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 251-260 of 1428
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Batman Forever MOD
Mostly visual update of Batman Forever MOD based on Bigus's 1.4 version. I want to thank Mike from Facebook if he reads for the amazing Playfield scans. But at first i want to thank mfuegemann for the amazing VP9 table is the first place, becouse Batman Forever always were my 1. place Sega table. Thank you Deval for the VP9 to VPX convert. And of course a big thank bigus1 for the amazing mod versions, he fixed/reworked a lot of things many work he put in this table already! So here is the changes: -Brand new playfield scan -Inserts reworks here and there -New motor sound to batwing(thx to JP for the script implementation help). -Modified lights (if you check the youtube videos you can see that mostly 2 types(or more) of lights on the Batman Forever machines, "Normal" (at least i call it normal) and "Nightmode" (maybe?) with Blue lights. Bigus version is blue so now there will be 2 style of lights version you can choose which color light you like more or you can play both this and his version. -Batcave rock reworked/material/lights changed -Wall screws changed to Primitive screws on slingshot area Thats all, i'm sure its won't be final but enough changes now for the 1.0 version. Read More -
RUSH 2112
Conversion by Goldchicco VP9 Orginal release by: JP Salas This table is a conversion from the original VP9 table from 2012. Thank You to JP Salas for for giving me the OK to proceed with this conversion. Table graphic by : Grizz Thank you to Destruk. UltraMD thanks@doogie) DOF Calls@Arngrim Over 11700 script lines and a full conversion.......this is a gift the entire community. This table took a GREAT amount of time and all the people involved worked with you in mind… so please leave constructive feedback or comments in the support topic and will try to make it better. Table is also ready for SSF users No modding permitted without the permission of the Authors mentioned above. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION! 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 -
VRROOM Attack from Mars Battle Edition
A minimal vr room with jp salas's afm v3 wip table. walter and i developed it. it is based on the roaches from cartoons. Basically your normal AFM game with a mini game happening at the same time. makes AFM a little more difficult. ok so basic description. a small saucer hovers out from the drain area and moves around the playfield randomly trying to distract and block your shots. object just to hit the ship as many times as you can. your score is displayed above the ship when it is hit and the high score is saved between plays. high score is displayed on the lockdown bar and updates as it is beaten. since its a rom controled game changing from player to player is manual. i know its vr so who plays a 2 player game, but the functionality is there. basically on a players ball just press the magnasave until the appropriate amount of saucers appear on the apron. player 1 = 1 ship, player 2 = 2 ships, etc the other thing to take note of. at the end of a game, you must wait until the gi goes out and attract mode starts before starting the next game to insure the minigame scores are reset. if you just want to play afm without the minigame you can set that at the top of the script. just wanted to see if i could add a mini game to a rom table. please note..... its beta. i know it works, but due to the nature of vp, im sure there will be bugs. hope you like it. Read More -
Cuphead Pro (D. Goblett & Co 2020)
Welcome to Cuphead Pro ... the "Perdition Edition." All new game features and customizations. V3 has some fixes and a new b2s file. Read about them in the Changlog. @Scottacus and @bord got to tinkering with Cuphead, seeing that a few improvements would have a big impact on the game play and fun factor. They shared it with me and Yowza! it was spiffy berries! I'm humbled by their interest in making this game better, and grateful for what they've done. I merely made some suggestions and updated some graphics. The most notable changes are 2-ball multiball on your third entry to Perdition, flipper controlled rotating top lane lights, nfozzy physics, and your choice of flipper size (2" flippers for greater challenge, 3" flippers for kids and me). Pay attention to multiball and you'll see a fun bonus addition. There are also several script and scoring fixes, along with some nifty visual improvements. Check out the new center bumper that releases multiball! NEW FEATURES WITH CUSTOMIZABLE OPTIONS: -Music can be disabled in the script (line 45 MusicOn) to prevent errors from occurring during runtime for those who don’t have the music files -Free Play can be enabled in the script (line 53 FreePlay) -The table can automatically set the bonus at x2 for the last ball (line 57 LastBallDoubleBonus) -The SOUL lights can be controlled by the flippers (line 60 ShiftControl) -The SOUL lights lit can be kept from ball to ball (line 73 SoulLightReset) -Flippers can be set to 2” or 3” (line 69 FlipperLength or ”A” key in game play) -Mechanical plungers can make game sounds upon pull and release (line 78 PlungerSound) -Music volume for the table can be controlled in the options menu (hold left flipper in standby mode to enter) This game is not distributed with the music. This is a tribute to the game and its creators, StudioMDHR. Cuphead is a game that was designed to have music from the Fleischer Studios inspired videogame. I love everything about Cuphead and am not interested in a "swell battle" with StudioMDHR. If you want the full effect of the table, with the brilliant music of Kris Maddigan, buy or download the soundtrack and add the songs. A list of recommended songs, that coordinate with each "Boss," is below. It is built on @loserman76 's EM chassis, with extra parts pulled from @borgdog 's stripped EM table. @bord coached me on creating PF meshes with the help of his video tutorials, @xenonph added music scripting and some sounds, @thalamus sweetened the SSF and audio. All of the above helped with scripting and ideas, along with cyberpez. My son, Max, was a consultant that made sure I remained true to the spirit of the game. Since this is an original table layout, mods are not permitted. (Unless your Scottacus or bord). NOTE: Distribution of this table or its related files on a computer, virtual pinball machine or storage device, which is SOLD as part of a commercial product, or sharing this file as part of "all in one" package installation via Mega (or similar sites) or via a file transfer process is not allowed. Add music: Buy the soundtrack, or purchase 12 Cuphead songs you love, convert to .mp3 and rename them "CupMusic1.mp3" through "CupMusic10.mp3, CupAttract.mp3 and CupHighScore.mp3" then place in your Music folder. I recommend the songs that correspond to the 10 bosses on the playfield, "Die House" for attract mode, and "Funfair Fever" for high score. Determine the length in milliseconds of each song using software like Audacity; this allows for looping the song if you good enough to play through an entire song. Change the last 6 digit number that corresponds to each song. Ex: Case 1:PlayMusic"CupMusic2.mp3":m02.enabled=true:m02.interval=230700 230700 milliseconds = 3 minutes 50 seconds 700 milliseconds. 3 x 60 seconds x 1000 = 180000, plus 50 x 1000 = 230000, plus 700 milliseconds = 230700 Here are the songs that correspond to the Bosses. Botanic Panic = The Root Pack Clip Joint Calamity = Ribby and Croaks Threatenin’ Zeppelin = Hilda Berg Floral Fury = Cagney Carnation Carnival Kerfuffle = Beppi the Clown Aviary Action = Wally Warbles Shootin and Lootin = Capt. Brineybeard High Seas Hijinks = Cala Maria Junkyard Jive = Dr. Kahl’s Robot Railroad Wrath = Phantom Express Enjoy. Zip file includes VPX, directb2s, and a couple of wheel logos for "Cuphead Pro" Read More -
VR ROOM Star Wars Trilogy (Sega 1997) Minimal v0.4
VPX Table by: 32assassin VR Room Colab by: Psiomicron and Sixtoe Special Thanks to: Sixtoe for sharing his wisdom and knowledge. Read More -
Andromeda
My first table..... https://www.youtube.com/watch?v=K32l99OiUbk&t=17s Read More -
Cavalier (Recel 1979)
Cavalier / IPD No. 474 / 1979 / 4 Players VPX version by NestorGian Build in 2020, version 1.0 I was asked to make this table because the System III is not emulated in VPX, so I took the challenge of trying to recreate it. This system has a peculiarity that the sound changes when you beat the record, the left led of the scoreboard indicates that you passed the scoreboard, the upper left led the active player and the lower one turns on when scoring It has 2 game modes settable from the script, one resets the achievements when losing the ball and the other keeps them Instructions in the Apron of the Table Credits : Akiles por hacer la imagen del backglas y sus testeos y sugerencias Pedator por hacer el Plaifield Testers: Cuclis, Akiles, Rubhiervas, Oker, Mikeleonheart, Alberto B.J y a todo el equipo de visual pinball en español y a JPSalas que creo le llego una copia también prohibited for commercial use Read More -
SwashBuckler (Recel 1979)
Swashbuckler SCRIPT VERSION SYSTEM III SS Table Swashbuckler / IPD No. 2472 / 1979 / 1 Player VPX version by NestorGian. Build in 2020, version 1.0 Gracias a : Akiles por hacer la imagen del backglas y sus testeos y sugerencias Pedator por hacer el Plaifield Testers: Cuclis, Akiles, Rubhiervas, Oker, Mikeleonheart, Alberto B.J y a todo el equipo de visual pinball en español y a JPSalas que creo le llego una copia también I was asked to make this table because the System III is not emulated in VPX, so I took the challenge of trying to recreate it. This system has a peculiarity that the sound changes when you beat the record, the left led of the scoreboard indicates that you passed the scoreboard, the upper left led the active player and the lower one turns on when scoring It has 2 game modes settable from the script, one resets the achievements when losing the ball and the other keeps them Instructions in the Apron of the Table prohibited for commercial use Read More -
Flash Gordon (Bally 1981) - EB Mod
Flash! Ah-ah... He'll save every one of us! Almost entirely graphical update to Rothbauerw's awesome Flash Gordon table. Updates include adding higher resolution assets for: Playfield Plastics Apron Apron Decals Shooter cover/decals Pop Bumpers Minor tweaks were then made to inserts, light intensity & some mechanisms to lineup with the new image assets. Below is Rothbauerw's description from the original VPX table that this version was moded from. Thanks to him and all the table authors who have done the real heavy-lifting on porting this amazing table into the virtual world! This "EB mod" only includes the VPX file, for a complete package of the directB2S, rom & media, you can download it from the original table link (and then replace the vpx with this new mod): https://vpinball.com/VPBdownloads/flash-gordon-bally-1981/ ************************************** "Pathetic Earthlings... Who can save you now?" Download includes VPX table, directB2S Backglass, rom, and media. Credits: Cyberprez: plastics, spinner, and two way kicker primitives WRD1972: physics and other tweaks Sinbad: PM5 version used as the base for this rebuild Scapino: For all previous work on this table Flupper: Lighting techniques borrowed from Diner Wildman: original directb2s backglass that I modded VPX Devs: for the great work developing this awesome platform Flash Gordon started as a 1930's comic strip hero and was a very successful Hollywood motion picture serial in 1936, prompting two more serials in 1938 and 1940. A movie in 1980 coincided with the production of this game. First split-level game from Bally. First game to use the "Squawk & Talk" board, and the second production Bally game with speech. (Bally's 1979 'Kiss' prototype was the first, but the production game did not contain speech. Bally's 1980 'Xenon' was the first production Bally game with speech.) Per Claude Fernandez and Kevin O'Connor at Chicago Expo 2014, customers complained about the strobe light in the upper backbox so it was removed during production. The small clear window through which the strobe had flashed was covered over. Some games were equipped in the backbox with a "Vocalizer" Module (AS-2518-57) and a "Sounds Plus" Module (AS-2518-56). Reportedly, these were Early Production games and that, during production, these modules were replaced by a single "Squawk & Talk" Module (AS-2518-61). If you have the correct manual for your game, the diagram on page 10 will agree with the module(s) in your backbox. Read More -
FSS MOD Sorcerer (Williams 1985)
This is a conversion to FSS format made by me. The original table is from JPSalas, thank you very much for this title made by you. Well, as usual, all the work was done through the tutorial videos of Nick Christopher (Arconovum), thank you very much for all the videos and help you have been giving me since I started converting tables in the FSS format. The art and general lighting of the BG was based on the B2S by HauntFreaks (thanks). 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
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