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Centaur (Bally 1981)

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8692 Downloads
5 From 52 reviews
278.78 MB File Size
centaur.zip ROM Name
UnclePaulie Created by
Bally Manufacturer
1981 Year

7 Screenshots

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

Edited by UnclePaulie


Permission from ORIGINAL Author(s)?

This is my own creation.

Allow file to be included on a VPUniverse downloader app?

Yes

VPX Standalone

Yes
https://www.ipdb.org/machine.cgi?id=476
https://vpuniverse.com/files/file/24791-centaur-bally-1981-b2s/
Yes
10.8 required
Yes

What's New in Version 2.1.1   See changelog

Released

'2.1.1    

Building on the 2.1.0 updates for the options for the color playfield, transparent flippers, and full Haggis, as well as the other updates, this 2.1.1 update focuses on performance.  Several subroutines were very CPU or GPU intensive, and Redbone utilized chatgbt to help optimize the code and look for areas that were too intensive.  I took the suggestions and implemented most of them.  The results were stunning... bringing CPU and GPU utilization significantly down, and keeping the FPS solid.  

Specifically this is what was done:


'    Optimized the AnimateBumperSkirts sub 
'    Optimized the UpdateBallBrightness subroutine for performance.
'    Optimized SubTroughCount to be event driven rather than in timer.
'    Optimized flipper tricks to skip flipper tricks processing only when flippers are completely settled in their idle/resting state.
'    Optimized the queens chamber led pulsing subroutine.
'    Optimized the GI calculations for each light string.
'    Applied the same caches technique I did on GI to the bumper and star animations
'    Updated the DoDTAnim sub to assess if it's an idle target; if so, skip it.  However if, a target gets hit → `animate` becomes active → processed immediately
'    Removed duplicated BSUpdate call in the frame timer.  (my error) 
'    Removed duplicated "i = DTArrayID(switch)" call in the DTHit sub (my error)
'    Increased the levels of rubberflippersounds
'    Updated VR Timer for plunger to only enable if using VR.
'    Updated bumper hole inserts to also be tied to bumperflashlevel (miss from before).

User Feedback

Recommended Comments



kellyf

Posted

anyone else having problems with nudging?  This table will not nudge left or right for some reason.

Cliffy

Posted (edited)

On 10/22/2025 at 5:27 PM, kellyf said:

anyone else having problems with nudging?  This table will not nudge left or right for some reason.

nudges all directions for me

Edited by Cliffy
Korg82

Posted

Awesome!

Thank you!!

But, layback setting is not working correctly.

  • Content Provider
UnclePaulie

Posted

On 10/23/2025 at 2:38 PM, Korg82 said:

Awesome!

Thank you!!

But, layback setting is not working correctly.

Weird.  Nothing I would (or could) do would affect that.  And I checked here, and all works fine.  

  • Content Provider
UnclePaulie

Posted

On 10/22/2025 at 7:27 PM, kellyf said:

anyone else having problems with nudging?  This table will not nudge left or right for some reason.

No issues here.  

neil81992

Posted

Thanks UnclePaulie for all your table releases and the continuous updates. Your dedication to constantly improve recreations and bring them as close as possible to the original pins is hugely appreciated.

kellyf

Posted (edited)

1 hour ago, UnclePaulie said:

No issues here.  

Strange.  I can nudge up and down but not left to right.   I'll figure it out.   Love the table.  Thanks for your hard work.  I used to own a real Centaur II  cab.  Gameplay is spot on.   I just really miss the voice reverb.

Edited by kellyf
massico88

Posted

Another of my prefered !!

 

Well done . Thank yu so much !!!

 

Plays so well !!

 

Very clean !!

bertje329

Posted

Thank you, plays great!

GoldLeader

Posted

I love this table. It's so beautiful and plays wonderful. Thank you UnclePaulie, amazing job.

Lroy

Posted

Thank you

theChew

Posted

UnclePaulie, thank you!  I never thought I would enjoy 80's tables as much as I do.   And I didn't care for the theme of this one that much when I first saw it, but it's a really fun table.  And your work on it top notch.

 

I've encountered an issue where sometimes a new ball doesn't actually go into the plunger lane but the machine thinks there is a ball there and just keeps waiting for me to launch the ball.  At that point, the only thing I can do is quit the table.  VPX, vpinmame, and b2s are all up to date.

 

 I don't see anyone else talking about anything like this and I don't find anything from my searches.  Anyone run into that or have any idea why it would happen?  

r3trogear

Posted

On 12/21/2025 at 9:37 AM, theChew said:

UnclePaulie, thank you!  I never thought I would enjoy 80's tables as much as I do.   And I didn't care for the theme of this one that much when I first saw it, but it's a really fun table.  And your work on it top notch.

 

I've encountered an issue where sometimes a new ball doesn't actually go into the plunger lane but the machine thinks there is a ball there and just keeps waiting for me to launch the ball.  At that point, the only thing I can do is quit the table.  VPX, vpinmame, and b2s are all up to date.

 

 I don't see anyone else talking about anything like this and I don't find anything from my searches.  Anyone run into that or have any idea why it would happen?  

It happened to me once so far. I went through all 4 pages to see if it was just me and finally found your comment. No idea why it's happening. It hasn't happened again, but I also haven't played again. It's the only table I have tried, that stutters for me. I realize it is most likely my aging video card. Even with table specific settings, it is still noticeable

 

  • Content Provider
UnclePaulie

Posted

23 hours ago, r3trogear said:

It happened to me once so far. I went through all 4 pages to see if it was just me and finally found your comment. No idea why it's happening. It hasn't happened again, but I also haven't played again. It's the only table I have tried, that stutters for me. I realize it is most likely my aging video card. Even with table specific settings, it is still noticeable

 

So, the only thing I can think of is timing for the ball not coming out.  This was probably by far the most complicated trough system I've worked on.  There's a trough, and an underneath trough that houses the balls for multiball.  It's a pretty elaborate amount of code to control it, when balls are present, and when they get ejected.  When balls go to the subway trough, and when they go to the actual trough.  

 

I have NOT ever seen the problem you are talking about.  I do have a trough timer in the script (line 933).  Perhaps trying changing that value.  It's set at 200 ms, and I usually use 300 ms in all my tables.  This was done to speed up a bit to avoid things like  you are talking about.  So... perhaps experiment with some values.  Maybe try 250... that'll slow it down a touch... but it's important for it to work quick... especially on multiball and several balls fall down the trough at the same time?  Or... maybe try something higher like 500?  All values are working on my end.  I've even filled up multiball and let them all come down at the same time.

 

About the stuttering... I do not see that either.  I've checked performance on various pc's at 60 hz, 75 hz, and 144 hz.  All work fine.  Perhaps it is your video card, or you can also turn down video settings in VPX.  

  • Content Provider
UnclePaulie

Posted

On 12/21/2025 at 8:37 AM, theChew said:

UnclePaulie, thank you!  I never thought I would enjoy 80's tables as much as I do.   And I didn't care for the theme of this one that much when I first saw it, but it's a really fun table.  And your work on it top notch.

 

I've encountered an issue where sometimes a new ball doesn't actually go into the plunger lane but the machine thinks there is a ball there and just keeps waiting for me to launch the ball.  At that point, the only thing I can do is quit the table.  VPX, vpinmame, and b2s are all up to date.

 

 I don't see anyone else talking about anything like this and I don't find anything from my searches.  Anyone run into that or have any idea why it would happen?  

See my comment above.

 

r3trogear

Posted

3 hours ago, UnclePaulie said:

So, the only thing I can think of is timing for the ball not coming out.  This was probably by far the most complicated trough system I've worked on.  There's a trough, and an underneath trough that houses the balls for multiball.  It's a pretty elaborate amount of code to control it, when balls are present, and when they get ejected.  When balls go to the subway trough, and when they go to the actual trough.  

 

I have NOT ever seen the problem you are talking about.  I do have a trough timer in the script (line 933).  Perhaps trying changing that value.  It's set at 200 ms, and I usually use 300 ms in all my tables.  This was done to speed up a bit to avoid things like  you are talking about.  So... perhaps experiment with some values.  Maybe try 250... that'll slow it down a touch... but it's important for it to work quick... especially on multiball and several balls fall down the trough at the same time?  Or... maybe try something higher like 500?  All values are working on my end.  I've even filled up multiball and let them all come down at the same time.

 

About the stuttering... I do not see that either.  I've checked performance on various pc's at 60 hz, 75 hz, and 144 hz.  All work fine.  Perhaps it is your video card, or you can also turn down video settings in VPX.  

I have been playing extensively yesterday and today, and haven't had it happen again. must've been a fluke.

As far as the stuttering, it is most def my video card. I turned down the settings specific to this table, and it runs much smoother.

I have to avoid certain tables, until I get a new video card, which Im reluctant to do, as I fear ill have issues with my setup. After spending 3 years on this build, I dont want to risk it. actually, its more like 15 years worth of putting everything together. I was there in the early days of FP and VP

 

Either way, its a fantastic table, and im really enjoying it. Great work once again!

kellyf

Posted

I'll have to try this new colored version...  but I love the original B&W for nostalgic reasons.   I hope someone is working on a colored B2S as well.  Would look strange  to have that in B&W and the playfield in color.    Love your tables UnclePaulie!

GordonJames

Posted (edited)

I wasn't sure if I was going to like this mod. Well, it's a great addition. The ball is much more visible against the colored background. I'd lose it occasionally on the original version. Bright colors are much preferable to black and white for me personally. Much more visually stimulating and we can always just switch back or alter the table with the multitude of other options. Incredible work as always sir. THANK YOU!

Edited by GordonJames
Thalamus

Posted

Another favorite updated - well, not by my friends. I always beat them in this game :)

Thanks a lot @UnclePaulie and @redbone !!

elac092

Posted

Thanks a lot,

 

So impressive... 😃

 

and a real pleasure to play 👍

GHOSTfaceKILLr74

Posted

Thanks for the update. I like the color mod!

Are you working on a new table? 

  • Content Provider
UnclePaulie

Posted

2 minutes ago, GHOSTfaceKILLr74 said:

Thanks for the update. I like the color mod!

Are you working on a new table? 

This update took a long time.  Being able to swap playfields as well as the swapping the baked GI… and all the updated prims, took awhile.  I do have a few other tables in the queue.  Likely will be updating other tables I’ve done in the past as they were never done to my standards and deserve the full treatment.  

pbplay4

Posted

Thank you!

  • Content Provider
Itchigo

Posted

This has always been a favorite of mine. I remember this from the AMOA show, back when it was in Rosemont IL. My dad was an operator and I was still learning the business. I remember playing this at the show. The booth had this game and several sets of headphones hooked to the game. I put on the headphones and "got in the zone...". I had a 5 ball multiball going for several minutes. I don't remember if I rolled it over or not, but when I finished and took the headphones off people were staring at me like I'd landed from another planet lol. Ahh, memories.


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