Spit Shine Mod to TotAN At Night by Pinball Ken
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I got really interested in this one, cos it looks as stunning as Pro Pinball's Big Race USA, and the playing wasn't half bad either.

And with what I've picked up on VPForums and VFForums, in the past 2 years, I thought I'd apply to ironing out the remaining glitches that are inevitable in such spare-time recreations. But my work is only intended to complement, not denigrate, the already rich input of authors and other contributors made here.

Indeed, I share PacDude's vision of ever-better tables, and would've contributed far more by way of playtesting and providing solutions, if only I'd had the time.

And so thank you to guittar, and PacDude, for permitting me to release this 'modded' table. 

Don't forget this table uses VPinMAME 1.31 and later, so run a YieldTime check. (It's presently set at 1 for my 3GHz Pentium 4.)

PK

Fast, Furious and Fun - Spit Shine Mod to TotAN At Night
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Fixes:
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1.  Plastics in right order to light correctly.
2.  kristian's revised backdrop applied.
3.  A correct 6.5 Table Slope used.
4.  Faster transparent ramps - a lot smoother and with invisible walls on the exits to correctly feed balls to the flippers. Reinstated lower right side wall just above locks.
5.  Flippers altered slightly in style, and made faster with smaller angles of play for improved feel and action. [WARNING: If you change these - errors MAY appear, as they're linked in with slow-down triggers on ramps/loops etc.]
6.  Plunger speeds altered to stop balls merging into walls and to compensate for new slope. BallShooter back as ShapeCircle to register better.
7.  Fixed skill trough and ramp, so that very slow or very fast balls don't ever drop onto the playfield, but arrive at the right flipper.
8.  Increased wall height behind the Genie and made elasticity change.
9.  Increased magnet strengths of Vanish/LockMagnets to compensate for increased Table Slope. ShapeCircle trigger to LeftOrbLead as works better.
10. Altered right top area, so that balls going up the lower loop properly arrive at the LoopPostDiverter. And when that is lowered, circle back to the flipper or drop into the bumpers or Harem Sneak-In.

Fun:
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1.  Increased sensitivity of the Genie, Genie Standup and RightCaptiveTarget, with appropriate elasticity changes. (They register more hits this way!)
2.  Changed bumpers back to what they used to be (I like getting the Harem Multiball reasonably easily!)
3.  Changed Bazaar entrance back to what it used to be. (It should be easy!)
4.  Reduced elasticity on some posts for better ball reactions.
5.  Reviewed elasticity overall to get balls acting with greater precision.

My special thanks to Freylis/Ian Boffin/Dorsola/PacDude/wpcmame, guittar and kristian for making all this possible, and not forgetting the Visual Pinball and VPinMAME teams, without which there would've been no playable table for me to work on!
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SPECIAL NOTE FOR 1.31
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1. This has a fix to cut down on the 'ball-thru-flippers' problem. It's to stop a slow ball on a flipper falling through when you trap and then release the flipper again, but it seems to cut down on balls going through flippers generally. In 50 or so games since using this, I've had no ball go through a flipper! (If this truly works, I hope it gets used in all tables.)
2. Made the flippers more elastic, and some posts.
3. Reduced the bumper strength to make getting the Harem Jackpot and Multiball more difficult. It was a little easy on my previous settings!
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ADDITIONAL NOTE FOR 1.32
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1. Further flipper fix, from an idea suggested by Jive. This should rid you of the 'middle-section balls-thru-flippers' issue!
2. Better aim achieved for the flippers on a new speed/strength combo.
3. Lamp base light made red! Thank you, Mrhide.
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ADDITIONAL NOTE FOR 1.33R
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1. Further flipper fix, from an idea by Shockman, with revised scripting from PacDude's NO Fear DS table, but applied to my speed settings! (This results in flippers going down faster than they travel up on flips. They need to move faster downwards than the balls' actual movements on the playfield to prevent the 'balls-thru-flippers' problem.)
2. Further changes to flipper strength, arc and elasticity, so now aiming is vastly improved.
3. All these changes have been applied to TotAN At Night 2 just produced by kristian, but including again PacDude's rails above the apron.
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ADDITIONAL NOTE FOR 1.34
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1. PacDude's rails above the apron removed as unauthentic.
2. Scimitar Plastics simulated, which extend over flippers.
3. Further minor tweaks to improve play generally.
4. The latest and final version!
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ADDITIONAL NOTE FOR 1.35
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OK, I lied!

Now optimized for VPinMAME 1.31, and with still further tweaks to play correctly.

Don't forget to alter the YieldTime setting to what works for you.  (It's 1 at present.)
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ADDITIONAL NOTE FOR 1.36
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OK, this has come about as a result of PacDude denigrating my flipper settings. Rightly as it turns out.

They're now at a slower speed to improve shots up the centre of the table!

But it's a late table so flipper action is still relatively powerful.
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ADDITIONAL NOTE FOR 1.37
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Improved viewing angle. Final tweaks to flippers. Some elasticity changes to playfield objects.

More conventional cabinet rails and lockbar added, but the gold ones remain if you want to choose them!

PacDude's code change made to ball positions saved, so it shouldn't flag up problems again.

PacDude's Fading Light System used on lights. Improved flashers.

Finally got the scimitar plastics in place and working! 

Last playfield objects added, too.
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ADDITIONAL NOTE FOR 1.38
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Improvement to ramp entrance. Lamp centred on light and posts. 

Better treatment of scimitar plastics. 

Improved skillshot, especially as to plunger settings with PacDude's new variable plunger - the impulse plunger - used.
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ADDITIONAL NOTE FOR 1.39
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The final niggle of the brass lamp has been sorted. 

Lamp raised on its posts. 

Lamp's appearance considerably improved when rotating!

Border to lamp flasher made yellower.
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ADDITIONAL NOTE FOR 1.4
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Improved! Not perfect.

Playing Williams Pinball Classics, I thought why not produce this table in a larger format.

Bazaar and Left Ejects are stronger, too.

Cabinet rails and lockbar have been revised.
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ADDITIONAL NOTE FOR 1.5 
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*** WARNING: Use with VP6.1 as VP7 XP-Fix5 turns lamp incorrectly ***

Lamp further improved visually. Now turns more easily as well.

Toggle wall is now used for LeftDiverter as it responds better.

Working wire gate has been added on the centre ramp.

Numerous tweaks for smooth and improved gameplay.
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ADDITIONAL NOTE FOR 1.6 
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Fixed lamp issue with VP7 XP-Fix5. Movement of the lamp made easier in all VP versions, too.

LeftDiverter redesigned on the lines of the one shown in the manual to help fix freezing in VP.

Better positioned LockEject for exit of balls in multiball.
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ADDITIONAL NOTE FOR 2.5
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This is my final version!

Renumbered in line with the official TotAN to v2.5Mod from v1.6Mod. Use VP8 and Ultracade physics to play it correctly. Set Synclevel in VPinMAME to your monitor refresh rate.

A number of improvements have been made:

1.  The LeftDiverter now works correctly all of the time.
2.  The Genie is more receptive to hits anywhere along its base.
3.  The lamp functioning is improved generally as to its operation.
4.  The lock works better as far as balls being captured and released.
5.  PacDude's impulse plunger used to get three skillshots consistently.
6.  Some graphics gave been redone (notably the lamp, playfield and apron).
7.  Flipper settings altered as to arc so as to make centre shots easier.
8.  A new look concerning the backdrops available (up to 3 options now).
9.  The missing shooting star plastics have been added!
10. A ROM picker has been added to the F6 menu.

So ten good reasons to download this version from AJs. Oh, the Save State option has been removed as it's flaky.

Enjoy!

PK :D

PS Look for the choice of balls, cabinet rails and backdrops in the Image Manager.

PPS You need VB8 with Ultracade physics selected to resolve the multiplayer issue of merging balls in the vertical lock.

*** MULTIPLAYER PLAY IS NOW RESOLVED AS FAR AS THE LOCKING OF BALLS IS CONCERNED ***

