Visual Pinball Tables Area (1428)
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Showing 751-760 of 1428
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World Series (Gottlieb 1972)
Gottlieb's World Series This is the add-a-ball version of Grand Slam Artwork by GNance Backglass & wheel included in the ZIP Built using VPX 10.5 since I don't do betas Read More -
Grand Slam (Gottlieb 1972)
Gottlieb's Grand Slam - yet another baseball table for y'all Images by GNance Backglass & wheel included in the ZIP Built using VPX 10.5 since I don't do betas Read More -
Fun-Fest (Williams 1973) v1.2
There's no end to the fun at this Fun-Fest. If you thought swinging with two was fun, then imagine getting groovy in a festival of fun with four players with this great table from Williams! Table, DirectB2S backglass and front end media are included in the package. Support for desktop mode is in this initial release. Read More -
Time Line (Gottlieb 1980)
scantily clad amazon warrior women playing nuclear tic-tac-toe with a laser wielding time traveling robot evidently made sense to someone for a pinball machine theme in 1980, because here it is. basically hit target banks and rollovers to place X's on the tic-tac-toe board, for each X you place the computer places an O. plunge to the mini playfield in the upper left, clear 7 drop targets there to get the center X, you have 10 or so seconds to do so once you hit one before the flippers die. you can return to the shooter lane through the small gap to the loop at the top then any of the drops you hit on the main playfield prior to that point count towards the 7. the 2 digit display on the backglass is your bonus count. most of the info on what to hit to get what square is printed on the playfield. scratch built from a scan of the playfield and plastics and new db2s from a photo. thanks to @bord, @scottacus, and @Thalamus for play testing, extra thanks to bord for instructing me on blender shadow making (I almost understand what I'm doing now), and extra thanks to thalamus for the included nvram that sets the replay levels and options as well as the landscape POV file, table comes setup for playfield in portrait orientation which is how I have my cabs setup. Read More -
Bally Game Show, The (Bally 1990)
if the right middle plastic looks weird to you, you are not alone but that clear end is their on the original table https://www.ipdb.org/showpic.pl?id=985&picno=31223&zoom=1 I ncluded an extra image texture without the clear part go to layer 4 select the primitive and change it. Back Wall LEDs the backwall LEDs are turned on by a generic 3 digit matrix and only turn off when the GI lights turn off. the pattern will more then likely not match the real machine. I have no idea how the real machine works. They are not mapped to a rom ID given that PINMAME does not generate any other Light IDs then what its on the service manual. Read More -
Swinger (Williams 1972) v1.3
Put on your polyester leisure suit and slip on those go-go boots because you'll soon be dancing with the grooviest Williams’ Swinger table from 1972. This is a 2 player version of their 4 player table Fun-Fest released early the following year. I was inspired to make this table for my virtual pinball cabinet after my friend bough one to restore. I started making this table over a year ago for VP 9.21, but I only recently found the time to converted it for VPX v10.6. Artwork was hand drawn referencing photographs of an actual table. Cabinet frontend media files, B2S backglass and POV files are included. I designed this table for use in a cabinet with three screens. Version 1.1 now supports desktopmode! Press F6 to change game settings. I hope everyone enjoys this table! Read More -
Magic Circle (Bally 1965)
Bally's 1965 Magic Circle had a relatively low production run of 580 units. It is a Ted Zale game with a simple but difficult objective: complete the Magic Circle to increase scoring opportunities and shoot the top gate to collect horseshoes and win a free game. The horseshoes carry over game to game. rothbauerw scripted this project with his usual excellence and eye for detail. Without him this would be nothing but a pretty picture. This is an era of game that is woefully underrepresented in VPX. It was cool to explore and model all the unique details from this era. The lockdown bar has coin slots on the top and the side rails have lockdown cutouts for accessing the underside of the playfield. Cool stuff. Hope you have some fun with it. B2S is included. Read More -
Sonic The Hedgehog 2 (Brendan Bailey 2005)
Original Sonic recreation "The Hedgehog 2" of Future Pinball created by Brendan Bailey in 2005 Rules: Multiball - Shoot the bottom and top 3 banks of drop targets to light the middle and side eject holes for ball lock. After locking two balls, the upper left side hole will be lit for multiball. During multiball, shoot the upper left side hole for a 250,000 point jackpot! When two balls have drained, normal play resumes, only now you must complete the drop targets twice in order to light lock. Hurry Up - Completing the 5 stand up targets along the upper and lower playfields starts the "Hurry Up" feature. You have 10 seconds to shoot any hole (or the drop target in front of the lower eject hole) before complete the targets again. If a ball is locked the left side eject hole, you cannot score a hurry up award there. Savers - The game begins with the kickback and the save gate active. They only save the ball once and then shut off. However, they can be reacttivated by shooting either of the lower stand up targets when the purple sheild light is flashing (they are lit when the ball passes through one of the inlanes). The Center post is activated by shooting the top center loop shot when lit. You light this shot by having the ball pass through the left side lane. Once activated, the Gate and kickback will remain so until used. The center post, however, only lasts for 15 seconds. Invincibility - Making the right side loop shot 3 times starts invincibility. This causes all 3 savers to be active consistantly for 20 seconds. Bonus X - completing the top 3 lanes advances the bonus multiplier from 1X, 2X, 3X, 4X, and 5X. The multiplier is reset for each ball. Extra Ball - Extra Balls are awarded when you reach the score of 750,000 and 1,500,000 Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful. PayPal Cheers, Javier.. Read More -
Monopoly (Stern 2001)
Big thank you to Pacdude, Jp and CKpin for their versions. this table is a semi rebuild using Jps WOW as a base. Jps version was a semi original table. As you can tell Jps table did not have many of the original toys. Ckpin updated allot of the images from Pacdudes version. but they are not true to the original table. I would like to replace them all including the plastics. As always if anyone has resources please send them my way. NOTE!!!!!!!!!!!!!!!! Fixed long time ago Most of the Monopoly tables have issues with the Water Works flipper pushing the ball into the walls. if it happens on this table post PICTURES!!! don't just say it gets stuck. I rebuilt all the walls around the kicker and added a VP10.6 primitive PF to see if it fixed the problem Final Note: I was going to release a patch to turn this into a WOW version but I have no plans of maintaining that table or patch given that I'm no longer playing it and the table was removed from my playlist. If you want it I suggest you play Jps version. if you still would like to turn this into a WOW version I have included all the textures you need to fit my table. to convert this table into a WOW version 1. go to layer 4 select all the primitives and apply the "Gold Wire" material to all the primitives 2. Import all the textures found in the WOW textures.zip file *overwrite all the existing images 3. go to layer 6, select primtive47 (bank roof) and import bank.obj. this will change the bank roof from a square to what Jp has on his table. 4. I added Jps ramp decal to one of the textures but I did not like how it looked. I did not do the left ramp. and I don't plan to as I think the ramps look better without a decal. 5. the flipper swords have been added and coded you just need to go to Layer 1, select them and make the primitives visible 6. If you like to change the bumper caps or dome caps to match Jps table feel free to download Zanys bumper caps and dome primitives from VPF and swap out the textures. https://www.vpforums.org/index.php?app=core&module=search&do=search&fromMainBar=1 Read More -
Firepower (Vs A.I.)
Welcome to Firepower (Vs A.I.) V3.4.2 VPX 10.6.0 Final (Revision. 3788) A first of it's kind pinball game that you can actually play and challenge a fully capable A.I. computer. (Hal-9000) By default the computer's level of skill is set to "Expert" . Player 2, 3 and 4 are the computer. There are four levels of difficulty to choose from. Easy, Normal, Hard and Expert. (Legendary coming soon) You can pick and choose which player is human or computer and even have all four players computer if you wish (lots of fun to watch and even bet on games). INSTRUCTIONS: (In Game) '*Use the "L" key on keyboard to select language. '*Use Flipper Buttons to setup human and or computer players before starting game. (Green Human, Red Computer). '*Use Magna Save buttons to select flipper bat type. '*While pressing and holding both flipper buttons use the Magna save buttons to select difficulty. (Easy, Medium, Hard, Expert) (Legendary coming soon...) '*Press and hold the Right Flipper Button to display player and difficulty status during game play. Logic Panel displays during DTmode only. '*Once game is started no selections can be made or changed until game is over. '*Once A.I. is playing, A.I. sound and visual effects can be toggled on/off by using either flipper button. '*The A.I. can be shutdown during the A.I. turn by pressing and holding both Magna Save buttons. The player can then take control. '*All options can be hard set in the script under Table Options as desired. A very special thank you to rothbauerw for help with the coding and conditional logic. Slydog43 for additional coding and everyone else in the community. Vogliadicane for the cool backglass and coding. This is something that I hope you will all enjoy as much as I have enjoyed making it. I very much plan I installing this on other tables in the near future. I recommend turning off AO (Ambient Occlusion) in video preferences and keeping ScSp turned on. Anything else (Anti-Aliasing, Post-proc AA) will depend on your set-up. I also suggest going through the THX set-up to ensure that you are experiencing this table as it was intended. Enjoy... V3.3.8 Change Log Notes: *The difficulty is still set too "Expert" by default. To play Legendary Difficulty before starting a game hold both flipper buttons and use the Magna-Save buttons to switch. *The A.I. has a few new tricks up it's sleeves and will average about one million points. It will still have a bad game now and then but will also sometimes play until the cows come home. You have been warned. *It will nudge harder, do bounce passes and his shot priority logic has been optimized to limit any dangerous shots and maximize points. *By default the table now as instruction cards explaining the user interface for setting up the A.I. game including player(s) (A.I. or Human), difficulty, canceling the A.I.'s turn etc. V3.4.0 Change Log Notes: If the AI Nudge is turned off the right outlane post will move in to the easy position during the computers turn. This is in case you have an accelerometer that tilt's out during the AI's turn thus still giving him a fair advantage. Read More
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