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Solid State (SS) Recreations

128 files

  1. Pinball Pool (Gottlieb 1979)

    This is a complete rebuilt of 32assassin table ver 1.4
    Artwork by Francisco666
    10.6 TABLE
     
    One table, three flavors, you can pick
    3 balls script: hitting a drop target, the one on the opposite side goes down too (instructions card in  the apron) - EASY
    5 balls script: hitting an even number drop target, the one on the opposite side goes down too (instructions card in  the apron) - MEDIUM
    5 balls - single target down - script: each drop target must be hit individually (can't find the instructions card for this setting) - HARD
     
    Big thank you to you to:
    Thalamus for the playfield mesh and saucer primitives
     
    What's new:

    * New lights, new lighting
    * New table physics
    * Added nFozzy flippers
    * Reworked all the images, cleaned and upscaled
    * Added Flippers Shadows and Ball Shadows
    * Added light bulbs primitives for GI
    * Added missing mechanical sounds and replaced ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * New instruction Cards in the apron
    * Repositioned Bumpers correctly
    * Changed Drop Targets height so they don't disappear when down
    * Adjusted numerous table elements physics properties
    * Added playfield mesh and saucers primitives  (thanks Thalamus)
    * Added top kickers hole enhancement to make more realistic
     
    By default the game is set at 3 balls 
    Press F6  and configure the Dip switches to select 5 balls and other features (need to do this only once)
     
    To rotate and select between the nine LUT files press and Hold the Left Magnasave and rotate pressing the Right Magnasave.
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval
     

    192 downloads

       (4 reviews)

    9 comments

    Updated

  2. Bone Busters Inc. (Gottlieb 1989)

    Bone Busters Inc. (Gottlieb 1989) VPX
     
    I'm pleased to share this table because I think it works fully for the first time.
    I spent a lot of time to fix the kickers, the flashers, the GI lights, some lights, some inserts, and the Opera Jackpot inserts,...
    The sounds, the code, the lighting, most visuals, the gameplay,... have been improved.
    I did my best to reproduce this pinball machine as close as possible to the real model.
     
    Some options are available in the script to improve even more the lighting (LightsMod "0" should be fully accurate) and to change some other things like the sound volumes, LUT selection, right-up flipper key, instruction cards...
    Some settings are also available with dipswitches (F6 key ingame)
     
    But I have to say I did some elements of this table too quickly, I'm not a good 3D model builder and some primitives for the big plastic ramps would be really needed (at this time they are made only with walls and ramps...). So if someone else wants to take care of this and do the remaining job, please contact me
     
    A big thank you to Apophis who added the Fleep sounds pacakge, nFozzy physics & flippers and other physics mods: flipper rubberizer, flipper coil rampup option, target bouncer.
     
    Big thanks to 32Assassin for the beta table he released some time ago and thanks also to hmueck for the previous VPX versions.
    Their works helped me a lot to rebuild this table and I took some elements directly from their tables (no need to do again the nice jobs they already did).
     
    Thanks also to Colver and fluffhead35 for their testings, Sheltemke for testing and helping with some arts, eMBee for the apron, HauntFreaks for the playfield color corrections and the VPinWorkshop discord team for their friendly support (sorry if I forgot someone else)
     
     
    Side Notes :
    - By default the right-up flipper is controlled by the right-magnasave button (just like the real machine)
    If you prefer there is an option in the script to use the right flipper button instead.
    - Some game settings are available through dipswitches (press F6 ingame to acces).
    The table should be launched again after any changes to apply the new settings

    1,817 downloads

       (2 reviews)

    23 comments

    Updated

  3. Mystic (Bally 1980)

    This is a complete rebuilt of 32assassin table ver 1.1
    10.6 TABLE
     
    Big thank you to you to:
    agentEighty6 for join me in this project
    What's new:

    * New lights, new lighting
    * New table physics
    * Added nFozzy flippers
    * Reworked all the images, cleaned and upscaled
    * Added Flippers Shadows and Ball Shadows
    * Added light bulbs primitives for GI
    * Added missing mechanical sounds and replaced ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * New instruction Cards in the apron
    * Repositioned Bumpers correctly
    * Changed Drop Targets height so they don't disappear when down
    * Adjusted general table physics  (thanks @agentEighty6)
    * Adjusted numerous table elements physics properties  (thanks @agentEighty6)
    * Added dampeners  (thanks @agentEighty6)
    * Added code to incr cab wall height for FS/cab mode  (thanks @agentEighty6)
    * Added top kicker hole enhancement to make more realistic  (thanks @agentEighty6)
     
    By default the backglass credits, ball in play and  7-segment displays will be off
    Press F6  and configure the Dip switches you need to configure to turn on the 7-segment displays among other features you might want to enable (need to do this only once)
     
    To rotate and select between the nine LUT files press and Hold the Left Magnasave and rotate pressing the Right Magnasave.
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval
     

    434 downloads

       (0 reviews)

    13 comments

    Updated

  4. Maverick VPW (for VPX 10.7) (Data East 1994)

    Ante Up! Welcome aboard the Lauren Belle for the release of Maverick from the VPW team!
     
    This one is one of many peoples grails, with (as far as we know) no version since a vp9 one. We were lucky that someone supplied us with a lovely set of photos with which we could build a lovely playfield from so this could finally be a reality!
     
    ** Please use VPX 10.7 ** - This won't necessarily be normal for VPW, as it's caused more than a few issues, but we wanted to try it as an experiment.
    ** Make sure you have the latest VPX 10.7 build, 249 was broken. **
     
    VR Options are all in the script.
     
    '*** V-Pin Workshop Mavericks ***
    Antisect - 99% of the table construction and work!
    Edizzle - Donating  his script for the rotating wheel from his vp9 table and advice.
    Tomate - Primitive ramps and flippers, primitive assistance
    Sixtoe - VR Room & general fixes and tweaks
    Apophis - Dynamic ball shadows, physics additions, scripting stuff, playfield cleanup and redrawing
    Flupper - Ramp assistance and tutorial
    Fluffhead35 - Wire rolling sounds.
    Ebislit - Playfield alignment assistance.
    Dark - Lauren Bell Boat Model
    iaakki & daphishbowl - script assistance
    Rik & VPW Team - Testing
    The whole VPW Team, for their assistance and support.
     
    '001 - 039 - Antisect - 99% of table completed.
    '040 - Sixtoe - Added VR table and scripted in some bits and pieces, physics tweaked, loads of old and/or redundant script stripped out and things rescripted, redirected game load to de.vbs, fixed drop target bricking, adjusted kickback and plunger, should be more reliable? not sure how strong the plunger is supposed to be.
    '041 - apophis - Added Wylte's RTX dynamic ball shadows. Removed old ball shadow stuff, Increased plunger strength and speed. Removed duplicate sound related functions.
    '042 - apophis - Updated RTX BS to current version
    '043 - fluffhead35 - Adding RampRoll Sound Loops, Added new RampSound Triggers to turn RampRolling on and Off on table
    '044 - apophis - Fixed ball release bug. Added target bouncer, flipper rubberizer and coil rampup mods. Tweaked RTX shadows. Reduced skillshot autoplunger strength.
    '045 - Sixtoe - Compressed some webp images, converted audio from wav to mp3 (cut 90meg off the file size),
    '046 - apophis - Work around for ball release bug
    '047 - Sixtoe - Bugfixes
    '1.0.1 - Apophis - Positional sound calls added / updated (specifically for the VUK etc.)
    '1.0.2 - Sixtoe - Flashers updated / tweaked, desktop room tweaked, plunger tweaked.
    '1.1 - Sixtoe - Reverted all mp3's to wavs (should fix all audio issues, there is mp3 support in 10.7, but not for things like ball rolling etc.), Flashers updated / tweaked, Desktop background tweaked, Plunger speed tweaked (you should be able to make the skill shot more reliably now, Updated credits
    '1.2 RC1 - Sixtoe - Flipper power adjusted and lowered and table gradient reduced (thanks Rik and Randy), plunger adjusted (thanks to Goldchicco & Rik)
    '1.2 RC2 - apophis - Removed ball shadow z position dependency on ball z position.
    '1.2 - Sixtoe - Final tweaks and tidying

    2,576 downloads

       (13 reviews)

    88 comments

    Updated

  5. Grand Lizard (Williams 1986)

    1986 Williams Grand Lizard VPX Beta 10.6 rev. 3541
    A 3rdaxis and Slydog43 collaboration.
    A very special thanks to JP Salas and Rosve for their VP9 versions 
    Thanks to Sliderpoint and Ben Logan for play testing and suggestions, GTXJoe and DJRobX for scripting help and finally the entire community for everything else during this endeavor. 

    Table options (Located in script) include Custom Music, Side Blades, Plastics, Flipper Bat color and Flipper Rubber colors, Rubber colors, GI color,
    Center Post, and Out-lane Post position (difficulty)

      PROVIDED STRICTLY FOR PERSONAL USE AND NOT FOR COMMERCIAL SALE OR DISTRIBUTION. PLEASE DO NOT MASS RE-DISTRIBUTE ROMS OR TABLES. Any unauthorized distribution may result in legal action taken against the party(s) in question.

    987 downloads

       (2 reviews)

    13 comments

    Updated

  6. Monday Night Football (Data East 1989) by Goldchicco & agentEighty6

    This is a complete new build based on Allknowing2012 ver 1.1
     
    Big thank you to you to:
    agentEighty6 for joining me in this project
     
    Table created in VPX 10.6
     
    What's New:
    * New environmental image
    * New lights, new lighting
    * New physics
    * Added nFozzy flippers
    * Added Flupper flashers
    * Added Insert flashers
    * Reworked all the images, cleaned and upscaled
    * Added Flippers Shadows and Ball Shadows
    * Added missing mechanical sounds and replaced ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * New instruction Cards images placed in the apron
    * New Skillshot ramp lights domes primitives
    * Repositioned Bumpers correctly
    * Added Bumpers Caps screws Primitive
    * Changed Drop Targets height so they don't disappear when down
    * Added dampeners
    * Enhanced lights and bulbs on shooter/kickoff ramp
    * Changed pf inserts to bulbs to reflect light onto ball
    * Fixed center ramp (was operating opposite of real Table1)
    * Correct back wall lights
    * Added flashers for top rollover light reflections
    * Converted fall through kickers to holes on shooter/kickoff ramp
    * Cleaned up upper right ramp area
    * Added Fleep sound package - code and sounds added
    * Added misc prims (goalpost, top gates, etc.)
    * Chg VUK to be more realistic (shoot ball up vs destroy/create)
    * Added flasher reflection to back and side walls
    * Fixed side walls and FS/DT
    * Added metal ramp triggers/code
     
    Still working on the the next update:
    'clean up insert shapes - do later
    'Create prims for ramps - add at a later time
    'Find Better plastics scans
     
    To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave.

    If you want to adjust sound level try read here, hopefully will help:
    https://www.vpforums.org/index.php?showtopic=16303&p=141793
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval

    621 downloads

       (2 reviews)

    11 comments

    Updated

  7. Taxi (Williams 1988) VPW Mod

    This mod was originally supposed to be a small one, with just adding updated physics, sound and a VR room, then everyone got carried away and the table ended up being rendered and redone and tweaked to infinity
     
    Big thanks to ICPJuggla, Mfuegemann, Dark & Ben Logan for the original table.
     
    VR and other options are all in the script.
     
    Enjoy!

    *** V-Pin Workshop Taxi Drivers ***
    Tomate - Project Manager, including new primitives, textures.
    Bord - nFozzy flippers and physics
    apophis - Fleep sound, rtx shadows, general tweaks.
    Sixtoe - VR Stuff, lots of fiddling about.
    oqqsan - Playfield inserts and fading GI.
    UnclePaulie - VR backbox improvements & fixes.
    iaakki & fluffhead35 - misc tweaks and debugging
    Rik - Testing and feedback
    VPW Crew - Playtesting and suggestions

    **CHANGE LOG **
    ' 001 - bord -  Added nFozzy flippers and physics
    ' 002 - apophis - Added Fleep sound package
    ' 003 - apophis - Added missing knockerposition prim
    ' 004 - tomate - New flippers prims added
    ' 005 - tomate - Shadows flippers size fixed
    ' 006 - Sixtoe - VR stuff, fully operational built in backbox / dmd / backglass, fixed loads of light and glow weirdness, unified timers, added cabinet mode.
    ' 007 - tomate - upper left VUK direction corrected, exits of collidable wireRamps fixed, metal wall near express lane2 fixed, cab POV corrected
    ' 009 - tomate - new giOn baked textures added, warm lut added, plastic Ramps textures retouched with a warm photo filter to match 
    ' 010 - tomate - some giOff textures aded, slingshots missing sounds fixed, deformed slings rubbers replaced by prims
    ' 011 - oqqsan - inserts and 4step sidewalls and pf  .. needs adjustments 
    ' 012 - tomate - rest of giOff textures added, plastics textures added to 4 steps fade, some GI lights repositioned, textures size optimized
    ' 013 - Sixtoe - Removed one set of GI, hooked it all back up and dropped under playfield, tidied up assets, set old walls to non-visible to stop clashes, played with loads of lights, removed redundant scripts and images.
    ' 014 - iaakki - fiddled with GI steps and PF flasher. Fixed flip shadow DP and Z issues. tied some prims to gi steps
    ' 015 - apophis - Replaced the ringing_bell sound effect. Increased alpha mask on PF images to get rid of insert jaggies. Increased inserts DL. Fixed BS DB.
    ' 016 - apophis - Added RTX BS. Fixed GI lights so that ball reflection work now.
    ' 017 - UnclePaulie - Animated the VR backglass flasher Lights.  Fixed the jackpot displays.  Hid the desktop / cabinet mode backbox lights. Moved ball shadow primatives.  Added a VRCab bottom so you can't see the floor through cab.
    ' 018 - apophis - Updated RTX BS. Added target bouncer, flipper rubberizer, and flipper coil ramp up options. Fixed ball bouncing out left outlane after ramp drop.
    ' 019 - Sixtoe - Fixed playfield rendering weirdly, numerous other tweaks and adjustments, adjusted some lights, put the roof back on the spinout
    ' 020 - apophis - Fixed RTX shadow DB issue. Chnaged rampsDecals DL from below to 0 and DB to -100. Added a differnt ball HDR. Messed with the DT mode backglass.
    ' 021 - fluffhead35 - Updated Flipper Physics to be inline with nfozzy
    ' 022 - Sixtoe - Added physical wires under flippers and outlanes, hooked up bumpers to GI system, adjust shooter lane gate, messed around the table lights again including materials, set height walls to non-collidable.
    ' 023 - Sixtoe - Fixed GI, added bumper bulbs to GI system, some small tweaks and fixes here and there.
    ' 024 - apophis - Revered the DT backglass object positions. Force GI on at table initialization. Changed flipper DB. Increased plunger strength/speed. Increased target hit volume.
    ' 025 - iaakki - flip trigger areas reworked, rdampen 10ms timer added, rubberizer options added, catapult timer improved, tied drop target DL to GI, fixed insert fading for few inserts
    ' 026 - apophis - finished up fixing inserts fading
    ' 027 - Sixtoe - Target bounce set to 1.5

    1,619 downloads

       (8 reviews)

    53 comments

    Updated

  8. Rescue 911 (Gottlieb, 1994)

    Completely rebuilt from scratch (apart from the Helicopter script)
    Playfield and plastics redrawn.
     
    nFozzy Physics
    Fleep Sound Effects
     
    Original Helicopter script by Dozer316 & DJRobX
     
    Playtesting:
    Sheltemke
    Boffo.
     
    Ive included the nvram file in case you don't have it, (table needs the vram to be able to insert coins)
     
    Hold down LeftMagnaSave and with RightMagnaSave it will switch between LUT's 
    The selection will be saved for the table.
    No.11 is the default LUT.

    674 downloads

       (5 reviews)

    43 comments

    Submitted

  9. Kingpin (Capcom 1996) SG1bsoN - 1920 Mod

    Thanks to ICPjuggla for permission to share this MOD. 
     
    Original table created by ICPJuggla, freneticamnesic and Dark
     
    Credit also to 
     
    playfiled graphics, apron and helped on some plastics & ramp decals vampirolatino2
    plastics & ramp decals by Talantyyr, dark and freneticamnesic
    Custom 3D models by dark
    primitive flippers by zany
    ClarkKent for the updated light inserts
    Gaston for the Capcom Lamp Shader tip
    batch for the WS backdrop
     
    Link to Original Table 
    https://www.vpforums...&showfile=11706
     
    This is a super fun table that I have given a makeover to
     
    Changes include Lighting, Recolouring Plastics and Playfield, Added some Shadow to PF,  Added Flipper Shadows, Added Motor Sound to the Reels and changed Flipper Sounds
     
    Matching B2s included in zip

    Enjoy

    212 downloads

       (1 review)

    16 comments

    Submitted

  10. Grand Lizard (kds70 mod)

    A darkened version of my Grand Lizard table courtesy of kds70.
    1986 Williams Grand Lizard VPX Beta 10.6 rev. 3541
    A 3rdaxis and Slydog43 collaboration. Mod by kds70.
    A very special thanks to JP Salas and Rosve for their VP9 versions.
    Thanks to Sliderpoint and Ben Logan for play testing and suggestions, GTXJoe and DJRobX for scripting help and finally the entire community for everything else during this endeavor. 

    Table options (Located in script) include Custom Music, Side Blades, Plastics, Flipper Bat color and Flipper Rubber colors, Rubber colors, GI color,
    Center Post, and Out-lane Post position (difficulty)
      
    PROVIDED STRICTLY FOR PERSONAL USE AND NOT FOR COMMERCIAL SALE OR DISTRIBUTION. PLEASE DO NOT MASS RE-DISTRIBUTE ANY TABLES OR ROMS. Any unauthorized distribution may result in legal action taken against the party(s) in question.

    145 downloads

       (1 review)

    0 comments

    Updated

  11. Creature From The Black Lagoon (Bally 1992) SG1bsoN BW MOD

    Thanks to Fuzzel for previous permission to upload this BW MOD to VPinball.. this is the same version so no need to download if you already have it.
     
    Credit to all of the original table authors as follows;
     
    fuzzel          - main table build, scripting, lighting and physics
    flupper1      - plastic ramps and chasing lights, lighting effects
    rothbauerw - scripting, lighting and physics tweaks
    randr           - tons of resources and support
    clarkkent     -  hires resources
    hauntfreaks - playfield image cleanups
     
    B2S, Wheel and DMD image included in the Download
     
    Enjoy!

    248 downloads

       (0 reviews)

    2 comments

    Submitted

  12. Batman (Data East 1991) SG1bsoN BW MOD

    My BW Mod of Javier's Awesome Batman Table
     
    Credit first to all of the original table authors as follows;
     
    Author: Javier
    Lighting,Physics,layout,coding.
     
    3D/Art: Dark
    Ramps,batmobile,batcave etc
     
    Ben Logan:
    Additional sound effects and beta testing.
    Graphics clean ups.
     
    PF redraw: Internet (https://www.facebook...ballsargentinos)
     
    Resources thanks to: 85vett, Jawdax, cyberprez and flupper1, Daniel Ivan
     
    I wanted to recreate the look from the Black and White Graphic Novels
     
    B2S, Wheel and DMD image included in download
     
    Enjoy!

    264 downloads

       (0 reviews)

    3 comments

    Submitted

  13. The Addams Family (Bally 1992) SG1bsoN BW MOD

    Thanks to G5K for permission to share this MOD of his fantastic table! Credit also goes to Sliderpoint and 3rd Axis for the original table LINK TO ORIGINAL

    Here is my BW MOD of this awesome table
     
    B2S, Wheel, and DMD image also included in download

    Enjoy!

    252 downloads

       (0 reviews)

    0 comments

    Submitted

  14. Tales From The Crypt VPW Premium (for VPX 10.6) (Data East 1993)

    Welcome to the frightfully fun release of Tales From The Crypt from the VPW team!
    This is our first scratch built table using all the tips and tricks we've picked up in our past releases and mods, and we're super proud of it and hope you all enjoy it!
     
    ** Please use VPX 10.6, there may be issues with 10.7
     
    With all of the options on the table is quite "heavy", and the new "RTX" ball shadow code is fairly costly in terms of performance, we think it looks amazing (if we do say so ourselves!) but can be turned off.
    VR Options are all in the script, with options to include or exclude the RTX shadows.
    (by the way, RTX has nothing to do with nvidias RTX, it's just a name!)
     
    '*** V-Pin Workshop Spooky Crypt Team ***
    - Project Manager: Tomate
    - Models and textures with Blender & Octane: Tomate
    - Ramps: Tomate
    - Primitive fading code for GI and flashers: iaakki
    - "Three layer" 3D Inserts: iaakki
    - Tombstone Code: Sixtoe, DJRobX
    - PF edits and insert texts: iaakki
    - Additional lighting: iaakki, Sixtoe, Skitso, G5k, Tomate
    - Wylte RTX ball shadows: Wylte, apophis, iaakki
    - VR & Various Fixes: Sixtoe
    - nFozzy physics: iaakki, Benji
    - Rubberizer and TargetBouncer: iaakki
    - Fleep Sounds: iaakki, Benji
    - Miscellaneous fixes and tweaks: CyberPez, apophis, kingdids, baldgeek, fluffhead35, HauntFreaks
    - Testing: Rik, VPW team
     
    Table Rules
     
    ' 002 tomate - wireramps and metal ramps prims added
    ' 003 tomate - correct POV, backwall added
    ' 004 tomate - ramps height corrected 
    ' 005 iaakki - NFozzy lighting script in, PF and new insert Text ramp, First inserts layed
    ' 006 iaakki - insert bulb primitives added for testing
    ' 008 iaakki - OFF insert Normal Map added
    ' 011 iaakki - round inserts done
    ' 012 iaakki - rec star inserts
    ' 013 iaakki - some insert adjustmens
    ' 014 iaakki - updated PF and text, rest of the inserts done. lamps on layer 8 needs adjustment
    ' 018 tomate - some new prims and textures added
    ' 019 tomate - rest of the new primitives and textures added (layer 1)
    ' 020 tomate - some tweaks on VPX stuff, low poly colidable ramps added (layer 2), some tweaks on LUTs
    ' 021 tomate - more tweaks on LUTs, add flippers prims to work properly, add new holes on PF mesh, tumbstone prim and VUKs works properly now, some tweaks on upper plastic, apron plastic primitive fixed
    ' 022 Benji - Physics scripting in place with working flippers, no rubber dampening applied to objects yet
    ' 023 kingdids - some tweaks on table lighting settings
    ' 024 tomate - correct all the textures from camera POV, some tweaks on lighting settings and LUTs 
    ' 025 tomate - separate eye target and remplace original prims, separate drop targets and spinners prims (doesn't work yet), redone slingshots and separate prims of SLING1/2
    ' 026 sixtoe - Refactored timers, added playfield trigger and top vuk hole sides, aligned ramp entrance lamp flashers, sorted out some of the vr cabinet prims (temp invisible), 
    ' 027 iaakki - Checked physics code, made new collections for rubberbands and posts, added fleep sounds on most of the collisions (all other sounds removed for now), laneguides had wrong physics so ball felt spinning all the time
    ' 028 iaakki - RightFlipper1 added back with ssf sounds
    ' 029 iaakki - Plunger, drain, bumper and wire gate sounds tied. Upper right flipper live catch should be now possible
    ' 030 tomate - OFF textures added
    ' 031 iaakki - Metals and MetalRamps duplicate prims done to layers 7 and 9. Created material for fading and tied them to GIUpdates.
    ' 032 iaakki - some new material and cab sides tied to gi
    ' 033 tomate - rubbers posts and sleeves separated and applied to the collection dPosts and dSleeves respectively. Rubber bands separated and assigned to the aRubberBands collection. Physical materials assigned to rubber posts, sleeves, metal walls, plastics, and metal ramps. Correction of the location of a rubber post that invaded the loop ramp
    ' 034 tomate - erase original rubber bands, remplace LSling1/2 and RSling1/2 with baked prims. Cleaning g02 texture so that it looks correct when the slingshots kick
    ' 035 tomate - spinners and gates prims in place and hooked up, standup target and eye targets in place unhooked.
    ' 036 iaakki - wireramps added to gi fading, metalramp db issue fixed, ball shadows, insert text, flip shadows fixed by aadjusting Z.
    ' 037 iaakki - off prim D default values changed. Added more stuff to giupdates
    ' 038 tomate - animation of gate1 and 2 fixed. Collections created according to textures, primitives assigned to collections. All the primitives has "colormaxnoreflectionhalf" material
    ' 039 iaakki - rest of the OFF prims done, double checked all settings for ON and OFF prims. Dedicated materials created. GIupdates is now using UpdateMaterial with aLvl^5 for gi events. RF_plastics image imported, but not taken in use.
    ' 040 iaakki - created materials for each type of prims: gi_on_plastic,metals,cab,blubs and those are faded differently in giupdate. Made fading speed faster.
    ' 041 cyberpez - Animated standup targets. Reworked drops to be animated and Roths Double Drop mod.
    ' 042 iaakki - Added standup and drop target off prims and added to fading. Fixed drop target transZ to transY. Updated to rom tftc_400. UseSolenoids=2 in too.
    ' 043 tomate - A few textures fixed and some LUTs added
    ' 044 iaakki - PF GI flasher reworked, some OFF prim default DL values adjusted, MetalsOFF prim size adjustment to avoid z fighting, New on/off collections to hide primis when GI full on/off
    ' 045 iaakki - tombstoneOFF made to move too
    ' 046 iaakki - Sol4R created for right flasher, only gion state for now.
    ' 048 iaakki - Sol4R kind of working in gion and gioff state. Various DL values should be fixed in each state. Simple preloader done
    ' 049 tomate - All prims with DL=1, plastics prims replaced, top_plastic unhooked from GI, plastics_off texture modified, collideable metal walls reworked (ball now acts naturally when left VUK kicks or when falls from left spinner), collideable prim for center vuk added , center vuk strength corrected
    ' 050 iaakki - flipper physics restored and loophelper implemented.
    ' 054 iaakki - RF and LF code implemented to debug version
    ' 055 iaakki - textures imported back. cab_RF was broken and fixed it. Plunger lane plastic is broken on some textures.
    ' 058 iaakki - flasher and gi fading finalized, 68 and 71 lamps assigned, sling animation items added to fading, but removed from visibility swaps. May flicker in VR??
    ' 059 iaakki - new plastics prim and GI control. Changed PLAYFIELD_GI1 depth bias as it had issues with plastics. OFF flips made darker
    ' 060 iaakki - ball brightness fading with GI. Consts ballbrightMin and ballbrightMax are used to set the limits. 
    ' 061 tomate - new set of prims added, new set of texures added, prims separated and placed into collections
    ' 062 iaakki - fixed some DB issues, added flasherblooms, adjusted lighting
    ' 063 tomate - bumpers prims divided, bumperRing 1/2/3 animation done, off primitives still missing
    ' 064 iaakki - fixed sling DL values that were not consistent, added some magnasave button action, made some tests to pf flashers, GI bulbs still broken, some other lighting tweaks
    ' 065 tomate - new set of backwall textures added, slings DL values bring to 0, erase slings from g02, scatter value added to left plunger to make shots more random, modified strenght of central VUK to match with gameplay videos
    ' 065a tomate - increase scatter value to the left plunger, bumperRing Off prims added to Script
    ' 066 Sixtoe - Split ramp bulbs out of g02 and added them to DL, split bumper caps out of bumpers and added them to DL, cut holes in PF, adjusted some lights and flashers, realigned and coded VR cabinet & modes, adjusted shooter lighting and disconnected bulb from g02 prim, added under table GI lights for ball reflections,
    ' 067 iaakki - tombstone redone and shaking. rubberizer and targetbouncer added; not adjusted
    ' 068 tomate - jurassic dome OFF texture tweaked, LF and RF flasherbloom moved up, main gate texture changed, PF thickness added to hole near upper flipper, bulbs primitive separated in ---> bulbs and lamp_bulbs and placed into collections
    ' 073 iaakki - Merge various triggers and ballshadow code from duplicate 065 version
    ' 074 baldgeek - set plunger to auto, added enter/exit sounds for scoop next to left ramp
    ' 075 baldgeek - fixed scoop exit sound
    ' 076 gtxjoe - Add debug shot testing.  Press 2 to block outlanes/drain.  Press and hold any of these keys to test shots:  W, E, R, Y, U(Vuk), I(Crypt Vuk), P, A, S, F, G
    ' 077 iaakki - At least the ball uservalue bug fixed by having an array to carry wireramp status. Uses BallGoesWire sub. TargetBouncer taken in use for targets, posts and sleeves.
    ' 078 fluffhead35 - Added RampRolling sound playback logic for wire ramp sounds.  Implemented WireRampOn for sw47 & sw58 and WireRampOff for Trigger1 & Trigger2
    ' 079 iaakki - ramproll stuff combined to ball shadow code. Triggers reworked one more time, Right vuk ramp fixed as ball jumped over the triggers, rdampen set to 10ms timer
    ' 080 benji - wire ramp loop sound swapped out for more seamless one. fx_vukExit_wire sound added to manager, added to VUK subs replacing 'popper' sound needs to be tested.
    ' 082 benji - reimported missing droptarget sounds, changed kickback sound from missing 'popper' to new KickBack2.wav 
    ' 083 fluffhead35 - tweaked ramp shadow code when looking up the ramptype from Wire RampRoll variables
    ' 084 iaakki - major merge for new trough from cyberpez. All the solflashers and related inserts recoded. tnob increased so can debug.
    ' 085 iaakki - adjusted flashers and added backplate vpx flashers
    ' 086 fluffhead35 - merged in 082 and 083 changes.  Added more balls to the RampRoll array because it was too small for the number of balls.  Added More RampRoll and WireRampRoll sounds as you need one per ball
    ' 087 iaakki - targetBouncer values reduced, scoop vuk fixed
    ' 089 tomate - wall008 at layer 1 deleted, underVUK prim at layer 2 reimported, pUpKicker material changed and lowered it to -10, cab/pf_adges/apron prims replaced, ScSp. relfections turned off
    ' 090 tomate - walls over the plastics at layer1 added, sw68 - captive Ball fixed (thanks gtxjoe!), central VUK fixed (thanks apophis!)
    ' 091 iaakki - Crypt shot fixed, BS depth bias issue solved, plunger -> droptarget -> drain fixed, 
    ' 092 iaakki - PF GI flasher style changed
    ' 092a tomate - collideable wall tweaked so ball doesn't touch slinshot after right orbit
    ' 093 iaakki - fixed bugs from ball shadow code and improved perf, new PF gion/gioff images with larger hard edges on insert holes, new insert text image with edges, spot lamp tied to gi. Narnia check should bring the ball back in game.maybe.. Report your findings.
    ' 094 benji - add sound scoopExit. Crypt VUK exit/eject sound should be "fx_vukExit_wire" but i cannot get it to play...
    ' 095 iaakki - f53TOP added, wood sound added to one wall, right orb return matched to few videos, rtxfactor 0.8, right wireramp exit hacked, coin sounds added, sw52 sounds improved, ball shadows removed when large flashers bright, diverter sound added, some debug cleanup, additional wall added under trough
    ' 096 Sixtoe - Organised some layers, sorted height walls, deleted old redundant assets, fixed plunger exit gate textures, cropped the bottom of 2 bulb prims that were showing through holes, dropped lamp under skillshot rubber as it was clipping, manually edited all the g02 textures because dropping the lamp under the rubber meant part of it was black..., redid texture of left flasher so it doesn't look odd when off, manually edited g01_ON.png to brighten back of spinners
    ' 0961 iaakki - Bug fix and script optimizations for RTXBS on VR
    ' 097 tomate - Switch and diverter prims separeted and placed in collections. New clear plastics texture added.
    ' 0971 iaakki - Diverter and wireramp switches animated with sounds.
    ' 0974 tomate - diverter DB issue fixed, jurassic dome material changed, slanted sideblades added, cabinet mode added, POV corrected to cabinet mode
    ' 098 apophis - included RTX BS distance calculation optimizations
    ' 099 fluffhead35 - added logic to only show RTX shadows for 3 balls
    ' 099.1 Wylte - changed shadow DB to -2000, upped flasher intensity required to hide shadows to 0.7
    ' 099.9 iaakki - 991 merge, Tied GI bulbs prim to updates, minor tweak to GI levels and collections, RTXBallShadows script option added, LockBarKey support added
    ' 100 Sixtoe - Split bulbs from g02 primitive (again!), tidied up layers a bit, deleted redundant stuff, added off prims to cabinet script, probably still needs more work. Left captive ball wall moved so ball isn't floating, Plugged hole in upper left plastic to stop ball trap.
    ' 101 iaakki - VUK issue solved, sideblades fixed, cabinetmode with fblooms fixed, TargetBouncerFactor introduced and default set 1.1 for now, flippernudge values corrected, red bulbs set to fading collections, metalramp DLFB values changed to make them blend better.
    ' 102 iaakki - Recoded LUT selector with 14 LUT files. save/load mechanism included.
    ' 103 iaakki - Insert OFF state normals added and insert balance tune, HauntFreak top notch tweak to red bulb flashers.
    ' 104 Sixtoe - Split off bumper prims, fixed script for them
    ' 105 apophis - fixed never ending ball rolling sounds. fixed slingshot sound effect locations
    ' 106 iaakki - ball shadow DB's adjusted more, RTX image changed (Thanks BorgDog for reference), RTX parameters changed to match new reference
    ' 107 tomate - post pass fixed, angleSidewalls for cabinet mode fixed (thanks Sixtoe!), angleSidewalls prims reworked and put into collections, OFF plastics textures tweaked
    ' 108 tomate - wall added over top plastics
    ' 109 iaakki - cleanup, crypt jam insert material tuned, spinner sounds added, rubberizer tuned, left ramp entrance gate tuned, DT threshold tuned
    ' 110 iaakki - subway redone, needs more testing
    ' 111 iaakki - Narnia rework, cleanup, subway tuned, collidable walls added under flips
    ' 112 iaakki - Lut changer tuned, insert off prim normals as script option, some insert prims were accidentally collidable, relay sounds added
    ' 113 iaakki - Some walls added on top of plastics, GTXJoe's "Debug Table testing routines" removed
    ' 114 Skitso - Fixed a bunch of lights
    ' 115 iaakki - upped sw39 hit threshold and tested it, under PF walls added to eliminate light bleed from inserts, VRRoom 1 and 3 disables RTX ball shadows, GI relay, Lutselector and spinner sound increased
    ' 116 Sixtoe - Fixed a couple of VR issues with the sidewalls, spent some time with how the ball looks
    ' 116DL1 tomate - all prims moved to DL=1, default LUT changed, apron texture fixed, flippers textures fixed
    ' 117 tomate - domes/ramps/bats textures fixed, bumper cap texture fixed Skitso!, trail strenght lowered to 30, POV tweaked, reflection strenght on PF lowered to 20
    ' 118 iaakki - vrroom mode fixed, plunger lane gate tuned, ball made a bit brighter with const ballbrightMax and ballbrightMin, improved GI bulbs that reflect to balls, plastics DB set to -110 to fix laneguides
    ' RC1 iaakki - bumpertop materials changed, metals and laneguide DL values to 0.5, bumpertop ID fix, default value checks
    ' RC2 iaakki - Bumpertop image swaps and DL tied to GI plus lampz, sw38 improved and wall added to center the ball, script cleanup, bumper lights adjusted for GIOFF state
    ' RC3 tomate - plastic texture over the bumper fixed, right slingshot rubber texture fixed, logo added
    ' RC4 tomate - VPW original LUT fixed, HauntFreaks LUT added, compressed images by g5k added
    ' RC5 tomate - SSR set OFF by default, LUT added

    2,270 downloads

       (15 reviews)

    112 comments

    Updated

  15. Fathom (Bally 1981)

    This is a complete rebuilt of 32assassin table ver 2.0
     
    Big thank you to you to:
    Vogliadicane for the Plastics image/
    agentEighty6 for adding the nFozzy flippers
     
    What's new:

    * New lights, new lighting
    * New table physics
    * Added nFozzy flippers (thanks @agentEighty6)
    * Reworked all the images, cleaned and 
      upscaled
    * New Plastics image (thanks @Vogliadicane)
    * Added Flippers Shadows and Ball Shadows
    * Added light bulbs primitives for GI
    * Added missing mechanical sounds and replaced 
       ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * New instruction Cards in the apron
    * Repositioned Bumpers correctly
    * Changed Drop Targets height so they don't 
      disappear when down
     
    To rotate and select between the nine LUT files press and Hold the Left Magnasave and rotate pressing the Right Magnasave.
     
    Backglass can be found here:
    https://www.vpforums.org/index.php?app=downloads&showfile=12209
    or
    https://vpuniverse.com/forums/files/file/2912-fathom-bally-1981/

    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval

    407 downloads

       (2 reviews)

    13 comments

    Submitted

  16. Cosmic Gunfight (Williams 1982)

    This is a rebuilt of 32assassin table ver 1.3
     
    Big thank you to you to:
    Original Playfield scan  by Plumb
    https://www.vpforums.org/index.php?app=downloads&showfile=6800
    Plastic Scans and bumper Caps by Francisco666
     
    I Made some changes and improvements (I'll try to remember them all).
     
    What's New:
    * New lights, new lighting
    * New physics
    * Reworked all the images, cleaned and upscaled
    * Added Flippers Shadows and Ball Shadows
    * Added missing mechanical sounds and replaced ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * New instruction Cards images placed in the apron
    * Repositioned Bumpers correctly
    * Added Bumpers Caps screws Primitive
    * Changed Drop Targets height so they don't disappear when down
     
    Link to Backglass by Herweh here: https://vpuniverse.com/forums/files/file/2045-cosmic-gunfight-williams-1982-db2s/
     
    To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave.
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval
     

    578 downloads

       (2 reviews)

    26 comments

    Updated

  17. El Dorado City of Gold

    This was the last pin produced by Mylstar and production was continued by Premier. It is also the last game designed by Ed Krynski for Gottlieb/Mylstar. The models for the explorers on the backglass were two Gottlieb employees, Jeri Knighton and Jeff Lee (Gottlieb video game artist).
    Gottlieb 1984 - Aztec Jungle Theme
    This is a MOD of theGhost787 and 32assassins table. I'm not sure what it is about this table but it intrigued me when I first saw it. It is a slower table but it is challenging.
    Script is by 32assassin, and table start by theGhost787. I did a partial redraw of the play field just to line everything up a bit better. Enhanced the colors a bit. Also moved around the table elements and lights to match the play field and to make it play and look more like the videos online. If we could get a good play field and plastics scan this table would really come to life. I used what resources were available online (and there are not many). I have never played the real table but have watched some youtube videos. So physics are adjusted to match them the best I could.
    Enjoy, I know I have enjoyed modding it.
    If anyone has any high resolution resources for this table please let me know.

    1,280 downloads

       (1 review)

    8 comments

    Updated

  18. Barb Wire (Gottlieb 1996)

    I'm very happy to share this table because for the first time it should be truly playable and complete.
    Until now the way BigFatso moved in all the previous versions was wrong enough to kill the game's rules and the contact lens toy was missing.
    To be clear it plays and looks now far better than expected when I started to rebuild this table 
    But don't expect to get one of the prettiest vpx tables: the ressources available for this pinball are very limited and not very good. Also I don't have enough skill to do something really better than that...

    ---------------------------------------------------------------------------
    I wanted first to make a mod of the previous vpx versions of this table but I finally rebuilt it from scratch.
    So this is a "new" VPX version but nothing would be possible without the previous versions made.

    This is my first try... To rebuild this table I took some parts directly from the previous versions made (playfield lights, original script, switches,...).

    I did a lot of work to redraw all the arts of this table because there is no real scans available. 
    So I did the same as the previous autors and tried to take the best from the few pictures available on the net...

    Thanks to the previous autors (I won't be able to do anything without their work)
    - Destruk and TAB for the VP9 version
    - Rascal for the VPX conversion
    - Bigus for the MOD and an other VPX version
     
    ----
    Changelog
    2.6
    - Tilt Solenoid (GI) fixed and now accurate (was not 26 but 31. The result is not excatly the same)
    - LUTs selection and "LightslevelUpdate" added
    - VPM Lights mapping removed and replaced by "JP's VP10 Fading Lamps&Flashers"
    - Dome "lit" primitives removed and replaced by "iaakki's FadeDisableLighting"
    - Some kicker's ramdomness added (thanks to Thalamus for the trick)
    - Some more playfield sharpness by MovieGuru
    - Some code cleanups (Manual Ball Control removed)
    2.5
    - Big colision sounds update (sounds added, volumes adjusted, script rewrite...)
    - Ball sometime blocked in right ramp fixed
    - Many details and small visual improvements
    - Script cleanups and performances improvements
    2.1 Hotfix
    - Ball falling down from left and back ramp fixed
    - Tractor updated to be properly displayed
    - Contact Lens toy script improved (should be perfectly accurate now)
    - Many small cleanups
    2.0
    - Contact Lens toy added and working
    - Many arts adjusted/redrawn
    - Many details added
    - Some materials updated
    - Some fixes and improvements
    ...
    1.5 :
    - BigFatso's moves should be now fixed and accurate (the game should be now fully playable for the first time!)
    - Plunger bug (disappearing after autolaunch) should be fixed
    - Flippers length have been reduced (but even like that the gameplay is still very easy)
    - Left plastic ramp has been rebuilt to better match the original one.
    - Wire ramps have been fully rebuilt to match the original ones
    - Red bumper light L30 added and should work like the original one.
    - Targer S14 added
    - Playfield flasher F23 added
    - Playfield light L57 added
    - Playfield light L50 fixed
    - Slingshots animation added
    - Left Magna-Save button added to access "Tournament"
    - GI lights have been changed (not accurate but should look better)
    - Some materials have been changed
    - Some plastics have been improved again and reajusted
    - The playfield graphics has be improved a little again
    - A few mechanical parts have been added to look more "real"
    - Some fixes everywhere
    ...

    664 downloads

       (2 reviews)

    14 comments

    Updated

  19. Eight Ball Deluxe (Bally 1981)

    This is a rebuilt of 32assassin table ver 1.0
     
    Big thank you to you to:
    AnnahM and Phileosophos for the Playfield image and Plastics (Future Pinball version 1.01).
    2borG for helping me with the final touches of the playfield.
     
    Made some changes and improvements (I'll try to remember them all).
     
    What's New:
     
    * New lights, new lighting
    * New physics
    * Reworked all the images, cleaned and upscaled
    * Added Flippers Shadows and Ball Shadows
    * Added missing mechanical sounds and replaced ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * Apron new Instruction cards
    * Added Apron Light Primitive
    * New instruction Cards images placed in the apron
     
    To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave.
     
    Backglass by Blacksad can be found here: https://vpuniverse.com/forums/files/file/5624-eight-ball-deluxe-bally-1981-2-3-screens-directb2s-b2s-db2s/
     
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval

    644 downloads

       (1 review)

    25 comments

    Updated

  20. Space Gambler (playmatic 1978)

    Space Gambler was probably the first SS game by Playmatic.
    The backglass artwork depicts elements from the Star Wars movies: the droids R2-D2 and C-3PO, and TIE fighter spacecraft. Also depicted is a lady with an unusual helmet seen previously on the backglass of Gottlieb's 1976 'Target Alpha'.
    Flippers (2), Pop bumpers (2), Mushroom bumpers (4), Slingshots (2), Drop targets (4), Standup targets (3), Rollover buttons (3), Spinning target (1). 3 or 5 ball play.
     
    thanks to TAB and Destruk for the vp9 version!!!

    184 downloads

       (1 review)

    3 comments

    Submitted

  21. Checkpoint (Data East 1991)

    'Checkpoint (Data East 1991) - agentEighty6 MOD (previously uploaded to VPinball)
    'v1.2.0
    'Updated version for VPU.  Physics adjustments, sound adjustments, and table tweaks
     
    'v1.1.0
    'VR (and some graphical improvements) has been added courtesy of SixToe
    'Playfield mesh and improved kicker compliments of bord
    'Updated incorrect flasher assignment

    'v1.0.0
    'This MOD includes the following changes/enhancements:
    'Added flupper flashers.
    'Fixed flasher solenoid assignments.
    'Added nfozzy flippers.
    'Updated physics.
    'Corrected various switches.
    'Created and added main ramp primitive.
    'Added led bulb lighting to signs.
    'Improved gi lighting.
    'Added car toy headlights.
    'Updated lights on back panel.
    'Added speaker panel and lights (for DT).
    'Cleaned up insert lights.
    'Changed inserts to reflect on ball.
    'Added subway to left vuk.
    'Animated bumpers like real table.
    'Updated lights in bumpers.
     
    'Based on VPX version by Goldchicco, 32assassin
     
    'Also based on VP9 version by:
    'Bodydump
    'Requlem
    'Destruk
    'Batch

    1,275 downloads

       (2 reviews)

    20 comments

    Updated

  22. Eight Ball Champ (Bally 1985)

    This is a rebuilt of 32assassin table ver 1.3
     
    Big thank you to you to Andypc for getting Russell Stewart to rebuild a new set of plastics from photos provided by Jeff Ladder..
     
    Made some changes and improvements.
    What's New:
     
    * New lights, new lighting
    * New physics
    * Reworked all the images, cleaned and upscaled
    * Added Flippers Shadows and Ball Shadows
    * Added missing mechanical sounds and replaced ball rolling sound
    * Tuned Slingshots and Bumpers force
    * Corrected Rubbers Hit Height
    * Added JP's LUT code
    * Apron light fixed
    * Added Apron Light Primitive
    * New instruction Cards images placed in the apron
     
    If you like to adjust any DIP settings,
    - download Scapinos VP8 version
    - run the vp 8 table
    - Press 9
    - adjust the DIP switches
    - the DIP switch settings will be saved on your PC and will be applied to this table. 
     
    To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave.
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval

    412 downloads

       (1 review)

    18 comments

    Submitted

  23. Firepower (Vs A.I.)

    Welcome to Firepower (Vs A.I.) V3.4.7 VPX 10.6.0 Final (Revision. 3788)
    A  first of it's kind pinball game that you can actually play and challenge a fully capable A.I. computer. (Hal-9000)
    This release is both graphically and physically identical to my original Firepower but can also still be played in a vanilla state like the original.
    By default the computer's level of skill is set to "Legendary" . Player 2, 3 and 4 are the computer. There are four levels of difficulty to choose from. Easy, Normal, Hard, Expert and Legendary. 
    You can pick and choose which player is human or computer and even have all four players computer if you wish (lots of fun to watch and even bet on games).
    INSTRUCTIONS: 
    (In Game)
    '*Use the "L" key on keyboard to select language. 
    '*Use Flipper Buttons to setup human and or computer players before starting game. (Green Human, Red Computer).
    '*Use Magna Save buttons to select flipper bat type.
    '*While pressing and holding both flipper buttons use the Magna save buttons to select difficulty. (Easy, Medium, Hard, Expert and Legendary)
    '*Press and hold the Right Flipper Button (eight seconds) to display player and difficulty status during game play. Logic Panel displays during DTmode only. 
    '*Once game is started no selections can be made or changed until game is over. 
    '*Once A.I. is playing, A.I. sound and visual effects can be toggled on/off by using either flipper button.
    '*The A.I. can be shutdown during the A.I. turn by pressing and holding both Magna Save buttons. The player can then take control. 
    '*All options can be hard set in the script under Table Options as desired.
    A very special thank you to rothbauerw for help with the coding and conditional logic. Slydog43 for additional coding and everyone else in the community.  Vogliadicane for the cool backglass and coding. 
    This is something that I hope you will all enjoy as much as I have enjoyed making it. I very much plan I installing this on other tables in the near future.
     
    Same as before I recommend turning off AO (Ambient Occlusion) in video preferences and keeping ScSp turned on. 
    Anything else (Anti-Aliasing, Post-proc AA) will depend on your set-up. 
    I also suggest going through the THX set-up to ensure that you are experiencing this table as it was intended. Enjoy... 
     
    V3.4.0 Change Log Notes:
    *The A.I. has a few new tricks up it's sleeves and will average about one million points. It will still have a bad game now and then but will also sometimes play until the cows come home. You have been warned.
    *It will nudge harder, do bounce passes and his shot priority logic has been optimized to limit any dangerous shots and maximize points. 
    *By default the table now as instruction cards explaining the user interface for setting up the A.I. game including player(s) (A.I. or Human), difficulty, canceling the A.I.'s turn etc.
    *If the AI Nudge is turned off the right outlane post will move to the easy position during the computers turn. This is in case you have an accelerometer that tilt's out during the AI's turn thus still giving it a fair advantage.
    V3.4.8 Change Log Notes:
    If the A.I "TILT's" it will learn not to nudge the table for the remainder of that game. 
     
    PROVIDED STRICTLY FOR PERSONAL USE AND NOT FOR COMMERCIAL SALE OR DISTRIBUTION. PLEASE DO NOT MASS RE-DISTRIBUTE TABLES OR ROMS. Any unauthorized distribution may result in legal action taken against the party(s) in question.

    341 downloads

       (2 reviews)

    14 comments

    Updated

  24. Devil's Dare (Gottlieb 1992)

    This is a rebuilt of 32assassin table ver 1.1 - rebuilt from Mfuegemanns VP9 version
     
    Big thank you to Mfuegemann and Francisco666 for his artwork resources and to 32assassin for the conversion in VPX.
     
    What's New:
     
    Made some changes and improvements:
    New lights, new lighting
    New physics
    Added Flippers Shadows and Ball Shadows
    Added missing code for manual Kickback
    Corrected Rubbers Hit Height
    Added JP's LUT code.
     
    Since this table use the Left Magnasave to activate the Kickback (when lit), to rotate the nine LUT files press the LEFT FLIPPER and the Right Magnasave.
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    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!
     
    Permission to Mod: Yes with approval

    399 downloads

       (1 review)

    17 comments

    Updated

  25. Game Plan's Loch Ness Monster

    It has been a long time coming....
     
    This table would not have been possible without the help of two very talented creators and table builders!
     
    Bord- For taking my table redraw and using his amazing blender skills to build this table.
    Loserman- For his amazing script building skills. He even added additional rules to the ruleset
     
    Special thanks to
    GTX Joe- for getting me started with his initial script
    EalaDubhSidhe- for his VP8 table(Most of the sounds came from his table, so I have always been interested if they were from the original table/rom?)

    398 downloads

       (3 reviews)

    23 comments

    Updated


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