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Showing results for tags 'anime'.
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Version 2.0.0
274 downloads
A couple of years ago I uploaded a Gundam Wing table on vpforums. This is 2.0 for that game. Completely redesigned the game based off of Swamp Thing from LTek. New gameplay, nfozzy, VR and PUP included. I decided to remake the old Gundam Wing table since Swamp Thing added nfozzy physics to Serious Sam II. This is completely different than the table I uploaded a couple of years ago. Several of the elements from Serious Sam II have been re-arranged so you get a different gameplay experience. You can toggle VR in the script. I tested with desktop, cabinet and VR mode so this should work for everyone. PUP and wheel are included. A b2s is included but I recommend using the pup pack. Rules: - 3 Balls Per Player - Multiball on every 3rd battle win - Shoot glowing Wing Gundam to start a battle - Shoot Epyon for a random reward CAREFUL.... the targets have been moved around and switched from Serious Sam!! BASIC SCORING . - Bonus Multiplier... Hit top -or- flipper inlane sets to increase up to 5x . - Targets and Lanes... 5,000 points . - Slingshots... 210 points, and alternate the outlane special if lit . - Outlanes... 50,000 points . - Spinners... 1,000 points/spin +500 points for every 3 Small Target hits. No max value limit . - Ramp Combos... Jackpot value awarded after ramp combo (2 hits in immediate succession) . - Jackpots... start at 100,000 and can increase with other scoring hits . - Captive Ball... hits increase Jackpot value 50,000 when Increase Jackpot is lit BATTLES . - gundam or plain lights show areas to hit . - DMD shows hits left to complete the battle . - set Battle Difficulty in User Setting Menu to Hard Double battle length . 1. heavyarms : 20 Spinner spins . 2. deathscythe : 8 Pop Bumper hits . 3. wing : 4 Ramp Loops . 4. sandrock : 2 full Outer Orbits . 5. altron : all 7 green Skulls . 6. Tallgeese : Moving Light in sequence (not timed) . - Larger Right Target . - Wing Gundam . - Large Left Target . - Outer Orbit right . - Outer Orbit left . - Right Ramp . - Tallgeese . - Left Ramp . - Epyon . 13. Epyon : hit all 7 Jackpots . - After winning 12 battles, the 13th battle automatically starts as multiball. . - All shot values double and all Jackpots are enabled. . - Collect all Jackpots to get Super Jackpot to light . - Captive ball hit collects the Super Jackpot and re-enables all Jackpots. . - Battle over when the last ball drains . - After 13th battle all battles reset and scores increase for all hits MULTIBALL . - One multiball active at a time. . - Max of 5 balls at a time . - Can score Jackpots and start/play Battles . - Hit both ramps to collect the Jackpots . - Hit captive ball to re-enable the Jackpots . - Battle multiball starts automatically after every 3 won battles . - Regular multiball starts after locking 3 balls- 6 comments
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View File Gundam Wing A couple of years ago I uploaded a Gundam Wing table on vpforums. This is 2.0 for that game. Completely redesigned the game based off of Swamp Thing from LTek. New gameplay, nfozzy, VR and PUP included. I decided to remake the old Gundam Wing table since Swamp Thing added nfozzy physics to Serious Sam II. This is completely different than the table I uploaded a couple of years ago. Several of the elements from Serious Sam II have been re-arranged so you get a different gameplay experience. You can toggle VR in the script. I tested with desktop, cabinet and VR mode so this should work for everyone. PUP and wheel are included. A b2s is included but I recommend using the pup pack. Rules: - 3 Balls Per Player - Multiball on every 3rd battle win - Shoot glowing Wing Gundam to start a battle - Shoot Epyon for a random reward CAREFUL.... the targets have been moved around and switched from Serious Sam!! BASIC SCORING . - Bonus Multiplier... Hit top -or- flipper inlane sets to increase up to 5x . - Targets and Lanes... 5,000 points . - Slingshots... 210 points, and alternate the outlane special if lit . - Outlanes... 50,000 points . - Spinners... 1,000 points/spin +500 points for every 3 Small Target hits. No max value limit . - Ramp Combos... Jackpot value awarded after ramp combo (2 hits in immediate succession) . - Jackpots... start at 100,000 and can increase with other scoring hits . - Captive Ball... hits increase Jackpot value 50,000 when Increase Jackpot is lit BATTLES . - gundam or plain lights show areas to hit . - DMD shows hits left to complete the battle . - set Battle Difficulty in User Setting Menu to Hard Double battle length . 1. heavyarms : 20 Spinner spins . 2. deathscythe : 8 Pop Bumper hits . 3. wing : 4 Ramp Loops . 4. sandrock : 2 full Outer Orbits . 5. altron : all 7 green Skulls . 6. Tallgeese : Moving Light in sequence (not timed) . - Larger Right Target . - Wing Gundam . - Large Left Target . - Outer Orbit right . - Outer Orbit left . - Right Ramp . - Tallgeese . - Left Ramp . - Epyon . 13. Epyon : hit all 7 Jackpots . - After winning 12 battles, the 13th battle automatically starts as multiball. . - All shot values double and all Jackpots are enabled. . - Collect all Jackpots to get Super Jackpot to light . - Captive ball hit collects the Super Jackpot and re-enables all Jackpots. . - Battle over when the last ball drains . - After 13th battle all battles reset and scores increase for all hits MULTIBALL . - One multiball active at a time. . - Max of 5 balls at a time . - Can score Jackpots and start/play Battles . - Hit both ramps to collect the Jackpots . - Hit captive ball to re-enable the Jackpots . - Battle multiball starts automatically after every 3 won battles . - Regular multiball starts after locking 3 balls Submitter masonou Submitted 09/06/24 Category VPX - Pinball Tables
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View File Madlax (Original, 2006, v1.4bam 2021) Another from the back catalogue. A 2006 FP table updated for BAM in 2021. Haven't played this for years, but I always enjoyed it. And the DMD was cool 1.4 (2021) MADLAX BAM Edition When this table was first made in 2006, FP didn't support ramps, and it didn't have any native DMD, so a DMD engine was built from overlays. That engine is still in this table, but it is hidden by default, as when FP did get DMD native, it was converted to use it, but older PC's ran better with the overlays. It's an interesting thing to look through if you are into coding, but only really a curiosity these days. Just use the FP DMD, it looks better. For years 1.3 has been the latest version, which had the FP DMD implemented. Now, fifteen years to the month after the first release, I have given it BAM physics and flippers 1.3 (2006) MADLAX (Original) v1.3 Fanwork dedicated to the anime series "MADLAX." THIS TABLE HAS TWIN DMD SYSTEMS! it contains the original Overlay 'fake' DMD the table was created with and also has been adapted to use the FP dmd that has since been created. By default the Overlay DMD is turned OFF. Press the letter "o" on the keyboard to toggle it back on or off. This table incorporates "twin rulesets" - two seperate and functional rulesets that operate simultaneously using the same table elements. For 1st release, I have removed several unworkable rules. Some will be reworked others replaced for a future update. For now, I feel the set that is here is ok for initial release. It will be a long while before the update, which is to include more rules, more animations, and more sound samples. RULESET 1: (Basic) Light TALUTA targets to open first lock (back left) lock 1st to open second (centre/lower left) lock 2nd to open 3rd (lower right) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi to see the essence! Light ELDA targs to light the bumper lamp for 3x bumpers. Light MADLAX top lanes for bonus mulitplier Light in/out lanes for ballsaver. RHS loop channel (below TALUTA) doubles point each hit while lit. RULESET 2: (Advanced) Light ELDA TALUTA - Without locking ramps - for ESSENCE MODE (table x 3 for 60 seconds) ELDA activatees left ramp lock TALUTA activates right ramp lock Lock both to set kicker (lowest left) - shoot that left loop kicker once active for NEW ERA mode / Margaret and Madlax multiball Submitter Anthias Submitted 08/21/24 Category Future Pinball Tables
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Version 1.4
94 downloads
Another from the back catalogue. A 2006 FP table updated for BAM in 2021. Haven't played this for years, but I always enjoyed it. And the DMD was cool 1.4 (2021) MADLAX BAM Edition When this table was first made in 2006, FP didn't support ramps, and it didn't have any native DMD, so a DMD engine was built from overlays. That engine is still in this table, but it is hidden by default, as when FP did get DMD native, it was converted to use it, but older PC's ran better with the overlays. It's an interesting thing to look through if you are into coding, but only really a curiosity these days. Just use the FP DMD, it looks better. For years 1.3 has been the latest version, which had the FP DMD implemented. Now, fifteen years to the month after the first release, I have given it BAM physics and flippers 1.3 (2006) MADLAX (Original) v1.3 Fanwork dedicated to the anime series "MADLAX." THIS TABLE HAS TWIN DMD SYSTEMS! it contains the original Overlay 'fake' DMD the table was created with and also has been adapted to use the FP dmd that has since been created. By default the Overlay DMD is turned OFF. Press the letter "o" on the keyboard to toggle it back on or off. This table incorporates "twin rulesets" - two seperate and functional rulesets that operate simultaneously using the same table elements. For 1st release, I have removed several unworkable rules. Some will be reworked others replaced for a future update. For now, I feel the set that is here is ok for initial release. It will be a long while before the update, which is to include more rules, more animations, and more sound samples. RULESET 1: (Basic) Light TALUTA targets to open first lock (back left) lock 1st to open second (centre/lower left) lock 2nd to open 3rd (lower right) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi to see the essence! Light ELDA targs to light the bumper lamp for 3x bumpers. Light MADLAX top lanes for bonus mulitplier Light in/out lanes for ballsaver. RHS loop channel (below TALUTA) doubles point each hit while lit. RULESET 2: (Advanced) Light ELDA TALUTA - Without locking ramps - for ESSENCE MODE (table x 3 for 60 seconds) ELDA activatees left ramp lock TALUTA activates right ramp lock Lock both to set kicker (lowest left) - shoot that left loop kicker once active for NEW ERA mode / Margaret and Madlax multiball -
View File The Irresponsible Captain Tylor (Original) Another out of my back catelog. This is the 2021 BAM edition with improved physics and bug fixes over the original 2009 version. RULESET 1: (Basic) Light TYLOR targets to open first lock (back left) lock 1st to open second (back, Right of the twin locks on main playfield) lock 2nd to open t3rd (lower right) At any time, hit centre kicker to release any locks. Release all at once for 4 ball multi to see the essence! Light UEKI targs to light the bumper lamp for 3x bumpers. Light JUSTI to light QUICK MULTI - access the platform via RHS ramp to activate. On the platform, spot letters for SOYOKAZE for table multiplier Light UPSF top lanes for bonus mulitplier Light in/out lanes for ballsaver. RHS RAMP BASE trigger doubles point each hit while lit. RULESET 2: (Advanced) Light UEKI TYLOR - Without locking ramps - for RYGON EMPIRE MODE (table x 3 for 60 seconds) UEKI activatees left ramp lock TYLOR activates right ramp lock Lock both to set kicker (Twin right) - shoot that left loop kicker once active for PACO PACO mode multiball Light JUSTI, UEKI, TYLOR (his full name) WITHOUT triggering other modes or locking balls etc for SOYOKAZE MODE! (two ball multi with targets tripled and spelling SOYOKAZE pays immediately DOUBLE the CURRENT ACCUMULATED EOB BONUS without reset!. The "Wizard" mode!... Complete ALL the above for "VICTORY WITHOUT BLOODSHED"...5 ball multiball with UNLIMITED BALLSAVER for 2 minutes! Light all the Soyokazi targets (on the platform) for 250,000! Skill shot for 100,000! Submitter Anthias Submitted 08/16/24 Category Future Pinball Tables
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Version 1.1
118 downloads
Another out of my back catelog. This is the 2021 BAM edition with improved physics and bug fixes over the original 2009 version. RULESET 1: (Basic) Light TYLOR targets to open first lock (back left) lock 1st to open second (back, Right of the twin locks on main playfield) lock 2nd to open t3rd (lower right) At any time, hit centre kicker to release any locks. Release all at once for 4 ball multi to see the essence! Light UEKI targs to light the bumper lamp for 3x bumpers. Light JUSTI to light QUICK MULTI - access the platform via RHS ramp to activate. On the platform, spot letters for SOYOKAZE for table multiplier Light UPSF top lanes for bonus mulitplier Light in/out lanes for ballsaver. RHS RAMP BASE trigger doubles point each hit while lit. RULESET 2: (Advanced) Light UEKI TYLOR - Without locking ramps - for RYGON EMPIRE MODE (table x 3 for 60 seconds) UEKI activatees left ramp lock TYLOR activates right ramp lock Lock both to set kicker (Twin right) - shoot that left loop kicker once active for PACO PACO mode multiball Light JUSTI, UEKI, TYLOR (his full name) WITHOUT triggering other modes or locking balls etc for SOYOKAZE MODE! (two ball multi with targets tripled and spelling SOYOKAZE pays immediately DOUBLE the CURRENT ACCUMULATED EOB BONUS without reset!. The "Wizard" mode!... Complete ALL the above for "VICTORY WITHOUT BLOODSHED"...5 ball multiball with UNLIMITED BALLSAVER for 2 minutes! Light all the Soyokazi targets (on the platform) for 250,000! Skill shot for 100,000! -
Version 1.0.0
20 downloads
Intro video from the Monster Rancher TV series, great as a FullDMD or Topper asset for your front-end to go along with the Monster Rancher table by BigKahuna707. Preview: https://rumble.com/v52kjzi-monster-rancher-fulldmd-video-tv-show-intro-1080p-w-audio.html For those who want to silence the audio and aren't aware: Simply right click the video after you've added it to the Pinup Popper Media Manager, choose Convert, choose the option to mute the volume. This will simply cut the audio so you are left with video and can use whatever other audio you want. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION! -
Version 1.1
135 downloads
SURPRISE! a new Anime themed table by Anthias. Except the anime in question only exists in my head. I hope you enjoy it anyway! Space Dragon Princess - a story of a princess. Who is a dragon. In space. What's not to love? RULES: Light HOARD targets to open first lock front left) lock 1st to open second (centre/lower left) lock 2nd to open 3rd (against rear left ramp) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi to run a rampage. Light SKY targs to light the bumper lamp for 3x bumpers. Light top lanes for bonus multiplier Light in/out lanes for ballsaver. left loop channel doubles point each hit while lit. Light PLANETS to open right hand flipper lane kicker. Hit kicker to activate ROYAL ENTOURAGE. Every three seconds the right hand centre kicker will launch another ball for ten balls! (NOTE only five balls on table at any time, if you already have five the machine will wait three seconds and retry until all ten are released.) ROYAL FLIGHT mode: Hit the target near the left slingshot to activate mode, lighting the target. Hit that same target again to commence the ROYAL FLIGHT Mode. The target scores an addition 5k on this hit and sets the next goal as a flashing light. Hit that goal for 10k additional, then the next for 20k, then 40k, then 80k, then 160k, then finally 320k to complete the flight. From the second strike of the first target, you have sixty seconds to complete the flight before it all resets. DRAGON FLIGHT MODE: The kicker on the platform near the top of the left ramp is a looped scoring mode. First hit scores 500, second scores 1000, third scores 2000, fourth scores 4000, fifth scores 8000, sixth scores 16000 seventh scores 32000, and sets the wall lights flashing, retaining the 32k value for the rest of the ball. YES the ball WILL jump the kicker - it's not supposed to be easy. NOTE: No mode will launch additional balls if there are five or more balls already in play. Modes will either not trigger or not launch if you have too many in play already. As usual, free to mod. I have even included several source images within the table that were not used for modders to export and use in their modding. Some of them would suit very different styles of the anime interpretation, which could be cool to see. -
View File Space Dragon Princess SURPRISE! a new Anime themed table by Anthias. Except the anime in question only exists in my head. I hope you enjoy it anyway! Space Dragon Princess - a story of a princess. Who is a dragon. In space. What's not to love? RULES: Light HOARD targets to open first lock front left) lock 1st to open second (centre/lower left) lock 2nd to open 3rd (against rear left ramp) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi to run a rampage. Light SKY targs to light the bumper lamp for 3x bumpers. Light top lanes for bonus multiplier Light in/out lanes for ballsaver. left loop channel doubles point each hit while lit. Light PLANETS to open right hand flipper lane kicker. Hit kicker to activate ROYAL ENTOURAGE. Every three seconds the right hand centre kicker will launch another ball for ten balls! (NOTE only five balls on table at any time, if you already have five the machine will wait three seconds and retry until all ten are released.) ROYAL FLIGHT mode: Hit the target near the left slingshot to activate mode, lighting the target. Hit that same target again to commence the ROYAL FLIGHT Mode. The target scores an addition 5k on this hit and sets the next goal as a flashing light. Hit that goal for 10k additional, then the next for 20k, then 40k, then 80k, then 160k, then finally 320k to complete the flight. From the second strike of the first target, you have sixty seconds to complete the flight before it all resets. DRAGON FLIGHT MODE: The kicker on the platform near the top of the left ramp is a looped scoring mode. First hit scores 500, second scores 1000, third scores 2000, fourth scores 4000, fifth scores 8000, sixth scores 16000 seventh scores 32000, and sets the wall lights flashing, retaining the 32k value for the rest of the ball. YES the ball WILL jump the kicker - it's not supposed to be easy. NOTE: No mode will launch additional balls if there are five or more balls already in play. Modes will either not trigger or not launch if you have too many in play already. As usual, free to mod. I have even included several source images within the table that were not used for modders to export and use in their modding. Some of them would suit very different styles of the anime interpretation, which could be cool to see. Submitter Anthias Submitted 12/20/23 Category Future Pinball Tables