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  • Masters of the Universe - Collector's Edition (PinEvent V2, FizX 3.3)

      Updated

    Masters of the Universe - Collector's Edition (PinEvent V2 - FizX 3.3)
     
    Created by TerryRed
    Version 1.41 (April 2026)
     

     
     
    Masters of the Universe - Collector's Edition" has been a passion project of mine for a good 18 months. I started with Rom's classic table from 2013, and then proceeded to do a complete table rebuild with all-new code with the intent to make The Most POWERFUL Pinball game in the UNIVERSE! This is virtual pinball at a scale like you've never seen before!
     
    First, I rebuilt it for modern FizX physics, BAM lighting, shadows and PinEvent features. With updated FizX physics, I needed to rebuild much of the layout with significant changes to how this table plays. From there I proceeded to make a completely new and massive game that lives up to the potential of MOTU and what is possible with FP-BAM in 2024! To give you an idea, the old MOTU table was 70 MB while the new MOTU CE is 846 MB just for the table file!
     
    New Blender raytraced baked lighting and shadows combined with FP's dynamic lighting / shadowmaps / lightmaps and ray cast shadows creates a unique and gorgeous visual spectacle like no other!
     
    All new detailed and painted models scanned from actual 80's MOTU toys are brought to life with my new custom animation code made just for this table! You've never seen pinball toys look and move like this!
     
    The objective of the game is to complete each of the new 16 modes and get all collectables (action figures, vehicles, playsets) to become the Master of the Universe!
     
    TerryRed
     

    For the Epic Preview Trailer video, watch here:
     
     
     
     
    For a preview of Virtual Reality and Mixed Reality options and features, watch here:
     
     
     
     
     

     

     
    ====================================================================
     
    Who Created it?
     
    TerryRed : Masters of the Universe - Collector’s Edition (2024)
    ROM : The original MOTU table (2013)
     
    Thanks to:
     
    Rom : for building the classic MOTU table so long ago!
    Schlabber34 : pre-rendered insert images
    FLEEP : mechanical sounds
    Joey Picasso : testing and providing some models
    MPT3K : testing and feedback
    LynnInDenver : mirror background images from old MOTU pup-pack
    AstroNasty : pestered me to remove third bumper (this inspired me to create the BumperHead toy)
    JLou : FizX and support
    Nailbuster : Pinup Player and SSF support
    Ravarcade : BAM and support
    Chris Leathley : Future Pinball
    Everyone at Pinball Nirvanna for ideas, examples, and support

    ====================================================================
     
    DISCLAIMER:

    This table is a fan-made work of passion, and is NOT intended for commercial usage or to be included in any part of a commercial sale!
     
    ====================================================================
     
    There are TWO versions of this game you can download
     
    - the normal complete game
    - the "Minimal" version
     
    Both are identical except for a couple of differences with the "Minimal" version
     
    - this version of the table has the entire Mega Room and all Toppers removed
    - this is intended for those with low vram on their GPU or for slower PCs
    - cabinet users (who do not see the VR Room or Toppers at all) can use this version as well
    - choosing any Mega Room or Topper options in the script will have no effect!
    - this version of table is set to the Minimal Room by default
     
    ====================================================================
     
    This game supports up to three players!
     
    Each player chooses a faction and a character to play in the game!
     
    ====================================================================
     
    Physics: FizX v3.3
     
    ====================================================================
     
    TABLE REQUIREMENTS (very important!)
     
    - all Visual C Runtime updates
    - DirectX
    - Future Pinball
    - the latest BAM update
    - FuturePinball.exe and FPLoader.exe patched for 4 GB access
    - BAM Settings files installed
    - FizX 1K ball model (for more accurate physics, default.zip in BAM folder)
    - the REQUIRED “Video / Rendering Options” and “Editor Options” in Future Pinball video settings
     
    NOT TO WORRY!
     
    All of the above is included with the latest FP and BAM Essentials AIO package!
     
    Super easy to use for a new install, or just to update your existing install. I recommend everyone install this package to ensure you have the latest required BAM updates and other files pre-installed!
     
    https://vpuniverse.com/files/file/14807-future-pinball-and-bam-essentials-all-in-one-complete/
     
    ====================================================================
     
    IMPORTANT! - UPDATE REQUIRED!
     
    This table REQUIRES a newer beta version of BAM (1.5-401) that is not yet released on Ravarcade's site.

    This BAM 1.5-401 update is included with the FP and BAM Essentials AIO package version 3.3 or higher!
     
    EVERYONE needs this new update to run this table! Simply install the latest FP and BAM Essentials AIO, and you are good to go!
     
    ====================================================================
     
    PC HARDWARE REQUIREMENTS
     
    What options can you try if your GPU has less VRAM (around 4 GB)?
     
    - use the "Minimal" version which uses alot less vram
    - you can enable Texture Compression (in FP video settings) which greatly reduces how much vram is used
    - if you use a "Start FP" bat file, then you will also need to enable Texture Compression in that file!
    - enabling Texture Compression may take a little longer to load, but not much
     
     
    Total VRAM usage on my PC (fresh boot of windows - only FP is running - 4K resolution)
     
    1.4 Table = 4.5 GB
    1.4 Table - Minimal = 3.8 GB
     
    note: enabling Trilinear Filtering adds around 600 MB more vram usage)
     
     
    Total VRAM usage after enabling Texture Compression in FP Video settings
     
    1.4 Table = 3.4 GB
    1.4 Table - Minimal = 2.7 GB
     
     
    So as you can see, with the 1.4 update, users with a GPU with 4 GB vram now have options to play the table!
     
    ====================================================================
     
    GUIDES INCLUDED WITH THE GAME
     
    It's important that all players get to know the following docs, for their own benefit! They are VERY helpful and will save you lots of time!
     
    INSTALL INSTRUCTIONS - read this guide to learn how to properly install and run this game!
     
    TABLE MANUAL and INFO - read this guide for more information about this table and its features!
     
    RULES - read this detailed guide to learn all the secrets of this game!
     
    ====================================================================
     
    TABLE OPTIONS
     
    - at the top of the table script, scroll down to the "TABLE OPTIONS" section
    - this game has a MASSIVE number of features, options, and difficulty settings you can change!
    - you can tailor this game to almost any way you want!
    - there are some specific features that can only be enabled in this section!
     
    ====================================================================
     
    INSTALL INSTRUCTIONS (REQUIRED)
     
    - PLEASE read the Install Instructions (included with the table's zip file)
    - it shows you how to install all the REQUIRED items
    - it shows you how to easily setup FP and BAM with the REQUIRED settings
     
    It's super easy, and only takes minutes to do!
     
    ====================================================================
     
    HOW TO RUN FP AND PLAY A TABLE
     
    Read the Install Instructions to know how to properly use FP and BAM
     
    ===================================================================
     
    GAME NOT RUNNING SMOOTH?
     
    Read the TABLE MANUAL and INFO guide for the solutions!
     
    ====================================================================
     
    LOADING TIMES
     
    With the 1.4 update of the table, I have highly optimized the table to drastically reduce load times. Combine this with the new BAM v401 update, and you see a massive difference in load times!
     
    Load times : from "clicking play" to "ready to start playing" (Intel i5 13600K CPU)
     
    1.3 Table (Trilinear Filtering) = 1 minute 3 seconds
     
    1.4 Table (Trilinear Filtering) = 31 seconds
    1.4 Table (Bilinear Filtering) = 20 seconds
     
    ====================================================================
     
    PROBLEMS?
     
    Read the Install Instructions included in the table's zip file. It tells you everything you need to know!
     
    ====================================================================
     
    Table MODS
     
    - please read the Disclaimer in the Install Instructions included with the table
    - please ask me first, as I am still updating this table

    ====================================================================
     
    v1.0 (18+ months of extensive work - phew!)
     
    - new FizX physics
    - playfield rebuild and layout adjustments
    - 16 new modes (compared to the original game's 4 MB modes)
    - Toggle Modes
    - Orko Shots
    - Power Perks
    - Power Points
    - bonus multiplier
    - end of ball bonuses
    - skillshot
    - combo shot
    - Mekaneck Mystery
    - collect action figure
    - collect vehicle
    - collect playset
    - Choose Your Faction
    - Choose Your Character
    - complete multiplayer support for 3 players (each chooses a faction and character)
    - all new playfield art, decals, autoplungers, and ball textures that changes with each player's faction!
    - new MEGA VR room with amazingly detailed MOTU vehicles and playsets and more!
    - minimal VR Room
    - mixed reality VR room
    - Topper options (Granamyr dragon, Bone Throne)
    - holographic Castle Grayskull mirror
    - Battlecat Bumpers
    - Man-E Modes
    - new detailed toy models on the playfield and VR room
    - new BumperHead Villain popup toy
    - new Snake Mountain ramp models for Wolfhead Gate, snake, and bridge
    - all new dynamic FP lighting for entire playfield (except inserts and apron)
    - new insert mesh lights
    - new ray traced baked lighting and shadows
    - new shadowmaps, lightmaps, and dynamic raycast shadows
    - many 100's of callouts from the 80's show
    - 100's of custom new "evil villain" callouts
    - massive new soundtrack from different MOTU series
    - all PinEvent V2 features (SSF, Fleep, DOF, PUP DMD videos, PUP Stream, etc)
     
    The original's multiball modes are kept, but have all new rules and gameplay
     
    - Ripper MB (2 balls)
    - Castle MB (3 balls)
    - He-Man MB (4 balls)
    - Skeletor MB (9 balls)
     
    New main playfield modes in the game are:
     
    - Sorceress Struggles
    - Hordak is Horrible
    - She-Ra Slingshots
    - Teela's Training
     
    New Man-E Modes are:
     
    - Orko is Outta Here
    - Robot Roundup
    - Glowing Getaway
    - Jaw Breakers
    - Tri Stop
    - Khan Artist
    - Diamond Ray Dilemma
    - Skeletor is Stunning
     

     

     

     

     

     

     

     

     

     

     

     
     

     
     

     

    By TerryRed - - 408 comments - 16638 Downloads

    The Matrix

      Updated

    ****************************************************************
    The Matrix 0.99
    By: Pincredibles and VPW
     ****************************************************************
    PuP-Pack Download: 
    https://mega.nz/file/3J4yVQqZ#RqHEl3K3V3HbbnSCwGPH-Whjw6ZAlhHTYyo9SDO18TY
    Mirror:
    https://drive.google.com/file/d/1puuPlAQGACEs2e2ECu6O6gjZhfcOYAU-/view?usp=sharing
    ****************************************************************
    ****************************************************************
    The Team:
    DAPHISHBOWL - Pincredibles
    MPT3K - Pincredibles
    MR.H - Pincredibles
    HARLAN - Pincredibles
    FLUX - VPW
    ASTRONASTY - VPW
    SIXTOE - VPW
    APOPHIS - VPW
    IAAKKI - VPW
    DAPHENI
    NAILBUSTER - PinUp
    DARDOG - VR
    FLIPSTREAM
    PINSTRATSDAN
    STUDLY_DO_RIGHT
    BTHLONEWOLF
    BRUCE
    BEARDEDRIK
    IROD2001_
    DIRTYPOOLPINBALL
    Special Thanks:
    STEPHEN SILVER
    KELLY MAZUROWSKI
    PAUL MARINO
    JACK DANGER
    JEFF DODSON

    ****************************************************************
    Intro: 
    Wake up, Neo.
    Welcome to The Matrix Pinball, by Pincredibles. Prepare for a pinball adventure like no other.
    You are stationed aboard The Nebuchadnezzar aided by Tank, your operator. Tank will help you as you guide the crew; Neo, Trinity, Niobe and Morpheus as they try to free the minds of the human race and free them from the imprisonment of the Matrix.
    It won’t be smooth sailing. Agent Smith, Brown and Jones will attempt to stop you at all costs. Cypher is sneaking about, waiting to betray Morpheus and the crew. Sentinels will attack the ship and the Zion outpost.
    Visiting the Oracle could bring you some answers and perks to help. Do not forget to go through the training programs to gain perks and increase your Matrix mode score.
    Good luck. Maybe Morpheus was right. Maybe you are The One.

    ****************************************************************
    How it came to be: The goal of the Pincredible tables has always been to push things to the next level. All of the work done up to this point has been about building a strong foundation that would allow us to create our own original table.
    We began this project on February 27, 2022. By December 2024, I thought we were getting close to the finish line—but there was still so much more to add and improve.
    A tremendous amount of work has gone into this from many different people, and the entire process has been an incredible experience

    Basic requirements:
    VPX 64 bit version 10.8.0 2051 (or greater)
    Pinup: Version 1.5.2
    DOF: Please make sure you update your DOF config

    ****************************************************************
    PuP-Pack Download: 
    https://mega.nz/file/3J4yVQqZ#RqHEl3K3V3HbbnSCwGPH-Whjw6ZAlhHTYyo9SDO18TY
    ****************************************************************
    INSTALL:
    1) Copy VPX file to your VPX Tables directory
    2) Copy unzip the Pup Pack to the PinUPSystem\PUPVideos\ folder.  You will see a Matrix folder 
    3) Run the batch file in the pup pack that matches your config.
       It should make all necessary script changes for you.
    4) Update DOF (If necessary)

    ****************************************************************
    Version History:
    0.99   - Initial version

    By daphishbowl - - 263 comments - 7199 Downloads

    Darkest Dungeon Table & Pup

      Updated

    V3.06  
    Big Thanks to ARMYUSDE for helping to isolate remaining deep game bugs.
     
     
    REQUIREMENTS
    VPX 10.8 
     
     
    11 Additional Dungeons 2 New Regions ( Courtyard & Darkest Dungeon ) 8 New Playable Characters with New Abilities Progressive Dungeon Levels ( 3 progressions of difficulty ) 2 New Side Modes Additional Multi-ball Modes New Playfield Art New Upper Playfield Area Flupper Domes 3d Animated Bumpers, Inn, Crypt Door, Dungeon gates Dozens of new 3d Models Over 120 New Videos Additional VR MEGA Room by DarDog Multiplayer Support Co-operative Mode ( Share Dungeon Progress ) Upgraded Pup DMD Numerous Bug Fixes & Game Improvements Able to skip end of ball bonus screens Jackpots can be increased Uses New Pinup display Beta 1.6 beta 5  
     
    Huge Thanks to Zandysarcade !!!!!!
    All the art updates including models, images, videos were all done by him.
     
    Pinball Wizards are proud to present to you an original concept based off the PC game Darkest Dungeon. This pinball table provides a combination of pinball, RPG with heavy RNG (random number generation) elements. Virtually every game will be different from the last . Herbski1x and I would like to thank all those that helped us get this game developed/polished and presented to the community. 
     
     
     
    Please take some time to read the provided rules as this game has a rather complex ruleset. 
     
    Notes
    Rulecards are also available in game by selecting the addcredit key -- this can only be done when a ball is sitting in the plunger lane and only one ball is on the table.
     
    Some LUTS are available via the normal method of holding down the left magna save while hitting the right magna save to bring up the menu. This can only be changed prior to the game starting and will automatically be saved.
     
    ' CREDITS:
    Huge Thanks to Zandysarcade !!!!!!
    All the art updates including models, images, videos were all done by him.
     
    Testers for v3  -- many thanks !!!
    JoePicaso, LoadedWeapon, Apophis, DarDog, Dgrimmreaper, pinstratsdan,
    dicentim ddb, dj_bttoleggah, kevinwk, LJ, deswdinova, lordtheron, stangretro 
    cl4ve, unsavory
     
    ' JPSalas                       Original Table "Wrath of Olympus"
    ' MerlinRTP                     VPX Table Lead, PUPDMD, Ruleset Design
    ' H3rbski1x                     Original Concept,Pup Graphics, Ruleset Design
    ' Oqqsan                        Table Scripting, 3D Inserts, Popup Targets
    ' Tastywasps,Rawd               VR Room
    ' Astronasty                    Playfield Artwork, VR Cabinet Art
    'KGLauer                       Voice-over
    ' Anthem                        PuP Videos
    ' Superhac                      Table Scripting, Rules Doc
    ' JoePicasso                    3D Models
    ' DarrinVPCLE                   DOF Config
    ' Smaug                         Attract Video
    ' nFozzy/Rothbauerw             Physics
    ' NailBuster                    Pinup Player, PUPDMD
    ' Arelyel Krele                    Advanced Queuing System        
    ' Fleep                         Mechanical Sound Engineering
    ' PrimeTime5k                    Staged Flipper Code
    ' RetroG33k                     PuPDMD Foundation
    ' Core Testers                    pinballgramps, pinstratsdan, primetime5k,spatolar
    ' Additional Testers            passion4pins, loadedweapon,pegula0420, 10mmsocket

    By Vpxpinballwizards - - 404 comments - 61280 Downloads

    Count-Down (Gottlieb 1979)

      Updated

    This table is reminder to a simpler time when all you needed was a bunch of drop targets and few colored lights to keep you entertained for hours. No complex rules, no intricate ramps, no wireforms, no multiball, no loops, no fancy bash toys, heck there aren't even any spinners, just pure simple pinball fun. Complete drop target banks and blast off!
     
    The VPW cosmonauts that brought you this in order of appearance:
    FrankEnstein - 3D modeling, rendering, some code (Rocket design)
    MCarter78 - VPX table build (Rocket science)
    bthlonewolf - Additional scripting (Rocket tune-up)
    DGrimmReaper - VR Setup (Launch ramp engineering)
    HauntFreaks - Backglass (Mission control engineering)
    Apophis - Scripting support (Count-down voice)

    By VPinWorkshop - - 73 comments - 6203 Downloads

    TimeLord 4.1a (Luigi Rides Again) OriginalHybrid

      Updated

    Timelord is fun game designed for player of all levels, with hard and easy mode, 3 ball or 5 ball options that are selected at the start of the game. Set the table tone you like by holding left magna save and toggling with right magna save to get the desired effect for your table.
    TimeLord 4.1a has some important updates for single and multi player play. I recommend that you upgrade to this version and remove previous versions of timeLord. See Changelog for the full list of changes. The game, a 2/ 3 screen backglass and new wheel is included in the 4.1a download.
    The 3 screen interactive backglass also works for desktop with Const ForceBackglass=1 at line 155 of script which already set in the script..
    If playing VR set VR =1 or 2 at line 60. (Please note: JP's Flashers are currently used in VR and we are working on an interactive backglass for VR for release at a later date)
    Thankyou to Oqqsan for  making the incredible 2 screen/3 screen interactive back glass come to life. Thankyou also to the previous Members of Avago are always credited with the product we have today.
    Thankyou also to the many members of the community have made suggestions that have been implemented in the game. It has been a long journey.
    I've tested the 4.1a version extensively, in 1,2 & 3 players hard mode and easy mode, 3 ball and 5 ball, finishing balls with and without completing the glory table and I couldn't break it. i'm hoping you can't either and get to dial in the spiral ramp for glory billions
    cheers  
     
    I'm also very proud to announce that my TimeLord banter cohort Hayden Perno, has had his first book published. Ralph Ridley in the Hunt for Time. His book is available from Hawkeye Publishing and you can check it out at ralphridley.com It is a cleverly constructed story about a boy who doesn't age and searches the Universe for the answers to his quantum curse. Hayden's story extends Einsteins' theory of relativity and stephen hawkins 7 Arrows of time. It takes you on a journey to the far reaches of the Universe and to where time stands still and incredible creatures live. It's definitely worth a read..
     
    Requirements to play TimeLord 4.1.a
    Requires VPX10.8Final-Rev2051 (28dd6c3), Freezy2.3.1 B2S Server 2.1.3 and Flex DMD 1.91
     
    Game play and Rules
    This is a link to the game overview a. Rules are also included in the media pack download
    https://youtu.be/Lrq4LI5A6QE
     
    The Time Lord Story
    Timelord is my version of stories between Hayden Perno and myself. We spit balled stories to try to make each other laugh and make small skits while training in the Gym. In my story you venture into the bizarre world of Kevin, aka Q-Man. Kevin would much rather hang out in seedy bars with dodgy chicks than take control of the Universe.😁 To add to his torment, he is tagged by Luigi the stray Robot. Luigi was cast aside by Mario the grape farmer because he kept draining the tractor gearbox for his favourite drink....used sump oil😂.  He's like the donkey in Shrek, unwanted and a serial pest and indelibly connected to Q-man.
    To be the TimeLord in this game you must complete  5 incredible dangerous tasks.  You traverse the universe, reverse time ,navigate the wormholes and meteor showers must slay the dragon. Upon completion of the tasks you venture to the glory table, (Wizard mode) . The Glory table gives 60 seconds to shoot the spiral ramp for Glory Billions  and reveal the real hero of the story.
    I hope you enjoy TimeLord and it brightens up your day.
     
    The Avago Crew
    I was very fortunate to work with some talented people in the production TimeLord through 6 generations of the game.  FrankyT does the  gangster style Robot Luigi and the TimeLord. Tomate did the translucent ramps, Oqqsan did the new interactive backglass animations, the lighting, ball affects and  clock animations, DOF is done by Outhere, Fleep sounds and nfozzy physics are done by Gedankekojote and Rawd did the Virtual reality. JPSalas is a huge part of the TimeLord project, providing the game framework, many explanations of scripting and he made changes to get a very clunky game to work. It goes with out saying my old mate Crackers advised and checked all the game iterations and changes over 2 years while the game went through 6 iterations. Of course there are many others who have help shaped the game including Sixtoes, Apophis, Remdwass &  Wylte from PinHelp and Rajo Joey who helped shape the game in the early days. Without these people and Smaugs encouragement there would be no TimeLord 2,3 or 4. The new look for 4 was encouraged by LTEK and the new backglass implemented to celebrate the release of Hayden Perno's book.
     
    I hope you like it and honest reviews and comments are always appreciated.
     
    This game is not for sale or for distribution on other download platforms.
     
    Incorporated into the game are
    Interactive backglass
    SSF audio and sound production
    DOF
    NFozzy Physics
    Fleep Sounds
    Virtual reality
    Light Inserts
    Luts
     
    Please Enjoy Smaugs Fast Flips Video for TimeLord 3.0
     
     
     
    The game is designed surround sound feedback. 
    For people with DOF TimeLord 4.1a  uses the same DOF configuration as the TimeLord 1.0 so the game is set ready to go and should play with no issues.
    VR players have the option for a basic room or Rawds room which is selectable in script.
     
    Thankyou to the talented crew who have worked with Avago to bring you TimeLord 3.0.
    Avago are;
    JP Salas-Game framework, scripting and mentoring
    Rawd- Virtual Reality
    Oqqan- Lighting, light sequences, plastic scripting, Interactive Backglass
    FrankyT-Callouts
    RajoJoey-Game Adviser and Timelord1 VR
    Smaug-Game Promotion Video and encouragement to develop TimeLord further
    Aphophis-Mecahnical tilt, scripting and support
    Gedankekojote-Initial NFozzy Physics, Fleep Sounds, Luts
    Ramps-Tomate
    Whylte- Initial physics & dynamic ball shadow.
    Outhere-DOF
    Table Testing & Game ideas- PinStratsDan, Joe Soap & Crakkers, Luminimart, PikePMC, Bietkwiet, StudlyGoorite and Cliffy
    Game Ideas & support- Sixtoe & Remdwass
    Joe Picasso- Primitive tutorial
     
    Game Design & concept- RusstyT 
    GamePlay, Scripting, Sound Design, Callouts, Table & Backglass Design- RusstyT
    This game uses many objects from other Table Builder including, JP Salas, Flupper1s light inserts and Scotty Wickburgs dragon spinner, rotating bumper caps and rotating eyeballs. The ramp ideas are inspired by TOTAN, Opening ramp inspired by Bride of Pinbot and the 4 kicker centre lane is inspired by the EM game melody. Many thank to all the wonderful authors who provided inspiration for TimeLord 2.0

    By RusstyT - - 290 comments - 37067 Downloads

    World Cup Soccer '94

      Updated

    "It's The Biggest Game In The World!"
     
    VPW are proud to present World Cup Soccer '94 from Bally. This one has been kicking around for a good few years, a few people looked into converting Knorrs fantastic version to our latest physics including Sixtoe and RobbykingPin, especially as it didn't work properly in VR as a hybrid version. However due to it being constructed on a different scale none of our normal physics maths worked, so it always sat in the "too difficult" pile to do properly.

    That is until one day mcarter78 decided to break the seal and rebuild the table from scratch in VPX, roping tomate (our resident football fan) into building it in the blender toolkit where he rescaled the 3D modeling by Knorr and added / updated various bells and whistles, and replaced all the textures, then everyone else piled in and did their thing, with Sixtoe messing with everything and making the table work fully physically (#savetheballs), and DGrimmReaper and DaRdog working on the VR side, and apophis did script things that no-one else understood.
    Astronasty has access to a real one so we got to side by side test it to get it as close to the real one as possible in VPX.
     
    Enjoy!
     
    Team VPW
    mcarter78 - Captain
    tomate - Striker
    Sixtoe -  Forward
    apophis - Winger
    DaRdog - Midfielder
    DGrimmReaper - Defender
    RobbyKingPin - Goalkeeper
    Astronasty - Ball
    Based on original recreation by Knorr and Clark Kent.
    Testing - pinstratsdan, bthlonewolf, nestorgian, bountybob, hauntfreaks, chugalaefoo, cl4ve, Studlygoorite, leojreimroc, DaRdog, redbone, hauntfreaks, colvert.
     
    Please note: The table has 4x button triggers on the playfield, the ball is *supposed* to be affected by them if it hits them, especially when they're hit slowly, tested side by side with the real machine.
     
    Change Log
    ' 0.001 - mcarter78 - Initial build - posts, walls, flippers, kickers, targets, all lights, initial scripting
    ' 0.002 - RobbyKingPin - Adjusted flipper dimensions and reshaped flippertriggers. Added rubber dampeners on posts, pegs and sleeves. Small corrections on nFozzy settings inside the script. Added Fleep parts into collections
    ' 0.003 - mcarter78 - Add plastic ramp prims & playfield mesh from tomate.  Adding ramp triggers WIP
    ' 0.004 - Sixtoe - Added skillshot primitive ramp, added physical wire ramp, redid playfield mesh, changed all kickers to physical, added goalie ramp, added goalie kicker and scoop, added blueprint image
    ' 0.005 - mcarter78 - Added and adjusted height for remaining ramp triggers.  Added skillshot triggers, WIP soccer ball & goalie mechs
    ' 0.006 - mcarter78 - Added ramp diverter & kickback plunger, minor scripting fixes
    ' 0.007 - tomate - ramp diverter modified sighly, some flashers adedd/moved to their right position, most of th gates still missing
    ' 0.008 - mcarter78 - Add lock area with magnet & switches, add missing ramp switches & missing gates
    ' 0.009 - tomate - most of the objects set as not visibles, first 10% test bumpy batch added
    ' 0.010 - tomate - new 2k batch adedd, color lut from flupper for AGX filter added
    ' 0.011 - Sixtoe - Turned a few more things non-visible, removed some redundant materials and images, rebuilt subway kicker so it works now
    ' 0.012 - mcarter78 - Set up GI, Animate flippers, slings, bumpers & rollovers
    ' 0.013 - tomate - Blender changes: GI setup, some changes to flasher and GI placement to match the real table, added flippers up position. VPX: new 2k batch added 
    ' 0.014 - mcarter78 - Add animations for gates, ramp switches, soccer ball (wip), add new GI to collection, finish flipper animation
    ' 0.015 - mcarter78 - Add swPlunger for autoplunge, Add missing GI lights for bumpers
    ' 0.016 - tomate - blender fixes, unwrapped textures, new 2k batch added
    ' 0.017 - mcarter78 - Fix diverter operation and animation, add new right ramp mesh
    ' 0.018 - apophis - Soccerball animation updates. It is not all working yet.
    ' 0.019 - apophis - Soccerball animation working.
    ' 0.020 - mcarter78 - Implementation/Animation for goalie mech, finish standup targets implementation, add bottom sling posts to NoTargetBouncer
    ' 0.021 - mcarter78 - Fix goalie targets size/shape, add Y rotation to visual goalie to match real thing
    ' 0.022 - Sixtoe - Split skill ramp into frame and pins, changed pins to sleeve material, remade playfield mesh with physical button holes, added physical playfield buttons to physics layer (not hooked up to anything yet)
    ' 0.023 - mcarter78 - Hook up and animate playfield buttons, fix plunger alignment/strength, fix kickback visuals, tweak kicker angles, fix a couple stuck ball spots
    ' 0.024 - mcarter78 - Fix goalie walls (thanks DGrimmReaper, add wall sound to goalie hit, add metal sound to goal hit
    ' 0.025 - mcarter78 - Add wall between soccer ball and standup target to prevent stuck ball
    ' 0.026 - mcarter78 - Fix diverter orientation and power/hold logic
    ' 0.027 - mcarter78 - Another attempt to fix stuck ball at top lanes
    ' 0.028 - apophis - Updated bumper cap material and render probe.
    ' 0.029 - DGrimmReaper - Initial VR Setup (Not fully ready but playable)
    ' 0.030 - DGrimmReaper - VR Extra Ball button added, most buttons animations added (Left Magna and Extra Ball still needed).  Still to do: VRBackglass
    ' 0.031 - mcarter78 - Hook up left magnasave button and EB buy-in button (also allows player to use lockdown bar button for buy-in)
    ' 0.032    - DGrimmReaper - Thanks to DaRdog for HD Cab Art and Mega Room. Animated Buttons for Left Magna and Extra Ball.  Still to do: VRBackglass
    ' 0.033 - mcarter78 - Remove duplicate GT036 in GoalieWalls array
    ' 0.034 - mcarter78 - Fix positioning for gates, add under pf wall to prevent ball from sinking around soccer ball
    ' 0.035 - apophis - Reworked the goalie mech.
    ' 0.036 - Sixtoe - Experiment with table buttons, remade goalie ramp run and changed goalie subway, remade kickers, replaced playfield mesh with one I didn't mess up.
    ' 0.037 - DaRdog - Slimmed down 60mb
    ' 0.038 - apophis - Reworked the flipper angles and triggers. Fixed flipper shadows. Changed ball image. Added outlane difficulty option. Fixed GWalls_Hit.
    ' 0.039 - tomate - new 2k batch added, several fixes at blender side
    ' 0.040 - mcarter78 - Fix flippers position/angles & trigger shapes, add goal roof and ramp posts/pegs, enable mechanical plunger, add scoops to metals collection
    ' 0.041 - tomate - new 4k batch added, Pf set as hide part behind and layer0 set as not visible
    ' 0.042 - mcarter78 - Add sounds for soccer ball & goalie, fix lock magnet & inlane guides alignment, add KnockerPosition and enable Knocker, hook up and animate spinner, fix ramp end sounds, animate plunger, remove trough gate from sounds collection, tune kicker angles, animate diverter
    ' 0.043 - tomate - new 4k batch added, new soccer ball texture unwrapped, center target texture fixed, a few others improvements, desktop POV fixed
    ' 0.044 - Sixtoe - Added GI hack for left sling gi light, added physical deflector plates behind all kickers, rebuilt extra ball hole area, changed pop bumper size and position slightly, refactored most walls, added blocker areas, modified vuk scoop angle, changed physics material of all sleeves, added external faces to both ramp primitives, rebuilt lock area, added goalie net primitive, numerous other tweaks and fixes
    ' 0.045 - apophis - Added tint to bumper caps. Tweaked playfield button physics. Fixed goalie going into pf when moving. Wired up ball blurring effect. Fixed diverter animation. Added color to insert ball reflections. Removed reference blueprint image. 
    ' 0.046 - apophis - Optimized ball blurring method.
    ' 0.047 - apophis - Improved blurring method (two blur images).
    ' 0.048 - tomate - Ball blur images changed
    ' 0.049 - Sixtoe - Changed throwin ramp primitive, changed ball physical object, removed collidable from ballblur prim, added collidable plastics, rebuilt goalie area AGAIN and adjusted VUK (should be fine now, might need a feed gate for multiple balls?), rebuilt lock area, fixed spinner direction, fixed some ball traps, adjusted vr cab and rails, automated rail visibility for VR and desktop, probably some other stuff I've forgotten.
    ' 0.050 - DGrimmReaper - VR Backglass bulbs and flashers added (thanks to Hauntfreaks for image and bulb/flasher placements)
    ' 0.051 - Sixtoe - Removed diverter bar protection island from lower ramp, converted diverters to primitives to stop them fouling lower ramps, tweaked free kick kicker, added some sound to the throw in ramp and area, hooked up trigger end top of upper ramp hole, added another option to ball buy in, rotated sling0 vlm's 180 degrees, made backbox rear solid, added another plastic protector.
    ' 0.052 - apophis - Refactored goalie mech so that it runs smooth. Optimized some frametimer stuff. Fix cab mode rails. Fixed custom shooter knob option. Enabled ball shadows near slings. 
    ' 0.053 - DGrimmReaper - BP_Plunger animation for button press.  Pitch image reduced to 4000x4000 and VRCabinet adjusted for coin toss on front of cab.
    ' 0.054 - tomate - missing flasher light added, splitted GI lights reduces, flasher power reduced, missing GI light on the left slinshot added, gi013 light hack removed, bumper caps material changed, ramps material improved, coin toss plastic improved
    ' 0.055 - apophis - Fixed plunger animation (for cab). Minor color adjustment on flasher LMs. Fixed visual sling rubbers. Fixed bumper caps refractions. Added playfield reflections option. 
    ' 0.056 - Sixtoe - Fixed some trigger heights, added blocker wall and extra switch for sw42 goalie vuk and logic to stop multiple balls blocking VUK, unified some of the walls because there's something wrong with me.
    ' RC1 - apophis - Tweaks to goalie animation. Added cab rail option. 
    ' RC2 - apophis - Adjusted magnet strengths and trigger sizes. 
    ' RC3 - apophis - Reworked kicker sw42 logic to be more robust (hopefully). Made lock magnet grab center. Updated FS POV.
    ' RC4 - apophis - Fortified ramp near lock pin. Fixed tilt switch assignment.
    ' RC5 - apophis - Fixed goalie switches (thanks Astro).
    ' Release 1.0
    ' 1.0.1 - apophis - Fixed ball motor sfx issue. Initialze slingshots properly.
    ' 1.0.2 - apophis - Added Narnia ball check
    ' 1.0.3 - Sixtoe - Fixed coin toss switches, fixed ball trap behind goal net, tested and tweaked goalie vuk, tweaked coin toss frame
    ' Release 1.1
    ' 1.2 - Sixtoe - Redid pf mesh a bit, tweaked some physics objects
    ' 1,3 - Sixtoe - Redid loads of physics items, integrated ext2k's changes, remade hinges and messed about with rails
    ' 1.4 - Sixtoe - Turned on reflections in BM_Parts, Tweaked trough entrance, added new hinges to vr_cab collection, turned off reflections from vrcab_backbox.

    By VPinWorkshop - - 134 comments - 14163 Downloads

    Bram Stoker's Dracula (Williams 1993) VPW

      Updated

    Love Never Dies
     
    They say you are a man of good... eh... taste.... (you must be because you are here). We very proudly present this killer of a table. It was built from the ground up, with new scans of the playfield, plastics, and sculpts. The ramps are based on numerous measurements from the real table. If you are feeling brave, check out the original VR room. Includes the latest and greatest of everything VPW has to offer. Enjoy!
     
    VPW TEAM
    FrankEnstein - 3D modeling and rendering. Blood sucking. Apophis - Scripting, physics, VR rooms and associated trickery. Blood bathing. Sixtoe - Table building and research. Bloody hell. Stavcas - Initial table build and coding. Blood donating. Schlabber34 - 3D models of the ramps. Blood chilling. Kevv - 3D scans of the sculpts, numerous measurements and photos of real machine. Bleeder. DGrimmReaper - Initial VR minimal room work. Blood letting. HauntFreaks - Backglass image and supporting b2s. Blood tasting. Testers: BountyBob, Darth Vito, guus_8005, DaRdog, Studlygoorite, Primetime5k, mcarter78, wrd1972, Kemurro, somatic, RIK, Smaug, MetaTed, cl4ve, Colvert, redbone, Mecha_Enron
    Special thanks to Landers and Dorsola for their Mist magnet script (it was used with minor modifications) and to ClarkKent for the playfield scan. Thanks to all the previous authors that worked on this title: JPSalas, ICPjuggla, Dozer316, Thalamus
     
    Required Software (64-bit versions):
    VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2

    By VPinWorkshop - - 170 comments - 13390 Downloads

    Pirates Life 2.1b -Under a Black Flag-The Revenge of Cecil Hoggleston- Hybrid Table with Mega VR

      Updated

    Pirates Life 2.1 has a random ship selection throughout the game which opens up the game to enjoy more of Andre Pena's wise cracking callouts. There are two download options  for either Epic Metal and Split Enz Versions. 2 & 3 Screen Backglasses arena the backglass and media download as well as a comprehensive ruleset.
    If you are playing VR My scripting is set to use JP's flashers for the DMD so change True to False in line 246 of the script (as below) 
     UseFlexDMD = False  
    Also for VR users Pirates Life2.1b- EpicMetal has a bug fix for siderail name crash. There are no changes to the PiratesLife2.1b-SplitEnz Version from version 2.1a. Just keeping game names in alignment.
     
    Pirates Life-The revenge of Cecil Hoggleston is an original game based on the story of an unfortunate lad who grows up to be the most fearsome pirate on the high seas and avenges his foes.  The game can be played by players of all levels with selection of easy or hard modes with 3 or 5 ball options. This version has a mega Pirate ship VR Room, new desktop and cabinet play looks. In the downloads you can find both Epic Metal and SplitEnz versions for Desktop/VR and cabinet modes. If playing desktop or cabinet ensure that the included .ini file is placed in the Tables folder. Also included in the downloads is a 2 & 3 screen backglasses, art pack and rules with lots of gameplay pictures. See below a link below to the youtube video where I explain the the gameplays and give you  game overview. The game has 8 modes to play, 9 ships to sink with plenty of music changes and callouts to keep you entertained. Epic metal music is kindly provided to you by Finish Composer Antii Martikainen and the incredible attract music, Hunting Pirates, is done by Finish metal group Turisas. Please check out their albums on Band Camp and any support you can give them is greatly appreciated. The game was designed around Split Enz music and pleased to provide updated versions with the original sound track. Please support this artist. The animations of the canon, shark, parrot, bobbing drunk skeleton and the dirty creature are all done by JP Salas. Beautiful transparent ramps are done by Tomate and DOF is done by Outhere. Smaug and Gramps chip in with some amusing callouts and Sixtoes was with me for the entire project providing timely advices and neat ideas. Topping off an incredible group of people who have worked on this game includes voice actor Andre Pena who does voices forScurvy Dick, Barba Blanka and the scumbag sailor. You can also checkout Andre's work with his role as Louis in resident Evil 4 zombie bang em up blockbuster game.
    Before starting the game ensure you take advantage of the Lut suitable for your monitor. Hold down left magna save and change the Lut with the right magna save.
     
    Pirates Life 1.0.6  has the original soundtrack by Split Enz and will take you on a different more relaxed journey and into the world Cecil Hoggleston via different path.
    Spend 13 minutes to watch the video and learn the game. There is more in it than meets the eye.
    This is an overview of the game and there is a set of rules and story in the downloads
    The game is made with v10.8.0 Beta(Rev 1807(39824d6) 64 bit freezy 2.2.1.0 and flex DMD 1.9.0.0, VPinMame 3.6 & latest Backglass server B2S 2.03
    For those who are struggling to get their software going, this is a link to my current, relevant VPinMame & VPinball files. You are welcome to try at your own risk. Please be aware that I am not running everything latest. For some reason I have conflicts with the RC3 and Freezy 2.2.2 and Flex DMD 1.9.1 and haven't had time to investigate this. if anyone can teach please leave your insights in the comments section.
    vPinball Files working for RusstyT 2-6-24.zip
     
    Always make sure you do a backup and always copy across the scripts. I don't recommend replacing your current 3.6VPinMame setup.exe and setup64.exe files. Thats is why I have placed them seperate to the other files.
    Note: The game is designed to run JPs flashers in Desktop and VR & I do not recommend using the flex dmd option for playing with these methods.
    If Playing VR change line 195 of the script to VRRoom=1
     
    Incorporated in the Game are;
    Easy and hard modes with 3 ball or 5 ball options
    nFozzy Physics
    Fleep Sounds
    Luts
    Virtual Reality
     
    The Avago Team for this project are
    Game Story by: HP McDuck & RusstyT
    Game Design-RusstyT
    Music by: Antti Martikainen, Turisas & Split Enz. Please support these Artists
    Callouts- Andre Pena & RusstyT
    Game FameWork, animations and advice- JPSalas
    Scripting- JPSalas & RusstyT
    Ramps-Tomate
    DOF-OutHere
    Media & Promotion Smaug.
    Mega VR- DaRdog
     
    I'd like to thank the following people
    Rawd & Besti for the VR that I carried over from TimeLord
    Game Advice & Help-Sixtoes, Oqqsan, Apophis, Crackers, Gramps, Studlygoorite, DarthVito, Kenji
    Primitive tutorials-Joe Picasso
    Loaded Weapon for ideas around cabinet mode look
    Influences- JPSalas, Scotty Wickburgh Sixtoes, Oqqsan
    Thankyou.
     
    This game is not for sale.
    This game is not for modification.
     

    By RusstyT - - 233 comments - 27779 Downloads

    Game of Thrones LE (Stern 2015) VPW

      Updated

    "When you play the Game of Thrones, you win or you die"
     
    Welcome to VPW's "Original" recreation of one of Stern's most complex machines.
     
    This project started with Skillman wanting to learn VPX and playing around reverse engineering the Stern SPIKE ROMs. Thanks to the detailed Youtube series by ChuckWurt the complete ruleset was documented, allowing it to be implemented in VBScript for this release.
     
    When the beta table was introduced to the VPW team they really took an interest in taking it to the next level, and what you see is the result of nearly a year of their work. 
     
    This table requires VPX 10.8.0 Final or later and FlexDMD 1.9.1 or later.
     
    Controls:
    Use Right Magnasave during gameplay as the Action button Access the DMD Options menu with left+right magnasave during Attract mode or press F12 to access options in the Tweak menu instead. From the Options menu, change cabinet mode, LUTs, and presence of a "real" lockbar button Access the Stern Service Menu with the service buttons to adjust standard game settings  
    House VPW
    =========
    Project Leader : Skillman
    Script/VPX : Skillman, Apophis, Oqqsan, Sixtoe, Daphishbowl
    3D Rendering : Tomate, Niwak
    Graphics : Skillman, Tomate, Astronasty, Oqqsan, Sixtoe
    VR: Rawd, Leojreimroc, Sixtoe
    Testing: VPW Team

    By VPinWorkshop - - 400 comments - 34552 Downloads

    Space Station (Williams 1987)

    "This is VPW control to Major Tom, you've really made the grade!"
     
    VPW are proud to (xmas) present Space Station by Williams!
    This machine is pretty unique in that it doesn't have inlanes, just slings leading straight on to the flippers, so there's no chance of a respite from the action! It's a bit of a hidden gem if you've not played it before.
     
    Tomate really fancied doing this one and luckily we managed to track down a playfield we could buy to scan (thanks to those of you who donated through our beer me link here or bought something through our merch store!), and as part of developing it he also played with the way we do inserts and flashers and made them look even more special! We honestly think it's one of the best looking machines we've done so far and the light show is something else, especially in multiball.
     
    *WARNING* There are versions of vpinmame where the solenoid sticks on for System 11 games, but the released versions are fine, be warned and check your solenoids are not latching on if you're using a "non release" version.
     
    VPW CREW
    Tomate - Commander. Blender modeling.
    Sixtoe - Pilot. VPX table build.
    Apophis - Flight Engineer. Fixing parts.
    MCarter - Payload Specialist. GI wiring.
    DGrimmReaper - EVA Specialist. Porting Rawd's VR room from the old version.
    Rawd - Special Specialist. Original VR Room.
    bthlonewolf - Mission Specialist. Ball tinting.
    RobbyKingPin - Crew Medical Officer. Fleep sounds.
    nFozzy - Flight Controller. Space Station toy code and his previous table version.
    iaakki - Machine specialist, side by side testing with a real machine.
     
    Our Merch Store - 100% of profits go into buying stuff to make new machines
     
    Changelog
    '001 - tomate - blank VPX table with correct dimensions created
    '002 - tomate - first 512 batch to place the objects on VPX
    '003 - Sixtoe - Built... Everything? Crashes. Sucks to be me.
    '004 - apophis - Ground control to Major Sixtoe. Fixed crashes, standup targets, some collections. Trough, kickback, GI still not working correctly.
    '005 - Sixtoe - I think my spaceship knows which way to go. Hooked up space station & placeholder prim, Fixed trough, added settings to flippers, slings and pop bumpers, adjusted flipper triggers, kickback fixed, turned everything invisible, added more blocker walls, loads of small fixes and tweaks. Still no GI. Fully playable now?
    '006 - tomate - New 2k batch added, GI doesnt work yet - No flashers added
    '007 - mcarter78 - Hook up modulated GI with coil driven color toggle
    '008 - tomate - New 2k batch added, inserts fixed, added Flupper LUT and desaturated options (see 2°, 3° and 4° option into game menu), changed material for upper PF color and added option menu for MB GI color
    '009 - mcarter78 - Add more MB GI color options and random option.  Fix for GI level after multiball end.
    '010 - tomate - Extra LUT options added, l30 fixed, tweaked blue MB color
    '011 - tomate -  new 2k batch added with a lot of blender fixes, movable objects collection set (not hooked up yet), flashers and bumper lights added
    '012 - apophis - simplified the GI code
    '013 - tomate - new 2k batch added, new flashers, more LUT options added
    '014 - tomate - new 2k batch added, tweaked flashers materisl, improved upperPF material, fixed upper PF inserts and bulbs
    '015 - Sixtoe - Hooked up movables (flippers, slings, targets, spacestation and diverter) but there are visual issues (space station lighting and drop targets?), made upper pf hole fractionally bigger, added plunger texture and tweaked power
    '016 - apophis - Fixed some fleep stuff. Fixed some animation stuff. Set up ramp rolling sfx triggers. Made bumper lights follow GI. Adjusted flipper strength. Removed old space station toy prim.
    '017 - tomate - unwrapped PF, added diverter and space station stages, tried to fix upper PF front wall but failed
    '018 - apophis - Fix motor sfx issue. Trying to get the SS and Diverter animations to work. Still broken.
    '019 - tomate - New batch added, several fixes at blender side (finally upperPF looks correct), new diverter/SS stages added
    '020 - apophis - SS and Diverter animations working. Added desktop alphanumeric display.
    '021 - Reverted
    '022 - Sixtoe - Tweaked and randomised kickers, including kickback, hard coded sling timer and reduced to 10 (still bugs out occasionally?), split shooter wall and changed to wood, retooled orbit exit and gate lower rubber, made physical drop target smaller, made cone rubbers smaller, swapped to correct Const EOSTnew (thanks RobbyKingPin)
    '023 - tomate - tweaked upperPF and bumpers caps materials. Added missing materials to room brightness array
    '024 - tomate - new 2k batch added, new flahser domes, unwrapped textures for flippers and targets, fixed PF texture, changed value for DTDropUnits (thanks Apophis!)
    '025 - apophis - Made desktop LED display only visible in desktop mode.
    '026 - tomate - flasher domes fixed
    '027 - tomate - new 2k batch, inserts color corrected, performance improvements
    '028 - Sixtoe - new 4k batch
    '029 - tomate - added missing renders, separated GINS and GIGS for raytraced shadows, modified upper PF hole to get some ball flirting, fixed slingshots default position (thanks bthlonewolf!)
    '030 - tomate - added "Vibrant" LUT for the ones that prefer to play with AGX instead Reinhard filter
    '031 - tomate - diverted fixed
    '032 - tomate - PF texture fixed
    '033 - apophis - Sling lightmap visibility bug fixed
    '034 - DGrimmReaper - Ported over VR from Rawd's Table (still need to hook up Backglass lights)
    '035 - RobbyKingPin - Created a custom Fleep Sound package made from assets and codes used from Bride of Pinbot. Customized to be more identical to the original Fleep codes to make future conversions a bit more easy.
    '036 - DGrimmReaper - Hooked Up VR Backglass Lights
    '037 - tomate - new natural green MB option added, lighting tweaks, ball reflection decreased, bloom strength increased
    '038 - tomate - re-rendered GI lighting, now swappable by script (still need to add this as an option in f12 menu)
    '039 - DGrimmReaper - cleaned up images and converted larger images to webp
    '040 - RobbyKingPin - Fixed an issue with the Rothbauer droptarget codes. Hooked up relay sounds for flashers and GI. Removed a duplicate subroutine for the GI color.
    '041 - tomate - right flipper texture fixed
    '042 - bthlonewolf - ball tint in multiball, added color temp settings to tie into existing code
    '043 - apophis - Cab rails visible in desktop mode. Small tweak to bumper positions. Hooked up GI Backbox solenoid to VR backbox GI. Adjusted cRed_Ball and cGreen_Ball. Updated VR plaque. Some code cleanup.
    '044 - apophis - Fixed random GI color option. Added info card.
    '045 - bthlonewolf - added tint scaling in multiball, option in tweak to disable
    'RC1 - apophis - Animated: bumpers, gates, switches. Fixed VR backglass positions. Adjusted rail position in desktop mode. Added VPW logo layer. Updated table credits. Tweaked ball tint colors. Updated relay sounds for flashers and gi and rubber sound (thanks RKP). Updated upperpf prim (thanks Sixtoe).
    'RC2 - bthlonewolf - Tint z-axis fix, gate animations/speed fixed
    'RC3 - tomate - Inserts glitches fixed (Thanks Mecha Enron), wall right and wall left added to Metal collection (thanks Studlygoorite)
    'RC4 - bthlonewolf - gate fix for real this time
    'RC5 - Mecha_Enron - Create option for siderails/lockbar
    'RC6 - RobbyKingPin - Reverted back to the old balldrop sounds.
    'RC7 - tomate - PF reflections fixed, blockdown bar position adjusted for desktop mode, ball rolling sounds adjusted
    'RC8 - bthlonewolf - tilt switch changed to 9
    'RC9 - Sixtoe - Removed stray rubber, tweaked plunger area, tweaked centre targets, removed collidable from many VR objects, updated credits, tidied file.
    'RELEASE 1.0

    By VPinWorkshop - - 72 comments - 4447 Downloads

    The Blizzard of Ozz

      Updated

    In a world where metal meets mayhem… and riffs strike harder than lightning — one Madman reigns supreme!
    Behold… a head-banging, Thrill ride fusion of heavy metal fury and pinball sorcery.
     
    Join Ozzy Osbourne on a wild quest to reclaim his lost albums from the clutches of Satan himself — a showdown forged in fire, riffs, and multiballs!
    Face down Wizard Modes, where demons rise from the depths and chaos is unleashed. Summon the Blizzard Multiball, rack up Ramp Combos, and ride the storm of mystery awards, jackpots, and explosive playfield action as the Prince of Darkness fights to reclaim his throne.
     
    A Tribute to Ozzy Osbourne and Black Sabbath.
     
    R.I.P. to the Prince of Darkness. This table was made to be Fun and Family/Kid friendly not to be taken seriously.
     
    Table has:
    Nfozzy Fleep physics and Sounds
    Flupper Flippers, Domes and Bumpers
    Pup DMD, and optional FlexDMD for non Pup Users.
    VR Room
    Basic DOF (We need more DOF Guru's for the Hobby)
    Lots of F12 Menu options
    Scorbit for PupDMD
    ect.....
    VPX 10.8 and up required will not work with 10.7. (Time to update if you're still on 10.7)
     
    Happy Gaming!!!
     
    Special Thanks to:
    MerlinRTP 
    JoePicasso
    UnclePaulie
    Hauntfreaks
    Superhac
    Charlie Ferrero
    JPSalas
    Mrs. ZandysArcade
     
    Instructions: Installation Instructions are in the Media Pack (PLEASE READ THEM)
    If you have any issues after following the instructions, put a comment in the comment section or send me a message.

    By ZandysArcade - - 214 comments - 18153 Downloads

    Jurassic Park (Data East 1993) VPW

      Updated

    Welcome to Jurassic Park!
     
    Dark's original table rebuilt and brought into the toolkit era. Flux started this by getting the table ready for the blender toolkit, Sixtoe gutted and rebuilt the layout in VPX and we were on our way to Isla Nublar. Apophis roared into action with all the standard VPW bells and whistles and DaRdog added a deadly Mega VR Room. Many others helped make this another fantastic table so....How about another tour of the park?
     
    VPW Park Staff
    Flux - John Hammond
    Sixtoe - Dr Vpx Grant
    Apophis - Dr "Will find a way" Malcolm
    DaRdog - "Hold on to your butts" Mega VR Room
    Rothbauerw - T-Rex Diagnostics
    TastyWasps - VR Backglass
    Primetime5k - Staged Flippers
    Mcarter78 - Ramp Sounds
    DGrimmReaper - VR Minimal Room & Scripting
    Dark - 3D Dinosaur Models & Plastics Redraw from his version.
    Tomate - 3D Support
    Gedankekojote97 - 3D Scanning Real Table
    Lab Testers - DarthVito, TastyWasps, Cliffy, HayJay, Benji, Tomate, Somatik, Bietekwiet, Bord, BountyBob, H3RBSKIx, Geradg, FlintBeastwood, Lumi, Colvert, lminimart, Studlygoorite
     
    Required Software (64-bit versions)
    VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1

    By VPinWorkshop - - 165 comments - 15480 Downloads

    Centaur (Bally 1981)

      Updated

    Bad Move Human!
     
    Centaur (Bally 1981) has quickly become my favorite pinball machine after doing this development.  Its fun, challenging, and the multiballs are awesome!  Thanks to Bord, @redbone, and Hauntfreaks for graphics assistance.  Bord provided a real scanned playfield, and Redbone updated it for scaling, inserts, and other touchups.  Redbone also created images for the plastics, apron, bumpers, and targets.  The VR backglass images are from Hauntfreaks.

    Version 2.0 is a complete build from scratch utilizing full VPW standards, physics, baked GI VLM, 3D inserts, AllLamps routines, shadows, updated backglass for desktop, roth drop and standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Lot of hours were spent studying gameplay videos to match the table skill shots and physics action.
     
    I've implemented a full two trough system in this table to recreate what the actual table has and does for the orbs multiballs.  A lot of work and timing went into getting that just right.  Many primitives were redone in blender to get as accurate as I could. Some were reused and/or updated from Bord's prior table.
     
    And as usual, there are plenty of options in the F12 menu, including ball choices, flipper colors, targets, screw caps, pulsing Queen's Chamber, and brightness of bumpers when off and when lit.  There are also multiple VR room environments and other VR options all done via the F12 menu, including LED undercab lighting, toppers, and more.  You can also change the ROM sound volume in the F12 menu.  (Note if you want to change the ROM volume, you'll need to restart the table after the change.).
     
    I've also implemented some mods to replicate the recent Haggis Pinball Centaur Orblivion mod/update.  Graphics, VR updates, targets, etc. will be automatically updated with the Haggis mod in the F12 menu.  You can also get all the mods individually by selecting them one at a time.  
     
    Please NOTE there are several items to consider on the ROM settings:  The default settings for the ROM options are hard coded into the script and are based on the recommended values from Bally for 3 balls and harder play, AND a one free tilt with a warning.  If you want to change the ROM settings yourself, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change.
     
    However... I am not able to hard code the ROM menu options.  Typically, there are levels of score achievements that award a free play.  The default ROM has that set to off.  I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (1,200,000 and 2,800,000).  Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file.  I also have instructions in the script on how to change that if you wish to do yourself.  
     
    Thanks again to Redbone for providing all the graphics updates, and to Hauntfreaks for the updated backglass images, and Bord for the playfield!
     
    Required Software (64-bit versions):
    VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases
    VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases
    B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases

    By UnclePaulie - - 92 comments - 6157 Downloads

    Terrifier (original)

      Updated

    Requirements: 10.8 64-bit, Updated PinupPopper
     
    Features:
    •VR room full and minimal
    •Scorbit (enable or disable in table script)
    •Nfozzy Physics
    •Fleep Sounds
    •Full PupDMD
    •Full media pack
    •F12 Tweak Menu containing Many options:
              •Difficulty options, flipper size, outlane size and trust post on or off, etc
              •Number of balls per game
              •Rule cards you can turn on and off
              •VR Room Options
              •Many others
     
     


    By merlinrtp - - 97 comments - 19799 Downloads

    Medieval Madness (Williams 1997) VPW

      Updated

    "The Castle Burns! Get the Marshmallows!"
     
    VPW are proud to present Medieval Madness by Williams.
     
    This one has been stuck in development hell since 2021. Sixtoe picked up the project in 2022 and built a new functioning VPX layout with the new playfield scan supplied by ClarkKent, but it had no graphics and we had a load of other projects in work. So, it languished as there was already a nice verion from Tom Tower and Ninuzzu. In early 2024 Tomate built some of the 3D side for fun and Sixtoe worked on the VPX side a bit more before moving onto other projects again (and Sixtoe half jokingly said Medieval Madness shall get delayed another month every time someone asked for it in another table's release). Then, in September 2025 Sixtoe and Tomate picked it up again to finally get it over the finish line with lots of help from Apophis, a VR room from DaRDog, and contributions from the rest of the gang, aided by MajorDrain giving 1:1 feedback against his real machine.
     
    It's worth noting that this has been side-by-side tested against 2 separate real machines, so it should be pretty faithful to the real thing. With that in mind;
     
    Stuff you'll be annoyed we replicated that aren't bugs
    Merlin's Magic - Some shots go through avoiding the saucer, this happens on the real machine.
    Castle Side Door - Some shots bounce off the edges and don't go through the door, this happens on the real machine.
    It's not an easy machine, the slings can be lethal and slow balls off the right orbit are dangerous.

    VPW Peasant
    Sixtoe - Project Lead, Scratch Table Build Tomate - 3D Modeling and Rendering Apophis - Physics, Lighting, and Animation Scripting DaRDog - VR Mega Room and Cab Mcarter - Adding Roth Targets, Tweaks ClarkKent - Playfield Scan Bord - Playfield Scan Color Correction CainArg - Playfield Scan Masks Freezy - Blender 3D Playfield HauntFreaks - Backglass Image MajorDrain - Real table reference, troll trapdoor audio and side by side testing Tyson171 - Real table reference Niwak - VPX and VPinMame support Gedankekojote97 - Early table dev support PinStratsDan - In-depth testing Testers - Studlygoorite, Iaakki, Unsavory, Superhac Castle Animation Scripting - Borrowed from Tom Tower and Ninuzzu's old version.  
    If you want to use 109b or c ROM you will need both the mm_10 ROM and the mm_10b ROM as well, as the audio files are in the mm_10 ROM.

    Version Log
    '0.01 - Gedankekojote97 - nFozzy Flipper trigger and prim resize, flipper adjustments, dynamic Ball shadows added, slingshot corrections added, gi Relay Sound added, Latest scripts from VPW, New environment image
    '0.02 - Sixtoe - New playfield image, realigned entire playfield and important objects, replaced some parts with correct parts, updated physics and sound scripts, butchered entire table in preparation for toolkit import, removed and simplified loads of things, split into many layers to try and organise and figure out table.
    '0.03 - Sixtoe - Fixed left ramp losing balls and trolls crashing table. More minor tweaks. Cleaned old images out to reduce file size.
    '0.04 - Sixtoe - Aligned bolts and screws, aligned ramps to blueprint (adjusted right ramp interface prim), added inrect to actually fix trolls (duh), tweaks from apophis, added/fixed a few other things.
    '0.05 - Sixtoe - Ongoing alignment, construction and cleaning work, lights hooked up, pretty playable now.
    '0.06 - apophis - Added TOC and reorg script. Updated flipper triggers and physics scripts. Added tweak options menu. Removed old LUT code. Added PWM functionality for lamps, flashers, and GI. Removed old dynamic shadows, updated ambient. 
    '0.07 - apophis - Set UseVPMModSol = 2
    '0.08 - Sixtoe - Rebuilt entire castle physical area, new playfield mesh, various other physics changes.
    '0.09 - apophis - Fixed draw bridge script (HandleMech=0). Reduced flipper strength to 3000. Fortified some stuck ball areas.
    '0.10 - apophis - Fixed some ramp trigger locations. Fixed Diverter script. Flipper strength to 3050. Fixed some gate sound effects. 
    '0.11 - Sixtoe - Reinforced entire table layout, walls are on "blocker walls" layer, changed merlin physical primitive scoop, various other minor tweaks
    '0.12 - Sixtoe - Realigned entire table as dimensions were out, rebuilt catapult ramp, rebuilt spiral ramp to stop ball trap, tweaked castle lock entrance
    '0.13 - Sixtoe - Redid GI assignments thanks to tyson171, some minor layout tweaks.
    '0.14 - tomate - 2k batch added, most VPX objects hidden, make some fixes in script to make it playable
    '0.15 - Sixtoe - Redid trolls physical objects, made other vpx objects hidden, adjusted drain area and wall heights, 
    '0.16 - tomate - flippers animated, slingshots animated (still need some work)
    '0.17 - apophis - fixed draw bridge animation
    '0.18 - Sixtoe - Changed spinners to gates, fixed a few other things, tidied up some stuff.
    '0.19 - tomate - new 2k batch added with blender fixes
    '0.20 - apophis - Enabled room brightness option. Deleted Prim_Toys layer (and objects). Fixed animations: bumper rings, bumper skirts, castle towers, diverter, slings, trolls, casle gate, catapult, lock door, lock post, wire triggers. Still TODO: Roth stand up targets
    '0.21 - apophis - Fixed damsel lock. Adjusted desktop POV. Add desktop DMD visibility option.
    '0.22 - Sixtoe - Remade playfield mesh and combined with moat physical primitive, remade moat vuk scoop and mech, removed and merged redundant assets, converted merlin saucer to physical kicker, remade physical right ramp and physical ramp deflectors on both ramps and ramp entrances.
    '0.23 - tomate - damsel light added, some fixes on castle model, room light brighter to get mayor day/night range, unwrapped textures for plastic ramps, few other fixes here and there
    '0.24 - apophis - fixed DiverterP rotx and animation.
    '0.25 - tomate - new 2k batch added with some new unwrapped textures and fixes at blender side
    '0.26 - mcarter78 - hook up roth standup target code
    '0.27 - tomate - fine tune for inserts and flashers, troll bracket separated, some fixes for plastic ramps, new 2k batch added    
    '0.28 - apophis - Fixed troll visuals. Added flasher and insert brightness options. Added outlane difficulty option. Added refraction and relfection probles. Added ramp and bumper cap materials. 
    '0.29 - Sixtoe - Tweaked playfield mesh, rebuilt merlin kicker/kicker area, refactored collidable physics area around the castle and created a huge low poly collidable castle prim, replaced damsel tower, tweaked moat VUK, probably other things, tweaked inlanes, testing turning inserts to linear fading.
    '0.30 - apophis - Added back sw37 pulse in DoorPortculis_Hit. Fixed zfighting issue on drawbridge. Fixed iron gate down position (was going thru floor). Tweaked target elasticity.
    '0.31 - Sixtoe - Adjusted flipper angles (I feed on your tears), unified blocker walls and walls, few other tweaks and fixes
    '0.32 - apophis - Fixed(?) draw bridge initialization. Made post passes a little easier.
    '0.33 - tomate - 4k batch added, cleaned the file a little bit
    '0.34 - Sixtoe - Added gate to Damsel tower, reset flipper physics to default-ish williams.
    '0.35 - apophis - Tinted bumper lightmaps to purple. Adjust plastics material. Enabled reflections for BM_Parts.
    '0.36 - DaRdog - Added VR Mega room, VR Mimimal Room, VR Cab, Animated buttons, Animated Torches, Lighted start and launch buttons (Thanks Rawd and Apophis for help),  VR scripting.  Total damage is 35mb for images and 110k polys (includes VR rooms and VR Cab, not bad i think).
    '0.37 - DaRdog - small vr fix, coindoor key was crooked
    '0.38 - apophis - Show rails in desktop mode. Make some VR elements respond do day night slider.
    '0.39 - DaRdog - modified some vr elements material brightness to counteract the day/night slider darkening
    '0.40 - apophis - Animated VR backglass (thanks HauntFreaks).
    '0.41 - Sixtoe - Fixed various and numerous legacy sound issues, tweaked vr backglass (Apophis)
    '0.42 - tomate - few performance improvements and fixes on blender side, new 4k batch added
    '0.43 - apophis - Adjusted flipper angles (and triggers). Fixed flipper shaddow DB. Added rightmagna and lockbar buttons to plunger launch.
    '0.44 - tomate - Castle PF protector, ramp decals and dragon plastic fixed in blender, new 4k batch added
    'RC1 - apophis - Commented out sw37_Hit to eliminate double pulse on switch 37. Updated table info and added rules card. Adjusted cab POV. A few cleanups for release candidate.
    'RC2 - Sixtoe - Added sw37 back so it's only active when castle portcullis is open. Updated credits.
    'RC3 - apophis - Increased sling strength (5.1) and lowered sling thresh (1.8). Tweaked sling correction curve . Dropped pf friction slightly (0.22). Lowered ST target mass (0.1).
    'RC4 - mcarter78 - Add random rampstop and delayed ball drop sounds to ramp ends, decrease ramp stop bounceback, fix Y alignment between visual/physical flippers
    'RC5 - apophis - Adjusted EB insert to be red.
    'RC6 - apophis - Updated Trolls mech sound effects (thanks MajorDrain).
    'RC7 - Sixtoe - minor tweak to wall, updated credits, changed default ROM to 1.09b as its a bugfix rom, added material for VRCab_LaunchButtonHousing, applied gateflooraccent texture, tweaked left inlane marginally.
    'Release 1.0
    1.0.1 - apophis - Added refraction option. Added default 1-to-1 LUT. Fixed Table1_exit (and un/pause) subs

    By VPinWorkshop - - 186 comments - 12661 Downloads

    Dark Chaos (apophis 2025)

      Updated

    I made the game that I always wanted to play...
     
    Prepare yourself for the looming Dark Chaos. You must fly into the maelstrom of oncoming cosmic debris and destroy all you can before it reaches earth. Collect power-ups along the way to help you survive the onslaught of meteor waves. Run training missions to improve your ability to collect power-ups. Make it through the gauntlet to take on the final, monstrous, planet killing asteroid. Our fragile Earth is depending on you. 
     
    This game blends pinball with classic arcade concepts. I hope you find the gameplay uniquely thrilling. You will be constantly fighting to survive. The game fights back, so keep an eye on your health meter. There are defensive and offensive power-ups, but only a limited time to collect them, so choose wisely. Good luck, Defender.

    *Please See Setup Notes Below 
     
    Defenders and Destroyers
    Apophis: Game design, modeling, light shows, DOF, and coding Unsavory: Music, sound effects, and callouts. Art design support Flux: Game logic framework. Coding support  
    Special Thanks
    Idigstuff: Ideation and music support DaRdog: Help on VR room Niwak: Blender toolkit The VP dev team Testers: mikepmcs, Bounty Bob, Sixtoe, Frankenstein, Studlygoorite, PinStratsDan, Primetime5k, Wizball, Darth Vito, tomate, bord, mcarter78, DaRDog, cl4ve, somatic, cyberpez, Dad-E-drums, TerryRed, DGrimmReaper, HauntFreaks, Robby King Pin, redbone, Nestorgian, superhac, Thalamus, chugalaefoo  
    Enormous thank you to Flux and Unsavory. So much technical and artistic talent! I really could not have done this without you guys. The game logic for this table was developed using Flux's VBScript port of Mission Pinball Framework which he calls the VPX Game Logic Framework (GLF). Go check it out at https://mpcarr.github.io/vpx-glf/
     
    Setup Notes (PLEASE READ)
    Requires the VPX 10.8.0 Final release (64-bit) and the latest FlexDMD. Do not report bugs here if you are using any other version of VPX! If you are playing on a cabinet with DOF, please update your DOF config! Please allow at least 20 seconds for the table to load. This table has a large script, so it takes a little time to initialize. Press F12 in the game to open the Tweak Menu. Rules description and game options are provided. If you want to use the FlexDMD rendered alphanumeric display, enable the "GLF Virtual Segment DMD" option in the Tweak Menu. Press start button to save options. You might need to position the DMD with your mouse the first time you enable it. The position automatically saves. For nice alphanumeric display rendering, add the following text to the bottom of your DmdDevice.ini file:
    [darkchaos]
    virtualdmd enabled = false
    alphanumeric enabled = true  
    Performance Tips. If you are having performance issues, doing one or more of the following might help:
    In the table's Tweak menu: Disable "Clear Plastic Refractions" in option menu Disable "Playfield Reflections" in option menu Set "Glf Min Lightmap Update Rate" option to your display's update rate In VPX Video/Graphics options: Disable all "Anti-Aliasing" options Try using a different "Synchronization mode" Set "Max Texture Dimensions" to something less than Unlimited. Start with 7168. For those willing to live on the edge, VPX 10.8.1 BGFX provides significant performance improvements. Users say that Dark Chaos plays perfectly smooth on BGFX. You can simply extract the latest build to its own folder and run the exe. But be sure to backup your VPinballX.ini file before trying it.
      Game Rules Video by Kongedam
     

    By apophis - - 205 comments - 11159 Downloads

    Scared Stiff (Bally 1996)

      Updated

    "Ride The Boney Beast!"
     
    VPW proudly present a table that'll keep you up!
    This started about a year ago when Sixtoe got hold of a playfield scan of Scared Stiff and decided to follow through on a long time promise he'd made to make a series of "how to vpx" videos showing how to build a table totally from scratch.
    VPW How To VPX on Youtube
    It's one mcarter78's favorite tables, so he started to build it in the toolkit and got hold of some of the toys to scan them, Tomate came in to finish the blender side of things, and Apophis came on board to sort out some script things and add the VR bells and whistles.
    Cyberpez built a new 3D backglass and Tomate made a new 3D spider for it.
    During building it Sixtoe found a bug in VPX and Niwak fixed it, so now all of the flashers work properly and fade nicely now PWM is implemented properly (you'll need a recent-ish vpinmame for this!), and we think you'll enjoy the lightshow
    Check out all the options in the F12 menu, which includes the latest and greatest of everything VPW has to offer. Enjoy!
     
    VPW STIFFS
    Sixtoe - Project Lead, scratch table build and scripting.
    Tomate - 3D modeling and rendering.
    MCarter78 - 3D scanning, modeling and scripting.
    Apophis - Scripting and VR support.
    Cyberpez - Playfield Cutting, VR backglass.
    DGrimmReaper - Custom VR ball shooter.
    FrankEnstein - Custom instruction card.
    Testers - Pinstratsdan, Rik, Studleygoorite, mecha_enron, dad-e-drums, bthlonewolf, bountybob, robbykingpin, nestorgian, guus_8005, wrd1972
     
    Required Software (64-bit versions):
    VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3
    VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098
    B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3
     
    Version Log
    001 - Sixtoe - "Just in case" Upload - Unplayable
    002 - Sixtoe - Hit a script wall, please send help
    003 - Sixtoe - IT'S ALIVE
    004 - Sixtoe - Fully Playable
    005 - tomate - First 2k batch added, most of the VPX objects set as not visible,VLM materials applied
    006 - mcarter78 - Add room brightness, ball & plunger textures, make lights hidden, hide a few other trigger objects
    007 - mcarter78 - Movables animation WIP (flippers, gates, crate, targets, bumpers, slings)
    008 - tomate - dozens of fixes in Blender, not so many in VPX
    009 - mcarter78 - Animate Leapers & diverter, fix GI string #s in update callback, Add rules card, cabinet mode & art blades to option menu
    010 - mcarter78 - Reduce height of collidable targets under ramps causing stuck balls
    011 - mcarter78 - Increase bumper ring speed
    012 - mcarter78 - add collections/sfx for walls, metals & apron, add ramp rolling, crate hit, and autoplunger sounds
    013 - mcarter78 - animate closed crate hit & ramp flap from spider VUK, hide ramp triggers
    014 - tomate - some axis fixed in blender, open/close coffin prims added, fixed coffin position in VPX (thanks Apophis!), bumpers and gates elements re-named in blender and changed in the script, backgorund set to black for desktop mode
    015 - apophis - Animated boogie arms. Updated desktop POV. Fixed GI rtx shadows. New ball image.
    016 - tomate - crate and boogies textures fixed, set "hide parts behind" for PF object 
    017 - apophis - Adjusted slingshot strength and threshold. Fixed flipper shadows. Added ball shadows. Animated coffin door and cadaver. Added options: desktop DMD visibility, outlane difficulty, ramp refractions
    018 - apophis - Fixed coffin diverter logic.
    019 - tomate - 4k batch added
    020 - tomate - some fixes on blender side, new 4k batch added, VPX unused textures deleted
    021 - apophis - Increased flipper strength to 2500. Increased upper gates elasticity to 0.85
    022 - mcarter78 - Animate autoplunger & leaper rods, less bouncy gates
    023 - cyberpez - backglass first draft
    024 - tomate - new 4k batch added, previous issues fixed (cadaver, top lanes and insert), collidalbe low poly right ramp updated to match visual ramp
    025 - mcarter78 - Fix autoplunger gate, open up the crate more when entering
    026 - tomate - new 4k batch added, targets textures fixed, GIL on group0 issue fixed
    027 - apophis - Backglass second draft. Made BG visible in desktop mode.
    028 - apophis - Added VR Cab. Made desktop backglass optional. Light blocker below playfield. Adjusted visible crate opening angle.
    029 - Sixtoe - Crate VUK rejigged and randomised, various rubber tweaks, redid wall and rubber layout in blocker format, made l53 visible temporarily.
    030 - tomate - new 4k batch added, flippers and l53 fixed, vpx l53 back to hide, changed PF render probe to dynamic, add a hole on PF blocker to see the visual VUK
    031 - tomate - added default LUT and saturation option menu
    032 - apophis - Fixed tilt switch assignment. Changed default LUT is 1to1. Made insert lights reflect on ball. Changed default cab POV. Added info card to tweak menu (thanks FrankEnstein). 
    033 - apophis - Improved post passes. Added inlane slowdown code. Added custom shooter knob option (thanks DGrimmReaper). Added minimal VR room with movie poster options.
    034 - apophis - Fixed spider b2s issues. Disabled reflections of some items. 
    RC1 - apophis - Fixed boogie man analog nudging. Updated some backglass flashers (thanks cyberpez). Updated custom rules card in tweak menu (thanks FrankEnstein). Fixed knocker sfx. Updated frog target hit sfx and scoop entrance sfx. Fixed VR poster visible bug.
    RC2 - mcarter78 - Only animate crate door on hit if not already currently animating
    RC3 - apophis - Solved crate door issue? Added playfield reflection options. Lowered plunger speed.
    RC4 - apophis - Accounted for frame rate in frog speed calcs. Adjusted down frog leap speed. Slowed down right vuk eject and ramps (slightly). Slingshots strength set to 4.2 from 4.5
    RC5 - mcater78 - lowered ball height threshold for vuk trapdoor to  >= 109 from > 110 and added a Y value failsafe
    RC6 - apophis - Updated (optimized) the reflection scope option. Improved spider wheel icon images (thanks HauntFreaks). Chnaged z lift on sw36 kicker from 100 to 105. 
    RC7 - Sixtoe - Added metal hit to leaper targets, refactored entire cadaver coffin exit area, 

    By VPinWorkshop - - 127 comments - 10934 Downloads

    Creature from the Black Lagoon (Bally 1992)

      Updated

    "And now, on with the show!"
     
    VPW proudly present this monster of a table! This has been the machine cooking for longest in VPW, dating back to August 2020! It went through a few tweaks and iterations until everything was totally scrapped when we got a new playfield scan and Sixtoe scratch rebuilt it in 2022, and Niwak built it in the what was then brand new blender toolkit as he wanted to to test fancy overlapping transparent ramps.
    After doing everytihng, we realised the whole table has been built on slightly the wrong scale and were sad, Niwak then got distracted by updating vpinmame so the ramp lights worked properly and then completely rewriting vpx and vpinmame, and Sixtoe got distracted by a squirrel (this happens more than you'd expect).
    Then at the start of May '25 Apophis held Sixtoe upside down over the vpw swamp and said "are you gonna finish this or what? what we have is better than not having one!" and brought it up to date with mcarter78 and FrankEnstein, and here we are, finally with a release!
    Check out the original swampy VR room and all the options in the F12 menu, which includes the latest and greatest of everything VPW has to offer. Enjoy!
     
    The ramp running lights work in all versions, but they'll look a bit prettier in the newest pinmame (3.7.0.43) as correct emulation of the special pcb has now been added by Niwak.
     
    VPW Creatures
    Niwak - Blender Model, scripting, running lights code in VPX.
    Sixtoe - VPX scratch table build.
    Apophis - Updating blender model, updating scripting, fancy backglass lighting.
    FrankEnstein - 3D and scripting work.
    mcarter78 - Script work.
    Tomate - 3D work.
    DaRdog and Rawd - VR Black Lagoon.
    HauntFreaks - Backglass image information and supporting b2s.
    Clark Kent - Playfield Scan
    Skitso & iaakki - Playfield Scan Tweaks
    Testers: PinStratsDan, Mecha_Enron, Somatik, Studlygoorite, bthlonewolf, carny_priest, guus_8005, MetaTed, Dad-E-drums, mlager8, cl4ve, DGrimmReaper, CalleVesterdahl
     
    Required Software (64-bit versions):
    VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3
    VPinMame 3.7.0.43 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15285924979
    B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3
     
    Version Log
    001 - iaakki - New PF scan in for realignment. Layer 1 started.
    002 - Sixtoe - Complete culling and complete rebuild to new alignment. Physics, shadows, preliminary audio scripting, preliminary standup scripting, something weird up with left ramp.
    003 - Sixtoe - Lampz and prims.
    004 - Niwak - Add Blender model of the table, hide all previous graphic elements, wired up Lampz
    005 - Scrapped
    006 - Niwak - New render
    007 - Sixtoe - Physics objects adjustment and rebuilding, ball traps filled, collidable primtiive bowl hole narrowed, removed redundant objects, fixed depth bias on flipper shadows,
    008 - Niwak - Link visuals to solenoids & lamps, add in game menu, add Lampz/VPX support, add a playfield mesh, add (slightly) tinted refracting ramps, add Flupper & Fuzzel chase light work around, add gate animations
    009 - Sixtoe - Lower right physical VUK hooked up, added fleep sounds, adding ramprolling sounds.
    010 - Niwak - New render, use native light instead of Lampz, fix light properties, add missing ones, fixed options and most mods, rewrite GI and chase light
    011 - Niwak - New render, single room lighting (smaller and better perf), fix chase light, setup to use pinmame 3.7 beta for GI, add lift ramp and most options
    012 - mcarter78 - Updated physics for flippers/targets, Updated PWM, Added instruction card & options to F12 menu, added room/ball brightness, moved animations to FrameTimer
    013 - apophis - Fixed room brightness issue.  Updated all animations with new VLM arrays. Added new 2k bake.
    014 - apophis - Added temperature tint to flashers. Fixed some ball rolling sounds and other sfx. Updated ambient ball shadows. Added FlipperCradleCollision to OnBallBallCollision. Added ball brightness routine. Fixed ramp and bumper materials. Added light blocker below PF.
    015 - apophis - Added 4k bake. Fixed upper left ramp animation. Deleted unused timers.
    016 - apophis - Fixed plunger (room brightness and spring). Added some options: playfield reflections, ramp refractions, outlane difficulty.
    017 - DaRdog - Added VR room
    018 - apophis - Animated VR buttons and plunger.
    019 - apophis - Fixed tilt switch. Fixed some ramp sfx triggers. Added Rubber_4 sfx. Slightly reduced pf friction and sling strength.
    020 - apophis - Added animated VR backglass lighting.
    021 - DaRdog and Rawd- Black Lagoon MEGA room
    022 - apophis - New 4k bake. Tweaked ramp friction and outer orbit lane returns.
    023 - Sixtoe - Added physical sw34 VUK, tweaked playfield mesh and added primitive scoop guide, now behaves in a much more satisfying manner. Reinforced Apron. Tweaked Ramps, Tweaked VR backglass and right flipper button (thanks to DGrimmReaper).
    024 - tomate - hard GIU reflections on backwall fixed, transmition issue on plastic ramp over f25 fixed
    025 - Sixtoe - Made snack bar shot a lot harder by making the rubber sleeve the correct shape and size (replaced standard sleeve with larger tapered sleeve). Numerous alignment fixes.
    026 - apophis - Fixed left orb return. Added scoop sfx. Dropped flipper strength to 2450. Made ball darker when in right vuk saucer. Tweaked ramp vlm.bake.ramps material. Moved PFLightBlocker up to -50 z.
    027 - apophis - New 4k batch.
    028 - FrankEnstein - New 2k batch with improved visual ramps. More prominent flashers in the back of playfield. 
    029 - apophis - Added color to insert light ball reflections.
    030 - FrankEnstein - Added option to enable static vs dynamic reflections (default to static). Fixed baked glass reflection. Updated 4k bake
    031 - FrankEnstein - Fixed right scoop flasher, fixed car lights, fixed black gate wires
    032 - FrankEnstein - Added option in F12 to turn on or off bumper lights, factory and mod states
    033 - FrankEnstein - Updated 4k bake.
    034 - FrankEnstein - Optimized dynamic refleictions option.
    RC1 - apophis - Updated 4k bake. Updated cab POV. Added desktop DMD visible option. Cleaned up script comments. 
    RC2 - Sixtoe - Tweaks'n'stuff
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    By VPinWorkshop - - 189 comments - 11767 Downloads

    The Walking Dead LE/Premium 4K (Stern 2014)

      Updated

    *** Use VPX 10.8 final 64-bit rev. 2051 and VPinmame 3.6 Final 64-bit rev. 1227 ***
    *** use rom twd_160h: https://vpuniverse.com/files/file/25247-walking-dead-the-limited-edition-v1600/ ***
    *** all user options are in the F12 menu, none in the script ***
    *** supports desktop, fullscreen, FSS, VR ***

    Graphics coding, blender work, lighting, textures, inserts, 3d objects, zombie models, playfield image: Flupper1
    Many thanks to...:
    Nfozzy, Fleep addition: Robby King Pin
    Physics tuning : Rothbauerw
    Plastics scans: HiRez00
    Decals apron - ClarkKent
    Apron cards - Carny Priest
    Testing - VPW with special thanks to Iaakki for several fixes and Primetime5k for physics tuning
    VR room - DaRdog
    special thanks to Vbousquet for the Blender toolkit, Nfozzy for the physics scripts, Fleep for the sounds
    former authors; reused bits and pieces
    ICPJUGGLA, FRENETICAMNESIC, GTXJOE, RANDR, DARK, ZANY, Dozer, PinBill
    Q&A:
    1. The rom slows down and does not respond any more or the table crashes
    Answer: use VPX 10.8 final 64-bit and Vpinmame 3.6 Final 64-bit
    2. The rom is missing or not working correctly
    Answer: use the rom from the hyperlink provided on top of the release notes
    3. There are no options in the script
    Answer: all options are in the F12 menu, during play
    4. At the end of ball, the sound stutters and the lights as well
    Answer: this is a known issue: this is caused by the pinmame emulation, cannot be fixed in VPX
    5. The flashers are very bright
    Answer: first of all, don't change the tonemapper to anything else then AgX; furthermore you can tune the flasher brightness in the F12 menu
     

    By Flupper - - 197 comments - 14035 Downloads

    Nightmare Before Christmas(2024)

      Updated

    ' ****************************************************************
    '             NIGHTMARE BEFORE CHRISTMAS 2024
    '                Visual Pinball 10.8
    ' ****************************************************************
    '  Coding - Oqqsan
    '  Art Design and 3D - Joe Picasso
    '  Sound Design - iDigStuff
    '  Physics nfozzy - Apophis
    '  VR Implementation - DarDog
    '  DOF by Darrin VPCLE
    '  Backglass - Hauntfreaks
    '  Animated media - Zandysarcade
    ' 3d flipper models - wolfman
    '  Based on Friday the 13 by JPSalas
    '  Layout based on Stern Godzilla's layout Pro version.
    ' ****************************************************************
    '  Thanks to all playtesters in VPW 
    ' ****************************************************************
    reveal stream :
    https://www.twitch.tv/videos/2323774679


    BackGlass + Full DMD :
     
     

    By tartzani - - 99 comments - 10782 Downloads

    Beavis and Butt-head: Pinballed (Original 2024)

      Updated

    Butt-head: "It's about time, dumbass! What took you so damn long!? hh-huh-huh.".. Beavis: "Yeah, loser! heh-heh-heh."
    Me: "Yeah, I know, I know. Sorry guys, too much procrastination."
    Butt-head: "hh-huh-huh, he said 'ass'!".. Beavis: "Yeah, heh-heh-heh."
     
    Well, after 2½ years in the making and to celebrate three decades of these two snickering metalhead idiots
    who will never grow up or score, I am truly proud to finally present..
     
    Beavis and Butt-head in.. "Pinballed."
     
    Thirty years ago, a cartoon show with this crazy duo aired on MTV that was so divisive that politicians were calling for it to be
    removed from the air. It was crass, it was filthy, but most of all, it was downright hilarious. Beavis and Butt-Head hocked a loogie
    into the pool of early 1990s pop culture and they've been doing it ever since with episode after episode and a few movies thrown in.
     
    As an homage to Mike Judge, Beavis and Butt-head, and to all of the older school pinball diehards out there, I created this table
    as it might have looked, and should have been released, back in 1993. Nothing fancy, no videos, etc. Just good ol' fun retro pinball!
     
    I want to thank Mr. J.P. Salas for his help(and patience) with the animation scripting and give a big shout out to the original
    1991 table's script writers. That table script allowed me to start with a blank canvas to design and build my complete re-theme.
    I'd also like to thank the Visual Pinball and Vpinmame development teams! Without you, none of this would be possible!
     
    I hope that everyone who downloads this table has as much fun playing it as I did creating it.
     
    Cheers!
    Watacaractr
     
    IMPORTANT! PLEASE READ!
    What you'll need to do to make this table run correctly:
    1. You MUST have Vpinmame 3.6 beta or later installed to run this table (it will not run correctly without it).
        Here is the link for the latest Vpinmame version zip file located atop the first page of toxie's post:
        https://www.vpforums.org/index.php?showtopic=27063&page=1
        Make sure you install the correct version of Vpinmame (32 or 64bit).
    2. Please place the included altsound folder "beav_butt" in to your altsounds folder in Vpinmame.
    3. Please place the included "beav_butt.nv" file in to your nvram folder in Vpinmame.
    4. Please place the included "beav_butt.vbs" file in to your scripts folder in VPX.
    5. Please place the included rom "beav_butt" zip file in to the roms folder in Vpinmame. Do not unzip the file.
        This same rom is also available as a stand-alone file on this site and elsewhere on different sites.
    6. Look for the directb2s (2 screen(4:3 ratio), 3 screen & 3 screen w/full DMD) files on this site
         and on other sites as well. Wheel logo for frontends also available.
    Note: These same instructions are included in the file
     
    That's it. Enjoy!
    "hh-huh-huh. You're gonna score!"

    By watacaractr - - 268 comments - 11990 Downloads

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