Update the evidence boundary after fixed-point contacts, complete rule/scoring routes, magnetic fields, all claw terminals, and effect-seven multiball were restored. Distinguish covered gameplay behavior from the remaining intentional source/platform differences: live-fitted flipper arithmetic and Win16 repaint batching. Test Plan: - final 52-test, strict Clippy, production, and cross-target suite -- passed - 63/63 raw resources and every decoded derivative -- verified - restored physics C strict C11 syntax -- passed - two-minute autoplay and real-window keyboard smoke run -- passed - `git diff --cached --check` -- passed
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 960x690, an exact 1.5x enlargement of its original 640x460 canvas, so modern desktop scaling cannot distort or vertically offset 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.
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 autoplay, launcher, flippers, claw-1, claw-6,
claw-7, and claw-18; --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 | + |
= uses the same main-keyboard key |
| Charge launcher | Hold Down arrow, release to launch | - |
| Left flipper | Left Ctrl | A or Left arrow |
| Right flipper | Keypad Enter | Right Ctrl, D, or Right arrow |
| Nudge | Space, either Shift, keypad 3 |
- |
| Help | F1 | Enter/Escape returns |
| Settings | F2 | - |
| High scores | F3 | - |
| Sound | F12 | - |
The five original speed choices remain available in settings. Physics now uses the original invariant 100 Hz millipixel substep, and claw animation follows the recovered 50/40/30/20/10 ms timer choices. Setting-specific repaint batching remains a presentation-only reconstruction boundary.
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
Settings and the ten-entry high-score table are stored as save.json in the
platform's normal per-user application-data directory. On first run, the table
is imported from the original HISCORES.DAT included with this reconstruction.
Reconstruction status
This repository distinguishes exact recovered material from behavioral reimplementation. See RECONSTRUCTION.md for the evidence ledger, known inference boundaries, and validation performed.