Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
翻译准备中
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My kit for making pinball tables without saying the basics twice. Three parts:
• A ruleset, docs/PINBALL.md: what makes a pinball table a pinball table, and how mine
work by default. Lights on every goal, the state of the game on the playfield, goals that build, a fair launch.
Guidelines, not law.
• Shared code for what has to behave the same on every table: the ball, the flippers, the plunger, what a lit
or flashing light means, scoring, the camera, saves. How the ball feels is a preset each table picks.查看完整 README ↗My kit for making pinball tables without saying the basics twice. Three parts:
docs/PINBALL.md: what makes a pinball table a pinball table, and how mine
work by default. Lights on every goal, the state of the game on the playfield, goals that build, a fair launch.
Guidelines, not law.A table is a folder of data, a few hook functions and art.
tables/judgment/ | Judgment: Heaven, Earth and Hell. Launch on Earth, rescue three souls, open the Pearly Gates, break the Chains and defeat the Beast. Three balls, one ascent ramp, no RPG systems |
tables/starfall/ | Plain pinball: one playfield, three balls, no health bar, no RPG. Shots, lights, a multiplier, a lock, a mission. The reference for a table with every optional system off |
tables/gravebound/ | Gravebound Pinball. Dark fantasy, three levels, every optional system on |
tables/neon-descent/ | Neon Descent: cyberpunk, four districts, every optional system on |
tables/crush-hour/ | Crush Hour: cute. Three playfields standing as a heart, every optional system on and re-dressed (a route per crush, the Friend Zone for a Grave), its own rivals and effects |
tables/test-bench/ | No art. Uses every layout feature: fields on a grid, three flipper sizes, a room of its own shape, drains that are ramps |
engine/ | the shared code. Tables import from engine/api.js only |
docs/ | start with docs/LLM_GUIDE.md; status in docs/STATUS.md |
tests/ | the checks |
tools/bundle.mjs | one-file builds |
No build step. Serve the folder with any static server and open it (GitHub Pages and Vercel work as they are).
npm install # only needed for the tests and the bundler
npm start # http://127.0.0.1:4187 the table picker
tables/<id>/tables/<id>/?inspect, or press I in a table, or "Inspect table" in its menu. Pan, zoom, top-down
or tilted, a label on every piece with the layout line that made it, a coordinate grid, a screenshot button.
A screenshot carries its field, centre and zoom in a caption, so it can be handed to an LLM with "move this".Say what you want in a sentence or two and hand the LLM docs/LLM_GUIDE.md:
"One table, no health bar, no RPG stuff, only table goals. Space theme."
"A two-level table, dark fantasy, 6 kinds of enemy, 10 quests and 4 bosses."
Everything the request does not say comes from docs/PINBALL.md. docs/NEW_TABLE_CHECKLIST.md is the order the
work is done in.
npm run soak -- <id> # a bot plays the table: stuck balls, shots never made, ramps that cannot be climbed
npm run reach -- <id> # which shots each flipper can make
npm run standards -- <id> # the table against PINBALL.md: fair launch, a light on every goal and shot, state lamps
npm run switches -- <id> # the table with each of its game systems off in turn: does anything throw?
npm test # static check, every layout, a 5-minute replay of 20 scenarios on every table
npm run test:gamepad # simulated controller: all six tables, menus, launch, pause and disconnect safety
npm run test:full # the same with longer replays, plus soak, reach and standards
npm run bundle -- all # dist/pinballsauce.html: every table in one file, behind a picker
The replay recordings are an alarm: they say when a change altered how a table plays. Whether that was meant is for a person to decide. Passing every check means a table is not broken; whether it is good is decided by playing.