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  1. Version 4.0.4

    10858 downloads

    Let the Sorcerer work a little magic for you! I've done a few versions of this table in the past, as well as other authors. The past versions I did built on older versions. Apophis reached out to me that the physics weren't quite right on the other tables, as he plays one a lot in the arcade. So, I completely overhauled the table to version 4.0 and essentially started from scratch, reusing only a few primitives. Redbone worked a new playfield, plastics, and other graphics for me. I did a full implementation of current VPW standards, physics, targets, 3D inserts, playfield mesh, VR, hybrid, baked GI lighting, shadows, etc. There's an F12 menu with some options in there. Also thanks also to Primetime5k, who helped me get staged flippers implemented and tested. Note: a new alternate gsound was recently released, however if you choose to use that, the ROM volume option needs to be at 0... which is default. However is you don't use gsound, I recommend turning that ROM volume down to -12 or something... as it can get a bit annoying if too loud. Also, you can turn off the background sound. Instructions for that and others are at the bottom of the script, however, here's the instructions as well: ROM Instructions and example to turn off background sound Start table as usual Press (8) to get into ROM menu Press (7) to start correct advancement Press (8) several times until 04 is shown in the Credit Display. 'Auto-Up / Manual-Down switch is controlled by (7) Press (8) repeatedly until you get to the adjustment number desired. For example, background sound is defaulted to on. It is adjustment number 35. You'll see a 1 in the upper left display. Press (1) to change that value. To turn off sound, set the value to 0. Note: Press (7) to reverse the advancement up or down. (9) will exit/reset Note: Auto-Up / Manual-Down (7) also controls the direction the menus will advance Enjoy, and hopefully you also feel that the physics and table play much harder, and closer to the actual table. Thanks again to Redbone, apophis, and Primetime5k, as well as the VPW team for testing. Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 VPinMame 3.6.0-1122: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-1122-79a301d
  2. Version 3.0.3

    5813 downloads

    Solar Fire (Williams 1981) is one of several Williams System 7 machines, and one of the most complicated rulesets of the time, but only had 507 units made. It's a fun, fast table and higher scores are very achievable... 1M-2.5M is a good game. The Solar Gun feature is fun to achieve, as a magnet slings a captured ball back and forth while generating points when lit. There is a lot to do on this table with all the targets to hit to enable other functions. You'll find similarities to Black Knight, Grand Lizard, and other tables of that era. This table significantly utilizes magnasaves to keep your ball from going into the outlanes. I made Solar Fire a few years ago but was only an update to another table, and the playfield, graphics, etc were not great, nor accurate. Also, I've learned so much more since then, and physics, graphics and everything is leaps further now, I decided to redo the table from scratch. I found a playfield online that had accurate hole placement, and so @redbone completely upscaled, enhanced, and cleaned up the playfield. This 3.0 version utilizes the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Dozens of hours were spent studying gameplay videos to match the table shots and action. Also I loved what Mecha_Enron did in Cosmic Gunfight as far as an interactive tutorial, I decided to learn and implement in this table. To utilize, go into the F12 menu and turn on the tutorial. Also thanks to Primetime5k for implementing staged flippers and testing. As well as to the VPW team for testing. Once again, I've included several options in the F12 menu including various balls, ball brightness, GI brightness, insert brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting... AND the interactive tutorial. For the ROM settings... The baseline comes pretty much correct except for the high score to date is defaulted to something high and the coins are defaulted to one credit is 3 games. I've included a .nvram file that will adjust the coin/credits to 1 coin is 1 credit. Also, I've set the default high score to 100,000. 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
  3. Version 3.0.1

    7661 downloads

    Barracora (Williams 1981) is one of several Williams System 7 machines, AND was designed by Roger Sharpe, and had 2,350 units made. It's a fun, fast table and higher scores are pretty achievable... 1M-2.5M is a good game. If you can get to 4-5M that is a very high score. I made Barracora a few years ago and was the first table I did with Redbone. I've learned so much more since then, and physics, graphics and everything is leaps further now, I decided to redo the table. when looking at the old table I realized there were so many things that weren't just right in my opinion I decided to completely start over from scratch. @redbone completely redid the playfield and Hauntfreaks redid the backglass images. This 3.0 version utilizes the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Dozens of hours were spent studying gameplay videos to match the table shots and action. Thanks to the VPW team for the thorough testing! Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting, and an AI generated topper as an option based on H.R. Giger's 1974 painting called, Li I. (this was the inspiration of the Barracora lady). For the ROM settings... The baseline comes pretty much correct except for the high score to date is defaulted to 2.5M and the coins are defaulted to one credit is 3 games. I've included a .nvram file that will adjust the coin/credits to 1 coin is 1 credit. Also, I've set the default high score to 100,000 (2.5 million is too high to achieve, and I was not able to save zero as the high score). 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
  4. Version 2.1

    1409 downloads

    I was in the process of a reskin this table for my own personal use when @burger Released his updated version so I asked him if I could use his version to Reskin and Possibly release. And here and obviously I am releasing it so he said yes. This is a Reskin of Burger's version of the @RajoJoey @mistermixer and @Schlabber34's Table inspired by the art work from @Wildman's great new back glass. I really liked the new art style of the back glass and new it need a table to match it. so here I present my mod. It includes the table, my Score on DMD version of wildman's back glass (check out his wonderful version), a topper I made, and a wheel. I have changed the artwork on most of the table, I did use A.I. to help create the images but since we all know A.I. is not perfect it took me quite a while to edit the images to match the parts just the way I wanted. This was the first time I had ever used A.I. so it was quite the learning process but I think the final product can out great. Hope you enjoy and if you haven't already done so, check out burger's original version and also all of wildman's new alt back glasses and wheels he has been putting out. And of course give some love to all the others that have previously worked on this table. (Listed below) Cybernaut is a 1985 Bally pinball machine designed by Steve Ritchie, featuring a futuristic computer and robotics theme inspired by the emerging digital age. Fast shots, standup targets, drop targets, and electronic sound effects combine to create a game that reflects the excitement and mystery surrounding computers in the mid-1980s. Credits from previous versions: - @burger added nFozzy and Fleep physics and sounds, and converted the table into a hybrid version that supports desktop, cabinet, and VR - @studly_do_right made minor tweaks to a few lights and resolved missing sounds - @DGrimmReaper did some VR tweaks and changed the backglass animations updated with @hauntfreaks new b2s assets (I did change the images in VR to match Wildman's version but used his files for reference) - @hauntfreaks new VR b2s assets (I did change the images in VR to match Wildman's version but used his files for reference) @RajoJoey for implementing VR support @mistermixerfor creating the table @Schlabber34 for the 3D work @Sixtoe for the VR room and cabinet templates @Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table) Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lighting. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Desktop users can see the VR room if they change the value of vrtest from 0 to 1 in the script (line 193)
  5. Version 2.1.4

    15115 downloads

    I Added the VR conversions to Apollo 13 last year (2020), the version of the table that was modified was done by Balater (Thanks for the permission to mod!), originally done by Herweh, Fransisco666, and 32assassin. Over time several authors worked on the early versions of that table including, Thalamus, JP, DJRobX, Rothbauerw, Amgrim, ClarKent, Chucky87, agentEight6, and Bigus1. I also used the dark image from chucky87's backglass file and imported into the table for use in VR. That mod done in 2020 had several updates specifically for VR, and other light mods. Sixtoe assisted at that time as well. Also, Retro27 added a topper and a few other VR updates and I animated the backglass for VR as well. Since that time I added several more updates, including nFozzy and Roth physics and flippers, Fleep sounds, several physics updates to the table, slings, and bumpers. A few other modifications were done as well to the sounds, playfield, and other adjustments. Thanks to Bord for posting tutorial videos. Also thanks to the VPW team for their help and examples. I also added dynamic shadows done by Iakki, Apophis, and Wylte. The latest update, Version 2.0, includes so many fixes and updates. I've corrected the number of balls coming out of the rocket during multiball, as well as the rocket timing, and subway trough. The ramp behind the moon now works for the orbiter and moon gravity missions, the trap door for the 8-ball lock is animated, fixed the slings, and added holes under the sling movements. Also the left spinner lane didn't send the ball into the upper saucer. That is now corrected. I've also added 16 switchable LUTs. Then, several members from the VPW team jumped in and made this table so amazing. What a great group! Thank you all! oqqsan: Added Flupper dome lights and flashers. Also fixed the ball stuttering when the moon rotated with the ball. Tomate: created new ramps and textures (they look so real!) Also wire ramps, posts, gates, apron, missing materials in some screws, and other stuff. Skitso: redid the GI lighting, spot lights and inserts. Also warmed the LUT a bit. Sixtoe: Did some visual updates to the ball, moon, rocket, and plastic ramp Apophis: Updated the playfield image for alpha cutouts for Lampz inserts. Added Lampz code, and new inserts. Updated some flipper nudge physics. Corrected the triangularization dynamic shadow effects, removed the subway ball shadows, and lowered the number of dynamic sources. Sheltemke: Provided an updated translite image for the backglass. It's now included in the VR version, and Wildman created a new b2s file. Also, modified the text on the inserts to a text flasher to make it more readable. RIK, Fluffhead35, Lumi, and Wylte all tested and provided feedback. Wylte: Updated the ball shadow code to not turn on when in subways, and other optimizations. Also modified for better performance. Separated dynamic and ambient ball shadow options, and added lockbar key as plunger alternative. This table is a hybrid release, so it will work on desktop, cabinet, and VR. OPTIONS: Options can be selected in the script to change to desktop, cabinet, or VR mode. For VR mode, there's an option for two different room environments, and to add a clock on the wall. Also... VR users... the Dynamic Shadows performance issue has been corrected. However, if you still experience performance issues, you can turn off dynamic shadows or ambient shadows or both in the script. Anyway, I hope you enjoy! And thanks again to Balater, retro27, Sixtoe, oqqsan, tomate, skitso, apophis, sheltemke, RIK, Fluffhead35, Lumi, and Wylte, and the entire team of authors that have contributed to this table over time. If I missed anyone in the credits, let me know, and I'll add, as I don't mean to miss anyone.
  6. Version 2.0.0

    1848 downloads

    Enjoy a Test of Champions on the Playfield of Combat in Bally Midway's exciting Four-Player Pinball Kings of Steel! Thanks to Redbone for cleaning up the playfield from the original scan from TAB, as well as target, bumper, and backwall images. Also thanks to apophis and the VPW team for feedback and testing. Hauntfreaks provided the higher resolution VR backglass. DarthVito did the VR wall environment. HIGHLY RECOMMENDED TO CHANGE 4 SELFTEST POSTIONS IN THE ROM FOR SPECIAL REPLAY/X-BALL/NOVELTY MODES!!!! Here is the procedure to set the selftest postions on this Bally 35 MPU table: 1. Press 7 to enter test mode. Continue to repeatedly press 7 until you see 01 appear in the ball in play/match display 2. Press and HOLD the 1 key until it reaches the value you want to set it to. The value will increase by 1 while you are holding in the 1 key. If you happen to go past the value you want to set it to, while holding in the 1 key press and release the 7 key. The value will then decrement by 1 while you are holding in the 1 key. When you reach the value you want, release the 1 key. 3. Repeat pressing 7 to scroll the remainder of the settings and change values in the similar manner. 4. Press F3 to save your changes and reset the table. Here are the recommended values to change to: 16: 02 - Special is extra ball (01 is 50,000, 03 is replay) 17: 02 - Special is extra ball (01 is 50,000, 03 is replay) 18: 03 19: 03 - High Score to date earns 3 credits (00 is 0; 01 is 1; 02 is 2) I updated to latest VPW standards, physics, GI VLM, and shadow baking, 3D inserts, Alllamps insert routines, shadows, updated backglass for desktop, playfield mesh for a saucer bevel, roth drop and standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid modes, Flupper style bumpers and lighting, gBOT system and trough. Dozens and dozens of hours were spent studying gameplay videos to match the table skill shots and action. If you want to change the DIPs... you will need to go into the script options and change SetDIPSwitches to 1, then open the table, hit F6 (that'll load the default DIPS and display them). You can then select various ROM options. Once entered, you can exit out, and restart. That will then set the new ROM settings. Required Software (64-bit versions) VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1
  7. Version 3.0.22

    17573 downloads

    Early in 2021, I received permission from Bigus to update this table and add the VR conversions... originally done by Tom Tower and Ninuzzu. The VR conversion included backglass, flashers, lighting, GI, and other table issue fixes (high score initials, trough multiball and tilt issue, and others). I used the Blacksad dark image from his backglass, as it looks amazing. All the interactivity was done in the script. Sixtoe did a lot of lighting updates as well, including bloom lighting, overlay, etc. Version 2.0 includes a hybrid mode for desktop, cab, and VR. Plus all the latest updates that the VPW team has been doing lately. It includes Fleep sounds, nFozzy / Roth physics and flippers, and general table physics updates. It also has Rothbauerw drop targets, VPW Dynamics Shadows by Iakki, Apophis, and Wylte, Flupper Domes, and LUT options. Bord also added a playfield mesh so the ball goes into the center saucer more realistically. I also added a recent update by fluffhead35 for ballrolling and ramproll amplication sounds. Hauntfreaks provided a couple lighter ball images as well. I also added more VR options to include a wall clock, and additional animation. There are plenty of options in the script including LUT lighting changes, ball brightness, VR, cab, and desktop modes, dynamic shadows, rolling amplification, and other sound and shadow options. Also for VR users, you can change to different room environments. If you get 3 credits each time you add a coin, I put instructions in the script on how to modify your ROM to only add one coin. Anyway, I hope you enjoy! And thanks again to all involved!
  8. Version 2.0.0

    2779 downloads

    Bally's 1977 Eight Ball was the first in the series of 3 pool related Bally tables with a production run of over 20,000 units. Thanks to @redbone for creating a high resolution playfield, as well as assisting in the many other graphics including the plastics, flippers, apron, and targets! Also thanks to Hauntfreaks, as I used his backglass images for VR. This table was done from scratch placing everything, and implementing the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. I also baked the GI and interior wood and metal walls. I've once again studied hours of videos to ensure accurate placement, gameplay, bounces, physics, etc. Lots of time was spent on getting the left kickback accurate, timed correctly, and matching video play. I've provided a .nvram file for the ROM menu settings, and I've hard coded the DIP switch settings as usual. This table is loaded with options in the F12. Various balls, ball brightness, flippers, screw caps, plastic edge colors, LUTs, Dip settings, and plenty of other VR stuff, including LED undercab lighting. 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. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (180,000, 340,000, 560,000). I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Redbone, and Hauntfreaks! Also thanks to everyone else from the VPW team that provided testing and feedback! Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3
  9. Version 2.0.2

    7509 downloads

    Thank you to Flupper for the permission to mod his 1.3 version of the table. Flupper did significant improvements to the lighting on 4k cabs, all lighting inserts, several glow ball options, and several other additions. It looks fantastic! I requested to make this a hybrid table for desktop and VR users. Also, I wanted to get all the latest VPW sound and physics updates added as well. Thanks to the VPW team for all tutorials, advice, code, etc. for the physics, sounds, etc. A HUGE thank you to Rothbauerw for all his advice, feedback, and suggestions on this table. It makes it play amazing! Also thanks to PinStratsDan, Apophis, Rawd, Wylte, Fluffhead, Sixtoe, Tomate, and Flupper for testing and feedback. There are LOTS of options on this table. All of Flupper's cabinet mode settings from his 1.3 version are intact and are the default settings for cabinet mode (lighting, ball choice, pov, reflections, bloom, etc.). IF you want to change that, it's all via the script options. Options include: VR, cab, desktop modes; VR room customizations, LUT, rail glow, brightness, bloom, flipper bats, a playfield RANSOM plate, and ball choices. They are all at the top of the script. NOTE: You MUST choose which mode you are going to play in the script options at a minimum... VR, desktop, or cab_mode. Updates by UnclePaulie include: - Hybrid mode for VR, cab, and desktop - Two VR room environments and an option for a clock and a topper - Animated backglass in VR - Brightness, bloom, reflections, and other lighting settings - Updated to Roth/nFozzy phsics and flipper physics settings - Updated to Fleep sounds - Updated the ramproll and ball rolling sounds. - Added dynamic shadows, and optimized to reduce stutter in VR on some systems. - Updated to newer drop targets and drop target physics. - Added in updated rubberizer code for flippers for more natural bounce. - Additional ball options added... especially for VR users. - Option for bright or dark LUT. - Adjusted some of the inset light shapes to correct for small light leaks - Adjusted rollover targets to be oriented correctly, and added plywood cutouts. - Resized the flipper to a more natural length. - Added a plunger groove to keep ball from floating around in plunger lane - Added new relay sounds to the various light objects that turn on and off. - Optimized other parts of code to help with stutter.
  10. View File Solar Fire (Williams 1981) Solar Fire (Williams 1981) is one of several Williams System 7 machines, and one of the most complicated rulesets of the time, but only had 507 units made. It's a fun, fast table and higher scores are very achievable... 1M-2.5M is a good game. The Solar Gun feature is fun to achieve, as a magnet slings a captured ball back and forth while generating points when lit. There is a lot to do on this table with all the targets to hit to enable other functions. You'll find similarities to Black Knight, Grand Lizard, and other tables of that era. This table significantly utilizes magnasaves to keep your ball from going into the outlanes. I made Solar Fire a few years ago but was only an update to another table, and the playfield, graphics, etc were not great, nor accurate. Also, I've learned so much more since then, and physics, graphics and everything is leaps further now, I decided to redo the table from scratch. I found a playfield online that had accurate hole placement, and so @redbone completely upscaled, enhanced, and cleaned up the playfield. This 3.0 version utilizes the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Dozens of hours were spent studying gameplay videos to match the table shots and action. Also I loved what Mecha_Enron did in Cosmic Gunfight as far as an interactive tutorial, I decided to learn and implement in this table. To utilize, go into the F12 menu and turn on the tutorial. Also thanks to Primetime5k for implementing staged flippers and testing. As well as to the VPW team for testing. Once again, I've included several options in the F12 menu including various balls, ball brightness, GI brightness, insert brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting... AND the interactive tutorial. For the ROM settings... The baseline comes pretty much correct except for the high score to date is defaulted to something high and the coins are defaulted to one credit is 3 games. I've included a .nvram file that will adjust the coin/credits to 1 coin is 1 credit. Also, I've set the default high score to 100,000. 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 Submitter UnclePaulie Submitted 08/24/22 Category VPX - Pinball Tables VPX Standalone Yes  
  11. Version 2.0.1

    2840 downloads

    Everyone goes to his final reward eventually. And few ever escape. Either way, their money ALWAYS remains behind in Catacomb - the thrilling pin game from Stern. Having a player controlled action-packed backglass, combined with a super fast playfield, Catacomb demands the ultimate in refined skills and cunning strategy. What numbers should be picked? What colors must be chosen? Only seconds to decide... as a simulated voice alerts the player to his options. Thanks to Hauntfreaks for providing me with a freshly scanned playfield, and thanks to Redbone for helping with various upscales and graphics cleanup, and lots of other graphic updates. The whole table was done utilizing latest VPW standards for physics, lighting, GI baking, 3D inserts, playfield mesh, shadows, drop targets, 3D inserts, etc. Dozens and dozens of hours were spent studying gameplay videos to match the table skill shots and physics action. I've included default settings for the ROM options, as well as being able to change the ROM sounds in the F12 menu. (Note if you want to change the ROM volume, you'll need to restart the table after the change.). Also, if you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. Ball options are also available in the script. All other options (including VR rooms) are in the F12 menu. I reused the code from the prior HSM/lander table, as it was required to work with the B2S functionality. However it's been updated, AND if you are a VR user, I've created the backglass to be fully 3D and functional. Thanks also to the VPW team for testing and feedback! _________ Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2
  12. Version 1.0.0

    179 downloads

    I’ve placed the wonderful Logan’s Run pinball machine in a VR room. Logan_V gave me his permission. You can find the original table and the Pup Pack at this link:
  13. Version 2.0.2

    3059 downloads

    Thanks to @burger this table got the full VR treatment and more. All new physics, new renders and a very sexy VR cabinet. Thanks a million to everybody who was involved, it was a pleasure! V2.0 - DGrimmreaper - VR cabinet - DaRdog - VR Mega room - Burger - nFozzy and Fleep - GI prim swap - studly_do_right - in depth testing of fleep, VR, and a lot more - HauntFreaks - Incredible new B2S - VR and Cab/DT - Gravy - VR testing - Schlabber34 - Renders, materials and new Apron Credits from 1.0 release: - Herweh original scripting - 32assassin and BodyDump for bringing this Table to VPX. I used their table as a base in v1.0. - Bord and BorgDog for images, testing and all kinds of help on the original table! - BorgDog moving spinner rod - RothbauerW for some code of his manuel trough in 'No Good Gofers' - Last, and definetly not least the VPX devs!! Thanks guys!
  14. Version 2.0.0

    5262 downloads

    Bally's Safe Cracker combines pinball and board games! The goal is to advance to the board game for a chance to break into the safe while avoiding obstacles along the way. Players spin and stop the safe dial to determine how many spaces to advance. The player can collect winnings and resume playing pinball after each dial spin, or spin again and risk losing it all. Players must risk it all for a chance to break into the bank vault and win the token award. The original 1.0 version was done by fuzzel, flupper1, rothbauerw; with the VR room originally being done by b4ast1. Apophis requested that I update the table with an updated playfield scan from EBisLit, and include all the new VPW code, 3D inserts, hybrid mode, physics, drop, standup, and vari-targets, bumpers, flashers, playfield mesh, fleep sounds, etc. Redbone further cleaned the playfield up, as well as some other images. I was able to bake the GI lights using blender light maps to make it look as real as possible (thanks for teaching me, apophis!), as well as implementing a pwm approach to the fading. I've also included other VR rooms, a topper, a flasher/siren, and F12 options. I reused the ramps and other prims from fuzzel's table, as well several pieces of code from rothbauerw. Other options in the script include a constant called, "useownb2s". If you set this to 1, you will turn off the desktop built in backglass. This is for desktop users that want to use a b2s backglass, not the built in one. MAGIC TOKENs... if you win the board game, the table will issue you a magic token (you'll see the coin roll down). How the ROM works... is the next game played will force you to use the magic token/s that you've won, and you play a 4 ball multiball for 90 seconds. Awesome! But you need to earn the tokens... REQUIREMENTS: ROMs: You will need two ROMs: A percentaging version is for the number of tokens issued is limited based on the game's earnings, and in a home environment you want to be able to obtain tokens. They are located here: https://vpuniverse.com/files/file/5161-safe-cracker-18-no-percentaging-s11/ https://vpuniverse.com/files/file/5162-safe-cracker-18-s11/ VPX: version 10.8.0 RC3 or higher: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPM: version 3.6.0 or higher: https://github.com/vpinball/pinmame/actions/runs/8893510521 B2S: version 2.1.1 or higher (if using b2s) https://github.com/vpinball/b2s-backglass/releases Two versions of the b2s are available... one for 2 screens from wildman, and one that is 3 screens by ryguy417. https://vpuniverse.com/files/file/6999-safe-cracker-bally-1996/ https://vpuniverse.com/files/file/13623-safe-cracker-bally-1996-b2s-with-full-dmd/ Thanks to apophis, rothbauerw, ebislit, fuzzle, flupper1, redbone, and many others from the VPW team for testing and feedback.
  15. View File Apollo 13 (Sega 1995) w VR Room I Added the VR conversions to Apollo 13 last year (2020), the version of the table that was modified was done by Balater (Thanks for the permission to mod!), originally done by Herweh, Fransisco666, and 32assassin. Over time several authors worked on the early versions of that table including, Thalamus, JP, DJRobX, Rothbauerw, Amgrim, ClarKent, Chucky87, agentEight6, and Bigus1. I also used the dark image from chucky87's backglass file and imported into the table for use in VR. That mod done in 2020 had several updates specifically for VR, and other light mods. Sixtoe assisted at that time as well. Also, Retro27 added a topper and a few other VR updates and I animated the backglass for VR as well. Since that time I added several more updates, including nFozzy and Roth physics and flippers, Fleep sounds, several physics updates to the table, slings, and bumpers. A few other modifications were done as well to the sounds, playfield, and other adjustments. Thanks to Bord for posting tutorial videos. Also thanks to the VPW team for their help and examples. I also added dynamic shadows done by Iakki, Apophis, and Wylte. The latest update, Version 2.0, includes so many fixes and updates. I've corrected the number of balls coming out of the rocket during multiball, as well as the rocket timing, and subway trough. The ramp behind the moon now works for the orbiter and moon gravity missions, the trap door for the 8-ball lock is animated, fixed the slings, and added holes under the sling movements. Also the left spinner lane didn't send the ball into the upper saucer. That is now corrected. I've also added 16 switchable LUTs. Then, several members from the VPW team jumped in and made this table so amazing. What a great group! Thank you all! oqqsan: Added Flupper dome lights and flashers. Also fixed the ball stuttering when the moon rotated with the ball. Tomate: created new ramps and textures (they look so real!) Also wire ramps, posts, gates, apron, missing materials in some screws, and other stuff. Skitso: redid the GI lighting, spot lights and inserts. Also warmed the LUT a bit. Sixtoe: Did some visual updates to the ball, moon, rocket, and plastic ramp Apophis: Updated the playfield image for alpha cutouts for Lampz inserts. Added Lampz code, and new inserts. Updated some flipper nudge physics. Corrected the triangularization dynamic shadow effects, removed the subway ball shadows, and lowered the number of dynamic sources. Sheltemke: Provided an updated translite image for the backglass. It's now included in the VR version, and Wildman created a new b2s file. Also, modified the text on the inserts to a text flasher to make it more readable. RIK, Fluffhead35, Lumi, and Wylte all tested and provided feedback. Wylte: Updated the ball shadow code to not turn on when in subways, and other optimizations. Also modified for better performance. Separated dynamic and ambient ball shadow options, and added lockbar key as plunger alternative. This table is a hybrid release, so it will work on desktop, cabinet, and VR. OPTIONS: Options can be selected in the script to change to desktop, cabinet, or VR mode. For VR mode, there's an option for two different room environments, and to add a clock on the wall. Also... VR users... the Dynamic Shadows performance issue has been corrected. However, if you still experience performance issues, you can turn off dynamic shadows or ambient shadows or both in the script. Anyway, I hope you enjoy! And thanks again to Balater, retro27, Sixtoe, oqqsan, tomate, skitso, apophis, sheltemke, RIK, Fluffhead35, Lumi, and Wylte, and the entire team of authors that have contributed to this table over time. If I missed anyone in the credits, let me know, and I'll add, as I don't mean to miss anyone. Submitter UnclePaulie Submitted 10/20/21 Category VPX - Pinball Tables  
  16. Version 2.0.1

    3599 downloads

    ArmyAviation reached out to me to finish a table he'd been working on. He spent lots of time on getting a good playfield created and also placed all the table elements. He also did the plastics (with resources from Stagio and Sckurk). And he used the primitives and roto scripting from Borgdog. He also started on the implementation of the VPW physics and sounds. Since taking the table over, I did a lot of mods... (all documented in the script). I updated to latest VPW physics scripts and flipper ball collisions, GI and playfield shadow baking, Lampz and 3D inserts, dynamic shadows, drop target shadows, changed to a gBOT (global ball on table) system, updated backglass for desktop, a playfield mesh for a saucer bevel, roth drop and standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, roto lighting, VR and fully hybrid modes, Flupper style bumpers and lighting, drop target shadows, and several errors corrected. Full details are at the bottom of the table's script. Redbone further upscaled the playfield. I also added options for balls, ball brightness, LUTs, Dip settings, and VR stuff. I've also included Hauntfreaks updated backglass image from Wildman in the VR backglass... look for his updated backglass here: I've included an option for two ROMS. The original 6 digit ROM, and a 7 digit ROM (so when you score over a million you can see it). There's an option in the script to change that, however I've defaulted to the 7 digit. Make sure to grab the correct backglass if you are in a cab environment. Also, I've included the nvram files to initially set the Dips, as the ROM creates settings that aren't wanted. You can either grab those nvram files and put them in your nvram directory, or follow this process to do an initial setup for yourself. (Open the table, and in the script, change, change SetDIPSwitches to 1, and then when you open the table, hit F6 (that'll load the default DIPS and display them). Then exit out, and set the SetDIPSwitches back to zero. That will set the ROM settings. If you later want to change that, you can turn it back on and change the dips.) Thanks to apophis, bord, and pinstratsdan for feedback and testing, as well as the VPW team for additional testing.
  17. Version 1.0.1

    760 downloads

    It is a hybrid table. You can play it in FS, DT or VR. The original table was made by BorgDog. I would like to thank BorgDog for allowing me to use his table in a VR room. Thanks to Rascal for an easier way to incorporate the reel into older EM tables. Info The playfield had poor quality. Therefore I have redrawn it almost completely. I also reworked the Plastics. There are 16 LUT files in the table. Here's how to change the lighting. Hold the left magna-save button and click the right magna-save button to change the LUT file. I have integrated the backglass; no external BG is needed in VR. You can change the DIP-settings by pressing F6 after starting the table.
  18. Version 2.0.0

    2007 downloads

    Bally's 1978 Mata Hari had a production run of 16,260 units, it is the ninth most produced Pinball machine in history. The theme is based upon the legend of Mata Hari, aka Margaretha Zelle (1876-1917) who was a popular exotic dancer throughout the early 20th century. She was accused and convicted in France of “Consorting with the Enemy” during World War I, which led to her being executed by firing squad. Thanks to Apophis for providing a high resolution playfield scan. Thanks also to @redbone for updating, scaling, and cleaning the playfield up, as well as assisting in the many other graphics including the plastics, flippers, apron, and targets! I used Hauntfreaks backglass for VR. And thank you to Tomate for helping with the saucer primitive. This table was done from scratch placing everything, and implementing the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth drop targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, playfield mesh for the saucer, Flupper style bumpers and lighting. I also baked the GI and interior wood walls. I've once again studied hours of videos to ensure accurate placement, gameplay, bounces, physics, etc. I've provided a .nvram file for the ROM menu settings, and I've hard coded the DIP switch settings as usual. This table is loaded with options in the F12. Various balls, ball brightness, flippers, screw caps, plastic edge colors, LUTs, Dip settings, and plenty of other VR stuff, including LED undercab lighting. 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. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (200,000, 340,000, and 480,000). I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Apophis, Redbone, Hauntfreaks, and Tomate! Also thanks to everyone else from the VPW team that provided testing and feedback! Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3
  19. View File Cybernaut (Bally 1985) Alt Playfield Mod I was in the process of a reskin this table for my own personal use when @burger Released his updated version so I asked him if I could use his version to Reskin and Possibly release. And here and obviously I am releasing it so he said yes. This is a Reskin of Burger's version of the @RajoJoey @mistermixer and @Schlabber34's Table inspired by the art work from @Wildman's great new back glass. I really liked the new art style of the back glass and new it need a table to match it. so here I present my mod. It includes the table, my Score on DMD version of wildman's back glass (check out his wonderful version), a topper I made, and a wheel. I have changed the artwork on most of the table, I did use A.I. to help create the images but since we all know A.I. is not perfect it took me quite a while to edit the images to match the parts just the way I wanted. This was the first time I had ever used A.I. so it was quite the learning process but I think the final product can out great. Hope you enjoy and if you haven't already done so, check out burger's original version and also all of wildman's new alt back glasses and wheels he has been putting out. And of course give some love to all the others that have previously worked on this table. (Listed below) Cybernaut is a 1985 Bally pinball machine designed by Steve Ritchie, featuring a futuristic computer and robotics theme inspired by the emerging digital age. Fast shots, standup targets, drop targets, and electronic sound effects combine to create a game that reflects the excitement and mystery surrounding computers in the mid-1980s. Credits from previous versions: - @burger added nFozzy and Fleep physics and sounds, and converted the table into a hybrid version that supports desktop, cabinet, and VR - @studly_do_right made minor tweaks to a few lights and resolved missing sounds - @DGrimmReaper did some VR tweaks and changed the backglass animations updated with @hauntfreaks new b2s assets (I did change the images in VR to match Wildman's version but used his files for reference) - @hauntfreaks new VR b2s assets (I did change the images in VR to match Wildman's version but used his files for reference) @RajoJoey for implementing VR support @mistermixerfor creating the table @Schlabber34 for the 3D work @Sixtoe for the VR room and cabinet templates @Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table) Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lighting. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Desktop users can see the VR room if they change the value of vrtest from 0 to 1 in the script (line 193) Submitter eagle7796 Submitted 06/13/26 Category Modified (MOD) Games Modified by Eagle7796  
  20. Version 2.0.0

    5643 downloads

    This table was originally done by Herwey, and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! On his version 1.1 he had help from several others including Schreibi, 32assassin, OldSkoolGamer, Cosmic80, Bord, Rosve, Batch, Vogliadicane, Flupper, Ninuzzu, Dark, DJRobX, and Thalamus. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics, lights, and sounds, and other corrections. This was the first table I put the 3D inserts in (Thanks to apophis for his tutorial, feedback, and advice!). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi! Note: If you are playing in VR... you MUST select VR_Room = 1 in the script!! There are several options to select in the script, including ball brightness, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. Sub mods and flippers can be changed by clicking the right and left magna save buttons. (You can turn that option off in the script as well) IF YOU experience performance issues... there are options to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, drop targets, standup targets, ramprolling sounds, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table, including spinner movement, rebounder action, some ramp lift code, timing on saucer entry, and a few other things. - Adjusted the lighting levels, and GI overhead. - Tomate added new Bally Flipper primitives, wall textures, and fixed an issue with the ramp lift primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Updated some images to implement see through holes in the apron and sub. - Created new background for desktop mode, with animated lighting. - Added updated center drain post dome from Bord's space shuttle (done by Rothbauerw). - And so many other updates, all documented in the script. Once again thank you to Herwey, nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi for testing, and feedback!!
  21. Version 1.2.3f

    9974 downloads

    Teenage Mutant Ninja Turtles (Data East 1991) v1.2.3f Cowabunga ! Notes: Total rebuild of the VR cabinet, New Options, Mega Rooms, nFozzy Physics, Fleep Sounds, and a LUT selector, Special Thanks to the Following: Crypt101, Gedankekojote97, Dough Nut, Cyberpez Recommended B2S by: hauntfreaks Versions: v1.2.3f - Vpx Standalone fix by Gerhard__B, Plunger Tweaked v1.2.3a-e - Auto Plunger fix, New options for Prototype Bumpers and PrototypeTopper, v1.2.3 - VR Cabinet Rebuild, Added New Backglass, DMD Flasher New Options (F12), New Mega Rooms by Dough Nut, Mega Sewer by Crypt101. nFozzy Physics, Fleep Sounds, and a LUT selector by Gedankekojote97. v1.2.2 - Added rolling ball sound and adjusted POV, fixed mystery lights not showing in desktop mode. v1.2.1 - Added VR Room Lighting option, suggested by Rawd v1.2.0 - VR Room and artwork by Retro27 -Cleaned up the Cabinet artwork -Added new Flashers -Added options for VR Room etc... v1.1 - Update Table by Cyberpez -File size reduced -Small bug fixes and tweaks v1.0 Original Table by Cyberpez -: table build, playfield redraw, ramp decal redraws, ramps, lots of little primitives here and there. Wrd1972: COUNTLESS resource pics and answering of far too many silly questions. Physics and table fine tuning. Plastic scans. Roth: Being a code wizard and for putting up with Wrd and me. (understatement of the century :P) Dark: Turtle Models!!!! and other small primitives here and there. (I did resize the turtle images to make the file size sorta reasonable) Flupper: Flasher Domes and Ramp Tutorial. Hauntfreaks: He made a pass and did the awesome things he does. themotherbrain: testing and feedback nFozzy: I'm using his new fading lights + a few tweaks by me. DJRobX: SSF code and thanks to RustyCardores for showing me the way, you can't go back!! Ball drop tweaks by Roth and me. Last but not least the developers and other table authors. This community is nothing without everyone doing their part!!!!!!
  22. Version 2.0.5

    4421 downloads

    Dragonfist, the blackbelt of pins. It's the habit that's hard to kick! Dragonfist has something that keeps the pin player coming back for more. The backglass shows the number of spinner revolutions and can give the player a special bonus when 20, 40, 60, or 80 revolutions hit. Dropt Targets in the right and left orbit lanes, and a fun to hit spinner. It's a tough game to beat, a hard habit to kick, because Dragonfist is the blackbeld of Pins. Thanks to Redbone for providing me with a freshly stitched playfield, and for helping with upscales and lots of other graphics. Redbone also took lots of videos and pictures of an real table to help me in recreation. And thanks to Hauntfreaks and Redbone for providing me with an upscaled backglass for VR. Thanks also to the VPW team for testing and feedback! The whole table was done utilizing latest VPW standards for physics, lighting, GI baking, 3D inserts, shadows, drop targets, 3D inserts, etc. Dozens and dozens of hours were spent studying gameplay videos to match the table skill shots and physics action. There are plenty of options included in this table via the F12 menu including colors and marks for all targets, bumpers, flippers, walls, spinners, and LED plastic edges. There are also multiple VR room environment and other VR options all done via the F12 menu. 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 included default settings for the ROM options hard coded into the script. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. Ball options are also available in the script. All other options are in the F12 menu. PLEASE NOTE: There is ANOTHER option for an updated ROM. If you use the alternate ROM... you will see the high spins to date on the Player 4 LED display during the high score attract mode. ALSO, it will preset the Max Credits to 00 (essentially putting it in freeplay mode). IF you want to change to have credits put in, you'll need to follow the instructions here: https://www.vpforums.org/index.php?app=tutorials&article=109 . Essentially to increase max credits... press 7 to open the ROM menu, keep pressing 7 until you see 18 in the display, then LONG press the "1" key to increase the max credits. The max credit change is only needed for the alternate ROM, not the default one. (I will also include the ROM change description in the zip package). Version 16 (found here: Version 16 alternate ROM REQUIRES VPINMAME 1122 or later Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 VPinMame 3.6.0-1122: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-1122-79a301d
  23. Version 2.0.4

    3340 downloads

    Gottlieb's 1980 Buck Rogers is based on the 1979 film and TV series "Buck Rogers in the 25th Century.", featuring a space adventure theme highlighted by vibrant sci-fi artwork on the backglass and playfield. Thanks to cwgoss28 for providing a playfield scan and Borgdog for plastic scans. Then of course thanks to @redbone who took those scans of the playfield and plastics and did a lot of work to get them to look so good! Also thanks to Apophis for proving video and pictures of actual gameplay as well as testing. Hauntfreaks also provided the higher resolution VR backglass images. I also want to thank Sixtoe for teaching me how to improve the playfield_mesh to avoid ball sticking issues. For this table, I updated to the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. The vari-target was done utilizing Roth's method, but modified to work with this table. Dozens and dozens of hours were spent studying gameplay videos (several photos and videos provided by Apophis.) to match the table shots and action. Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting. For the ROM... since the latest VPinMAME, there is an error with older Gottlieb System 1 ROMs (they were using a bad "CF" spider chip dump all these years). So, if you download off of Pinball Nirvana... you'll likely get an error. The "New Fixed ROMs" can be found in the required software section below, called "new fixed ROMS for vpinmame" You'll see 17 ROMs in the pack. buckrgrs.zip is one of them, and you'll need that for this table. Please NOTE there are several items to consider on the ROM settings: The default settings for the ROM options are hard coded into the script and are based on the recommended values from Gottlieb for 3 balls. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Gottlieb's recommendation (190,000, 320,000 and 460,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. Required Software (64-bit versions): VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases ROM: https://pinballnirvana.com/forums/resources/new-fixed-roms-for-vpinmame-v3-6-0-963-beta.8379/
  24. Version 2.0.0

    1416 downloads

    "Solar Ride," released by Gottlieb in February 1979, features a captivating outer space theme and "vibrant" backglass artwork. This machine was produced in two versions: an electro-mechanical model and a solid-state version. (this is the solid state version). Not much to this table, but gameplay is fun and getting bonus early is definitely desirable. Key strategies include shooting the drop targets to light up the special, managing the bonus multiplier, and utilizing the top left lane for a 2X bonus. In the F12 instructions, I have other strategy and tips as well. Thanks to CainArg for providing a playfield scan as well as the cleanup of it. Then of course thanks to @redbone who scaled it, as well as providing the apron, and upscaling the plastics. For this table, I updated to the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Many hours were spent studying gameplay videos to match the table shots and action. I put as much detail into the table as I could... animating the upper gates, all the rubber animations, saucers, etc. Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting. For the ROM... since the latest VPinMAME, there is an error with older Gottlieb System 1 ROMs (they were using a bad "CF" spider chip dump all these years). So, if you download that specific ROM off of Pinball Nirvana... you'll likely get an error. The "New Fixed ROMs" can be found in the required software section below. You'll see 17 ROMs in the pack. solaride.zip is one of them, and you'll need that for this table. Please NOTE there are several items to consider on the ROM settings: The default settings for the ROM options are hard coded into the script and are based on the recommended values from Gottlieb for 3 balls. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Gottlieb's recommendation (170,000, 350,000 and 430,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. Required Software (64-bit versions): VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases ROM: https://pinballnirvana.com/forums/resources/new-fixed-roms-for-vpinmame-v3-6-0-963-beta.8379/
  25. Version 1.0.4e

    5902 downloads

    Cabin Fever Has Never Been This Fun! Step into the role of Jack Torrance — a proud father and determined writer who’s landed the winter caretaker job of his dreams. All he wants is a little peace and quiet to finish his novel, bounce his trusty tennis ball, and teach young Danny some good old-fashioned discipline. But distractions abound: Wendy won’t stop hovering, Hallorann’s asking all the wrong questions, and the Overlook has ideas of its own. It’s up to Jack to stay focused and use his pinball prowess to set things right… his way. burgereater289 and @GtecArcade present...The Shining! I had an absolute blast working on this, so thanks GtecArcade for the idea and for teaming up daily! Thank you Kevin who came up with half the ideas on this table. Thanks friend! @outhere- for adding hardware DOF @DaRdog81 for all your work getting this beautiful VR room set up @studlygoorite for identifying many necessary improvements @wpilot- for allowing us to use some artwork from his The Shining table @LoadedWeapon- for the cabinet POV file and the F12 option to show/hide siderails Thanks to those who tested and gave ideas to improve the table @Igic,@cl4ve, @Tombg and team @SuperTilted for all their support Info: One table now works for both PUP and non-PUP (change to usePUP = true or usePUP = false on line 13) Non-VR users can get a glimpse of the VR room on their desktop by setting option vrtest=true on line 10504 Press Right MagnaSave at the attract screen to watch the Overlook Hotel play automatically, forever, and ever, and ever (press start during the demo to start your own game) Left MagnaSave to change current song 10.8 required, 10.7 will not work B2S backglass and other media files included in the media pack file., but I recommend downloading Hauntfreaks B2S at link above and using that awesome version To disable UltraDMD, set ultramode=0 in the script. To disable hardware DOF set HardwareDOF=0 in the script To view the PUP, in the table script change to usePUP = true on line 13, and you will need to head over to GtecArcade's post to grab the PUP Pack: https://vpuniverse.com/files/file/26503-the-shining-pup-pack/
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