The game is getting a crazy mode that drops extra balls, and scores
reached with it should still enter the shared table but be visibly
labelled. The service therefore has to persist and return that label.
API:
- POST /api/highscores accepts an optional "crazy" boolean. Missing
means false, so cached clients from before crazy mode keep working.
- GET responses include "crazy" on every entry. Older clients ignore
unknown fields (serde default behaviour), so the new response shape is
safe for them too.
Database:
- New databases get a `crazy INTEGER NOT NULL DEFAULT 0 CHECK (crazy IN
(0, 1))` column.
- Existing databases are migrated on open: if pragma_table_info shows no
`crazy` column, ALTER TABLE adds it with the same definition. SQLite
fills existing rows with the default, so every historic score stays a
normal score. No data is rewritten and the migration is idempotent.
Ordering and the top-ten pruning are unchanged; the flag is not part of
the ranking.
Test Plan:
- cargo test --manifest-path highscore-server/Cargo.toml
- pre_crazy_mode_database_is_migrated_in_place: builds the old schema
with a row, opens it, submits a crazy score, checks both rows come
back with the right flag, and reopens the migrated file.
- api_accepts_crazy_flag_and_defaults_it_for_old_clients: one request
without the field, one with "crazy": true.
- Deploy: restart the service against the production database and check
GET /api/highscores lists the old entries with "crazy": false.
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 extra balls | - | Ctrl+Shift+0 |
Crazy mode is a modern addition. Its balls bounce off walls, bumpers, and flippers and score through them, but skip sensors, holes, and the claw. When the main ball drains, a crazy ball takes its place before the turn ends. Scores from games that used crazy mode are not submitted to the online high-score table.
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.