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Submitter
SUPPORT TOPIC File Information
- Submitted: Jul 01 2016 06:56 PM
- Last Updated: Feb 06 2022 03:17 PM
- File Size: 317.06MB
- Views: 87169
- Downloads: 19,223
-
Author(s):
Flupper
Uncle Paulie - Manufacturer: Williams
- Year: 1989
-
IPDB Link:
- ROM: Link to ROM
- Permission to MOD?: Yes, with approval
Previous Versions
Download Black Knight 2000 VPX 2.0
97 Votes
Based on VP8 version of Lio
upper and lower playfield redraw by Tomasaco
Parts of the script/table taken from Totan, AFM, Dirty Harry
Script review / DOF changes / some soundfx by Ninuzzu
Several plastics photos from Johngreve
So big thanks to Lio, Ninuzzu, Tomasaco, Johngreve, JPSalas, Dozer, Knorr
Several options for mods and lighting setup in the beginning of the script.
Requires VPX 10.6, DOF support should work (thanks Ninuzzu!).
Please let me know if there are any issues.
In the permission to MOD I ask that you contact me first.
upper and lower playfield redraw by Tomasaco
Parts of the script/table taken from Totan, AFM, Dirty Harry
Script review / DOF changes / some soundfx by Ninuzzu
Several plastics photos from Johngreve
So big thanks to Lio, Ninuzzu, Tomasaco, Johngreve, JPSalas, Dozer, Knorr
Several options for mods and lighting setup in the beginning of the script.
Requires VPX 10.6, DOF support should work (thanks Ninuzzu!).
Please let me know if there are any issues.
In the permission to MOD I ask that you contact me first.
What's New in Version 2.0 (See full changelog)
- changes in version 2.0 (all done by Uncle Paulie):
- - NOTE: You MUST choose which mode you are going to play in the script options at a minimum... VR, desktop, or cab_mode.
- - added VR mode
- - all the latest VPW sound and physics updates have been added. Thanks to VPW team for all tutorials, advice, code, etc. for the physics, sounds, etc. A HUGE thank you to Rothbauerw for all his advice, feedback, and suggestions on this table. Also thanks to PinStratsDan, Apophis, Rawd, Wylte, Fluffhead, Sixtoe, Tomate for testing and feedback.
- changes in version 1.3:
- - all inserts replaced by 3D prerendered inserts
- - fixed ball shadow (thanks Pmax65!)
- - replaced magna save bulb
- - bumpertops tweaked
- - lighting tweaked
- This release looks its best on a 4k cabinet. If you change the day-night slider, please adjust the InsertBrightness value in the script options to your liking.
- changes in version 1.2:
- - New HDR ball, with shadow
- - New wireramps, with HDR texture and fake reflections
- - new Williams bats
- - new bumpertops
- - new LUT
- changes in version 1.1:
- - SliderPoint's new plunger lane (no more magic balls!)
- - Ninuzzu's fix for sounds for rolling on metal and balldrop
- - nFozzy's physics changes (rubbers, kickers, FlipperTricks code, ...)
- - extensive testing by JohnGreve
- - small visual fixes
- - added Glowball code for upper wireramps and different switches in beginning of script
- - added FS siderails switch
- - fixed ball entering trough when falling back down plunger lane
- - fixed potential ball hang before left ramp to upf
Screenshots
Although I don't own a BK2000, I have played BK2000 a lot recently at a cool place called Chicago Street Pinball Arcade in Joliet, IL. Ver 1.1 plays just like the real one, especially the outlane kickback. It is amazing. And ver 1.0 has been deleted from my cab without a second thought.
Man. This table is simply perfect!
As a side comment, I was really impressed with the way you put together an action items list and gave updates against the list. You must be a Project Manager or do new product development work in your professional life.
Thank you, Flupper1, johngreve, and all of the other contributors!
Very nice - thank you so for a great update. Looks awesome, plays like it looks !
Version 1.0 looked amazing. Version 1.1 looks amazing and plays amazing! Great update!
Just blew my mates away with this- Turned the man cave lights down and in their words they were "there" Fantastic to have in the cab- thanks.
This table is superb thanx, one thing that i noticed yesterday when i played the real pinball machine is that on the upper playfield when the ball comes out of the kicker next to the castle ramp, the ball always comes on the flipper so you can keep the ball on the upper playfield
In this version it never happens, the ball kicks out of the hole and always drains and goes direclty to the lower playfield. The only way now to get on the upper playfield and stay on the upper playfield is to use the ramp on the left.
Is there a way to power up this kicker so the ball hits the upper flipper. If that's possible this is in some ways better then the black knight 2000 i own....
Anyway thanks for this realy great table, if this is the standard for vpx....wow just wow
This table is superb thanx, one thing that i noticed yesterday when i played the real pinball machine is that on the upper playfield when the ball comes out of the kicker next to the castle ramp, the ball always comes on the flipper so you can keep the ball on the upper playfield In this version it never happens, the ball kicks out of the hole and always drains and goes direclty to the lower playfield. The only way now to get on the upper playfield and stay on the upper playfield is to use the ramp on the left. Is there a way to power up this kicker so the ball hits the upper flipper. If that's possible this is in some ways better then the black knight 2000 i own.... Anyway thanks for this realy great table, if this is the standard for vpx....wow just wow
Glad you like it! About the kicker: if I test it, and hold the right flipper (by keeping the right button pushed), the ball hits the upper flipper and bounces up a little, so easy to keep on the upper playfield. What happens for you when you do that? And be sure to use version 1.1 of this table and VPX 10.1.
This table is superb thanx, one thing that i noticed yesterday when i played the real pinball machine is that on the upper playfield when the ball comes out of the kicker next to the castle ramp, the ball always comes on the flipper so you can keep the ball on the upper playfield In this version it never happens, the ball kicks out of the hole and always drains and goes direclty to the lower playfield. The only way now to get on the upper playfield and stay on the upper playfield is to use the ramp on the left. Is there a way to power up this kicker so the ball hits the upper flipper. If that's possible this is in some ways better then the black knight 2000 i own.... Anyway thanks for this realy great table, if this is the standard for vpx....wow just wow
Glad you like it! About the kicker: if I test it, and hold the right flipper (by keeping the right button pushed), the ball hits the upper flipper and bounces up a little, so easy to keep on the upper playfield. What happens for you when you do that? And be sure to use version 1.1 of this table and VPX 10.1.
That dit the trick, very nice improvements.... there goes my hi score... ;-) thank you again for this incredible table
Thank you for this great table!
This is the first game that got me hooked on pinball when I was younger, and still think you would be hard pressed to find a better soundtrack than this - I mean, the gameplay isn't that deep, but when you have this cranking (sorry neighbours) there is nothing better.
I think you've got the physics spot on from what I remember - I use to be able to get the drawbridge easier on the machine I played, but that could of been just that machine as we all know they play differently.
You've done a great job, and should be proud of what you achieved with this - as it's amazing.
this is so well done, it looks awesome, the lighting is perfect :-) great job, thank you.
I am confused about the "broken" designation regarding this file. Can anyone explain please?
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