Visual Pinball - 9.x.x


Sub Category  

All tables require VP9.x.x

  1. Complete Installation file for Visual Pinball. Download this file if you do not have Visual Pinball installed.

    3,868 downloads

    Updated

  2. These files are updates for Visual Pinball. Use these only if you have already installed a previous version of Visual Pinball.
    Installation Instructions:
    Extract this file into your Visual Pinball folder.
    Note:
    For HyperPin users - rename the .exe in this file to VPinball.exe.

    1,083 downloads

    Updated

  3. Launch Wrapper for DWJukeBox which allows it to be moved the Backglass Monitor in a Virtual Pinball Cabinet.(PLEASE NOTE: This is not a front-end, just a simple wrapper to allow dwJukeBox to be moved to a different monitor)
    DWJukeBox is tricky to load on a 2nd monitor as it defaults to fullscreen on monitor 1. If you have a virtual Pinball Cabinet you can use this simple utility PinJukeLaunch which is a launch wrapper which launches DWJukebox and moves it to the position/monitor you specify. It can also change the wallpaper on launch and exit - usually to display a relevant graphic in the DMD display of a 3-screen virtual pinbcab. In the video you can see where the wallpaper is changed between Pinball and Jukebox themed images.
    DWJukeBox by Chris La Mantia and is available at his website www.dwjukebox.com. Fully skinnable and it can play a vinyl record crackle between tracks which really adds an authentic touch. No playlists, just a good old fashioned Jukebox.
    NOTE:
    This program does NOT launch Hyperpin and it is NOT loaded in memory while playing pinball as I didn't want to create any overhead that would affect performemce. It is like FPLaunch but for DWJukeBox. Therefore the way to launch Hyperpin from key presses on you cab is to assign a 3-keypress Shortcut key to the HP desktop icon, and map this key combination to cabinet button in IPAC. You do the same for the Jukebox. Although it would be possible to extend this utility to handle the launching of both programs, this would only create an overhead which is why I kept it very simple. I can give more info on creating the shortcut keys if anyone needs more info.

    222 downloads

    Updated

  4. These scripts are required to run some Visual Pinball tables.
    Instructions:
    Unzip into your Visual Pinball Tables folder.
    Other contributors:
    Koadic
    PacDude
    WPCMame
    Destruk

    1,619 downloads

    Updated

  5. Want to learn to build in VP? Want to go to Full Screen if you get requests to do so? Well, now you can with my new EM Templates. These are for non-VPM tables. Originals, and EM's only.
    For desktop building: do nothing different- build your table.
    For Full Screen Direct b2s: Build your table, stretch it to Full Screen, and uncomment the word controller in the script. The commands are pre-coded in. These are basic commands: Match, Game Over, Tilt, Ball In Play. No animations are included. That's an option based on the author. But all your basic functions will work. Take the stock Generic Backglass (™), and paste your image on it, reimport it into the B2s Editor as a new image, reshape/position your lights and you're done!
    Included are a One Player no bonus routine EM.
    Two Player EM with a bonus routine.
    Four Player EM with a bonus routine.
    All Have the DirectB2s file included with each version.
    Now you have no reason to not build a table.....

    124 downloads

    Submitted

  6. 1964 Midway Flying Turns - This is the HV version of my table. This the full table and not a patch.
    This table is based on a 1964 Midway Flying Turns.
    Instead of playing for points, the cars in the backbox race around for laps. You pick up car lengths by hitting slingshots, rollovers, and kickers. You aim the ball launcher with the black knob to shot for lit kickers or rollovers.
    Special thanks go out to the following people:
    Sabbat (Freddie the Monk) - Freddie help me in so many ways. He got me in touch with Osprey101 who owns a rare Midway Flying Turns. He gave me a ton of support and spot on advice about settings and game play tweaks. He found a bunch of bugs for me to fix before release with his extreme beta testing. Without him, the table would not be half of what it is.
    Osprey101 (Shane) - for giving me a ton of details and images on this table. He was critical to getting the game play right. He also beta tested the table and gave me great feedback. A pinhead all the way! Great guy!
    Hassanchop - for an awesome background for the table and for sending me animation frames for the record player. Super nice work! Great artist!
    wildman - for advice, settings, and beta testing. Thanks dude.
    Rawd - for letting me steal his flipper buzz sounds.
    Bob, KEG, oooPLAYER1ooo, and a bunch of other guys in the chat room for helping and beta testing. Thanks guys.


    159 downloads

    Updated

  7. Ten Strike Classic, Benchmark Games, 2003, two players. This is a reissue and copy of the 1957 Williams Ten Strike. This new 10 Strike uses identical cabinet and art as the original, but has solidstate guts and LED style score displays (instead of score reels). Has two bells (one and ten points) for sound. Scores like regulation bowling, or with a flip of a switch, scores like the original 1957 Williams Ten Strike. Made in Korea specifically for Benchmark, and available only in the five foot length (unlike the original 1957 Williams Ten Strike, which came in both five and seven foot lengths).
    Thanks go out to the following people:
    Wizards_Hat (Dan) for helping me by doing the scoring script.
    Noah Fentz (Paul) for getting me video and pictures from Marvin's Marvelous Mechanical Museum.
    Marvin for his useful information about the machine on the web.
    Benchmark Games for a copy of the manual.
    richg (Rich) for putting me on to the challenge and getting me some pictures.
    YouTube for video and sounds.
    Beta Testers and Support are:
    KEG, Pinball Buzz (Jon), Rawd (Rod), Sabbat (Freddie), gaminglord (Brad), yogiholzer (Jörg), NateD (Nate), and Bob5453 (Bob).
    Version 1.3 Added alpha glass to the box around the bowler, thanks for the suggestion Monk.
    Version 1.2 Added music to bowl by.
    Version 1.1 Fixed a graphic issue with the bowler man being cut in half.


    78 downloads

    Updated

  8. This is a conversion of shiva's Original 2004 Trigon which was created using shivaEngine 2. This is one of the greatest original tables ever made in VP and has lasted through the test of time.
    Big Thank you to shiva for allowing the release of this conversion of his awesome table.
    Thank you to Shadowsclassic for his work on the backglass clean up.
    Thank you to Itchigo for his WIP thread and motivation to make this conversion and for his project management. Nice whip cracking dude.


    254 downloads

    Updated

  9. This is a conversion of StevOz's Original 2011 TMNT. Thank you StevOz for allowing me to make this conversion and allowing me the freedom to change some things. Also, thank you for your input on what you liked and what you thought should be changed.
    This is a VP 9.9.0. version, it will not play right in anything below that version. Thanks to unclewilly for the mesh library that I used for the posts and rubbers.


    131 downloads

    Updated

  10. History:
    shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package.
    A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set.
    shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases
    se4:
    The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added.
    One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section.
    But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all!
    There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words.
    As it Stands:
    At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine.
    People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself.
    Next planned version (beta 2)
    Keys and VBscript menus
    ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, as a dedicated webpage system, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball.
    All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the menu system is completely seperate from the rest of the engine and table.
    Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.

    61 downloads

    Submitted