1783 files
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Foxy Lady Game Plan 1978
By Itchigo
Foxy Lady was a cocktail table made by Game Plan in 1978. It's the same table as Camel Lights, Chuck-A-Luck, Real, and Black Velvet. I used JP's Black Velvet to
make this table in VPX 10.8. Flying Dutchman provided the new playfield and plastics. Game Plan got over eager when they produced this, thinking they were going to sell more units than they did. Since they over produced, expecting higher sales; they decided to retheme the table to use the extra inventory. Back when I was an operator with my dad we ran several of these tables, and even had a couple in the basement waiting on a new location.
Credits:
JP for the original table.
Flying Dutchman for the playfield and plastics.
This table is free to mod/upgrade with no permission needed.
Rom: foxylady (You can also use the Black Velvet rom)
https://www.ipdb.org/machine.cgi?id=946
363 downloads
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Take Five Allied Leisure 1978
By Itchigo
Take Five was a cocktail table made by Fascination/Allied Leisure in 1978. This is a vp8-vpx 10.8 conversion.Complete all 4 targets for double and triple bonus.It's not as easy as it looks because certain lanes pop up targets you may have already dropped (like other Game Plan tables). The layout is the same as Roy Clark The Entertainer and Circa 1933. I included a wheel I found a while ago for the vp9 version.
Credit for Destruk for making the vp8 version in 2008.
Thanks to JP for answering some questions.
This table is free to mod/upgrade with no permission needed.
This table looks pretty good, but anyone is welcome to rebuild/redraw this.
Rom: takefive
https://www.ipdb.org/machine.cgi?id=2492
507 downloads
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High Speed MOD
By chokeee
High Speed MOD 3.0
"Ok Buddy, Pull Over!" As usual, I didnt plan it. High Speed is my all time favourite table so I was constantly trying to improve something,
starting with physics and ending with graphics. This time it started with trying to add nFozzy physics and ended with a very big change.
Of course, a lot of great people from the VP community help me with big and small things.
Changes and additions:
- nFozzy's physics
- Fleep's sounds (some sounds was replaced)
- flupper's 3D inserts
- flupper's flashers (ON flasher modified)
- wire ramp texture
- metal walls texture
- traffic lights
- some playfield resize
- plastic added
- fake plastic borders
- sharpened colors of plastics
- black ramp protector (I did what I could without rendering)
- black ramp enter area
- playfield shadows modified
- backwall, sidewalls, metalwalls reflections
- dynamic shadows
- Virtual Room
- big GI rebuild
- many elements added, position corrected
- materials, envirnoment, ball changed
- ball shooter trought gate is invisible now
- and a lot of little things I don't remember
First, I would like to thank again 32assassin and everyone who made the original table!
Special thanks to (without you, it wouldn't have happened):
- Sixtoe (big help with new flupper's domes, and many other things).
- Bord (PF shadows, tips and tricks and a lot of help before that mod).
- Rawd (VR cabinet, dynamic shadows, many other things).
- Tomate (new wireramp and metal walls textures, many other things).
- scampa123 (3D inserts code, tips and tricks).
- apophis (updated the physic and fleep sounds, added wire triggers inserts to Lampz and many other things).
- armyaviation (plastic scans, not used yet but they will be).
- Thalamus (erratic solenoids problem, suggestions).
- Unclie_Paulie (suggestions, fix some Desktop problems, other things).
- Rothbarew (a lot of help and suggestions on all that mod process).
- Wylte, leojreimroc, Benji, PinStratsDanm, RIK, iaakki (suggestions, tricks, tips).
I do not remember many things and I am not sure who helped me in what. I hope I did not miss anyone (if that happened I should be ashamed). Thank you again for your help and support!
Have a nice day.
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First, I would like to thank 32assassin and everyone who made the original table! Thanks 32assassin for allow me to upload moded table!
As usual, I didnt plan it. High Speed is my all time favourite table so just after 32assassin uploaded his original HS I started to change it a bit. I started to change physics and sounds to match this table to myself. In the meantime, I've learned a few tricks in VP so I was playing more with materials, lights... and some great people from our community helped me with coding and 3D stuff.
Big thank you to and credits to:
- 32assasin, Flupper1, Krugger99, nFozzy for the original table.
- DjRobX (flupper's flashers to the script, missing white flashers, many tips and tricks)
- Bord (playfield shadows, new traffic lights, new black ramp, many tips and tricks)
- jpsalas (flashers reflections)
- Fleep for his great mechanical sounds
- everybody who helped me with VP
Changelog:
- new physics
- apron and bumpers (Sliderpoint's primitives and modified textures)
- traffic lights, black ramp, playfield shadows (Bord)
- flipper bats (Flupper1)
- flashers (Flupper1's modified)
- flashers reflections on the walls
- GI lighting
- inserts lighting
- materials
- envirnoment
- fastflips
- ball
- ball shadow (ninuzzu)
- some metal walls now are metal wires (like on real table)
- many resized, replaced and modified elements (walls, rubbers, plastics...)
- small items have been added and changed/moved (screws, rubbers, textures...)
- a lot of changes in the table sounds
- some little changes I dont remember
Have a nice day
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8359 downloads
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Circa 1933 Allied Leisure 1979
By Itchigo
Circa 1933 was a cocktail table made by Fascination/Allied Leisure in 1979.This is a vp8-vpx 10.8 conversion.Complete all 4 targets for double and triple bonus.It's not as easy as it looks because certain lanes pop up targets you may have already dropped (like other Game Plan tables). The layout is the same as Take Five and Roy Clark The Entertainer.
Credit for Destruk for making the vp8 version in 2008.Thanks to JP for answering some questions. This table looks pretty good, but anyone is welcome to rebuild/redraw this.
Rom: circa33
https://www.ipdb.org/machine.cgi?id=514
305 downloads
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Roy Clark The Entertainer Allied Leisure 1978
By Itchigo
Roy Clark The Entertainer was a cocktail table made by Fascination/Allied Leisure in 1977. This is a vp8-vpx 10.8 conversion.Complete all 4 targets for double and
triple bonus.It's not as easy as it looks because certain lanes pop up targets you may have already dropped (like other Game Plan tables). The layout is the same as
Take Five and Circa 1933.I included a wheel I found a while ago for the vp9 version.
Credit for Destruk for making the vp8 version in 2008.
Thanks to Planetxplanetx for the new plastics.
Thanks to Flying Dutchman for the new playfield.
Thanks to JP for answering some questions.
This table is free to mod/upgrade with no permission needed.
Rom: royclark
https://www.ipdb.org/machine.cgi?id=785
321 downloads
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Carnival Games (Original 2025)
By Supergibson
Important note: as we have had a few problem reports related to this. The table requires that you have the b2s in the table folder regardless of you screen config or else you will get controller errors.
V1.2 released. See changelog below. A ton of changes thanks to @MachWon and the Super Tilted team.
Note: As we are releasing this over the holidays, there may be some delays in responding to comments or questions as many of us are celebrating with family. Merry Christmas to all and I hope you enjoy this table as our gift to you!
Back in July 2024, JoePicasso presented us with an original but unthemed layout. This project started as our second project immediately after the release of Bourne Identity. The original layout was created by JoePicasso and further refined by Supergibson. Concept by TiltedIllusions and Supergibson. Coding by Supergibson, Bluenmaize and MerlinRTP. Final push driven by Bluenmaize. Artwork and 3D models by Lipebello. A year and a half later, @SuperTilted present to you a completely original table for your enjoyment based on many of the classic carnival games you would find at the fair or midway:
Ride the ramps to compete against the computer in the horse races. Hit the bumpers to spray the clowns with waterguns. Shoot the orbits to score in skeeball. Knock down the pesky moles in Whack-a-mole, Knock out the clown teeth to enable ball lock and multiball. Hit the skillshot in a test of strength. Deceivingly simple but surprisingly difficult to master.
For credits, I could go on and on with an exhaustive list of everyone who had a hand in making this happen. From feedback to fixes and everything in between. Thanks to everyone from team Super Tilted. Based on our chat channel, the following characters were involved but let me know if I missed anyone!
@Supergibson, @lipebello, @TiltedIllusions, @JoePicasso, @Bluenmaize, @cl4ve, @masonm, @merlinrtp, @burger, @Tombg, @UnclePaulie, @funkatron101, @LoadedWeapon, @Muhahaha, @X13_Pinner(rest in peace my friend), @Dr.Nobody, @gman, @hauntfreaks, @MachWon
Thank you so much to everyone who helped along the way. If we missed anyone, be sure that we are thankful for everyone who participated. It takes a village for sure. The VPin community is an amazing place full of people willing to give their time to support this wonderful hobby.
This table contains code and features that have been developed over the years by many great contributors. Thank you to everyone who may have had a part in developing any the base code used to make this table run.
We have play tested this significantly but please report any issues you encounter. This table was built and tested on multiple versions of 10.8. The table might run on older versions but you may experience problems with some of the textures and other unknown issues. We will work to resolve any problems in future updates and fixes. There have been a few reports of issues when completing the whack-a-mole mode but they are not easily repeatable. Please let us know if you experience any problems in the comments (not in the reviews!).
B2S Reel Sounds: If you are experiencing very loud reel sounds from the B2S, which seems to be mainly with SSF users, it's an issue with B2SServer's built-in reel sounds. Jarr created a CMD script to fix it (I cannot vouch for this) but it essentially mutes the reel sounds. https://www.vpforums.org/index.php?showtopic=51515&page=2#entry524614
3386 downloads
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Thunderbirds 60TH V1.0.0
By JoeD
ALL CREDIT GOES TO @JPS and T-800
I'm excited to present my very first VPX table, based on a theme that reminds me of my younger days. I hope you enjoy this version of Thunderbirds. I've created a PUPPACK for it (the table is designed to be played exclusively with this pack) as well as a DOF entry for your effects and lighting. Remember to update your DOF configuration file to take advantage of these features.
It is in Full French or full English for the voices and always accompanied by English text so that as many of you as possible can enjoy it.
Please leave lots of comments/review, I have other projects in the works...
Je suis ravi de vous présenter ma toute première table VPX, inspirée d'un thème qui me rappelle ma jeunesse. J'espère que vous apprécierez cette version de Thunderbirds. J'ai créé un pack PUPPACK (la table est conçue pour être jouée exclusivement avec ce pack) ainsi qu'une entrée DOF pour vos effets et éclairages. N'oubliez pas de mettre à jour votre fichier de configuration DOF pour profiter de ces fonctionnalités.
Les voix sont en français et en anglais , le tout est toujours accompagné de textes en anglais afin que le plus grand nombre puisse en profiter.
N'hésitez pas à laisser des commentaires/review, j'ai d'autres projets en cours…
VPX Version: I tested in VPX 10.8 64 Bit.
Have fun playing!
Special thanks for their help and pre-launch testing of the table to: Micki, Kimiko and Franck Dbd
Vidéo de la table: Thunderbirds 60TH Table VPX new creation
___________________________________________________________________________
All Logos, Copyrights and Trademarks are property of their respective owners.
PROVIDED STRICTLY FOR PERSONAL HOME USE AND NOT FOR COMMERCIAL SALE RE-SALE OR DISTRIBUTION!
VIRTUAL PINBALL ALWAYS HAS AND ALWAYS WILL BE FREE TO ANYONE!!!!
Edited February 2026 by JoeDilon
2368 downloads
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Beavis and Butt-head: Pinballed (Original 2024) with VR
By MikeDASpike
Butt-head: "It's about time, dumbass! What took you so damn long!? hh-huh-huh.".. Beavis: "Yeah, loser! heh-heh-heh."
Watacaractr: "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!"
Butt-head: "Hh-huh-huh… would it be nice for VR, dumbass?" Beavis: "Yeah! Like, heh-heh, we can, uh… touch stuff! Heh-heh."
Mike DA Spike: "Well guys, 1½ years ago we actually did build you a VR room… and now it’s time for a release!"
Butt-head: "Hh-huh-huh, he said ‘room’… heh, like bedroom! Hh-huh-huh." Beavis: "Yeah, heh-heh, score! …not."
About 1½ years ago we began building this VR room and managed to get a lot done.
Unfortunately, due to health issues it became impossible for both of us to finish the project on our own. Thanks to the generous help and support of our friends : @DGrimmReaper , @LordTheRon, @DaRdog81, and @scutters— we were able to continue and bring this update to life.
This release is based on the original work of @watacaractr.
While the core table remains faithful to the original, this version introduces several refinements and adds a hybrid VR room.
The VR room is fully integrated, so there is no need for a separate B2S file, everything required is included.
V1.1.3 :
Butt‑head: “Hh-huh-huh… hey Beavis, these dudes… Burger and Studly… they, like… added Fleep sounds ‘n nFozzy stuff.”
Beavis: “YEAH! Heh-heh… now the ball goes, like… BOING more realistic! Heh-heh!”
burger: “Uh… yeah guys, we thought it was time for an upgrade.”
studly_do_right: “You know… modern physics, better sounds… the whole deal.”
Butt‑head: “Hh-huh-huh… he said ‘physics’… like ‘physi—’ uh… something smart. Hh-huh-huh.”
Beavis: “Yeah! Heh-heh… smart people suck! But this is cool! Heh-heh!”
Butt‑head: “Good job, dorks… hh-huh-huh… now do more stuff.”
Beavis: “YEAH! Like… add explosions! Heh-heh… EXPLOSIONS!”
thanks to @burger and studly_do_right for adding Fleep sounds and nFozzy physics
V1.1.4:
Beavis: “Uh‑oh, dude… Pikajew got a high score, but he, like… can’t change his name! Heh‑heh!”
Butt‑Head: “Hh‑huh‑huh… that’s okay, Beavis. We’ll just call him ‘AAA’. Hh‑huh‑huh.”
Beavis: “YEAH! Heh‑heh… AAA rules! …not.”
Mike DA Spike: “Relax guys — the flipper input bug is fixed now. High‑score initials work again.”
Butt‑Head: “Hh‑huh‑huh… good. Now he can type something stupid.”
Beavis: “Yeah! Like… DUM! Heh‑heh‑heh!”
V1.1.4: Fixed flipper button input for entering initials on the high‑score screen.
Fixed flipper button input for entering initials on the high‑score screen. Thanks to @Pikajew for reporting it
Credits
• watacaractr – original table work
• J.P. Salas – foundational contributions
• DGrimmReaper
• LordTheRon
• DarDog81
• scutters
• burger
• studly_do_right
• And the entire VP development team, whose efforts brought VR to this level
Enjoy playing
Mike Da Spike
4162 downloads
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Team One (Gottlieb 1977) VPW
By VPinWorkshop
VPW are proud to present Team One by Gottlieb!
This started as a "team of one" project with mcarter78 looking to scratch build this 1977 EM classic using fresh playfield and plastics scans. It began with a Loserman script base, but as with all VPW projects, it quickly evolved into a collaborative effort to get every detail right.
apophis jumped in to help with physics, specifically dialing in the flipper angles and tackling drop target resistance. Meanwhile, bthlonewolf stepped up to code a brand-new rubber animation system.
On the visual side, tomate helped clean up the playfield image and apron meshes, while Ext2k supplied the VR cabinet with a backglass from hauntfreaks. mcarter78 tied it all together with a new VR environment and proper EM reel implementation to capture that authentic mechanical feel.
It's the Add-A-Ball sibling to Abra Ca Dabra, tuned to perfection. Enjoy!
Table physics & visuals by VPW
Game logic by the late, great Loserman
Credits:
mcarter78 - VPX & Blender builds, game logic fixes, VR bthlonewolf - Rubber animations & DOF fixes Ext2k - VR Cabinet DaRdog - VR help DGrimmReaper - VR Help bord - Playfield stitch tomate - Graphics help hauntfreaks - Backglass apophis - VPX & code help VPW Team - testing
Note: This game defaults to Novelty Mode. If you would prefer to play in Add-A-Ball mode, turn off Novelty Mode in the F12 options menu, hit start to save your options, then restart the table.
2310 downloads
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Deadly Weapon Gottlieb (1990)
By Schlabber34
Thanks to @burger this table got the full VR treatment and more. All new physics, new renders and a very sexy VR cabinet. Thanks a million to everybody who was involved, it was a pleasure!
V2.0
- DGrimmreaper - VR cabinet
- DaRdog - VR Mega room
- Burger - nFozzy and Fleep - GI prim swap
- studly_do_right - in depth testing of fleep, VR, and a lot more
- HauntFreaks - Incredible new B2S - VR and Cab/DT
- Gravy - VR testing
- Schlabber34 - Renders, materials and new Apron
Credits from 1.0 release:
- Herweh original scripting
- 32assassin and BodyDump for bringing this Table to VPX. I used their table as a base in v1.0.
- Bord and BorgDog for images, testing and all kinds of help on the original table!
- BorgDog moving spinner rod
- RothbauerW for some code of his manuel trough in 'No Good Gofers'
- Last, and definetly not least the VPX devs!! Thanks guys!
2009 downloads
- deadly weapon
- gottlieb
- (and 7 more)
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Star Wars (Burger 2025)
By burger
You’ll be farming moisture off your forehead before this game is through!
Trying to honor a theme this beloved is risky business. But, I did my best.
Backglass magic by @hauntfreaks
PUP-Pack coming soon from @GtecArcade, so stay tuned!
This table has:
VR nFozzy physics physical DOF (solenoids) AI autoplay
Special thanks to all who helped with this project:
@DaRdog81for VR @dudley_do_right for help resolving problems, and testing @outhere for DOF @Tombg for help with everything @LoadedWeapon for Gi lighting, cabinet walls, physics @Igic for testing, feedback, and wheel @UHATEIT for troubleshooting sound issues @Supergibson for all-around help @Muhahaha for many clever solutions @masonm for fixing a bad motivator @cl4ve for the creative contribution and best practices knowledge
Check out the script user options starting at line 80:
to disable music during game to disable lightsaber that appears during multiball choose 3 or 5 ball game (default 3) disable DOF (if your performance is right on the line) turn off DMD enable PUP (usepup=true) once pup-pack gets released
Add'l options
Use F12 menu to toggle VR room Desktop users can also get a glimpse of the VR by setting vrtest = true on line 89 of the script, then zoom out using F12 options to see some of the VR room
Enjoy!
8141 downloads
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The Pabst Can Crusher (Stern 2016) MW Mod
By MachWon
The Pabst Can Crusher, Crush It!
I do not take any credit for the table only things I listed, as credit for the table goes to the
original authors for v1.0: HauntFreaks, Drummer72 and I'm sure many others, Thank you all!
In this update I have Improved/Updated these things listed to enhance the table and stay true as I can to the original.
Playfield Graphics: Cleaned up graphics/coloring rendered to appear more like the original table art and hand painted bullseye targets to match original. 4 Bumpers Upgrade: Rotated the 4 bumpers to correct position, added screws and new images on top. New Light Inserts: Upgraded all light inserts on playfield and fixed lights at top 4 gates now function properly. Callouts Corrected: Changed, removed and added callouts (Call outs will further arranged in next version) Attract mode Update: I made attract mode to function more like original table with Red Fang riff and callouts. fastener Upgrades: Changed out all fasteners to match original table. High Score: Moved high score to display in original location (will add to BG reel later) Fixed Kickout: The kickout now pops the ball out in fair direction (Not a bounce and drain). Small Script Fixes: Credit count now goes down as you use them, the 4 rollovers at the bottom now have correct "PLUS" scoring (1 to 10 to 100).
4187 downloads
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Solar Ride (Gottlieb 1979)
By UnclePaulie
"Solar Ride," released by Gottlieb in February 1979, features a captivating outer space theme and "vibrant" backglass artwork. This machine was produced in two versions: an electro-mechanical model and a solid-state version. (this is the solid state version). Not much to this table, but gameplay is fun and getting bonus early is definitely desirable. Key strategies include shooting the drop targets to light up the special, managing the bonus multiplier, and utilizing the top left lane for a 2X bonus. In the F12 instructions, I have other strategy and tips as well.
Thanks to CainArg for providing a playfield scan as well as the cleanup of it. Then of course thanks to @redbone who scaled it, as well as providing the apron, and upscaling the plastics.
For this table, I updated to the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Many hours were spent studying gameplay videos to match the table shots and action. I put as much detail into the table as I could... animating the upper gates, all the rubber animations, saucers, etc.
Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting.
For the ROM... since the latest VPinMAME, there is an error with older Gottlieb System 1 ROMs (they were using a bad "CF" spider chip dump all these years). So, if you download that specific ROM off of Pinball Nirvana... you'll likely get an error. The "New Fixed ROMs" can be found in the required software section below. You'll see 17 ROMs in the pack. solaride.zip is one of them, and you'll need that for this table.
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 Gottlieb for 3 balls. If you want to change the ROM settings themselves, 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 Gottlieb's recommendation (170,000, 350,000 and 430,000). 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.
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
ROM: https://pinballnirvana.com/forums/resources/new-fixed-roms-for-vpinmame-v3-6-0-963-beta.8379/
1372 downloads
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Count-Down (Gottlieb 1979)
By VPinWorkshop
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)
6311 downloads
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Buck Rogers (Gottlieb 1980)
By UnclePaulie
Gottlieb's 1980 Buck Rogers is based on the 1979 film and TV series "Buck Rogers in the 25th Century.", featuring a space adventure theme highlighted by vibrant sci-fi artwork on the backglass and playfield.
Thanks to cwgoss28 for providing a playfield scan and Borgdog for plastic scans. Then of course thanks to @redbone who took those scans of the playfield and plastics and did a lot of work to get them to look so good! Also thanks to Apophis for proving video and pictures of actual gameplay as well as testing. Hauntfreaks also provided the higher resolution VR backglass images. I also want to thank Sixtoe for teaching me how to improve the playfield_mesh to avoid ball sticking issues.
For this table, I updated to the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. The vari-target was done utilizing Roth's method, but modified to work with this table. Dozens and dozens of hours were spent studying gameplay videos (several photos and videos provided by Apophis.) to match the table shots and action.
Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting.
For the ROM... since the latest VPinMAME, there is an error with older Gottlieb System 1 ROMs (they were using a bad "CF" spider chip dump all these years). So, if you download off of Pinball Nirvana... you'll likely get an error. The "New Fixed ROMs" can be found in the required software section below, called "new fixed ROMS for vpinmame" You'll see 17 ROMs in the pack. buckrgrs.zip is one of them, and you'll need that for this table.
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 Gottlieb for 3 balls. If you want to change the ROM settings themselves, 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 Gottlieb's recommendation (190,000, 320,000 and 460,000). 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.
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
ROM: https://pinballnirvana.com/forums/resources/new-fixed-roms-for-vpinmame-v3-6-0-963-beta.8379/
3256 downloads
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Predator (Gottlieb 1986)
By hauntfreaks
Predator (Gottlieb 1986)
this is a Raven retheme...
it was originally build by: Tom, Bord, Rascal
then updated in 2021 by: @ARMYAVIATION
PREDATOR retheme 2026 - lead: HauntFreaks
HauntFreaks: complete graphical remake, fine tuning @burger: F12 options, nfozzy physics, fleep sounds @tomate: all new rendered ramps and textures @DGrimmReaper: VR cab/min-room, VR code @DaRdog81: mega VR room @StudlyGooRite: VR testing2417 downloads
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TimeLord 4.1a (Luigi Rides Again) OriginalHybrid
By RusstyT
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
37192 downloads
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The Goonies Never Say Die Pinball (VPW)
By VPinWorkshop
"Don't you realize? The next time you see sky, it'll be over another town. The next time you take a test, it'll be in some other school. Our parents, they want the best of stuff for us. But right now, they got to do what's right for them. Because it's their time. Their time! Up there! Down here, it's our time. It's our time down here."
The VPin Workshop members present The Goonies: Never Say Die Pinball! This project started out by adding physics and fleep sound to Hawkeyez88 pup-pack release. In doing so many scripting issues were found in the original table. We decided to not only fix the current table, but have added support for FlexDMD, new modes, ramps, shadows, playfield, sounds, ect.
Pretty much every piece of this table has been touched, enhanced, and tested.
This table is setup to work with the FlexDMD out of the box. You can disable the FlexDMD and enable the pupPack created by Hawkeyez88 by changing the options in the script.
* Main table overhaul: fluffhead35, oqqsan
* nfozzy and fleep: fluffhead35
* DOF: apophis
* New playfield design: HauntFreaks
* Playfield, image and lighting updates: HauntFreaks
* Backglass: HauntFreaks
* Droptarget Shadows: HauntFreaks
* Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, apophis, wylte, fluffhead35, oqqsan, Nailbuster
* 3d Inserts: oqqsan
* flupperdomes : oqqsan
* FlexDMD : oqqsan
* Apron Primitives: oqqsan and Tomate
* Ramp Primitives: tomate
* New Toy Primitives Chester,coins,key: oqqsan
* Scoring and game play enhancements: Rik, apophis, oqqsan
* Testing: Rik, apophis, VPW team
* Bone Organ Primitives: Tomate
* Bone Organ Animations: oqqsan
* wylte: Flasher shadows on ramp
* Original pupdmd code: Nailbuster
* Previous DMD animations: VPFiends
This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version.
Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds.
29739 downloads
- vpx
- vpxoriginal
- (and 5 more)
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World Cup Soccer '94
By VPinWorkshop
"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.
14546 downloads
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No Good Gofers (Williams 1997)
By cl4ve
Happy New Year!!!!!!!!!!!!!!!!!!!
First I'd like to thank @bodydump for original table and @Dark for the original models.
this is a fleep nfozzy vr upgrade (plus a lot of lighting changes)
@cl4ve - Team Leader
@DaRdog81 - for VRcab and mega room
@DGrimmReaper VR animations and backglass
@fidiko - for lighting changes and f12 options
@hauntfreaks - for aprons some lighting and just being him
@burger - fleep, nfozzy
@studlygoorite and everyone else that tested thank you!
Version 1.1.0
@fidiko
Added the VR backglass missing Dim.
Fixes the fight bug between the golf and chrome balls.
Updated the normal Sideblades.
Added artwork Sideblades
Added show/ hide the Sideblades on Cabinet mod only.
Adde flashers and option to turn off the Sideblades flashers.
Pretty sure I fixed everyone else's issues with help from @RobbyKingPin
Also thanks @MachWon for trough
5338 downloads
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Vector (Bally 1982)
By Mecha_Enron
NOTE: This download includes an NVRAM file that resets the Flip-O-Meter “fastest flip-to-date” score back to zero. This allows players to set and compete against a fresh high-speed record rather than inheriting an existing value from the ROM. Thanks Thalamus!
ENTER THE VECTORDOME AND PLAY BALLY'S GAME OF THE FUTURE
Vector is Bally’s ambitious early-80s take on a “game of the future,” built around a bi-level playfield, four flippers, and a rule set that strongly rewards accuracy/nudging. Guided by the PAC (Play Analysis Computer), the main objective is to access the Vectorscan ramp and build towards your MultiBall.
The Vectorscan ramp is the signature shot. A successful flip is measured by the Flip-O-Meter, which converts shot speed directly into points and tracks the fastest flip-to-date. Beating that record awards a Special, while the Bonus Light uses the same display to show your Vectorscan bonus.
Entry to the ramp is guarded by the Defender drop targets. Completing Defenders 1–3 in sequence qualifies the top saucers for locked balls, while out-of-sequence hits require additional targets to be cleared. The upper playfield’s X-Y-Z targets can remotely drop the Defender targets.
Vector is known for being tough. Many objectives require shots in sequence, making full 3-ball Multi-Ball a real challenge. At the same time, the lower playfield side saucers give skilled nudgers a chance to recover balls that would normally drain, adding an extra layer of control if you’re paying attention.
Visually, Vector benefits from a darker overall environment, which helps the bi-level playfield stand out and makes the Vectorscan ramp and Flip-O-Meter feel more dramatic. That’s how I prefer to play it, but brighter lighting options are included and can be adjusted in the table settings for players who prefer a more evenly lit or classic look. Dip switches are set to the factory-recommended default settings for authenticity. Updating line 62 for SetDIPSwitches=1 allows for adjustments using the F6 menu.
A big thanks to DGrimmReaper for his work on the VR cabinet and room, and to Hauntfreaks for the awesome backglass (link provided). Thanks as well to Sinbad and Schlabber34 for their previous work on the original Vector VPX table, which this release builds upon.
Features include:
VLM toolkit visuals Nfozzy physics Fleep sounds Desktop, Cabinet, and VR modes
Special Thanks to (alphabetical):
apophis
Bthlonewolf
carny_priest
cl4ve
DGrimmReaper
guus_8005
HauntFreaks
m.carter78
Nestorgian
Schalbber34
Studlygoorite
superhac
Thalamus
tomate
UnclePaulie
2323 downloads
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C.O.D. Williams 1953
By Itchigo
This is Pbecker1946's table from Rogue Pinball, converted from vp9 to VPX. I used 10.8.0 to convert it. As always, Phil made the desktop table, and I converted it to 2 screen. Phil gets credit for making the table, scripting and artwork, and I only did the conversion. Included are the table, backglass, flyer, and Phil's commentary when he made the table. Phil's tables are always free to improve or upgrade. I know he bought the schematics to do these tables, so the logic should be spot on. The physics may be off, you're free to adjust it any way you like. Thanks to Polsonator for helping me with a couple issues. Use the A key (keycode 30) OR RIGHT MAGNASAVE to load the ball in the plungerlane.
The flippers are working correctly. Either flipper key operates BOTH flippers, and the flippers are still active at game over. Note: This game does not have a game over light. The white autoflipper works on it's own when the kickerhole is hit.
I made this for a 2 screen setup, you'll have to reconfigure it for desktop users.
446 downloads
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No Fear: Dangerous Sports (Williams 1995)
By VPinWorkshop
"Prepare for the ride of your life!"
VPW are proud to present No Fear: Dangerous Sports by Williams!
This started when Kevv wanted to add some of our bits and pieces to Ninuzzu's version of No Fear, it played better with the mods but was still hobbled by the fact that it was based on an old inaccurate playfield. It's one of Sixtoes favorite's but was put on hold and put into the "would be nice to do if we get a playfield scan" as it needed a lot of work to get it right, and if you're going to make a machine you like and it needs quite a bit of work, then you might as well do it properly!
Fast forward a bit and Smaug with the help of PaladinArcade managed to actually get a scan of a playfield! This was then stitched together by ClarkKent and Sixtoe got to work rebuilding the machine.
Tomate then decided to see how fast we could do a toolkit import and conversion (answer, not very! We're all still learning every day with the toolkit!).
A lot of tweaking and messing about later (those bloody magnets!) and here we are, it's a brutally fast table with no pop bumpers or even rubber bands to slow you down, giving Iron Man a run for it's money as the fastest table we've done!
Enjoy!
VPW Extreme Extremers
===================
Sixtoe - Extreme Balling
Kevv - Extreme Modding
Tomate - Extreme Tooling
Apophis - Extreme Magnets
yaakki - Extreme Mayonaise
Tastywasps - Extreme Twerking
Primetime5k - Extreme Flipping
Smaug / Paladinarcade - Extreme Playfield Scanning
Hauntfreaks - Extreme Backglassing.
VPW Team - Extreme Testing
Extreme Thanks To;
================
Ninuzzu - The Original Extreme
Niwak & Toxie - Extreme Programming
All options are available from in game menu accessed by holding both left then right magnasave.
** The option menu needs FlexDMD to be installed **
VPW Table Version Log
==================
'001 Kevv - Added nFozzy physics for posts, sleeves, ramps, walls, flippers, slings, targets (not yet droptarget)
'002 Kevv - Added Fleep sounds
'003 Kevv - Implemented option to enable/disable center post
'004 Kevv - Corrected flipper physics settings, wider slingshot switches, hid slingshot physics walls, lowered tilt key nudge strength, lowered ball mass, higher playfield friction
'005 Kevv - Added dynamic ball shadow
'006 Kevv - nFozzy drop target & standup targets
'007 Kevv - Added Flupper domes
'008 Kevv - Implemented lampz
'009 Kevv - Implemented 3D inserts
'010 Sixtoe - Added new playfield (thanks Smaug & ClarkKent), added playfield mesh, rebuilt physical layout and lamps, rebuilt jump ramp,
'011 Sixtoe - v1 playfield cutout and text layer by Kevv, modded sign lamps, flashers, added insert prims for autofire, fixed numerous inserts, added physical trough, subway and kickers (not finished yet), loads of other small tweaks, some things made temp invisible to see what tables doing
'012 Sixtoe - Adjusted Right VUK, Adjusted Left Kicker, fixed ramps magnets, redid magnet ramps, fixed playfield mesh, probably some other stuff
'013 Sixtoe - More work
'014 Sixtoe - Table almost completely stripped for toolkit, fixed VUK, changed lamps to alllamps, loads of other changes.
'015 tomate - first test batch added. Table objects marked as not-visible
'016 Sixtoe/apophis - Updated jump ramp magnet code
'017 Sixtoe - Hooking everything up, re-adding missing lights and flashers, loads of tweaks and fixes
'018 tomate - 2k batch added
'019 Sixtoe - Fixed a few bugs and other problems, hooked up new batch and bugfixed stuff
'020 apophis - Updated light fader values. Added frame timer. Update ambient shadow code. Updated physics code. Updated Fleep code. Updated roth target code. Added gBOT. Fixed flipper shadow DB. Added animations: flippers, skull jaw, spinner, rollovers, gates
'021 Sixtoe - Stuff
'022 apophis - Added slingshot animations. Fixed post passes. Added metal walls to fleep collection.
'023 tomate - Several fixes on blender side, 2k batch added
'024 tomate - More fixes and details added in blender, 2k batch added'
'025 Sixtoe - Made the VUK more reliable, added options menu, probably some other stuff.
'026 Sixtoe - Corrected wrong inlane physical positions, added outpost difficulty options, fixed shadow depth bias, turned off target falloff, re-added playfield reflections, fixed rejected VUK balls acting erratically.
'027 tomate - more fixes at blender side, 4k batch adedd, unwrapped ramps textures added
'028 tomate - new inserts setup at blender side, new ramps textures, 4k batch added
'029 iaakki - Mayo light added for spinner flasher
'030 tomate - a bunch of fixes at blender side, new middle plastic ramp prim added, new 4k batch added, "hide parts behind" checked for BM.playfield (thanks apophis!)
'031 tomate - reworked ramp textures, rampOff textures added (not applied yet)
'032 iaakki - more mayo, need to play more and see how it fits
'033 Sixtoe - Rebuilt physical failed jump fallback area, added playfield ball reflection texture, hooked up GI, added pf reflection probe, tweaked the skull mayo, turned off reflections on visible ramps as they were breaking playfield reflections.
'034 Sixtoe - Playfield reflection roughness increased, ramp refraction added, hooked up ramp lighting to Top GI
'035 Sixtoe - Added VR Cabinet and Ba Sti VR Room.
'036 Sixtoe - Added Tomates replacement pincab rails to fix VR issue, added start and flipper buttons.
'037 tomate - Updated batch added without siderails and lock down bar, plastic ramps set as not visible, PF set "hide parts behind" and reflection probe added (Strength -->0.3), rampsOff textures deleted
'038 Sixtoe - Hooked some more VR stuff, hooked GI up again.
'039 TastyWasps - VR - Backwall material changed to avoid pixelation, beer bubbles animated
'040 iaakki - balancing mayo lights
'041 Sixtoe - Fixed sw67 position
'042 Primetime5k - Staged flipper support
'043 apophis - Added new flipper trick FlipperCradleCollision. Added min function. Fixed VolumeDial application in Fleep code.
'044 Sixtoe - Adjusted upper playfield flipper, some minor physics tweaks.
'045 Sixtoe - Added light blooms (as an interim pending rebake?), added jump loop roof (which exists on real machine), fiddled with VUK as I wasn't happy with it.
'046 tomate - new (last? :P) 4k batch added with blender fixes, plastic ramps set as not visible, PF set "hide parts behind" and reflection probe added (decresed strength 3-->1), ball scratches image changed for a more subtle one
'047 Sixtoe - Hooked up right outlane post and centre post option, tweaked several materials, set glass height, added ball in trough check for menu from robbykingpin, added lockdown fire button support.
'048 apophis - Added refraction probes to ramp layers. Removed insert blooms. Fixed LightLevel option and made it affect VR room. Added SetLocale 1033.
'049 tomate - Skull texture fixed, failed jump fallback ramp geometry fixed
'050 TastyWasps - VR Backglass brightened.
'RC1 Sixtoe - Various tweaks and fixes, script tidyup.
'RC2 Tastywasps - Missing sound fx on drain added.
'RC3 Tastywasps - Ramp Rolling and Skull ball drop sound added.
'RC4 Sixtoe - Adjusted right hand ramp entrance, fixed drop hole bug (due to vpx bug), tweaked aand played with the magnets, various other minor tweaks.
'RC5 Sixtoe - Removed debug comments, tidied up script, removed redundant assets.
'RC6 Sixtoe - Lots of options fixes and tidying up (with Apophis help), cabinet PoV changed from window to Legacy, fixed left GI.
'RC7 Sixtoe - Fixed GI and raytraced ball shadows, grmbl.
11208 downloads
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