Visual Pinball Tables Area (1428)
| All downloads (3752) | EM tables (269) | Full Single Screen (FSS) (218) |
| Original tables (60) | Pysmod 5 Tables (9) | Test Table (1) |
| Visual Pinball 9 Tables (18) | VPX Tables (982) | VR VPX Tables (196) |
Showing 211-220 of 1428
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VR Room Jurassic Park Minimal (Data East 1993)
A minimal VR room for Data East's Jurassic Park (1993), based on Dark & Friends fantastic VPX version of the table. I've wanted to do an updated VR version for this for a while as it's one of my favorite tables, mainly because I played it loads back in the day for one reason or another, but I've really got a soft spot for it (unusually for a Data East!). It needed some real love in VR because of how the table is built and I'm hoping I did Darks version justice :) Thanks to Dark for the Topper and Gun primitives (and the original table of course!), to Onevox for the art for the VR Room, and to Thalamus for the updated SSF script from his github repository. A small note, currently the glowball option just doesn't work in VR due to VPVR rendering limitations, so don't turn it on as it won't work and will just potentially slow the table down. Enjoy! === Original Readme; Hold onto your butts! See script for lots of options! Everything for this table was redrawn and is presented in HD. If you have performance issues you may want to consider some upgrades :P. In the meantime however you can export the PF and plastics images and just reduce image size in half as well as disable some extra effects in the script options. The highly anticipated Jurassic Park VPX update is here and oh man what a journey. It all started what feels like a year ago when bodydump Tom offered to redraw the PF for me. I had started updating my Trex model but it was really Tom's play field that made the project take it's first steps into becoming a full fledged project. So I really can't thank Tom enough for the stellar job he did especially considering the level of detail. You can see the table's progress in this project: https://vpinball.com/bb_project/jurassic-park-t-rex-update-wip/ Spared no expense on this table: Dark: Just about entire table in 3D + plastics redraws, lots of custom lighting+effects. Bodydump: Amazing play field redraw, Trex box redraw, graphics help. Rothbauerw: Innovative scripting solutions, trex ball swallow ball effect (game ball actually get's picked up and swallowed). Implemented 'flupper' style base lighting for me. Randr: He was basically my slave on this project, I can't thank him enough for his infinite patience with me in seeing my vision come to life. I won't apologise for being a slave driver though. :P He entertained every crazy idea I had and helped me build many aspects of the table. Hauntfreaks: A huge help color balancing and remastering a lot of the plastics. flupper: Super custom JP pop bumper caps, DE flippers and flasher domes. Shoutout to ICPjuggla for his input. Resources: Trex pics: Jkimbrell, More Trex and table pics: Sliderpoint and his friend "Jim" Even got a bunch of measured pics (ruler in pics) thanks! I really hope you all enjoy this table, a lot went into it. Regards Dark Link to Original Table Read More -
FSS MOD Independence Day (Sega 1996)
This is a conversion to FSS format made by me. The original table is from Goldchicco, thank you very much for this title made by you. The author of the table in the VP8 is Destruk, VP9 is Nealtron and DevaL for the VPX conversion, surely without you this table would never have arrived where it arrived (Thanks man). Other authors involved in the preparation of the Goldichicco VPX table were: 32Assassin: Script rebuild, ball rolling sound, DOF calls JPSalas: Lighting, GI Francisco666 for the original Playfield image from FP Douglas Brian Rumble: Playfield re-scan Jasiel Estrada: Physics, mechanical sounds, tweaking Nick Doran: Environmental lighting Well, as usual, all the work was done through the tutorial videos of Nick Christopher (Arconovum), and everyone already knows how much I appreciate the support he has been giving me all this time (Thank so much Nick). The original table has static BG lighting, I just flashed the lighting together with the playfield GI to improve the overall lighting look. And thank you very much to all the VPX and table developers, without you the fun wouldn't be possible. Well, this is a great new title that could not be missing in the FSS format. Enjoy it. Read More -
King Kong -proto (Data East 1990)
The 8th wonder of the world... RaaarRrrrrRrrrrrr Fun fact I've absolutely fallen in love with this table. Javiar was nice enough to let me help out with his version and I became obsessed. His version used what I like to call the King Sized Ramp. But turns out there was also a VUK version with drop targets (think exactly the same as bttf). So I had originally set out to MOD his version to include that.. While researching the table I was able to find enough good pics to start a playfield redraw.. and that snowballed into what you all get to try today. So... there were 9 prototypes of King Kong made. I have seen pictures of 4 or 5 different prototypes, and been in contact with the owner of prototype #9.... I have used my best guess work to put what I have seen into some sort of chronological order, then filled in the blanks.. so aside from proto #9 the different versions may or may not be accurate.. Stuck ball disclaimer.... I whole heartily believe the reason this table never made it to production is there would have been wayyyy to may stuck or lost balls to ever route the table... almost every tweak to the table between prototypes was to fix areas where a ball might have been stuck. I've done my best to recreate this.. so in proto 1... you will probably get a ball stuck under the plastic by the ball lock.. or around the top left bumper.. Proto 2 they tried to fix this.. ext ext.. Thamulas and I worked pretty hard to eliminate the ones that were my fault, but left in the ones that should technically be there. So I set the table up so you can choose your prototype by cycling your manga save buttons... or you can choose it via the script. I also added two versions by my own liking. or you can set it up to be customizable to your own liking. Honestly I could wright a 20 page manual with all the different things but your time is better spend just getting in and playing it. Try the default manga save swapping first then by all means dig into the options. For options... there are a lot.. but a lot of it has to do with the different prototypes.. but some can be set like say the ramp "black ramp" colors.. or a custom ball, or colored gi.. or flipper colors.. some things need a "default override" check... VR related things (cab backglass and the sort) Most all options should have descriptions or be fairly self explanatory.. good luck Table is a complete scratch build. Playfields, plastics, decals, and the sort re-drawn by me. everything was done as accurately as I could come up with. Best of all it plays pretty decent if you ask me. I have a gut feeling there is probably an updated rom than what we have. The sw# for the "Millions Bananas" target is correct, but I don't think it does anything. There is also a gate with a switch on proto 9 at the lower entrance of the "black ramp"... I don't know what its tied to, but its also only on proto 9 to my knowledge.. so enjoy the table for what it is. Thanks and credits... First off thanks to anyone that has ever had any sort of involvement with this table in the past. People I know about... Dazz, dup3d, gtxjoe, Javier and I'm sure others. Following Dazz/gtxjoe's original wip thread is a whirlwind of excitement!!!! Second thanks again to Javier for his vpx version. Had he not done that, I would have not known about this table, nor dug this deep into it!! Third thanks to the usual folk that help me along the way. Wrd1972: for all the Wrd sorta stuff he does. physics (via Roth’s implementation of nFozzy's physics) fine tuning object placement. ext ext ext ext. rothbauerw: for being a stand up guy and a code wizard. Flupper: for help with the "black ramp" it looks so much better now than I ever hoped for!! Flasher domes are his too. Some PF inserts borrowed. schreibi34: Metal wall reflections and some PF inserts nFozzy: for his lighting script and physics. Arconovum: FSS code to get backglass working for FSS and VR DJRobX: SSF code Thamulas: for playtesting. the only bugs left are the ones we decided to keep, otherwise blame him :P BrandonLaw: for playtesting early on. Wildman: for his updated backglass, grab the latest if you have not already. Dark: I know there nuts bolts and other random bits here and there. Bord: same - random bits here and there. Sixtoe: for some VR testing and tweaking Benji and iaakki for their insert tutorial and a few borrowed inserts Last but not least the developers and other table authors. This community is nothing without everyone doing their part!!!!!! -cp Read More -
Laser Cue (Williams 1984)
VPX Conversion by: Goldchicco & 32assassin vp9 table by: MRCMRC Special Thanks to : 32assassin for helping me with this conversion and for sharing his passion, knowledge and time. Thank you to @movieguru for working on the images. DOF calls enhanced thanks @Arngrim LUT thanks @vogliadicane Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better. All Logos, Copyrights and Trademarks are property of their respective owners. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION! Permission to Mod: Yes with approval Read More -
VR Room Black Rose Minimal (Bally 1992)
A minimal VR room for Bally's Black Rose, based on Coindroppers VPX version he did with Hauntfreaks, GTXjoe & Dozer. I've got a soft spot for this table as it was at my local arcade for ages and wanted to give it the VR treatment and also tweak the way it worked a bit, and what started off as a quick job turned into a bit of an overhaul ;) The biggest (and probably only significant) gameplay change is that the whirlpool now works correctly with balls being able to fall off inside it. All of the ramps were also adjusted including the main cannon ramp. All the other changes were cosmetic, including adjusting primitives to the correct height and to stop objects clipping each other (where possible), and to improve the depth of the table and remove depth bias issues & transparency issues. Thanks to Tomate for fixing a broken primitive which I was struggling with :) Enjoy! Read More -
Odin Deluxe (Sonic 1985)
Odin Deluxe (Sonic 1985) Manufacturer: Segasa d.b.a. Sonic, of Spain Date Of Manufacture: 1985 Type: Solid State Electronic (SS) V 1.3.1 DOF Update by Arngrim V 1.3.0 Rom Version 10/2020 JP's Arcade Physics v3.0 Thanks to dboyrecords and JPSalas for the vp9 table Read More -
FSS MOD Shrek (Stern 2008)
This is a conversion to FSS format made by me. The original table is from Ninuzzu & Tom Tower, thank you very much for this title made by you. Also thanks to many other authors from parts of the original project, all of which are mentioned in the Script (thanks preserved from the original version). Well, as usual, all the work was done through the tutorial videos of Nick Christopher (Arconovum), and everyone already knows how much I appreciate the support he has been giving me all this time (Thank so much Nick). The original BG has no controlled light, just static lighting, so I kept it the same in the FSS format. And thank you very much to all the VPX and table developers, without you the fun wouldn't be possible. Well, this is a great new title that could not be missing in the FSS format. Enjoy it. Read More -
Cue (Stern 1982)
This was one of Sterns last ditch efforts to save Stern pinball in the mid 1980's. Designed by Harry Williams and Brian Poklacki, this game never made it into production and only 6 prototypes were made. I talked to Brian Poklacki and he said that he didn't have any resources and a manual was never made for this table. Luckily with the help of Whridlsoncestood from Pinside who owns one of the few still remaining and dumped the rom years ago, I was able to get enough resources to bring this table to life. Since there were no manuals and no way to identify switches and light numbers, i basically made 100 switches and 100 lights on the table and watched how they interacted with each other to figure out how the table actually works. This has been a huge pain in my butt but has also been fun trying to decode all of this. I also was able to improve my Blender and Inkscape skills by redrawing the apron and decorative parts of the PF and made the lighting with blender. With the help of @32assassin who got the basic table functions and script working, the table came to life over the last year. He was instrumental in making the table play properly and for helping to figure out the magnet in the middle. David, @scottt, Scotty VH came up with a really nice playfield redraw and the bumper cap images. He also did a beautiful redraw of the backglass image and along with help from @wildman, we figured out the coding to make that work. @Bord supplied all the dead bumper primitives, bumper cap and skirt images, play testimg, scripting and motivation for me to get this thing done after more than a year. @kiella aka Sixtoe for helping out with the plastic image. This has also been very frustrating due to the detailed design and lack of resources and Sixtoe jumped in and made a really nice design that is really nice. @Arngrim, thanks for getting the DOF in for this table on short notice, please dont forget to update your config tool. If i have missed anyone please let me know, it has been a long journey to get this thing working. Basic concept, launch the ball and hit the dead bumpers in order to score points. Nudging will be crucial in keeping the ball out of the center outhole. The two wire rollovers at the top and the center magnet button advance the bumpers when hit. Disclaimer****** the 4 red insert lights in the top middle may not be accurate. I have worked very hard trying to figure out the lights and those are the last ones that i am iffy about. I have seen 2 versions of the playfield and it is a prototype so it is what it is. If anyone wants to work on that, the lights are all in the script and are labeled thoroughly. Thanks again to: @32assassin @Bord @scottt aka Scotty VH @wildman @arngrim @kiella aka Sixtoe Read More -
VR ROOM Big Bang Bar Minimal (Capcom 1996)
A minimal VR room for Capcoms Big Bang Bar, based on the mod by ClarkKent which was based on the Unclewilly and Ninuzzu version. Thanks to Unclewilly for starting the conversion and doing the backbox coding (which I'm still rubbish at!). This is a great looking table but definitely didn't want to play nice in VR, I've had to make a handful of significant changes which should hopefully be invisible to the end user to fix or improve how it looks specifically in VR, Enjoy! Read More -
VR ROOM Corvette (Midway 1994) Minimal
Added the VR conversions to this table that was done by Goldchicco & 32assassin (along with help from Mussinger, Frank Hollinger, and many others), and originally done by 85Vett in VP9. Thanks go to all of them for their amazing work, and this fun to play table! Sixtoe provided a once over and did a couple additional tweaks. Goldchicco gave me permission to add this table to VR, thank you!. I had to mod the side race track to keep within the cabinet, and have the cars also drive in the z axis. A few other minor tweaks to get it all in the cabinet. Sixtoe modded the ramps slightly to better fit in the cab, as well as a few other minor things related to primatives and entrances. Enjoy! Read More
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