Bug: with several balls in play the claw could still drop its ball into the shooter lane (terminal frame 18), sending it back to the launcher. Cause: the restriction to table releases (frames 1, 6, 7) is latched when the ball enters the claw's capture zone, from the ball count at that moment. Balls added afterwards (crazy mode, a release-ball spawn) did not affect a capture that had already chosen frame 18. Fix: while the claw holds a ball and is heading for frame 18, update_claw checks the live ball count every timer callback. With more than one ball (the held one included) it re-targets the claw to a random table frame using the same restricted draw as a multiball capture. The claw animates one frame per callback, so it simply turns around towards the new target. Single-ball captures, and multiball captures that were already restricted at entry, behave exactly as before; the extra random draw only happens in the situation that used to misbehave. Test Plan: - cargo test claw_never_drops_into_the_shooter_lane_with_several_balls: a frame-18 capture gains a second ball mid-ride and must release at frame 1, 6, or 7, onto the table. - A release-mode stress run (40 two-player crazy-mode games) counted 254 claw releases and none into the shooter lane with several balls.
TDK Pinball Machine for modern PCs
This is a native Rust reconstruction of the 1995 Windows game TDK Pinball Machine. It uses the extracted original artwork and sound, recreates the playfield as a fixed-step simulation, and runs from the same source on Linux, macOS, and Windows.
The game opens at the original 640x460 canvas size and presents every artwork pixel one-for-one. The fixed, non-high-DPI client prevents desktop scaling from distorting or vertically offsetting the pixel-art presentation.
The original program is not required at runtime. All required game assets are embedded in the executable at build time.
Run
Install a current stable Rust toolchain, then run:
cargo run
For a distributable optimized binary:
cargo build --profile production
The binary is written below target/production/. On Linux, Macroquad's native
development packages are also required (X11, OpenGL, and ALSA). Windows needs
no extra runtime installation; macOS builds with the normal Apple developer
command-line tools.
Browser version
Build and serve the WASM website locally with:
just web-serve
Then open http://127.0.0.1:8000/. The browser build keeps the original
640x460 presentation centered on a black page and stores settings and a local
fallback table in browser storage unless the optional same-origin
/api/highscores service is deployed. See web/README.md and
highscore-server/README.md for deployment details.
Deterministic mechanics validation
Named scenarios can be advanced without waiting in real time. The simulator uses exact 120 Hz steps, prints its final state as JSON, and can write both the complete step trace and the original-size 640x460 framebuffer:
cargo run -- --simulate claw-6 --at 0.15 \
--trace /tmp/claw-6.json \
--screenshot /tmp/claw-6.png
Use --step N instead of --at SECONDS to reproduce one exact update. The
available scenarios are loading, attract, highscores, name-entry,
effect-7, autoplay, launcher, flippers, panel, targets, claw-1, claw-6,
claw-7, claw-18, and crazy; --seed N fixes random choices.
autoplay charges each ball and operates the flippers from live ball position
for long end-to-end validation runs.
Original and modern controls
| Action | Original key | Additional modern key |
|---|---|---|
| Start game / add up to 4 players | Keypad + or the main +/] position |
= is also accepted |
| Charge launcher | Hold Down arrow, release to launch | - |
| Left flipper | Ctrl (left or right) | A or Left arrow |
| Right flipper | Enter (main or keypad) | D or Right arrow |
| Nudge | Space, Left Shift, keypad 3 |
Right Shift aliases keypad 3 |
| Help | F1 | Enter/Escape returns |
| Settings | TDKPIN.INI before launch |
F10 opens the portable settings screen |
| High scores | Automatic when a player finishes | F9 opens the portable table viewer |
| Sound | F12 | - |
| Crazy mode: drop 10 more balls | - | 0 (main row) |
Crazy mode is a modern addition. Each press drops ten balls at fixed points on
the playfield, up to 64 balls in play. They are ordinary balls: every ball runs
the same physics, sensors, holes, claw, and scoring, and the player's ball ends
only when the last one drains. A player who used crazy mode still enters the
high-score table, with their entry labelled CRAZY.
The five original speed choices remain available in settings. Physics now uses the original invariant 100 Hz millipixel substep, batched as 5/4/3/2/1 steps on the recovered 50/40/30/20/10 ms callbacks. Claw animation, flipper edges, and visible state publication follow the same selected callback cadence.
The help screen is the original artwork in English, German, French, Italian, or Spanish. As instructed on that screen, double-clicking its upper-left exit box closes the program.
Saved data
Native settings and the ten-entry high-score table are stored as save.json in
the platform's normal per-user application-data directory. Browser settings
and the fallback table use localStorage; a deployed browser build uses the
same-origin high-score service as its shared table when available. On first
run, native settings are imported from an adjacent original INI (or the
embedded distributed TDKPIN.INI), and the table is imported from the original
HISCORES.DAT.
Reconstruction status
This repository distinguishes exact recovered material from behavioral reimplementation. See RECONSTRUCTION.md for the evidence ledger, known inference boundaries, and validation performed.