Visual Pinball Tables Area (1428)
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| Original tables (60) | Pysmod 5 Tables (9) | Test Table (1) |
| Visual Pinball 9 Tables (18) | VPX Tables (982) | VR VPX Tables (196) |
Showing 1311-1320 of 1428
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El Dorado City of Gold VPX
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 working on it. Big thanks to Thalamus and Outhere for getting the script corrected and adding DOF and SFF. This pushed me to update a few things. I added nfozzy's table and flipper physics. Ninuzzu's ball and flipper shadows are now incorporated as well. Finally, updated some smaller graphics and plastics that have been bugging me for a while. This table does not have a good table or plastics scan so things aren't exactly right. We did the best with what we had. It still plays pretty good and it is a challenging table. Still - If anyone has any high resolution resources for this table please let me know. Read More -
Dracula (Stern 1979)
Why Stern's Dracula? Primarily because I was able to get a great looking PF scan from a Pinside member. It is also a cool Harry Williams design. Is it just about the most cluttered art design I've ever seen? Probably. Is it fun to play? Yup. Use ROM "dracula". The ROM emulation doesn't seem to be 100%. The chime solenoids don't register at all so you'll have to run it, then F6 and select "Computer Type Sounds" in order to get ROM audio. B2S available in table download. Read More -
RollerGames (Williams 1990)
Table based on Williams RollerGames of 1990. Thank you: Dark: 3d models and various arrangements. Zany: Resouces ClarkKent: arrangements in physics. Batch: Resouces and arrangements in the DT version Bodydump: Playfield Redraw And to all those involved in the development of VP, so that this Hobby is more beautiful every day Read More -
Lethal Weapon 3 (Data East 1992)
Table based on Lethal Weapon 3 1992. Use some things from the vp9 version of 000Player1000 and the version for FP of ROM and Francisco666. This table recreates in less than a week in my holidays therefore .. please notify me if they find any errors to try to solve it. Read More -
Aspen (Brunswick 1979) Authentic 1 display BG
This is an update of the Original Aspen Home pinball table, but I had to be uploaded as new since there have been timers and new script added by Stat, for the more authentic 1 display backglass to function. The new Backglass is included Read More -
Pinball Magic vpx
Pinball Magic VPX V1.0 Thanks to grizz and Tom for the artwork Thanks to randr for the hand model thanks to dark and rascal for the corkscrew. rascal for the original code and dark for making it hack free and all vpx physics Ok, I'm basically done with this table. It is completely coded and playable, but all the little detail stuff like screws and brackets isn't done. I hope that someone takes it upon themselves to do this stuff and reupload the table as it is freely modifiable. Includes DB2s About the table: It is made with a raised playfield as i was trying to make it play just like a real table. No vpm classes for trough or ball locks. actual subways. The table was started so long ago it was before subways without raised playfields were possible. due to vpx physics for walls the playfield and physics in general may seem a little off. SS: The skillshot corkscrew ramp was done and uses actual vpx physics, no animation or coding hacks. sometimes balls get lost sometimes balls get stuck, but in my playing, not very often. not my best work but better than anything available for this table it's just a project i'm tired of working on, but is close enough to done to give to the community. I'm sure i've put at least a years worth of my life into this project, hopefully it is enjoyable to some Read More -
Aspen (brunswick 1979)
My first attempt at a table, Brunswick home pinball, I "thought" it would be simpler to figure this stuff out. Borgdog helped out with his Vulcan table as the base and helped me on a couple scripting issues. Pretty simple table Read More -
Tee'd Off (Gottlieb 1993)
This golf themed table carries the spirit of "Caddyshack." Gunther the gopher will pester and annoy you throughout the game. Rack up points during modes or multiball specials. Like a true golfer, you'll be able to gamble your entire score on a double or nothing challenge by completing the "SKINS" game. Playfield and Plastic redraws by rothbauerw. Primitives by Dark (Volcano, Red Ramp, Tee Box, Golf Balls, Wire Ramps, Apron, Gopher Wheel) Beta testers: Ben Logan, cyberprez, wrd1972, dark Physics: LFHM by wrd1972 Special thanks to Kiwi, Ninuzzu, NFozzy and JPSalas. Palm trees and other elements borrowed from Surf 'N Safari. Scripting template and other ideas borrowed fromr Super Mario Bros. Trough and Flipper code based on NFozzy's. JP's VP9 table was used as a reference at the beginning of this build. The latest VPinmame should be used as there's a fix for vblank timing that allows the ROM animations to run at the correct speed. Getting the ROM up and running can be tricky. Follow these instructions to load factory settings: Press the "7" key Press "End" to open the coin door Use the "7" key to bring up the menu Use the flippers to go to "Game Adjustments" Press the start button ("1" on my machine) to load factory settings Press start one more time Press the "Home" key to SLAM TILT and reload the game Read More -
Funhouse (Williams 1990)
Welcome to the VP10 version of Funhouse - made by Williams in 1990. A true classic pinball with every single image and detail modeled straight from my real Funhouse machine. After two years plus of development, Rudy is waiting to kick your ass! No stone left un-turned on this recreation folks. If its in the real machine, then you will find it in this table. Thanks to Shoopity for allowing me to complete his awesome Funhouse WIP and extra thanks to Cyberpez for the tons of excellent 3D work and Rothbauerw for the complex scripting assistance. These guys worked some serious overtime on this table and I cant thank them enough for their contributions. Well done guys. These guys deserve major props and the table would not be what it is without them. Be sure to check out the many options available for the table including the add-on playfield toys and various Rudy visual and sound enhancements. The random Rudy punch sounds are very amusing and will keep you laughing. :) ***The very talented FH development team.*** Original VP10 beta by "Shoopity" and completed by "wrd1972" Original content borrowed from "JPsalas" VP9 table Additional scripting by "cyberpez", "rothbauerw", "32assassin" Plastics prims by "cyberpez" Playfield toy, marble ball and faceless Rudy mods by"Cyberpez" Creepy Rudy artwork by "Rothbauerw" Clear ramps by "dark" Wire ramps by "ninuzzu" Subway by "ninuzzu" Rudy face prims by "vanlion" Mystery mirror by "cyberpez" PF lighting by "wrd1972" Flashers and bulbs by "wrd1972" Physics by "wrd1972" PF image refresh by "clarkkent" DT view scoring reels and background by "32assissin" DOF by "arngrim" Flasher domes by "flupper" PF inserts prims by Schreibi34 Read More -
Gilligan's Island (Bally 1991) VPX
Gilligan's Island (Bally 1991) VPX: [Physics Update 1.0] (Aug, 2019) See change log for list of changes. Very little has changed visually on the table, this was primarily a physics update. The physics should be a bit more realistic now and be somewhat consistent to what you're used to in recent tables that have had physics done by rothbauerw I made a new primitive PF with all the holes cut out, added new wood sides for all the holes. Updated the kicker saucer (top right of PF) to be more accurate to the real thing as well as the VUK saucer (mid right). Both saucers physics are driven by 3D mesh object/primitive physics. The kicker saucer in particular should be more realistic now but with that said, it will reject more balls than previous versions making the table harder as it's a main way to progress through scoring objectives and reaching the Kona jackpot. This table was updated on a recent beta so it should be played on vpx 10.6 or higher. The table can have ScSp reflect enabled with no adverse side effects besides maybe a slight performance drop. Please note option at the top of script to switch from regular lighting to 'LED color' mod. For full documentation of the progress of this build please visit: https://vpinball.com/bb_project/gilligans-island-3d-vpx-wip/ Ben Logan: Graphics clean ups Dark: 3D models/graphics ICPJuggla: Table building/lighting/physics mfuegemann: Coding John90803: Resources Arngrim: DOF additions. epthegeek: Resources from old VP9 table (with his permission). Additional thanks to: Fren and LoadedWeapon for some graphics clean ups. Elaborating on what was done in this update: This was a from scratch build, we salvaged what resources we could from the VP9 version and got tons of HD photos of all the plastics from John. John was awesome, he tore down his Gilligan's just for us and even took some videos for us. We also got lots of resource photos from zany which made the table really accurate to the real thing. All the HD plastics photos had to be cut out and cleaned up for transparency which Ben Logan was our main man for. I(Dark) did some clean ups/graphics and we had some out side help as well to speed things up but it was mainly Ben. Zany took a lot of photos of his table with measurements and really helped fill in the blanks on what ever we might be missing. Also having owned the game he provides great input. mfuegemann was our master of code, he hooked up the Jungle Run turn table, mechanical ramp, autokickers, VUK, habitrail system, vp ramps,gates,switches, and just pretty much solved any problem this table could throw at him. ICPjuggla was our guy when it came to table building, lighting and the bulk of the physics input on this table. What can I say, I like working with this guy because he's about as obsessive over details as I am. There are so many small things on this table that add up to a great table here, some aspects that may get overlooked or ignored by someone not paying attention. However for someone with a keen eye you'll see how much love was put into this table by the team and especially ICP. He worked so hard to get the subtle Kona GI illumination looking right. We nearly lost our minds trying to mimic the real life look of the bumper caps and the final result for the lighting it is down to ICP. Always catching me screw something up on the table right away (lol). Wire reflections, metal wall reflections, ramp sounds, insert bulb effects and so much more we could write a short story. I modelled pretty much the entire table in 3DS max. I made the high poly Kona sculpt in ZBrush and optimised and generated normal maps for it in 3ds max. I custom texture baked all the plastics to include raytraced edges and some custom reflections/highlights all of which are pretty subtle effects. I have a bunch of texture swaps on some plastics and Kona that really enhance the realism of the lighting. I tried to include every model detail I could, even some stuff that would never be visible while playing. I spent a long time getting the plastic ramp as close to perfect as I could thanks to John's super video's showing me the ramp disassembled. I modelled the entire ramp even though a portion of it is hidden under Kona, but for those areas I use lower poly count. In the end I optimised all the plastics into single meshs to give the table a small performance boost as per fuzzel's advice. I also customised a lot of the materials myself for this build since fuzzel added the material debugger I can actually tell what I'm doing now! :P Read More
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