VPINBALL Downloads (3752)
Showing 3221-3230 of 3752
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Dr Dude wheel
A VPinball.com exclusive! This file will not be uploaded to any other virtual pinball website. I love them all, but hey... why not? This is a vector redraw of the Dr. Dude logo from the backglass, without the background. This wheel is built on a 100% transparent background, so when scrolling through your tables you will see the table and flashing lights (if you use videos) through the little gaps and spaces in the middle of the letters (the Ds and the overlap in the parts of the E). No OCD here :) Read More -
Locomotion (Zaccaria 1981)
Locomotion by Zaccaria for VPX with some slight tweaks. Although both cabinet and desktop mode supported and function, emphasis was on cabinet mode. Hopefully you will enjoy it and uncover things to fix. Used dboyrecords VPT version as a guide, for some resources and parts of the script and that table's authors included Luvthatapex and Destruk. Main rail, rings and some other primitives are from 32assassin's Magic Castle. Light Sequencer script, playfield GI lights, and some lighting from JPSalas' Slimer. Desktop background from wildman's backglass. Playfield and all plastics constructed from photographs found on the internet along with some sounds. Any oversights or faults are unintentional. If corrections or refinements are needed, please share your insights. This is a fantastic hobby with a great community; thanks! Read More -
NFL (Stern 2001) Vikings VPX2.1 Mod
A graphics Mod of Sliderpoint's VPX NFL (Stern 2001) table. (BIG THANKS TO SLIDERPOINT FOR PERMISSION TO MOD HIS AMAZING TABLE, AND FOR HELP WIH SCRIPT, AND FOR HIS UPGRADES FOR VERSION3.0!! INCLUDING NEW GOAL POST, PLUNGER LANE GUARD, PLUNGER SOUNDS, CHANGED BEHAVIOUR ON VUK, AND MUCH MORE!) (BIG THANKS TO TOXIE AND FUZZEL AND ALL INVOLVED!!) UPGRADED CORE VBS TO ALLOW FOR 32 TEAM CAPACITY NVRAM (BIG THANKS TO STAT AND CARNY_PRIEST FOR HELP TEACHING ME COLOR DMD SCRIPT COMMANDS!!) (BIG THANKS TO CARNY_PRIEST FOR UPDATED SCORE AND INSTRUCTION CARDS IN SWF FORMAT. SO PICS AREN'T DISTORTED OR STRETCHED WITH FRONTEND USAGE!!) (BIG THANKS TO STEVE "Slydog43" FOR GRAPHICS CARD!! WITHOUT IT I WOULD NOT BE ABLE TO MAKE THESE MODS!!) (BIG THANKS TO STAT FOR ADDING SCRIPT CHANGE TO MAKE TEAM COLOR CHANGES WITH MAGNA-SAVE!!) (BIG THANKS TO SCOTTYVH FOR REDOING TEXT ON PLAYFIELD LIGHTS AND FITTING CORRECTLY!!) (BIG THANKS TO GTXJOE FOR HELP WITH MUSIC AND SOUND COMMANDS!!) All Pictures, Sounds, Logos and Trademarks are Property of their respective owners. I just found the pics on google, and got the sound files from free ringtones on google. I am a NFL FAN!!! This should be considered as fan art. YOU WILL NEED THE NEWEST VERSION OF PINMAME 2.8B FOR THIS TABLE TO RUN PROPERLY. SLIDERPOINT TOOK ADVANTAGE OF SOME NEW THINGS ONLY AVAILABLE IN THE NEW PINMAME 2.8B because it has the GI support for Whitestar I/II based ROMs. IF PLAYED WITHOUT NEWEST PINMAME, ALOT OF THE NEW LIGHTS WILL NOT FUNCTION. YOU WILL NEED THE NEWEST VERSION OF VPX 10.2.1 FOR THIS TABLE TO RUN PROPERLY. To switch from Home,Away and Classic team colors, PRESS R-CTRL (Right Magna-Save) ******************************************************* MUSIC AND NVRAM ******************************************************* Just place the music files into music folder located where Visual Pinball was installed for Sound Mod sounds. Place all NFL.nv files in the nvram folder located in same directory as music. This will start your team instead of Giants at beginning of game. Just pull the plunger and your team is ready to go. 3 NFL Songs play randomly with plunger pull. The rest are activated by Drain, and other areas. The Sound Mod is OFF by Default. Press the "M" key on keyboard to activate Sound Mod. Or press to turn off Sound Mod. If you want the Sound Mod activated from startup of table, change Line 19 in table script from.. Line 19 toggleModSounds = 0 '1 extra sound clips are on, 0 are off to Line 19 toggleModSounds = 1 '1 extra sound clips are on, 0 are off SAVE TABLE AFTERWARDS FOR CHANGES TO STAY. TO TURN UP ROM SOUND, HOLD THE 9 KEY AND PRESS THE 8 KEY THESE MODS HAVE A COLOR-DMD WITH TEAM COLORS. IF YOU DON'T ACTIVATE THE COLOR IN YOUR PINMAME, THE DMD COLORS WILL LOOK BLACK AND WHITE WITH NO COLORS. Hope you enjoy!! And remember to thank the original Author of this table. I just made a couple of changes to there masterpiece. They deserve all the credit!! Read More -
Space Station (Williams 1987)
Space Station (Williams 1987) Rebuilt from scratch using some assets from Max's VP9 table SFX by Knorr and Clark Kent Press R to bring up the rules in-game Read More -
Bugs Bunny's Birthday Ball - PMD Script MOD
Modified script for wrd1972's 'Bugs Bunny's Birthday Ball' v1.2 for use with 'PMD - Sound Driven Tactile Feedback' enabled vPinCabs. Mods adjust sound volumes and balance of individual table elements. No game play has been effected. Many thanks to wrd1972 for permission to make this script available. Read More -
Diner directb2s
Diner directb2 ... with animated Guys ( new ) Thanks to Wildman for Permission to use his Backglass and Upload here Thanks to Flupper for the Images - and the awesome VPX Table Read More -
Diner VPX
Diner for VPX. Many thanks to: Tamoore, Bodydump, Ben Logan, George and Clark Kent. Contrast can be changed in-game with MagnaSave keys table is angle dependant to some degree, so in both FS and DT view, perspective changes result in artefacts on the transparent ramps use day/night slider with care, due to many unlit primitives (better use ContrastSetting variable in script) When using GlowBats and GlowBall, you can lower the day/night slider a lot Many options in the beginning of the script For best performance and stutter free experience, these are my settings: - FPS limiter/sync 1 and Maximum pre-rendered frames 1 - Force exclusive fullscreen (otherwise I get ball stutter with a directb2s) Requires VPX 10.2, Please let me know if there are any issues. In the permission to MOD I ask that you contact me first, as I am really curious what you want to change. If I like the changes, I will ofcourse add them to this release. Read More -
NOBS (BorgDog 2016)
I had posted a wip of my Nobs table about a year ago on vpf, and have since redone a lot of the table with a lot of help/suggestions from sliderpoint. The vp table is pretty much where I would like it to be, and I’ve actually started building it in Mission Pinball Framework (MPF) as I’m seriously considering making a real machine version. The table is built about like an early gottlieb system 1 would be with digital displays, but still chimes in the cabinet. I’ve gone beyond what the system 1 machines did and added things like high score initials that they never did (although aftermarket replacement brains for them have added it). Gameplay: If you play or understand the card game Cribbage, then this will make some sense to you, if you have no idea how cribbage works you will be a little lost but I’ll try to explain the basics. The 3 main scoring mechanisms in Cribbage are pairs, runs, and 15s. 15s being a combination of cards that add up to 15. Each pair counts for two points (or as I call them in this game “pegs” since the game is usually played with a board and pegs to keep track of score). Each 15 counts two pegs as well. Runs are 3 or more cards in sequence, suit does not matter, and score 1 peg for each card, ie a 4 card run scores 4 pegs. Cribbage is about probabilities and maximizing your count. A lot of cribbage I didn’t see translating very well, but did make the main theme of hands. In cribbage you are dealt 6 cards at the beginning of a hand, you choose your best possible combination of 4 of those cards and discard the other 2 to the dealers “crib” which the dealer gets as another hand when scoring comes. Dealing rotates among the players each hand. After all players has discarded their 2 crib cards the top card on the remaining cards not dealt is turned over and becomes part of everyone’s hand for scoring. That is where the probability comes in, what cards are most likely to come up. In cribbage all the face cards count as 10 when scoring 15s so there is a pretty good chance of a card that counts as 10 coming up. As you can see on the Nobs playfield there are 4 hands to be completed for pegs through a combination of rollover and drop targets. when you complete one of those hands you are awarded pegs based on that hand and what card is showing on the roto target in the upper right (the "turn" card). So one thing to do in the game is pay attention to what is on the roto and shoot for the most points accordingly. The 4 color coded hands are as follows: K, Q, J rollovers on the top and the 5 rollover in the left outlane. by itself completeing this hand scores 9 pegs (3 sets of 15 for 2, and a run of 3 for 3) 6, 5, 5, 4 drop target bank on the left side. by itself this hand scores 12 pegs (2 sets of 15 for 2 each, 2 runs of 3 cards for 3 each, and a pair of 5s for 2) A, 2, 3 drop targets and the 2 rollover on the right side. by itself this hand scores a double-run of 3 for 8 (cribbage shortcut for 2 runs of 3 for 3 each and a pair for 2) 6 and 9 drop targets on the right and the 8 right outlane and 7 left inlane. by itself this hand scores 8 points; 2 sets of 15 for 2, and a run of 4 for 4. (hopefully I counted correctly LOL) To add more scoring I did a few things that are not necessarily part of a real cribbage game. hitting the roto target scores the value of the up card (face cards are 10), a lit star rollover scores 1 peg (they are lit by clearing other rollovers), hitting a drop or rollover that is the same as the roto scores a pair for 2, hitting a drop or rollover that in combination with the roto adds up to 15 pegs a 15 for 2, and hitting the extra ball stand up target spins the roto and pegs 1. A game in cribbage is 121 pegs. And games are counted separately from pegs. Playing in 2 player mode also allows for “skunks” and “double-skunks”. A skunk is when one player wins the game (more than 120 points) and their opponent has 90 or less points and counts as 2 games won, and a double-skunk is when the loser has 60 or less points and counts as 4 games won (tournament and local rules differ on these though). High “scores” are kept track of for both the total number of pegs you earn during the match and total number of games won. Extra balls are awarded for winning a cribbage game, and for hitting the target when lit, which is lit after hitting 6 lit rollovers, either all 6 on the playfield, or can be the same ones after scoring a hand it resets. Of note as well is that when you make the 6 lit rollovers in addition to lighting the target for extra ball it also opens the gate on the right outlane to drain, although that one has a rubber post for potential saves. The left outlane opens once you clear the 5 rollover there, and resets when the hand resets. I am looking for feedback on play, rules, more ideas for scoring, anything basically is game :) Oh, and the name of the table “NOBS” is a cribbage turn that applies when scoring your hand if you have the jack that matches the suit of the turn card you score 1 peg for nobs. Also you may notice that while the scoring display keeps track of total pegs for the match (all 5 balls), the individual cribbage games are kept track of on the figure 8 cribbage board around the pop bumpers. And extra pegs do not roll over into the new game, so having a total of 242 pegs doesn’t usually mean you won 2 cribbage games unless you happened to win both with exactly 121 pegs (not very likely). Read More -
Star Trek – The Next Generation (Williams 1993) Wheel Image
Here is my Star Trek – The Next Generation (Williams 1993) Wheel Image for the awesome Table by Knorr and Clark Kent Read More -
NFL (Stern 2001) Bears VPX2.1 Mod
A graphics Mod of Sliderpoint's VPX NFL (Stern 2001) table. (BIG THANKS TO SLIDERPOINT FOR PERMISSION TO MOD HIS AMAZING TABLE, AND FOR HELP WIH SCRIPT, AND FOR HIS UPGRADES FOR VERSION3.0!!) (BIG THANKS TO TOXIE AND FUZZEL AND ALL INVOLVED!!) UPGRADED CORE VBS TO ALLOW FOR 32 TEAM CAPACITY NVRAM (BIG THANKS TO STAT AND CARNY_PRIEST FOR HELP TEACHING ME COLOR DMD SCRIPT COMMANDS!!) (BIG THANKS TO CARNY_PRIEST FOR UPDATED SCORE AND INSTRUCTION CARDS IN SWF FORMAT. SO PICS AREN'T DISTORTED OR STRETCHED WITH FRONTEND USAGE!!) (BIG THANKS TO STEVE "Slydog43" FOR GRAPHICS CARD!! WITHOUT IT I WOULD NOT BE ABLE TO MAKE THESE MODS!!) (BIG THANKS TO STAT FOR ADDING SCRIPT CHANGE TO MAKE TEAM COLOR CHANGES WITH MAGNA-SAVE!!) (BIG THANKS TO SCOTTYVH FOR REDOING TEXT ON PLAYFIELD LIGHTS AND FITTING CORRECTLY!!) (BIG THANKS TO GTXJOE FOR HELP WITH MUSIC AND SOUND COMMANDS!!) All Pictures, Sounds, Logos and Trademarks are Property of their respective owners. I just found the pics on google, and got the sound files from free ringtones on google. I am a NFL FAN!!! This should be considered as fan art. YOU WILL NEED THE NEWEST VERSION OF PINMAME 2.8B FOR THIS TABLE TO RUN PROPERLY. SLIDERPOINT TOOK ADVANTAGE OF SOME NEW THINGS ONLY AVAILABLE IN THE NEW PINMAME 2.8B because it has the GI support for Whitestar I/II based ROMs. IF PLAYED WITHOUT NEWEST PINMAME, ALOT OF THE NEW LIGHTS WILL NOT FUNCTION. YOU WILL NEED THE NEWEST VERSION OF VPX 10.2.1 FOR THIS TABLE TO RUN PROPERLY. To switch from Home,Away and Classic team colors, PRESS R-CTRL (Right Magna-Save) ******************************************************* MUSIC AND NVRAM ******************************************************* Just place the music files into music folder located where Visual Pinball was installed for Sound Mod sounds. Place all NFL.nv files in the nvram folder located in same directory as music. This will start your team instead of Giants at beginning of game. Just pull the plunger and your team is ready to go. 3 NFL Songs play randomly with plunger pull. The rest are activated by Drain, and other areas. The Sound Mod is OFF by Default. Press the "M" key on keyboard to activate Sound Mod. Or press to turn off Sound Mod. If you want the Sound Mod activated from startup of table, change Line 19 in table script from.. Line 19 toggleModSounds = 0 '1 extra sound clips are on, 0 are off to Line 19 toggleModSounds = 1 '1 extra sound clips are on, 0 are off SAVE TABLE AFTERWARDS FOR CHANGES TO STAY. TO TURN UP ROM SOUND, HOLD THE 9 KEY AND PRESS THE 8 KEY THESE MODS HAVE A COLOR-DMD WITH TEAM COLORS. IF YOU DON'T ACTIVATE THE COLOR IN YOUR PINMAME, THE DMD COLORS WILL LOOK BLACK AND WHITE WITH NO COLORS. Hope you enjoy!! Read More
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