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59 files

  1. High Hand (Gottlieb 1973)(VR Room)

    Description:        
    ***************
    The table is made by the great Jeff Whitehead (Loserman76).
    May he rest in peace. 😞 I hope, there are pinballs where you are, Jeff.
    I would like to thank Jeff, for allowing me, to convert his tables to VR.
     
    Info
    It is a hybrid table. So you can play in VR, desktop or cabinet mode, but you need the external backglass.
    There is no need to change the script. A VR headset is automatically detected.
     
    I added the following things:
    VR room, artwork for cabinet, backbox and flyer, animations for buttons and plungers, LUT files (change with magnasave buttons).
     
    '*        Table primary build/scripted by Loserman76
    '*        Table images by GNance
    '*        VR Update by Rajo Joey
     
    Works in 10.7.2, but best to play in VPinball_GL 10.8: https://github.com/vpinball/vpinball/actions/workflows/vpinball.yml
     
    ***********************************************
    These are quick conversions, as I don't like playing in absolute darkness.
    If you want to do your own conversions, I wrote two tutorials for EM tables like Loserman76's and make templates of the tables, pictures and materials.
    Also there are some .psd files, to change the artwork in an easy way for example.
    In the template tables there are generic artwork for the cabinet and the backbox. Some people may be happy with that and don't need the real artwork.
    There is a short tutorial for people, who know the editor and a longer one for newbies. Both instructions are in English and German.
    https://mega.nz/folder/5csAGRAa#gSFFQN_jXbw03y7LpQENHg

    401 downloads

       (0 reviews)

    1 comment

    Submitted

  2. Honey_(Williams_1972)_Thal.rar

    Honey / IPD No. 1230 / December 17, 1971 / 4 Players
     
    This started out by me being a bit bored.
     
    I exported a few older VP9 tables and had them imported into blender, with no real intention of recrating it as vpx table.

    Not sure why, but, I started to fix a few things so the most ugly parts went away, and coded around the incompabilites the Starman release was using, so, well it was "playable" in VPX. I now kind of regret that I did that at all, because after a while, I had spent too much time on this "mod", redoing almost 100% of what it originally had.
     
    NOTE TO SELF !! Never ever again, start of by any other guys old VP9 code !!!
     
    Well, this is the result, after getting what I believe - everything working again. I at least now know how frustrating it must have been to create VP9 tables in the first place. I won't dig deep to see if this was an unique table, using dropped walls to hold game state status, seen way way to many of those in this table.
     
    Well, almost enough complaining. A couple of weeks back, getting to a point where the general game play was working, I sent a copy over to France, asking leeoneil if he would mind looking at the DOF for this game. And, he was very positive, so all DOF users should thank him for that being implemented. This also meant, now I kind of had some preassure on myself to finish this release. I could not find a db2s, so I created one. Done it once before, so, don't kill me. It is at least better than nothing
     
    I believe, because the way I started off with this project, I created some extra headaces for myself - totally unaware. By loading a VP9, saving it in VPX and continue with it from there, some odd playsound is still lingering inside the table. Also, it seems that I could not use BorgDog's excellent tape highscore without replacing the ramps for prims.
     
    All in all, happy to have finised this, learning the hard way what not to do
     
    Original Resources : Starman
    DOF : Leeoneil
    Highscore tape : BorgDog
    VPX version : Thalamus
     
    A special thanks to Bord. Your Seawitch tutorials are golden. I still suck, but, having fun !
     
    Table is free to mod for anyone except Bogus1 !!

    Enjoy.

    1224 downloads

       (5 reviews)

    46 comments

    Updated

  3. Hannibal Lecter VP_Cooks

    SPECIAL PRE-HALLOWEEN RELEASE!
     
    we are happy to share our Hannibal Lecter VPX,  starting form the JP Salas' table Serious Sam 2 ,
    we made a complete RE-SKIN and MOD , with several nice changes and surprises.
     
    ALL the tracks are fully made by Us , HUMANKIND Is the Sound Designer,unless the "drain" and "plunger-lane" track
    which are the original of the Film, and the base to make the original tracks for each ball.
    the "missions-battle" tracks are from "White Bat Audio", all them create a very intense atmosphere, and more pinball-related sound.
     
     
    we have as well the Spanish version, included in the RAR and a simple B2S , just enough to have the DOF working.
     
    TNX as always to the VPX Wizard JP Salas to allow us to MOD their tables, and all the help provided.

    1608 downloads

       (8 reviews)

    29 comments

    Submitted

  4. Hardbody (Bally 1987)(VR Room)

    The table is made by @ARMYAVIATION
     
    I would like to thank the following people:

    @ARMYAVIATION for the permission to put his tables in a VR-room.
    @UnclePaulie for help with the alphanumeric display.
     
    If I forget someone, please tell me.
     
    Info
    It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode.
    To change the mode, open the script and edit the lines 29/30 at the beginning of the script.
     
    I can't remember all of the changes, unfortunately, since I created the table a few months ago.
    I remember, I adjusted a few objects like the ramps, which were way to high above the playfield in VR.
     
    This is a very unusual table. You can use the magnasave buttons to close the left and right outlanes.
     
    Test it yourself and if you notice anything negative, let me know.
     
    There are two rooms: the minimal room and a sphere. You can also change this at the beginning of the script.

    777 downloads

       (2 reviews)

    2 comments

    Submitted

  5. Harley Davidson (Sega 1999)MOD

    Harley Davidson (Sega 1999)MOD
     
    Special Thanks to:
     Goldchicco & 32assassin : VPX Conversion 
     edizzle and batch:  VP9 table 
     
    this table was created from the example table of vpw, after failing with blender and the ramps (they were horrible), I decided to make them out of wire and since the art of the playfield and the plastics were not in good condition and I did not achieve the visual that I wanted, I decided vectorize a playfield inspired by the art of B. Allen but to avoid infringing copyright I base myself on free license vectorizations most of Vecteezy, the table is 100% vectorized I hope you enjoy it as much as I enjoy doing it
    There is a b2s made by trino7 that fits perfectly with the art of this table 
    use the a40 rom although the conversion was done with the a30 any is functional
    Rules and game modes inside the zip
     
    I will work with the original playfield and ramps for the original recreation, I haven't given up yet

    3214 downloads

       (9 reviews)

    39 comments

    Updated

  6. Harley-Davidson

    goldchicco - thanks for letting the mod
    I tried to make a PUPPack for this table - unfortunately I only managed to run one music video. Maybe someone smarter will be able to run the remaining music videos
     

    1508 downloads

       (1 review)

    9 comments

    Updated

  7. Halo

    Stick with the master chief He'll know what to do!
     
    14 march 2002 Halo came out for the xbox in europe. For our generation was this one of the best games ever made. I played this a lot with friends on a old crt televions with split screen lol! Even Halo 2 we finished in one night playing(on easy of cource). snipering with the blood gulch level, what brings this back a lot of memories for sure! I didn't saw a Halo table out there and i felt the urge to make one. 
     
    First of all the round of thanks:
    Thanks to jpsals for helping me with helping troubleshoot the code and explaining how the big ufo works in attack from mars. Also his patient because of all my messages. i was in panic mode because i almost had to redo 100+ 3d objects and 3d animations, it costed me 4 hours to find my own fault and its is fixed! 
    Thanks to flupper for helping me out with his light code.
    Thanks to terry red to inspire me because his retro flair table.
     
    This is an original table, with everything included in the vpx file, and it doesn't need any external program to run. It can be run in desktop mode and in FS mode with flexdmd automatically(with JP code fixes). This is a 5 ball game with on 3,6 and 9 million an extra ball. This table has no ball savers, only when the ball goes in to the left outer lane it will go in cortana's station and will be shoot back to the warzone!
     
    This table is based on attack from mars. It hasn't the jumping aliens on it but so much more. It has needler bumpers, plasma rifle slingshots, changing flashers, changing colors, explosions and 3d animations.
     
    Play the bank away by hitting the three bank targets. Then hit the door of the blood gulch bunker to enter the bunker. When you shoot into the bunker the covenantship will fly to you and stays above the bunker(instead of the big UFO), shoot the bunker again to destroy the covenantship every wave you have to shoot the bunker one more time extra to destroy the covenant ship, six times total. then it will restart. but the total waves,kills and missions that have been completed will be shown in the gameover screen. 
    At the end of the wave the bonus is 100K more then the last time. the small ufo's are replaced by banshees, who doesn't love banshees(hours we flew in them!)!
    collect all six jackpots for the super jackpot(50K for each jackpot and 500k for the super jackpot). Every time your assistant Cortana will help you remind the status on how much % you are for getting a jackpot. (accept for the  teleport lane, there will be only the lights).      
     
    If you shoot the ball in the teleport portal above your ball will be teleported to one of the 3 sides for extra randomness(with an extra ball it goes to the portal below). 
    If you shoot in the portal where Johnsen is sitting on, then 3 things can happen; teleport to three locations or missions/battles will start or the bonus level will start on the playfield below.
       
    So every time you play it's different because you don't know where the ball teleports too! 
     
    Missions with timers:
    1. collect 5 halo logo's - 60 seconds
    2. collect letters C-H-I-E-F - 60 seconds 
    3. Skillshot low - 60 seconds 
    4. collect 5 frag grenades - 60 seconds 
    5. Skillshot high - 60 seconds 
    6. Collect 5 skulls - 60 seconds
    7. Activate Halo Alpha - 90 seconds (bring the reactor on the left side offline)
    8. Destroy Halo Alpha  - no timer (destroy the left reactor and the halo ring, Halo Beta will now be available under the missions)
    9. Activate Halo Beta  - 90 seconds (bring the reactor on the right side offline)
    10. Destroy Halo Beta  - no timer (destroy the right reactor and the halo ring)
     
    The mission lights are for mission 1 till 10 and the custom lights are for the mission animated battles
     
    This missions/ animated battles are added above the main missions and  you have change to get them also from the mission spinner(this are the other lights down the super jackpot):
    11. Defeat 5 Flood carriers
    12. Defeat 5 flood elites
    13. Defeat 5 jackals
    14. Defeat 5 grunds
    15. Defeat 5 elites
     
    After almost every mission you will get an extra ball and then the grund multiball modus will start. Kill the grunds till one ball remains on the table then the normal gameplay will be resumed.
     
    I wanted to bring this table to the next level so i tried to do that by adding 3d annimation(wrote an tutorial for this see 1.6), so the enemies move and there is interaction with the master chief himself. Also by adding flashers which change from colors. I hope everybody enjoys this and remember we all work hard! So please rank/like the table and leave a message behind, thats the only appriciation we need and ask!
     
    Now get back to the war soldier remdwaas out!

    899 downloads

       (6 reviews)

    1 comment

    Submitted

  8. Hot Shot (Gottlieb 1973)

    PX conversion
    Artwork done by GNance, Mike Farmer
    others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog, Arngrim
    in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" as another coin input and "4" for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots
    when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.
    I've also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:
    Const ShadowFlippersOn = true
    Const ShadowBallOn = true
    change to false if you want either of the shadows not showing on your tables

    433 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Home Run (Gottlieb 1971)

    This is the add a ball version of Playball
     
    Coding/Build - Loserman76
    Images - GNance
     
    VPX 10.5 - I don't do beta versions
     
    3,5 are coin inputs
    4 is coin and start game
    1 to start if you have credits
     
    While game not in progress, hold left shift for about 3 seconds to pull up options menu

    472 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Hokus Pokus (Bally 1976)

    Hokus Pokus (Bally 1976)
    Artwork done by GNance
    Source images provided by WRD1972

    612 downloads

       (2 reviews)

    0 comments

    Submitted

  11. Hit The Deck (Gottlieb 1978)

    Hit the Deck
    Build/Coding by Loserman76
    Artwork by GNance
    Chris Aguilar - card images

    425 downloads

       (1 review)

    3 comments

    Submitted

  12. Hi-Lo Ace (Bally 1973)

    Bally's Hi-Lo Ace (1973)
     
     

    516 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Hi-Lo (Gottlieb 1969)

    "ATTACK OF THE (ITALIAN) CLONES" WAVE
    Hi-Lo (Gottlieb 1969)
    Hearts and Spades clone
    Artwork by GNance

    340 downloads

       (0 reviews)

    0 comments

    Submitted

  14. High Seas (Gottlieb 1976)

    "ATTACK OF THE (ITALIAN) CLONES" WAVE
    High Seas (Gottlieb 1976)
    Ship Ahoy clone
    Artwork by GNance

    325 downloads

       (0 reviews)

    0 comments

    Submitted

  15. High Hand (Gottlieb 1973)

    VPX conversion of High Hand
    thanks to GNance, Arngrim, Chris Aguilar (Card images)
    others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog
    in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" as another coin input and "4" for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots
    when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.
    I've also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:
    Const ShadowFlippersOn = true
    Const ShadowBallOn = true
    change to false if you want either of the shadows not showing on your tables

    402 downloads

       (0 reviews)

    2 comments

    Submitted

  16. Hi-Deal (Bally 1975)

    Hi-Deal (Bally 1975)
     
    The 1 player variant of Hang Glider. 
     
    Images all from Greywolf. Not sure about the wheel
     
     
    ZIP includes wheel too

    857 downloads

       (0 reviews)

    0 comments

    Submitted

  17. Hearts And Spades (Gottlieb 1969)

    Build/Coding by Loserman76
    Artwork by GNance
    hauntfreaks - newer postit note images, environment file, lighting information, primitives
    BorgDog - his tables that helped me to understand more with VPX - and I probably lifted a primitive or 2 from them as well
    GNance - score motor tweaks to behave like a real EM, PostIt routines, Options menu
    JPSalas - gameroom backdrop
    Pinuck - Gottlieb chimes and score motor routines
    Arngrim - DOF coding and information
    when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option
    in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" for coin and "4" for coin and auto-start game to simulate 3 coin slots
    Shadow config settings:
    Look for these 2 lines near the beginning of the scripting:
    Const ShadowFlippersOn = true
    Const ShadowBallOn = true
    change to false if you want either of the shadows not showing on your tables

    372 downloads

       (0 reviews)

    0 comments

    Submitted

  18. Harmony (Gottlieb 1967)

    "ATTACK OF THE (ITALIAN) CLONES" WAVE
    Harmony (Gottlieb 1967)
    Melody clone
    Artwork by GNance

    367 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Hang Glider (Bally 1976)

    Hang Glider (Bally 1976)
     
    The 4 player variant of Hi-Deal
     
    Playfield from IPDB, plastics purchased and scanned by me. Backglass I'm pretty sure is one I did as well, but could be Wildman's - been years since I originally made it.
     

    330 downloads

       (0 reviews)

    0 comments

    Submitted

  20. Hang Glider (Bally 1976)

    VPW presents Hang Glider by Bally, In honor and memoriam of Jeff Whitehead, aka loserman76, who passed on Nov 16th 2021.
     
    loserman76 made the original VPX version of Hang Glider and was a longstanding champion of EM machines in virtual pinball (and prolifically so, making literally hundreds of EM virtual tables), and although none of us knew him personally he was often seen in the forums offering his expert help and advice, and was happy for us to start work on this some months ago. He will be missed and our thoughts are with his family.
     
    Original Description;
    Benji wanted to try and render an EM table to see how good we could make it look, so we asked loserman76 if we could mod his Hang Glider VPX table to which he agreed, it was a good experiment but very different from what we are used to!
     
    VPW Gliders
    ========
    Graphics: Benji
    Scripting: gtxjoe, apophis, scottacus
    Physics: Benji, apophis
    Drop Targets: gtxjoe, apophis
    Shadows: apophis, Wylte
    VR: Leojreimroc
    Numerous Tweaks: Sixtoe
    Testing: Bord, VPW
     
    VPW change log
    ===========
    '001-004 - Benji - Intitial import of baked geometry and low rez images. Added nfozzzy physics and fleep code (most not assigned yet). 
    '005 - apophis - added RTX BS
    '006 - Benji - adjusted flipper mesh height. Adjust transparency of plastic over center kicker,changed background color to black, added holes in playfield mesh and added hole meshes
    '007 - gtxjoe - scripted spinner and standup prims. added shot tester (W E R Y U I P A S F G H J K).  Standup 002-225 and DropTgt need new pivot point. Drops not scripted yet
    '008 - Benji - Changed pivot of all drops and targets 'one more time'...
    '009 - gtxjoe - Added roth drop target scripting.  Drop targets work but sometimes hard to drop.  Not sure why.
    '011 - Benji - Playfield hole texture adjusted, apron mesh/render fixed/moved VPX GI deleted. DL changed to 1 on all imported/baked prims
    '012 - gtxjoe - Worked on drop target animation.  Works but target primitives need to be rotated 180 degrees.
    '013 - benji - targets rotated 180 degrees vn_kicker mesh added and vn_KickerArm needs to be animated. Baked sling rubber meshes imported to layer 5, need to be hooked up
    '014 - gtxjoe - vn_KickerArm and sling rubber meshes animated. There is temp "vn_KickerArmTEST" to show the kicker arm animation - can be deleted after reviewing
    '016 - benji - New half-rez baked render set with adjusted moodier lighting. Added Rubbers collection for fleep hit sounds. Hooked up fleep slingshot shounds. Added more visible playfield holes. Removed old non collidable slings
    '                Imported baked GI bulbs as separate mesh, settting DL to 1. Moved them down a bit. Adjusted center kicker plywood hole mesh and texture. Adjusted Apron mesh and texture.
    '017 - Benji - more fiddling with baked lighting. added Credit light mesh on hapron  with on/off image that needs to be hooked up.
    '018 - gtxjoe - Scripted Credit Light, Gottlieb chime sounds and Drop target reset sound
    '019 - Benji - adjusted flipper mesh height from playfield. tweaked some render things
    '020 - scottacus - flipper tricks and the DT code.  If you part out posts those could be dampened.
    '021 - apophis - Added GI lights back in on layer 9, set all halo heights to -1. Updated RTX BS implementation.
    '022 - apophis - Updated RTX BS so that shadows don't disappear when ball over playfield mesh hole. 
    '023 - apophis - Updated ambient shadow so that it becomes less dark when close to RTX GI light sources 
    '024 - Sixtoe - Fixed object & graphics conflicts, tweaked rollovers, minor adjustments
    '025 - apophis - added drop target shadow functionality
    '026 - apophis - fixed drop target shadow heights. Added rubberizer, target bouncer, and coil ramp up options. Fixed a lot of Fleep sound implementation issues. Updated flipper tricks scripts. Tweaked some physics parameters.
    '027 - leojreimroc - Added VR Room.  Added Buzzer sound for "Over the Top".  Slightly enlarge Apron.
    '028 - leojreimroc - Added bar and Fancy Minimal Room
    '029 - leojreimroc - Removed Bar Room.  Disabled Bumpers and Slingshots during tilt.  Slightly adjusted VR Cabinet size.
    '030 - Sixtoe - Religned primitives, added missing rubber post, realigned all targets, realigned rubber band targets, adjust centre vuk hole, expanded rubber slings, realigned drop target shadows
    '031 - Sixtoe - fixed stupid script mistake, removed redundant images
    '032 - Wylte - ShadowConfigFile disabled (may require deletion of HangGlider_76VPX HS file, sorry), Ballsize and Ballmass constants added, Dynamic Shadows updated, GILight002 & 003 added (still no vpx lights behind dt's), 
    '033 - Sixtoe - Added missing GI lights and bulb primitives, added top of inlane rounded top after ball stopped balancing on it!,
    '034 - Sixtoe - realigned a lot of collidable objects, rebuild inlane walls to stop ball bouncing up, updated rubberizer code, 
     

    4011 downloads

       (10 reviews)

    70 comments

    Updated

  21. Hayburners by William 1951

    Please to present: Hayburners by William 1`951
    Classic Horse Racing game for 1 player
    5 to add credit
    1 to start
    A to add a ball to Plunge lane
     
    Enjoy.

    523 downloads

       (0 reviews)

    2 comments

    Submitted

  22. Hot Tip (Williams 1977) – v1.0 – S34

    An almost from scratch build of my first ever upload! Big thanks to Herweh for his incredible stuff, and another special thanks to 32assassin for bringing this table to VPX!!
     
    Credits:
    - Herweh for the incredible saucer physics, scripting all moving parts, SSF sounds and reworking the rest of the script! Thanks, man!
    - 32assassin for bringing this table to VPX! I used his table as a base for all of this.
    - Mlager8 for his incredible Apron redraw!!
    - Poppote for his ultraclean original artwork. Made the 8k upscale alot easier!
    - Bord for the shooterlane image and playtesting!
    - BorgDog for the wood image!
    - Thalamus for playtesting and kicking everybodys ass in the forums!

    1927 downloads

       (5 reviews)

    13 comments

    Updated

  23. Hook (Data East 1992) VPW Mod

    BANGARAAANG!! Hook Table Tune-Up by members of VPin Workshop Discord. This one was supposed to be just a fast physics update, but we ended up rebuilding almost the whole table. We added some Flupper inserts, Skitso-style inserts, new flashers, Fleep SSF sounds, latest nFozzy physics, some new textures, Ramp rework, plastics, VRRoom, countless hours of tweaks and testing.
    -          Inserts: iaakki, Skitso
    -          nFozzy physics: Benji, iaakki
    -          Re-alignment: Sixtoe, Cyberpez, Skitso, iaakki
    -          Ramps: Tomate
    -          Fleep Sounds: iaakki
    -          Lighting: iaakki, Sixtoe, Skitso
    -          Plastics: Sheltemke, iaakki, Tomate, sixtoe
    -          VRRoom: Sixtoe
    -          Miscellaneous tweaks: Skitso, Cyberpez, iaakki, Sixtoe, Tomate
    -          Testing: Rik, VPW team
     
    This release would not have been possible without the legacy of those who came before us including Javier for the original VPX version, Dark for the Skull, Ramp and Town primitives and Bigus' mod playfield and backboard image.
    Thank you to Flupper for 3D insert techniques, Rothbauerw for nFozzy physics and Fleep for sounds techniques.

    8640 downloads

       (17 reviews)

    56 comments

    Updated

  24. Heat Wave (Williams 1964)

    One of the all-time greatest Kordek/Stenholm collaborations, Heat Wave has a unique layout with a center drop target, two swinging targets, and an advancing thermometer in the backbox. This is Williams pinball at its absolute best.
     
    Hold the left flipper before the game for the option menu. 1 or right magna save operates the ball lift.  
    Special thanks to Scottacus for the script and the B2S and Shannon for the playfield and apron redraw.
    Thanks also to DarthMarino for permission to use his backglass images and to the beta testers.

    1787 downloads

       (5 reviews)

    60 comments

    Submitted

  25. Hi-Score Pool (Chicago Coin 1971)

    re-up of vpinball.com table, no updates or changes
     
    Prompted by a post from drothste12 on vpforums, a whole gang of VPers jumped in to get this table done.  STAT started it off with the initial build and coding of the gameplay and rules and figured out how to do a rotating ball shooter turret with great advice from the forum.  PinballShawn owns the real table and very helpfully provided measurements, gameplay rules, and videos of how it all works, table probably would not be done without all his info. I jumped in when STAT got to busy to finish it up and I resized the table and all it's parts and objects to correct size, and finished up the coding with added features.  Hauntfreaks took all my and STATs initial images and made them all much nicer (he has a way with things like that).
    Basic idea of the gameplay is hit the balls to clear the rack.  A great part of the fun is you can't actually see the ball most of the time it's in play. The right flipper or the plunger button shoots the ball (real table has no plunger so just right flipper) as the turret rotates. Clearing the rack adds the listed bonus and give you another ball (well really the same one, but continues to play).  PinballShawn says the game is much better with 2 players as you can steal racks the other player doesn't complete.
     
    There are a couple of gameplay options available by holding down the left flipper before starting a game (thanks to loserman76 and gnance for the idea).
     
    directb2s file is included in the download.

    441 downloads

       (0 reviews)

    4 comments

    Submitted

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