Pincab Cabinet Tables (FS)


Sub Category  

Tables in this category are for use in Pincab environment with the playfield screen rotated to a vertical position.

  1. A lego themed table
    based on far out by loserman76, GNance, Popotte, Arngrim
    http://www.vpforums.org/index.php?app=downloads&showfile=11324
     

    85 downloads

    Submitted

  2. fs to dt

    30 downloads

    Submitted

  3. fs to dt

    39 downloads

    Submitted

  4. fs to dt

    39 downloads

    Submitted

  5. SHREK VP10 mod 1.1
    ------------------
     
    VP10 MOD/conversion by ninuzzu
     
    Credits/thanks
     
    - Groni, without him this wouldn't be possible. The table is based on Family Guy by Groni.
    - Comicalman, I used his Future Pinball table as a resource for the playfield texture and the toys.
    - GLXB , who made Shrek, Fiona and Donkey 3D models
    - DJRobX for the center post script fix
    - arngrim for the DOF script
    - Also a huge thanks to Freneticamnesic who fixed the bug with the flashers.
     
    What I did:
     
    - Readapted the textures to fit Groni's models
    - New Plastics from scatch
    - Some textures redone from scratch
    - Made a new model for the mirror
    - Reworked some 3d models
    - Added light system to Donkey mini-pinball
    - Other little stuff (lights, model positioning)
     
    How to apply the patch
     
    - download the original table at http://vpuniverse.com/forums/files/file/3214-family-guy-beta-version-groni-pinball-vp991/
    - download the VPUPatcher tool at http://vpuniverse.com/forums/files/file/2581-vpu-patching-system-vppatch-32bit-64bit/
    - open VPUPatcher and select "Family Guy_BETA_VP991.vpt" as the original (unmodified table)
    - now select "Shrek_VP10_mod_1.1.dif" as the new table patch
    - type the new filename, e.g. "Shrek_VP10.vpx" . Make sure that the file name ends in .vpx.
    - you're ready to patch. Click "Apply patch" and, when the tool finishes, you'll find the table in the "mods" folder inside the VPPatch location path
     
    You need the rom version 1.41 to play this mod (shr_141).
     
    Note: - Shrek and Puss in Boots 3D models were replaced by 2D flat primitives , but the 3d model is still there. If you want to see them you have only to make them visible.
    To do that, open the table in the editor and go to layer 4; select ShrekP1 and PussP and make them invisible in the properties window. Now select ShrekP and CatP
    and then make them visible in the properties window.
     
    Note for desktop users: if you want to move/resize the DMD or change its color, go to "Backdrop" and select the black box named "textbox1".
    In the properties window change its parameters to your wish.
     
    Have fun
    Ninuzzu

    1,529 downloads

    Updated

  6. Download the Original Table and use the VPUPatcher Tool to fix it.
    The Fixes are from 85vett and aldiode as you can read here, i only made the Patches and diff. File here:
    http://vpuniverse.com/forums/topic/1625-wip-groni-pinball-stern-family-guy

    316 downloads

    Submitted

  7. given that Gronimod has been MIA for a few months,I did not get permission from Gronimod for this mod
     
    file will be removed if requested.
     

    updates
    - mini playfield lights by 85Vette
    -Center post fix by Aldiode
    - Most if not all of the Shrek images by Ninuzzu

    464 downloads

    Submitted

  8. Based on the table Hook by Data East from 1992
    Credits:
    Noah Fentz: Playfield HR
    JPSalas: Textures, sounds etc.
    JimmyFingers : Code and sound BMPR
    Koadic: New Plunger code
    oooPLAYER1ooo: New Primitive Target
    DedRok_V: Plastics photos
    Kiwi: decals (apron)
    Destruk's recent improvements and the original Pinball Ken and Steely for the first B2B.

    879 downloads

    Updated

  9. Thanks to 85vett for this great table.
    Reworked playfield with unrealistic lightning.
    Different physics set.
    Don´t take it to serious, i made this for fun....

    320 downloads

    Submitted

  10. Added DOF mapping in the script and needs to be combined with DOF ini version 1318 at least
    Added 2 digits to the backglass to go upper than 10.000.000
    Moved non mech sounds to backglass output for users with 2 sound systems, the others are not affected
    Added option to disable mech sounds
    line 17 of trigon_engine.vps
    ' dofS constant removes the mech sounds, redundant with DOF and noisy toys
    Const dofS = 1

    206 downloads

    Updated

  11. An original from Stevoz, done from Rascal's Hybrid view. Comissioned by Steveoz. Really nice, although I did replace some of the old vp8 sounds in it. Full working backglass, the same as the hybrid view version- which doesn't have "Game Over" and "Tilt" in it. Tested in vp 9.9.

    158 downloads

    Updated

  12. This is Shiva's Trigon, Modded to Full Screen DirectB2s.
    Sorry this took so long, but here it is. I had problems with notepad and editing this, as well as understanding the script. Try editing files without word wrap working on a large script, actually 3 large scripts. This table has almost 5,000 lines in it! I then left it and came back to it.
    There are enhanced images in here given to me by Shiva. The playfield image and The plastics are a bit off in scale and position. It looks like these were unfinished updated images. However, if I use the original ones they "wash out" in vp 9.90. But still, these look great! And it doesn't affect the gameplay one bit. Works in vp9.90.
    Thanks go to:
    Shiva and CO.: For making this awesome original, and giving permission to mod this to FS
    Rascal: For putting up with me, and the backglass.
    PBecker1946: For trying to help me with the plastics images.
    For those of you who don't know: There are 3 script files in the zip- you will need them in the same folder as the table! DO NOT RENAME THEM!

    283 downloads

    Updated

  13. This is a modification that I had started last winter and never got around to finishing until now. It is primarily cosmetic. Alpha flashers
    have been added throughout the table. Upgraded plunger and fading lights routine. Scripting change for selecting controller.
    I hope everyone enjoys the changes made to the table.
    Turn it up load and turn out the lights!
    I would like to thank:
    JPSalas and Rosve for their great work on the previous versions and allowing the mod.
    JPSalas for use of his Fading Lights routine and for flasher images.
    Koadic for use of his plunger method and controller selection code.
    Aaron James for giving the table a spin and offering suggestions and use of the controller selection code.
    All the authors, art guys, and other contributors that make this such an enjoyable hobby.
    Please feel free to let me know that you think...good, bad, or otherwise. It's my first release so
    if I am doing something wrong, I would like to fix it for the future.
    Note: This modification was built with VP 9.16 rev 652 and also played with the latest beta.
    I am not aware of anything that would prevent this from using 9.15. However, the flashers do use
    Additive BI and maybe a bit strong without it. I would recommend 9.16 or better with this, but
    feel free to give it a try with 9.15.
    Version 2.00
    Add B2B scripting
    Night modded.
    New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple.
    Code to overide GI on by location with different colors.
    Tested with ball size of 50, larger balls will get stuck.
    JP flipper code
    The user options section:
    '***************************************************************************************
    '***************** User options for controller and General Illumination ****************
    '***************************************************************************************
    'Ball size: Values above 50 will likely result in stuck balls.
    Const BallSize = 50
    'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.)
    Const cController = 1 '<-------Select controller here
    'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple
    Const cGI = 4 '<----Selected desired color for GI. Indiviual bulbs can be overriden below.
    'GI Colors Layout
    Select Case cGI
    Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white
    Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white
    Case 3:Bulb_Image = "f14_gir" 'Description: A redish white
    Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white
    Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white
    Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple
    End Select
    'The code below will allow for the user to override the global GI color selected above on individuals areas in the table
    'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color
    'This will allow for the user to mix and match as desired. Hopefully you have fun with this!
    argi7.image = Bulb_Image 'Location: Center Target Bank
    argi7a.image = Bulb_Image 'Location: Center Target Bank
    argi7b.image = Bulb_Image 'Location: Center Target Bank
    argi9a.image = Bulb_Image 'Location: Right side mid-table under wire form shooter lane
    argi9b.image = Bulb_Image 'Location: Right side just above righter upper flipper
    argi9c.image = Bulb_Image 'Location: Right side second lamp above upper right flipper
    argi10.image = Bulb_Image 'Location: Upper target banks
    argi12.image = Bulb_Image 'Location: Just above left lower flipper
    argi13.image = Bulb_Image 'Location: Just above right lower flipper
    argi14.image = Bulb_Image 'Location: Right sling
    argi15.image = Bulb_Image 'Location: Left slipng
    argi18.image = Bulb_Image 'Location: Left mid table
    argi19.image = Bulb_Image 'Location: Right mid under flashers
    'The two below need both variables updated
    argi126d.image = "f14_gir":LGIBulb = "f14_gib" 'Location: Second light above left lower flipper.
    argi127d.image = "f14_gir":RGIBulb = "f14_gir" 'Location: Second light above right lower flipper.
    '***************************************************************************************
    '***************************************************************************************
    '***************************************************************************************
    Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic.

    460 downloads

    Updated

  14. This table makes heavy use of transparant ramps and runs best on high powered PCs.
    The performance can be improved by moving the Alpha Slider in the video settings to the left.
    Thanks to Destruk for help with finding out lamp and coil numbers

    1,929 downloads

    Updated

  15. This is a flasher object mod for v1.02 of 85Vett's Xmen Table.
    The mod adds the new flasher object found in the most recent VP betas to the table and removes the older 4 step alpha ramp flashers.
    2 .diff files are included, one for flush mount playfield monitor cabinets and one for the more traditional sunken playfield monitor cabinets.
    Both versions include sidewall lighting with the flush mount version also including colored sidewalls and siderails to the add to the sense of depth.
    The flasher objects allows for 255 steps of progression from 0 to full ON so the flash effect is much smoother than the traditional alpha ramps.
    Many thanks to the VP devs, 85Vett and JPSalas for his flasher fading scripts and support while the mod was being done.
    Anyway, patch away and I hope you enjoy it.
    Make sure you are using the latest VP beta before trying to run the table.
    Dozer316.

    427 downloads

    Submitted

  16. This is a Patch of a Patch
    Watched a lot of different gameplay vids as i never played this one in real and try´d to manage a good result.
    As seen in the vids this machine needs a lot of nudging when you want to take control of the ball and i hope i can catch this feeling a bit
    Permission for this Patch fully granted from 85Vett & Rascal
    Changes i´ve done
    - added positional slingshot strength routine (thx to Jimmyfingers for script)
    - added BMPRlite routine (thx to jimmyfingers for script)
    - added JimmyFingers Flipper Routines (thx again to Jimmyfingers for script)
    - added vpm F6 Menu System (thx to Koadic for script)
    - added vpm DOF Sound disable option (thx to Koadic for script)
    - corrected some grafic glitches with some Flashers and Primitves
    - changed the IronMonger Image to "power of 2" resolution to display correctly on the Monger Primitive
    - added 2 Flashers (monger clane & mark1 x2)
    - some other minimal physic related things here and there
    - included the "old" animation from 85Vett´s orig release (thx for the inspiration for this to 85Vett). You can now disable the new Primitive Iron Monger
    via the F6 Menu and so you can select between your favorit Monger. Changed the animation from dropwalls to alpharamps as i can´t find a solution for the
    see-through issue with the Monger images when used on walls.
    - found 2 flashers for the IronMonger which are not used till now and scripted them in. They will only work when IronMonger Primitive is disabled.
    If you don´t like them you can disable them at the pop of script by setting IMFlasher = 1
    - added a trigger to warmachine to hopefully fix the bug with the ball get stuck at warmachine kicker (played around 120 games till fix and it never happend to me again)
    *Note* If you have made any changes to the original release then this patch will not work.
    ** How to use this patch. **
    1. Download original table (file name should be Ironman_FS_v1.04_modelmod.vp) - http://vpuniverse.com/forums/files/file/2579-3d-model-patch-for-ironman-104/
    2. Unzip table download into the same folder that this patch is located in.
    3. Place the above downloaded file into this folder that contains jptch.exe.
    4. Double click on the Create_Mod.bat - Once the patch has been completed you will have a newly created file called "IronMan (Stern) (2010) (85Vett-Rascal) (1.04 modelmod_BMPRlite) (FS) (VP92).vpt".
    Original Table Name: "Ironman_FS_v1.04_modelmod.vpt"
    Patch Name: "IronMan (Stern) (2010) (85Vett-Rascal) (1.04 modelmod_BMPRlite) (FS) (VP92).dif"
    Output Table Name: "IronMan (Stern) (2010) (85Vett-Rascal) (1.04 modelmod_BMPRlite) (FS) (VP92).vpt"
    Thx again for 85Vett & Rascal for the orig Table and Patch
    Have fun with it

    650 downloads

    Updated

  17. Williams Shangri-La EM from 1967
    Special Thanks to:
    Leon Spalding for his VP8 version from which I borrowed some scoring/gameplay code
    Itchigo for his 4 player EM template which I used extensively
    UncleWilly for his starter table and all his other tables which I have pulled apart and learned/borrowed from
    JP Salas and Pinuck whose tables I studied extensively to learn how to build and borrowed from
    Eala for his parts table which was very useful
    JimmyFingers for the sounds/sound routines and for his constant support
    TheWool for his awesome physics tweaks that make the game play like it should
    Bent98 for the LEDWiz code and for moral support
    Pinuck for high score postit code
    Dick Kanold for providing me with the real Shangri-La that's in a million pieces in my garage waiting to be rebuilt
    Best used with VP 9.16
    Will work in version 9.15 but primitive flippers may cause graphics corruptions
    This table requires the Shangri-La FS directB2s and will not work without it.

    315 downloads

    Updated

  18. This is a Patch for 85Vett´s Avatar Table including the following things.
    All things done with permission of 85Vett
    - added positional slingshot strength routine (thx to Jimmyfingers for script)
    - added BMPRlite routine. Didn´t really check the difference between BMPR and BMPRlite so i called it BMPRlite carefully ^^ (thx to jimmyfingers for script)
    - added JimmyFingers Flipper Routines (thx again to Jimmyfingers for script)
    - added vpm F6 Menu System (thx to Koadic for script)
    - added VPM DOF Sound disable option (thx to Koadic for script)
    - cleaned up the script a bit.
    *Note* If you have made any changes to the original release then this patch will not work.
    ** How to use this patch. **
    1. Download original table (file name should be Avatar (Stern) (2010) (85vett).vpt) - http://vpuniverse.com/forums/files/file/2565-avatar-stern-2010-85vett/
    2. Unzip table download into the same folder that this patch is located in.
    3. Place the above downloaded file into this folder that contains jptch.exe.
    4. Double click on the Create_Mod.bat - Once the patch has been completed you will have a newly created file called "Avatar (Stern) (2010) (85vett) (1.01BMPRlite) (FS).vpt".
    Original Table Name: "Avatar (Stern) (2010) (85vett).vpt"
    Patch Name: "Avatar (Stern) (2010) (85vett)_BMPRlite.dif"
    Output Table Name: "Avatar (Stern) (2010) (85vett) (1.01BMPRlite) (FS).vpt"
    Hope i missed nothing
    thx again to 85Vett for the orig table release
    and last but not least thx to Rascal for his Ironman Patch from which i took the readme.txt and create_mod.bat as template (hope this is ok)
    have fun with it
    UPDATED to Version 2 of this Mod
    V2 changes:
    -Bug fixes (thx to jimmyfingers)
    -physic and flipper settings revised to match more to jimmyfingers adviced settings (thx again)
    hope i now got all bugs merged out and not intruduced new one´s
    greetz dup3d

    827 downloads

    Updated

  19. The (in)official VPU Big Bang Bar pinball table.
    A DirectB2S backglass is included in the download.
    -----------------------------------------------------------------------
    - Complete "PINBALL" to release locked balls
    - "UNIV" OR "ERSE" to lite super score arrow
    - "BBB" for instant Multiball
    - "VPU" to activate Ball Save
    - All target banks for extra ball (1st time) or BBB Madness (2nd time)
    - "D A Z Z" to increase bonus multiplier.

    281 downloads

    Updated

  20. Here is my first from scratch build all done myself (little script help from luvthatapex and JPSalas with the spinning disk animation).
    This is one of my favorite tables so I wanted to do a detailed recreation of the table. Some of the plastics are not factory recreations but the table itself is. I also added a couple extra (like the cannon blast). Their are two version of the table. The normal version requires a pretty strong PC to run it due to the image resolution. The low res version should work on most PC's. Their are A LOT of alpha flashers though so if you still can't run the table you may need to start commenting out some of the non-critical ones (I.E. the non back panel light bulb ones).
    You will need the SAM files for VP. These are available on this site in the download section.
    You will also need the ROM. It is on the stern website (Click here for ROM information)
    Their is a direct B2S backglass available already (thanks Wildman). and the media pack is here - http://vpuniverse.com/forums/files/file/2459-pirates-of-the-caribbean-stern-2006-85vett-fs-101/
    If you wish to mod the table an release it please let me know. That is not an option so I selected "no" for the permission to mod.
    I've got over 200 hours in this table so I hope you all enjoy. Only semi bug I am aware of is the ball hangs up at the one way diverter on the right ramp sometimes. I've played with it a lot and haven't been able to get it better. The ball can be moved with a light nudge so it shouldn't be a show stopper.
    Change log 1.2 (10/15/2013):
    Fixed left and right sling registry
    Adjusted B2S setting to get rid of line 1203 error
    Adjusted the 3 green lights above ramp to not be cut off at the top
    Fixed ball hang up problem at bottom of right ramp
    Fixed ball hang up problem at top or right ramp
    Fixed ball hang up problem at bottom pop bumper (when ejected from liars dice)
    Corrected Parlay switch (was part of the problem with the 1203 error)
    Adjusted flipper physics to allow for easier center shots (faster, less power, oblique) also increased end angle by 5 degrees
    Reduced tilt power and sensitivity. Should allow for nudges without the quick tilt now
    Couple other adjustments that I just can’t recall at this time

    Change log 1.3 (10/27/2013)
    Added ball drop sounds
    Fixed "jack the monkey" scoop
    Flipper physics adjusted again
    Adjusted output angle of "liars Dice" kick-out
    Adjusted fix for pop bumper ball stuck situation

    Change log 1.4 (12/24/2013)
    Placed a wall at the plank to prevent ball from getting stuck behind bumper.
    Fixed flasher over "Jake the Monkey" sign
    Combined Zip file for one download for both hi and low res tables

    Thanks to everyone for the tips and suggestions. Keep them coming.

    5,063 downloads

    Updated

  21. A compilation of EM recreations that I made over the last couple of years.
    They are all fullscreen cabinet versions.
    Big Valley
    Captain Fantastic
    Central Park
    Dipsy Doodle
    Flash Gordon (re-themed 1965 Gottlieb pin "Ice Revue")
    Mars Trek
    See Saw
    Skyrocket

    535 downloads

    Updated

  22. A completly new build from scratch of one of my favourite pinball machines, Williams Space Shuttle.

    1,075 downloads

    Updated

  23. Updated

  24. Here is the DOF version of Scarface!
    The requirements to run it:
    A cabinet, a ledwiz
    DOF software installed
    http://vpuniverse.com/index.php/index.html/_/articles/vparticles/direct-output-articles/directoutput-framework-announcement-r32
    The ledwiz configuration is available here
    http://vpuniverse.com/ledwiz/login.php
    once you configured your account to use DOF instead of Legacy ledcontrol, on your account tab of configtool, retrieve the ini files and enjoy it

    325 downloads

    Updated

  25. This is Wooly customized for new software DOF!
    For this release, I have removed all the toolbox code from the B2S version, learned the fading lights system of JPsalas and replicated it to the flashers of the ledwiz, mapped all the possible objects to contactors, you have gear motor, shaker, beacon and the rest like the mappings that i usual map for the SS tables.
    You absolutely need DOF to benefit from the ledwiz in this version.
    No need to change the script to activate the b2s backglass or use b2s.server, just use the vpt, in conjunction with the exe from the rar.
    If you have a messagebox error at the launch of the table, to suppress it, please uncheck the option "Error message without backglass" in the backglass settings, from another table has a db2s, this parameter needs to be modified once and applies to all tables.
    Enjoy

    192 downloads

    Submitted

  26. This table was a from scratch build recreating the Stern Playboy machine. It was co built by myself (85vett) and Luvthatapex. Special thanks goes out to him for all the scripting work. I spent most of the time on redrawing the images. I think we paired up nicely and built a fun table.
    Fair warning that this is a resource hog table due to the number of animations (6 total) in the machine. Plus we added a PG and a mature version all in the same table. I have no issues on my cab running it with my ledwiz while in hyperpin. Outside of hyperpin I do get some stutters when the ledwiz is active. For weaker machines you may want to export the images and resize them to be a lower resolution.
    In order to change this table from the PG version to the mature version you need to change the "0" to a "1" on line number 8. ****Warning, the mature version contains nudity. Due not make this script change if this is offensive to you or others that will be able to play/watch the game.****
    Their is a direct BS2 backglass for this table that luvthatapex made at - http://vpuniverse.com/forums/files/file/2377-playboy-stern-2002/
    In the media pack I added an alternative translite and a couple different wheel images. The alternative backglass is not a DB2S backglass so keep that in mind if you want to use it. I think it goes well with the mature version of the table. Media pack can be found here - http://vpuniverse.com/forums/files/file/2378-playboy-stern-2002/
    This table was built under the 9.16 version 608 build. I've played it under the released 9.1.5 release and haven't noticed any glitches.
    Hope you enjoy!
    *** Update 7/21 - Vesion 1.02 ***
    Thanks to the assistance of Aaron James I am launching an update to this table. Aaron tweak some setting to make the table more efficient which should help with PC performance. Some of the things updated are:
    - Alpha Plunger was updated
    - X/Y coordiantes updated to make the table less wide looking
    - physics of the game updated : flippers/rubbers by outlanes /some walls/etc. Table is a bit more bouncy now.
    - all alpha ramp flashers updated to "additive bi" which makes them look more like The flashers on JP's tables
    - Updated wall on the left side of skill shot. This should prevent balls from rolling in behind the Skill shot animation when you shoot the ball just to the edge of the lane.
    - Round Walls added above each sling shot to prevent the ball from stopping on them. Played several games and haven't had it happen again yet.
    - Added a cover to the whole next to the left ramp. This should prevent the ball from flying into that gap and sticking. Never could get it to happen so hopefully this fixes that issue
    - Other minor changes to help with table performance
    Most of the above was completed by Aaron (thanks again for the help).
    Lastly, in an effort to make sure everyone whom wants to be able to play this table can (hopefully). I created 3 versions. Which are:
    - High res - Same images as the previous release. Only for those with pretty strong systems.
    - Low Res - Playfield images and plastic images have been had the resolution reduced. This should help those that have a good system but were getting some studder or texture issues. On my 46 inch LED (now you know why I go with high res images :-)) it's a bit blurry but smaller monitors or TV's should be OK.
    - Low Res and No GI Flashers - I took the low res one step further and removed all the GI alpha ramp flashers. They weren't animated but these are the things that made the lights glow (outside of the basic GI tweaks on the table images).
    For all 3 versions I did not touch the Girl animations. If you still have issues I would recommend reducing the resolution on them. I couldn't bring myself to do that as I think that's the best part of the table, so hopefully one of the three table version will work for most of you.
    *** Update 9/23 - Version 1.03 ***
    - Script changes made to fix the centerfold bug with MB.
    - Script changes made to allow the splash triangle to stop on triple jackpot and splash when appropriate. Bonus here is you can now see the girls better :-)
    - left ramp adjusted to allow the ball to roll under it. Switch 23 it now hit-able and this should prevent ball hangups there.
    - added wall to the left of the left ramp in the void space to help prevent balls being hung up their as well.
    - script change to the tease frame animation so it moves more inline with the real table.
    Big thanks to dupe3d for the scripting changes.
    I also resized the images so hopefully the full version is playable on everyone's system. If it is not playable for you then you may want to try and resize the images more. What I've uploaded is the lowest res I want to go as lower than that it starts to impact clarity on the playfield. the resize cut most playfield and plastic images in half.
    *** Update 9/24 - Version 1.04 ***
    Fixing the bugs that were introduced with 1.03.
    - Changed the top lane screw to non-colideable so it wont impede the ball from rolling down the wire gate.
    - added another one way gate that is not visible in the shooter lane which will help prevent ball hang ups
    - fixed Switches 25, 41 and 42 so they now register properly
    - watched some more videos of the real table and have corrected the grotto kicker to now kick the ball into the pops as it does on the real table.
    - removed the dark black from around the switch wires. Now looks more natural
    - added back the high res version by request
    ***High res version is only for high power systems. IT WILL crash your Visual Pinball application if you can't run the images needed. If this happens use the low res version. If it still crashes you will need to resize them smaller. Going small then what is in the low res really messes with the clarity so I'm not uploading a table of that nature.****

    1,166 downloads

    Updated

  27. Recreation Of Al's Garage Band Goes On A World Tour By Alvin G & Co.
    high Resolution Textures
    Alpha Ramp Flasher Effects.
    Fading Rom Controlled General Illumination.

    1,694 downloads

    Updated

  28. Distant World FS DB2s
    Top 4 lanes advance X.
    Left 3 targets advance value of right kicker. After you max that out it lights
    special in the outlanes.
    Hitting S-P-A-C-E targets down advances lights until Extra ball lights. Hitting
    them again gives you an extra ball.
    Dropping inline targets allows you to lock balls. Locking two balls lights
    multiball by the 3 bank. Dropping the 3 bank when lit initiates multiball.
    During multiball all scores are either 2X or 3X, based on balls in play.
    During multiball, drop all inline targets and relock the ball for Jackpot.
    Replays at:
    1,000,000
    1,400,000
    1,800,000
    Highscore: awards 3 credits.
    Match: One credit per player.
    Youtube of it in action:
    (DB2s is included in the zip).

    168 downloads

    Updated

  29. A one player EM. Looks like it could've been a "Home Game", but I assure you- it's not! It's 100% completely original!
    You get two versions in the zip. The EM version, and the "Wild West" version with all western sounds.

    88 downloads

    Submitted

  30. INSTALL
    First install FONTS. (extract the vpfonts archive in C:\Windows\Fonts)
    Do not start the visual pinball table if you not have install fonts(the DMD not work correctly)
    The backglass is in the archive
    PLAY INSTRUCTION
    It's simple
    Store ball for multiball
    hit all target on miniplayfield the gate on the side drop,
    pull up the flippers and the ball go to the side ramps and is stored.
    Three ball stored and start multiball.
    Two sentinel appears.
    Jackpot
    Hit the sentinel and have Jackpot.
    To display again sentinel go to the miniplayfield and put the ball on the side ramps with flippers.
    NOTE
    I not use DMD DISPLAY but TEXTBOX.
    It can't be rotate.

    211 downloads

    Updated

  31. 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.

    378 downloads

    Updated

  32. This is a recreation of a 1985 Williams Alley Cats Shuffle Alley Bowler for a 2 or 3 screen cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).
    Use the latest B2S server

    400 downloads

    Updated

  33. This is a recreation of a 1989 Williams Shuffle Inn Shuffle Alley Bowler for a 2 or 3 screen cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).
    Use the latest B2S server

    204 downloads

    Updated

  34. This is a recreation of a 1988 Williams Top Dawg Shuffle Alley Bowler for a 2 or 3 screen cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).
    Use the latest B2S server

    222 downloads

    Updated

  35. This is a recreation of a 1991 Williams Strike Master Shuffle Alley Bowler for a 2 or 3 screen cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).

    333 downloads

    Updated

  36. This is a recreation of a 1984 Williams Stike Zone Shuffle Alley Bowler for a 2 or 3 screen cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).
    Use the latest B2S server

    193 downloads

    Updated

  37. This is a recreation of a 1988 Williams Gold Mine Shuffle Alley Bowler for a 2 or 3 screen cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).
    Use the latest B2S server

    293 downloads

    Updated

  38. This is a Pin2k cab recreation of a 1953 United's Chief Shuffle Alley puck bowler. Pins appear as reflections off the glass on the DMD screen on the Pin2k style cabs (see screenshot of pins).
    The controls:
    Start button feeds a coin and starts the game, It also add additional players up to six.
    Flipper buttons move the puck right and left before launching.
    Press and hold the launch button to start angle and speed settings, and release the button to throw.

    197 downloads

    Updated

  39. This is a 2 or 3 screen cab recreation of a 1953 United's Chief Shuffle Alley puck bowler. If there is a third dmd screen, display lights of the pins with appear on that screen (see screenshots).
    The controls:
    Start button feeds a coin and starts the game, It also add additional players up to six.
    Flipper buttons move the puck right and left before launching.
    Press and hold the launch button to start angle and speed settings, and release the button to throw.

    306 downloads

    Updated

  40. This is a recreation of a 1991 Williams Strike Master Shuffle Alley Bowler for a pin2k style cab.
    Controls:
    Coin for credit ("5" on a keyboard).
    Start button to start and enter players up to six ("1" on a keyboard).
    Select button to select the game ("A" on a keyboard).
    Flippers to move the puck right and left (Left and Right Shift on a keyboard).
    Hold launch button until desired power and angle, then release to throw (Enter on a keyboard).

    135 downloads

    Updated