2001)
-------
* PD supplied some aesthetic improvements to the ramps.

* Updated upper flipper settings.

* Added a custom ball image to the normal balls to make them look more
  metallic and more shiny.  Updated script code to match.  Thanks to PD
  for the image, also used in TAF.

* Updated the cMagnet class code to make it more fault-tolerant.

* Fixed areas of the script code to make it work for International users.
  People with computers using a language other than English were having
  problems with the SubwayHandler.

* Made the "Defeat the Power" opening larger by popular request.  It
  seems now that we have PowerField magnets that are more-or-less
  accurate, defeating the power is more difficult than it should be
  because the opening is too small.

* Added a small wall behind the "Defeat the Power" opening that should
  prevent balls from incorrectly falling into the Hitchhiker lane and
  either getting stuck or draining while you're in "Battle the Power"
  mode.

* Added another error catcher underneath the right ramp, in case a ball
  gets stuck there.

* Increased the elasticity settings for the rubber parts in the
  PowerField.  Makes the balls bounce around in there a bit more and adds
  to the challenge of Battling the Power. :)

* Added an entry for PD in tz_credits.txt .  Sorry I didn't do this
  sooner.


2.6 (PD/Dorsola, 08/10/2001)
-------
* Used PD's graphical/layout changes.

* Fixed a problem with one of the clock hand positions - the 4:00 hour
  hand wasn't appearing correctly.

* Modified the custom class for the magnet sims to resolve a naming
  conflict, and adjusted the PowerField magnets' strength.  Due to a
  timer issue with WPC.VBS (which should be fixed in the next WPC.VBS
  release), we're not using the VBS file's cvpmMagnet class in this TZ
  release.  See below for customizing options.

* Put the invisible flippers back in for the PowerField.  Magnets are
  still there.  See below.

* The magnets are more friendly to slower computers, but may be a bit
  too powerful for faster systems.  There's unfortunately no easy way
  around this.

* Added option constants to the top of the script:

  - "SlowPowerField" - set to TRUE to have the script use the invisible
    flippers to simulate the Magna-Flips in the PowerField.  Set to FALSE
    to have it use the Magnet simulator.  Recommend that you set this
    to TRUE if you have a slow computer, as the magnet sim is speed-
    dependent.  Setting this option to TRUE will cause the PowerBall to
    be affected if it ends up in the PowerField and a magna-flip fires
    (eg. LITZ).

    NOTE: If this option is set to FALSE (magnets enabled), the flippers
    are automatically removed such that they will not interfere with the
    PowerField.  This has been tested and verified!

  - "ArcadeMode" - set to TRUE to use the tz_92 (arcade) ROMset, FALSE to
    use tz_94h.

* Reset the table slope to 6.5 again, and PD provided some good flipper
  settings that work with this slope.

* Adjusted upper-left pop bumper's color - it's now orange and distin-
  guishable from the lower bumper (red).

* Replaced the Pop Bumper decals with lights to simulate the bottoms of
  the bumpers.

* Adjusted the size of the rubber post on the left side of the left
  outlane, so balls are more likely to hit it and bounce off of it rather
  than going straight down the outlane.

* Got a hold of the TZ playfield pic and removed the ramp and side flipper
  traces from the image, then converted it, the dark-plastics image and
  the backdrop to JPG.  This shaved off about 800K from the total size of
  the table, and it looks MUCH better IMHO. :)

* Added a wall in the autoplunger lane to attempt to stabilize the ball
  and make it shoot more accurately.  This wall also prevents balls from
  sinking down below the plunger.

* I know a lot of you aren't going to like this, but I replaced the
  AutoPlunger with a kicker and made it a saucer-ballstack, because the
  plunger there was just too darned inaccurate.


2.5 (PD, 08/10/2001, released separately from Dorsola's version)
-------
* Using TB4 features
* New powerfield magnetic flippers (modified system of Dorsola demo table example)
* Now using 2-wire ramps where appropriate
* New ramp ends and 4-wire cover "square" (should be circle some day)
* Tweaked flipper settings so lock shot is possible now
* Added bottom decal to pop bumpers and adjusted side color to white
* Switched right and bottom pop bumper colors to match photos (including the tz flyer)
* Changed elasticity settings for some objects to give more bounce
* DMD is borderless now by default
* Using tz_92 rom set for arcade feel (easy to change back if you want in InitVPM sub)
* NOTE FROM DORSOLA: You will need to change all occurrences of the word
  "cvpmMagnet" to another unique name if you are using WPC.VBS v2.0 or higher.



2.1 (Dorsola, 08/10/2001) - Visual Pinball Tech Beta 4 REQUIRED
-------
* IMPORTANT VERSION NOTES:
  * Visual Pinball Tech Beta 4 REQUIRED
  * WPC.VBS v2.0 REQUIRED

* Right ramp habitrails are now 2-wire ramps.

* We now have a TRUE PowerBall!  With a custom image and some custom
  scripting, all of the ballstacks and subway handlers now support the
  long-awaited PowerBall.  The "PowerBall Position" debugging info has
  been removed as the code was completely overhauled in the process.

* Debug Info: If you want to see what's going on in the ballstacks and
  with the Powerball handling code, enable the timer "PBDebugTimer" on
  the backdrop.  You can also import a couple of sound effects (name
  them "DebugSound1" and "DebugSound2" respectively) to give audio cues
  as to how the Powerball is being handled.

* Putting actual magnet sims in for the spiral magnets turned out to
  be problematic, so I left the kickers in and modified their logic a
  bit.  Now that we can tell the Powerball apart from the rest of the
  balls, the spiral magnet kickers will pass the PB through while
  catching all other balls.

* Similarly, I attempted to add real magnet sims to the Mini-PF, where
  the "Magna-Flips" are.  But it seems that in some cases the
  workarounds just work a whole lot better - the magnets were just
  plain terrible!  They seem ideally suited to magna-saves.  The
  invisible flipper workaround is still there and still works great.
  The only side-effect is that if the Powerball gets into the Mini-PF
  (like in LITZ) and those magna-flips become active, it'll behave just
  like a regular ball since I can't affect balls individually with
  flippers.

* Increased table slope to level 6.5 from Tech Beta 3 defaults.

* Adjusted lower flipper angles now that the slope has changed.  All
  shots should be more like the real game.

* WANTED: The original images that make up playfield and lit-plastics
  graphics for the table.  I want to convert these to JPG!  If someone
  else wants to do this, feel free.


2.03 (Dorsola, 05/22/2001)
-------
* Fixed a minor bug in the Powerball Tracking code - if two balls
  were in the slot kicker and the Powerball position was marked as
  Slot Machine (2), when the SlotKicker solenoid fired, two balls
  would come out but the Powerball position would only update once.
  This would result in the Powerball position still being marked
  as in the Slot Machine even if there were no balls in there.

* Further enhanced the clock by adding in-between positions for
  the hour hand.  (0b, 1b, 2b, and so on.)  Also, I think the new
  algorithm for displaying the clock hands should be considerably
  better than it was before - more streamlined and common-sense. :)


2.02 (Dorsola, 05/21/2001)
-------
* Reworked the playfield images some more and reduced them to 256
  colors each.  This cut down the size of the new VPT by more than
  half!  The VPT should compress better as well, since the bright-
  plastic image is mostly black space.  Thanks to AJ for the image
  and the tip!

* Since the full-pf pic includes the mini-playfield and we don't
  want that displaying underneath the actual mini-pf, I added a
  0-height black wall to the corresponding area on the table to
  hide the playfield image.

* Fixed problems with the clock hands and optimized the code that
  initializes the hand walls.

* Increased the resolution of the clock simulator!  Now it's
  accurate to 2.5 minutes (0, 2, 5, 7, 10, 12, 15, etc...). The
  resulting animation is extremely smooth.  Great job on the first
  draft of that visual clock sim, Tom!

* Simplified, streamlined and corrected problems with the spiral
  magnets.  ALL THREE MAGNETS ARE NOW WORKING!!!  The Multiball
  3-ball grab feature works BEAUTIFULLY!

* Tech note: Apparently switch 82 is being correctly handled in
  VPinMAME as an opto (with reverse logic), so we can treat it like
  any other switch in the script.  This would explain why the upper
  right magnet never worked before.

* Finally fixed the problem with the left inlanes and the "anti-
  gravity" problem balls seemed to be having with them when
  approaching from over the left slingshot.  Turns out the left
  ramp deposit was too low (height = 35) and was interfering with
  this part of the playfield.

* Hey Tom!  Your Powerball tracking code is great!  I added a small
  piece of functionality to keep the spiral magnets from catching
  a ball if the Powerball is supposed to be on the playfield.

* Added code to make the ball designated as the Powerball blink
  when it's in the Gumball machine, and the text for the Powerball
  location to blink when the PB is on the playfield.  If you find
  this effect distracting or bothersome, disable the timer
  "PBBlink", located in the upper-right corner of the blueprint.

* Tech note about Powerball handler: If there is more than one ball
  on the Playfield and the Powerball is indicated as being on the
  PF, the script cannot tell which ball is the PB.  So, when any
  ball enters a hole or kicker (such as the Piano, lock, Camera,
  trough, etc.), the script has to randomly decide if that ball is
  the Powerball or not.  This means that in Multiball, you could
  have the PB shoot out from the Slot Machine, knock it right back
  in again, and have the script tell you that the PB is still on
  the table.  There is currently no way around this issue.  (It
  also means that you might have the Powerball taken away from you
  unfairly.)

* Implemented a tentative fix for the Right Ramp detection problem.
  I discovered in working on the CFTBL whirlpool that you can have
  a trigger in mid-air still register a hit when a ball crosses it,
  if it's within the ball's path.  It does not have to be on the
  surface the ball is rolling on!  As such, the right ramp trigger
  is now suspended a little ways above the ramp surface - this
  should hopefully resolve the problem with the ball flying over
  the trigger.  Let me know if it causes more problems than it
  solved.


2.01 (Tom, 05/20/2001)
--------
* Exchanged the background images. Tweaked some portions of the lower
  playfield image. The pics are available for designers now to do
  additional brushing up

* Added GI support for the lower playfield part

* Added a new graphical clock (resides on the playfield at the usual
  position); needs some final tweaking.  Clock image is based on my
  early production machine: it's a white clock

* Changed the lock light to green for the same reason I used the
  white clock

* Added powerball support (hopefully we get VP D3 soon)

* Corrected the credit line

* Changed plunger speed to 75. Now it is allways possible to shot to
  ball to the slot

* Changed inclination/field of view back to 43/45. This combination
  is used by nearlly all the other machines


2.0 (Dorsola, 05/09/2001)
-------
* Rewrote portions of the script for compatibility with the new
  features introduced in the new WPC.VBS (v1.0):
  * RocketKicker is now a Saucer-type Ballstack.
  * All other ballstacks have had various properties adjusted based
    on new Ballstack functionality.
  * Rewrote and/or removed some solenoid handlers to streamline code
    and improve overall simulation accuracy.

* AutoFire is now an AutoPlunger.  As such, it occasionally misses
  its shots to the Gumball machine - this is actually just like the
  real machine (I've never seen a real TZ machine land every shot).

* Improved performance of the clock sim by only updating it when the
  time value has changed by at least 5 minutes - it was updating
  when the time value had changed at all.  Also rewrote the Clock
  Handler to only update the appropriate lights, not all of them,
  based on a suggestion by wpcmame.

* Totally re-engineered the Gumball Machine, giving it a graphically
  accurate appearance and simulating the balls inside!  Even includes
  simulated motion for the balls as they move within the Gumball
  device.  It's not perfect, graphically, but it looks better than
  ever before. :)


1.9a (Dorsola, 04/24/2001)
-------
* Fixed the ClockCatcher helper kicker - now it's called ClockCatcher
  and actually does something with the balls it catches.  Since most
  of the reports were saying that it would fall off the RIGHT ramp, I
  made it so the catcher puts the ball back on the right ramp and
  scores an automatic successful right ramp shot.  Currently, there's
  no way to tell which ramp the ball fell off of.


1.9 (Dorsola, 04/23/2001)
ATTENTION: This release requires VPinMAME 0.99 Beta 2 or higher!
  Also requires WPC.VBS version 0.992, included in the zip archive.
-------
* With the new GetMech() routines available in VPinMAME, I was able
  to rewrite the Clock simulator.  Now it "tells time" accurate to
  5 minutes and updates much more quickly and accurately!  The
  overall process is quite streamlined, too. :)

* Added VPinMAMEDriverVer check code with error handling, submitted
  by Steve Ellenoff.  WPC.VBS has been updated to version 0.991 (no
  functional changes yet) to comply with the new version checker.

* If you wish to add this Version Checker code to your table, take
  a look at wpcdriver.txt, included in this file.


1.83 (Multiple people, 04/20/2001)
-------
* (Geoff) Corrected the order of the jet bumpers.

* (Geoff) Tweaked some of the decal "backer" walls - you could see
  through some of them before.

* (Geoff) Lowered the glass level to 170 - this seems to fix the
  left-ramp airball problems, as the ball will no longer go high
  enough to get caught in that sticky upper-right corner.

* (Wooden Powerball) Changed the shape of Wall63 (behind Clock
  Millions target) so that it didn't come all the way up to the
  target.

* (Dorsola) Modified that shape slightly to improve visuals toward
  the back of the playfield.

* (Wooden Powerball) Put ClockCatcher back in - it's needed again
  in case a ball ends up behind the Clock target.


1.82 (Dorsola and others, 04/15/2001)
-------
* Even though someone else beat me to it, I put in Nicky_Special's
  backdrop for the machine - awesome work!  I modified it slightly
  (took out the pre-rendered table, which would be blocked by the
  real table anyway but would present problems if one wants to
  tweak their inclination, etc.) and reduced it to 256 colors via
  Photoshop.  (I can't tell a visual difference, but the BMP went
  from 2.2 MB to 760KB.)

* Per Nicky's request, you can reach him at m_fishy@hotmail.com -
  be sure to send him your requests if you want him to do a custom
  backdrop for your table!

* Resized the clock sim and moved it to fit in the empty space in
  the lower left of the backdrop.  Rearranged and reworked the
  other backglass items so they didn't interfere (too much) with
  the backdrop.

* Corrected the colors of the jet bumpers, per JohnnyHK's notes.

* Changed the flipper rubber color back to red from black.  I saw
  an example of a table that had black flippers, but it appears
  that table was modified from the original.  The consensus on the
  forums and via e-mail was that the game ships with red rubber.

* Removed ClockCatcher, as it doesn't seem to be needed anymore.


1.81 (Multiple People, 04/12/2001)
-------
Changes by Dorsola:
------------------
* It's time for "Dorsola Is a Moron!"  I managed to screw up several
  rather important things in v1.8, which are now fixed.

* Fixed the Gumball Machine once and for all!  Not only is it back to
  just kicking one ball out when a ball is released (it was giving out
  two by mistake), but it's no longer dispensing balls during ball
  checks!  Thanks to Zaphod for the help in tracking this bug down.

* Fixed a few problems with walls being incorrectly positioned, etc.

* Fixed the Autofire not being able to load the Gumball consistently -
  turns out the new "Load Gumball" sign was too low to the table and
  was interfering with the Autofire ramp.

* Moved the clock lights to the Backglass and reworked them slightly.
  This will make for better, more consistent positioning at different
  resolutions, and I personally think it looks better. :)

* Made yet another attempt at fixing the left ramp.  This time my
  strategy, suggested by Zaphod, was to try putting an invisible wall
  over the ramp to keep the ball from going any further up vertically.
  Unfortunately, this failed miserably - the ball had a tendency to
  go through the ramp onto the table below, or to get stuck under the
  ramp if it was too low.  Much higher than that and it was completely
  ineffective.  This didn't make it into the release.

* Added the bottom plastics to the left-inlane and right-inlane guides,
  per JohnnyHK's design.  I missed these in v1.8.

* Left ramp diverter is now light grey, not white.  Again, per
  JohnnyHK's design.

* Adjusted the Outlanes a bit to try to keep the ball from getting
  stuck in the right (or not being able to go down the outlane at all!)
  and to even up the size on the left.

Changes by Geoffrey LaLonde:
---------------------------
* More graphical additions:
  * Lower left "Town Square" plexiglass,
  * "Glowing" left inlane wall
  * Red plunger divider and bolts
  * Replaced the rocket kicker plastic cover with a cleaner and
    more accurate one.

* Refined the entire gumball machine area and area near the ramps

* Color of flippers changed to properly match real table.

* Created 3D bulbs for both Piano lights.

* Adjusted heights for Piano, Slot Machine and Left Spiral lights.

* Adjusted the color of the back and side walls.


1.8 (Multiple People, 04/11/2001)
-------
Changes by Geoffrey LaLonde:
---------------------------
* Added Gumball Lit Sign and changed it's light a bit
* Added signs and top plexiglass graphics to the power-field.

Changes by JohnnyHK:
-------------------
* Reworked the rubber bumpers around the pop bumpers.  The shape of
  the left hand bumper now matches the shape of the rubber itself instead
  of the plastic on top.  The end result makes the left drain a bit more
  greedy (as it is on the real machine.)

* Changed the various post bumpers to look like, well, post bumpers :)

* Fixed the pop bumper colors to match the way they're lit by the skill
  shot color awards

* Changed the back wall color to black

* Fixed the size of the flasher light in the middle of the pop bumpers

* Added the missing post at the bottom of the shooter lane divider

* Bottom flippers were not at the same Y coordinate

* Fixed the alignment of the graphics on the inlane guides (Dors: ???)

* Left hand bumpers on the mini-playfield weren't generating hit events

* To match the colors of the actual machine:
  - Changed the shooter lane divider to red
  - Changed the post sleeves to black (actually very dark grey)

* I'm sure there were a few other minor tweaks

Changes by Dorsola:
------------------
* Combined Geoff's and Johnny's changes into one table and reworked the
  script code again to make sure all of my previous code changes took
  effect.

* Raised the wall in the upper right corner next to the left ramp to
  roughly the same height as the upper edge of the ramp.  Now let's
  see a ball get stuck up there! :P

* Added 'tz_credits.txt' to show who did what. :)  This is easier and
  more comprehensive than trying to maintain a list of contributors on
  the backglass.  (Which, btw, just shows the revision number and a
  pointer to tz_credits.txt. ;)

* Left Spiral and Slot Machine lights are now bumpers.

* Took out the second airball catcher in the upper-right corner, since
  I can prove that it didn't help one single bit. :P

* Minor tweaks to door-panel lights to make them look better.

* Fixed a minor bug in WPC.VBS that could cause the second, third and
  subsequent balls to pop out of a ballstack with greater force than
  the ones before them, under rare circumstances.  Thanks to wpcmame
  for the tip. :)


1.7 (Dorsola, 04/09/2001 - script rewrite based on wpcmame's
"generic" WPC code)
-------
* Corrected Tom Haukap's name.

* Note from metallik: He wished me to clarify his role in the
  mods to this table - he was responsible for adjusting
  various aspects of the table's design originally, but he
  has not contributed to the VBScript code.

* Changed the Slot Machine, Load Gumball and Left Spiral
  lights to bumpers.  The Load Gumball light is difficult
  to see in its new shape/position and is also not in the
  correct position - it's supposed to be attached to a sign
  suspended above the playfield.

* Moved a couple of door lamps slightly to make things look
  more even at high-resolution.

* Implemented a new major code change provided by wpcmame!  He
  made a separate, "generic" file for the WPC VPinMAME driver.
  His new code changes a number of things - if you wish to
  implement the WPC generic driver in your table, you must
  take into account the following (quoted from wpcmame's
  e-mail):

  (wpcmame)
  1. The file WPC.VBS *MUST* reside in the same directory as
     the table file!
  2. Move all init stuff to the Table_init function (from the
     Sub CreateController)
  3. All game specific keys and the plunger are not handled in
     the generic keyboard handler and must be handled separatly

     Example:
       Sub TZ_KeyDown(ByVal keycode)
         If KeyDownHandler(keycode) Then Exit Sub 
         If keycode = PlungerKey Then
           Plunger.PullBack
         ElseIf keycode = keyBuyInButton Then
           Controller.Switch(swBuyIn) = True
         End If
       End Sub

  4. Game specific key help for the help window can be put in
     the global variable ExtraKeyHelp

     Example:
       ExtraKeyHelp = KeyName(keyBuyInButton) & vbTab & "Buy-in button"
 
  5. Add the following line at the top of the script:
     ExecuteGlobal CreateObject("Scripting.FileSystemObject").OpenTextFile("WPC.vbs", 1).ReadAll

* (wpcmame) The ballStack no longer needs an ExitKicker.  If an
  ExitKicker is not specified, the ballStack works as normal, but
  no ball is created.

* (wpcmame) Added "KickBalls" property to cvpmBallStack so that
  the ballstack can be told to kick out up to a certain number
  of balls at one time.  Default is 1.

  Example:
    bsChair.KickBalls = 2 'Maximum two balls in one go

* (Dorsola) Added "KickForceVar" and "KickAngleVar" properties to
  cvpmBallStack.  These properties specify that the stack's
  ExitKicker should vary its kick force and angle (+/-) randomly by
  the specified amount.  Use these in conjunction with InitKick.
  Both values default to 0 (no variance).

  Example:
    bsSlot.InitKick SlotMachine, 185, 10	' Set kicker, base angle, base force
    bsSlot.KickBalls = 2                    ' Kick up to 2 balls at once.
    bsSlot.KickForceVar = 2                 ' Min force = 8, Max = 12
    bsSlot.KickAngleVar = 3                 ' Min angle = 182, Max = 188

* The Slot Machine is now a BallStack!  It uses the new variables
  specified above.

* Added another error-catcher kicker at the top-right corner of
  the left-ramp area.  There's still a case in which the ball can
  get stuck up there and hang VisPin.  Argh.


1.6 (Dorsola, 04/08/2001 - some components based on Tom
Haukap's code)
-------
* Added a graphical simulation of the clock!  One of the
  things Tom implemented in the code I integrated with for
  v1.5-PBL was clock-opto handling (still can't get the
  position of the mech directly).  His form is just plain
  text, using the framework that's been present since the
  initial release.  I ported over his clock-handling code
  and modified it a bit to work with a graphical system!
  The new system is located to the right of the machine
  near the clock cube, and uses lights to indicate the
  last-known state of the clock optos.

* NOTE: This clock won't be very accurate if the hands are
  going at more than half-speed.  The reason is that the
  switches are only updated about 5 times a second in
  VPinMAME (regardless of how frequently I ask for them).
  There's nothing more that can be done about this for
  now.

* Fixed another problem with the left ramp - balls were
  still occasionally getting stuck up there.

* Made similar changes to the backglass display as are
  present in v1.5-PBL.

* Thanks to Geoffrey LaLonde, who reworked nearly all of
  the playfield lights!  He exhaustively went through and
  modified the shapes and colors of many of the lights, and
  added decals to all of the major lights to give the table
  a much more complete look.  Great job!  I've incorporated
  his changes into this release.


1.5 (Dorsola, 04/08/2001)
-------
* Added the same magnet helper system for the Upper Right
  Magnet.  Two helper triggers are shared between Trigger81
  and Trigger82 (LR and UR, respectively).  I've been unable
  to test this because there aren't any non-powerball normal
  play scenarios in which the Upper Right Magnet would be
  activated.

* Added a helper kicker to the Right Ramp Diverter area.
  Currently, it's possible for two balls to merge into one
  at the Diverter if one ball is in the Diverter and hasn't
  been kicked off the ramp yet when another one comes in.
  This helper kicker catches the second ball before it gets
  to the diverter and releases it when the diverter is
  activated.  This more accurately simulates a second ball
  resting up against the first one until the first one is
  kicked off.

* Minor adjustments to previous fixes and workarounds to
  take care of some problems that cropped up.

* Added another error-catcher to the upper-right corner of
  the left-ramp area, where the ball tends to get stuck.
  This one is between the ramp and the right wall
  horizontally, between the top flasher and the left-ramp
  diverter vertically.


1.4 (Dorsola, 04/07/2001)
-------
* Added helper kickers to catch the ball in error conditions
  related to the left ramp:
  * When the ball ends up under the left ramp. (Currently
    ends up in the Slot Machine.)
  * When it flies off the left ramp and gets stuck in the
    upper right corner next to the flasher.
  * When it falls off either ramp and ends up behind the
    Clock Millions target. (This will cause VisPin to hang.)

* In each of the above cases, the ball is placed back on the
  left ramp, kicked downward in the path of the ramp at a
  reasonable speed, and an automatic score on the ramp is
  awarded (Pulses switch 54) to complete the ramp shot.

* Added a helper trigger to the Shooter and modified the
  script slightly, so that the machine doesn't register a ball
  launch until you actually launch the ball with the plunger.
  (It sometimes would register a launch when pulling the
  trigger back, since the ball follows the plunger.

* Added a gate (which fortunately is barely visible) to the
  entrance to the Mini-Playfield.  Currently it's possible to
  magna-flip the ball back up the entrance far enough that it
  gets stuck between the Mini-Playfield insert and the end of
  the entrance ramp - very difficult to get the ball out of
  there.  The gate prevents the ball from coming out too far.

* Made the right-ramp trigger a little smaller and moved it
  slightly, so that the machine doesn't register a successful
  right-ramp shot when you've actually failed the shot (the
  ball rolls back down off the ramp).

* Right-side Powerball light is now white, not orange.

* Added a brief delay in both Camera Kicker events to more
  accurately simulate the associated subway.  This affects
  Camera/Add Jet Bumper (same shot), Gumball Release and
  Defeating the Power.


1.3a (Dorsola, 04/06/2001)
-------
* Whoops!  Took out my debug-assistance code that tied the Buy-In
  Button to the Left Ramp switch - forgot to remove that when I
  released v1.3.  Sorry!


1.3 (Dorsola, 04/05/2001)
-------
* Got the spiral magnets working!  Added 2 helper kickers and
  four new triggers for each of the two magnets:
  LowerRightMagnet and LeftMagnet.  (I ignored UpperRightMagnet)
  Check out the code toward the bottom of the script to see the
  method I used - basically, I constructed an "early warning"
  system to compensate for the inherent lag between Visual Pinball
  and VPinMAME.

* NOTE: This system isn't perfect!  It occasionally fails to catch
  a ball or two if they're moving fast, but it works about 90% of
  the time!  I tested it extensively. :)  If you can further
  improve on this or come up with a better, more reliable method,
  please share the info! :)

* Further improved the clock light by placing it on top of the
  clock cube and shaping it to match the top of the cube.  It's
  not perfect, but it'll do until we can place lights on the sides
  of objects and such.


1.2 (Dorsola, 04/03/2001)
-------
* Tweaked bottom flippers a bit more - they're just a tiny bit
  little slower now and make for more accurate shots.

* Increased the size of the HitchHiker trigger to improve
  detection when balls are moving fast.

* Rocket Kicker is now more powerful - shoots the ball into the
  Hitchhiker more quickly. =)

* Added Trigger51 to the Gumball Lane, just above
  GumballLanePopper - this will resolve the "Check Gumball
  Diverter" diagnostic message and keep the system working
  properly.

* Moved General Illumination 2 to near the clock - this is the
  light that flashes whenever a mode that uses the clock is
  started.  Also changed its color to light yellow to more
  closely simulate the clock's appearance.

* Introduced a 1-second delay between when the ball disappears
  into the missed-skill-shot hole and when the slot-machine
  trigger is hit.  This accurately simulates the ball dropping
  into the hole and rolling through the subway before ending
  up at the slot machine popper.

* Changed the sound that the outhole kicker makes from
  "Solenoid" to "BallRelease" - if you're using the standard
  samples that're distributed on the PinMAME site, this will
  sound more like the machine is kicking the ball into the
  trough.


1.1 (metallik, 04/01/2001)
-------
- Adjusted angle a bit steeper 

- Adjusted the flippers a *lot* .. size (a tad smaller), start
  and finish angle, speed and strength - spent about an hour
  fiddling with them until I could make the backhand ramp shots
  that are possible on my game (with freshly rebuilt flippers).
  The flipper angle LOOKS wierd, but it plays as close to the
  real thing as I could get it (so far.. I'm sure more
  improvement is possible). Note that occasionally you'll get a
  really wierd mega-backhand .. this seems to be flaws in VP's
  flipper code, but not sure.) 

- Adjusted the ramps to keep airballs to a minimum due to the
  stronger flippers. Left ramp occasionally gets airballs still..
  anyone know how to add the clear plastic ramp shields that are
  present on real TZ machines?  

- Made DMD brighter 

- Fixed mini-PF horizontal insert color

- Made the ramp entrances a bit bigger, and the clock target a
  bit smaller. 

- Added "Modded!" text to differentiate from the original table. 

- A few other things I can't remember. 


1.0 (Anonymous Author)
-------
Initial Release
