(Topic ID: 233776)

1313 Mockingbird Lane ~ MUNSTERS Club.

By Monte

5 years ago


Topic Heartbeat

Topic Stats

  • 11,844 posts
  • 591 Pinsiders participating
  • Latest reply 11 days ago by sleepygtr
  • Topic is favorited by 208 Pinsiders

You

Linked Games

Topic Gallery

View topic image gallery

2024-04-04 16.50.27 (resized).jpg
2024-04-04 16.50.12 (resized).jpg
s-l961.jpg
s-l960.jpg
s-l962.jpg
IMG_3139 (resized).jpeg
pasted_image (resized).png
pasted_image (resized).png
IMG_0492 copy (resized).jpeg
IMG_0493 (resized).jpeg
IMG_20231231_195701051 (resized).jpg
Screenshot_20240122-094732 (resized).png
IMG_0044 (resized).jpeg
P1020577 (resized).JPG
IMG_20240114_123412762_HDR (resized).jpg
munsters_green (resized).jpg

You're currently viewing posts by Pinsider Pinwalk.
Click here to go back to viewing the entire thread.

10
#3732 4 years ago

Picked up my Munsters LE today. Guy I bought it from had played it maybe 10 times. I have played 30+ games on it in the past 6 hours. What a blast! Dont really know a lot of the rules and strategy yet, but the ramps, Herman and Dragula are fun as $%#@$. And the lower playing field (which I was not crazy about after playing 3-4 games on a premium), holy crap, you get going on it, get some extra time, get the multi ball, it's a ton of fun! Looking forward to adding a few mods and getting better on it. It brings a smile to my 62 yo face everytime!

#3735 4 years ago
Quoted from Who-Dey:

This game is fun and addicting..sounds like you really scored a reat machine there! Congrats and welcome to the club!!!

Thanks! I was slightly leaning towards DP, but this one showed up, and I think it will have more appeal to my clan (2 yo to 60's) lol! Plus had my wife cussing like a sailor tonight when she played, so it's a good one!!!

#3749 4 years ago
Quoted from Who-Dey:

I hear DP is really good now but so is Munsters so you did well and i would guess at your age that you like the Munsters theme more than Deadoool also right? The theme alone on Munsters still has me smiling and always will.

Haha, yes, Munster theme is a big plus, and something more people seem able to relate to and/or enjoy. B day coming up, have asked for the complete DVD collection of the tv show (Walmart, $25 or so)....thought that would be fun to have and a nice compliment to the game!

#3762 4 years ago

ok, so I am playing around, getting to know the machine....go into service menu/tech alerts, and I get
"Technician Alert- (1/1)
check switch D-14
U.R. flipper button
Press 'select' for switch test"

Flippers working fine, I lowered power from 'hard' to 'normal' last night... is that what it's trying to tell me, that power has been adjusted, or is it something else?

#3769 4 years ago
Quoted from cottonm4:

Actually, it is behaving exactly the same when you are going for the Herman Multi-ball. If you fail to knock the ball off the magnet for Herman multi-ball, the magnet will timeout and drop the ball. But you don't really notice it because the game shifts into Multi-ball anyway, so as your magnet ball gets dropped SDTM it is being followed by a multi-ball session. The SDTM action is there; you just don't notice it. But with Hurry Up only, noticed it.

same here, SDTM if timeout, otherwise, no SDTM

#3779 4 years ago

So when game is over, and I match numbers for a credit, the "pop" sound is super loud. I haven't seen an adjustment to turn the volume down on that "pop", is there one, or do I have to turn sound down for entire game?

#3783 4 years ago

ok, thanks to all!

#3823 4 years ago
Quoted from 1956PINHEAD:

Premium now in the house. Put a couple games on it today, it plays smoother than the pro version. Game is set with all factory settings, it feels a little more solid, I wonder if it has something to do with that lower playfield screwed to the main playfield.
Installing some playfield protection and grandpa scoop mod to keep the ball from slamming against the scoop backstop. Once done I will start putting some games on it each day. I am so glad I did the upgrade, absolutely love the look and art package with the lower playfield.
[quoted image][quoted image]

Welcome to the club,
Enjoy!

#3832 4 years ago

Updated code the other day to .99. This probably already been mentioned, but with updated code, timer in Grandpa's Lab sometimes starts 2-3 seconds early, but more often starts 2-3 seconds later. Sent an email to Stern....

#3834 4 years ago

interesting..I did not notice it till after update installed.

#3865 4 years ago

Just saw the latest 'Top 100', can't believe Munsters went from 8th to 50.... Doesn't really matter, love my LE, family enjoys it, thats the bottom line....just surprises me.

#3999 4 years ago

bought my LE two weeks ago, it was very slightly used. Was gonna get a premium, but LE was close in price, so.....
Anyway, LOVE the LE, tons of fun. What Stern offers in new machines really doesn't bother me. As long as they keep tweaking the code (so much potential with tying into the tv series), I am a happy customer.

#4085 4 years ago

wanted to pad grandpa's scoop so ball would not get beat up as much. Lots of good ideas already posted on how to do that, but being 'thrifty', I looked around the house to see what I already had that I could use. Found some Moleskin (slightly padded tape with adhesive one one side) that my wife uses to pad sore spots on her feet, works great!! See photo.....I need to trim up the moleskin a little, but you get the idea.

IMG_1009 (resized).jpgIMG_1009 (resized).jpg
#4086 4 years ago

people also talked about the right hand side drain being a little wider than the left.......plan to install a black washer that is slightly wider than current one shown in picture........just to reduce the drainage a little ....easier and simpler than moving the post, and I am nothing if not lazy!

IMG_1010 (resized).jpgIMG_1010 (resized).jpg
#4090 4 years ago
Quoted from cottonm4:

I think all you have to do is lift the play field and loosen a nut and the post should slide right on down. To do your thing with a washer you will have to remove the glass, so moving the post only requires you to lift the play field. you must really be lazy

was just playing the game, noticed that! Thank you for pointing that out! but first, I feel a nap coming on....

#4107 4 years ago
Quoted from GamerRick:

I always do a full update and verify. Still didn’t lose anything just FYI.

new owner, when I updated from .96 to .99, I noticed the 'verify'....... what does that mean?

#4111 4 years ago
Quoted from DeathHimself:

after the code is written to the machine it reads the data back for a 100% match to assure as there is no errors in the write process

cool, thanks!

#4199 4 years ago

Guys and gals-
I found this on tiltforums.com while surfing around. A pretty detailed list of playfield components and how scoring takes place.
Apologize for the length, but thought it might be useful to some!

Very early rule sheet. Lots of info is missing, help us out by editing!

Summary: The Munsters is Stern’s first 2019 title, designed by John Borg and coded by Dwight Sullivan. Taking influence from the 60s TV series (and also because the Addams Family machine was the most successful pinball machine of all time), The Munsters features a simple rule sheet suitable for novices while including lots of more subtle strategies players can use to their advantage like the Zap Button. There are two main goals of The Munsters: completing levels for each family member to start Munster Madness, and reaching certain requirements for every member to qualify and stack as many Super Jackpots as possible. The Premium / LE model includes a unique mini playfield called Grandpa’s Laboratory, which comes complete with its own Multiball mode.

Layout:

Left outlane - Standard. Can be lit for Special.
Dual left inlanes - Two inlanes, positioned similarly to where they were in Guardians of the Galaxy. The outer left inlane qualifies the right orbit for an Eddie loop, while the inner left inlane qualifies the right ramp for a boyfriend departure (yes, really).
Left target - A long target that covers the Dragula lane. Shooting it collects letters in DRAGULA, which increases the base value of the Dragula lane and qualifies Add-A-Ball during any Multiball round.
Dragula lane - This is a tight shot typically made by a lucky bounce. When the ball lands into it, it’s kicked out and goes around the left loop, typically heading to the right flipper (though weak shots may land in the bumpers.) A shot to the lane at any time will collect the base Dragula value (determined by the target), bonus multipliers, and a boost. It also collects Super Jackpot or Add-A-Ball when lit.
Left orbit - Has a spinner at the front. Can be qualified for Eddie through the right inlane. The spinner increases the Jackpot value during Raven Multiball.
Left ramp - A long ramp that loops around Herman and feeds the left inlane. This is where Raven advances are collected and SPOT letters can be collected. At certain times, the ramp will raise, revealing…
Spot - The Munsters’ pet… creature raises under the left ramp at certain times during gameplay. It can be hit with the ball. Look out for the potentially dangerous feed from a direct shot to Spot from the right flipper - it’s generally safer as a backhand from the left flipper.
Herman - A bash toy that can easily be hit with the right flipper. Hitting it enough times will begin the Herman Hurry-Up. There’s also a magnet in front of the shot that can capture balls.
Kitty - A small target that next to the bumpers. Balls that hit the target typically either enter the bumpers or return directly to the flippers. Shooting Kitty when lit will increase the playfield multiplier, along with other goodies - including potentially lighting the Special at either outlane.
Scoop - A scoop that can be made using the left flipper. If unlit this will increase the Super Jackpot base value by a small amount. Starts Enlarging Ray (on Pro) / Grandpa’s Laboratory (on Premium / LE), starts Munster Madness, or collects Extra Ball when lit. On the Pro, this is also the Mystery shot and can add more time when lit.
Right ramp - A ramp similar to the one on Tales from the Crypt, with a U-turn that causes the ball to feed the right inlane. Collects a boyfriend departure or advances SPOT when lit.
Right orbit - The other end of the orbit shot, this time without a spinner. Can be qualified for Eddie through the left inlane. This shot feeds the bumpers at certain times during play.
Top lanes - Two lanes above the bumpers. Completing both of them increases the bonus multiplier.
Bumpers - Three pop bumpers located behind the right ramp. The ball typically exits out of the right orbit return or directly towards the flippers.
Right target - Another large bar target that collects letters in “LILY”. During Lily’s mode, hitting the target will increase the value of each switch hit.
Right inlane - Only a single inlane. Qualifies the left orbit for Eddie.
Right outlane - Standard. Can be lit for Special.
Purple standup targets - Four small targets, one on both sides of both ramps. Hitting any target will start the ZAP! Button flashing for a short time. Completing all four targets qualifies the scoop for Enlarging Ray (Pro) / Grandpa’s Laboratory (Premium / LE), and qualifies the scoop for add more time (+10s) on the Pro if a mode is already active.
Grandpa’s Laboratory mini-playfield (Premium / LE only) - A mini-playfield sunken below the main playfield, similar to Stewie Pinball from Family Guy. There are two orbits, a ramp, a saucer, and a target called the Machine down here. The flippers on the mini-playfield are operated by two separate flipper buttons. The saucer collects Mystery, the ramp adds more time, and the orbits qualify the Machine.
ZAP! Button - A button on the lockdown bar in front of the machine. At certain times, pressing it will allow you to charge up the Zap Meter. Charging up the meter enough will allow you to collect Zap Jackpots.
The Display - There are various features on the display that experienced players can use to their advantage. These are:
Herman, Lily, Spot, Grandpa, and Raven - The four Munsters have “I” and “II” markings near them, which show which level you are currently at for all of them. If any character is Boosted, they will have a colored glow around them. Boosts are also shown through colored lamps next to the shots corresponding to each character on the playfield.
Super Jackpot Counter - A counter that shows how many Super Jackpots you’ve qualified at the Dragula shot. The “Super Jackpot” insert also provides visual cues by blinking faster if more Super Jackpots are available.
Combo Meter - A meter that keeps track of the Combos you’ve collected, which goes up to 11.
Playfield Multiplier Meter - A meter that keeps track of your current playfield multiplier, which goes up to 6x.
Zap Meter - A meter that shows your progress on qualifying Zap Jackpots by pressing the button. When the Zap Meter is at 5, Zap Jackpots will be qualified.
Clock - This shows the current Raven Multiball Jackpot value. It’s under the perch that the Raven comes out of. Every time the hour hand moves another hour by hitting switches during Raven Multiball, the Jackpot value will increase.
Notes: There are several features in this machine that I will address under certain names…

“Major shots” - This refers to the left orbit, left ramp, right ramp, and right orbit - all of which have inserts in front of them. These shots are also where Jackpots (and Zap Jackpots) are collected. On the Premium, the two lower playfield loops, Mystery, and Add Time are also Major Shots.
“Jackpot level” - Throughout the game, the color of the flashing inserts determines various things. The first “level” is white, then blue, then red. For instance, in Herman Multiball, hitting Herman three times increases the Jackpot value and changes the inserts from white, to blue, to red. This rule applies to almost everything in the game. Props to Dwight Sullivan for including this system for newcomers.
Skill Shots: There are various different Skill Shots on this machine, which can be changed using the flippers. All of the skill shots award a base value, +1 Bonus X, and a bonus dependent on how quickly you made the shot (timer starts at 10 seconds).

Skill Shot - Plunge into the lit lane. The lane can’t be changed, it is always the right lane - which means you have to either plunge lightly or hope the ball enters the right lane on its own. Short plunging directly to the right flipper and shooting the left ramp also scores a Skill Shot.
Super Skill Shot - Hold in the left flipper button and shoot the right ramp to score a Super Skill Shot.
Double Super Skill Shot (Premium / LE only) - Hold in both left flipper buttons, then shoot the scoop followed by a shot to the saucer in Grandpa’s Laboratory to score a Double Super Skill Shot. Definitely go for this Skill Shot if you can, although current code seems to have some glitchy behavior related to the saucer registering properly.
Family Members & Munster Madness: The main goal of The Munsters is to at least start all of the family members’ modes. There are five members to collect: Herman, the Raven, Spot, Grandpa, and Lily. The modes increase in “level” each time they are started. Each time a member is started, the Kitty target will be qualified to increase the playfield multiplier and the Raven advances will be qualified at the left ramp. Each level also awards 100k + 25k per level completed, and adds 10k to the end of ball bonus. Mode stacks aren’t too prominent on this game but all minor features can be advanced and collected during major features. The only stack of note is that Grandpa can be started during Spot on both editions. Along with this, Lily can be started at any time. Advancing all five levels once will qualify the scoop to start Munster Madness (described at the bottom of the rule sheet.)

Herman - Shoot Herman an increasing amount of times to begin the mode. Beginning Herman Multiball will count as completing a level. Herman’s mode is divided into three parts:
Herman Hurry-Up: Start the Herman Hurry-Up by shooting Herman enough times (only one shot is needed the first time this mode is played, increasing for subsequent attempts). You then have to shoot Herman again for a maximum value of 500k (and a funny clip on the display), which will also capture the ball on the magnet in front of him.
Monster in the Park Hurry-Up: After the ball has been captured, another ball will be auto-plunged directly to the flippers. Shoot the captured ball to collect a maximum of the collected hurry-up value +500k and begin Herman Multiball.
Herman Multiball: Whether or not you collect the Monster in the Park Hurry-Up, you will begin Herman Multiball; however, collecting the Monster in the Park Hurry-Up will give you three balls, while failing to collect it will only give you two balls. Starting Herman Multiball will also count as completing a level. All of the major shots are lit for Jackpots, and Herman can be shot to re-light collected Jackpots. Shooting Herman 3 times advances the value of Jackpots. Collect four Jackpots during Herman Multiball to qualify the Herman Super Jackpot. The more times this mode is played, the more initial shots you need to make to Herman to start the Hurry-Up. Also note that Herman Multiball only activates once per Munster Madness - if you advance to level 2 of Herman before starting Munster Madness, only the Herman Hurry-Up will activate.
Level 2 changes: The Herman Hurry-Up at the start is different, using a scene where Herman completely ruins the clothes dryer. Along with this, during the Multiball, the Jackpots aren’t qualified automatically after completing them all; Herman has to be shot three times to advance their level.
Spot - Shoot the left or right ramp when they are lit with a red light to collect a SPOT letter and briefly raise Spot from under the left ramp. If Spot is hit during this brief period, you’ll collect a bonus letter in SPOT. Completing SPOT will begin Spot’s mode, and simply beginning the mode will count as completing a level. Spot’s mode is divided into two parts:
Stage 1: Spot raises up from under the left ramp, so it’s time to play fetch with it by shooting it with the pinball. Shoot Spot four times for increasing awards, but beware the risky feed - if you’re not careful enough, Spot can lead to a very quick drain. Backhanding Spot by using the left flipper is generally a lot safer. Completing all four shots will qualify the Spot Super Jackpot. Base shot value is 150k, increasing by 100k per shot.
Stage 2: If time is still remaining after qualifying the Spot Super Jackpot, the left orbit and right ramp will light up with blue inserts. Shoot either shot to raise Spot once more (with a red insert), and hit it for even more points than before. The mode will end after time runs out or if you drain.
Level 2 changes - Spot II starts from “Stage 2” of the previous level, requiring you to qualify Spot first by shooting the left orbit or right ramp. Hit Spot four times like last time to qualify the Super Jackpot.
Lily - Begin Lily’s frenzy mode by completing LILY at the right target. Over time, the progress on the LILY targets will move backwards if not hit. Simply starting the mode is enough to count as completing a level. Unlike every other mode in the game, Lily’s frenzy CAN be stacked with any other ongoing feature. Herman shows off the proper way to work a vacuum cleaner, which just makes everything even dirtier. Make 100 switch hits during the mode to qualify the Lily Super Jackpot. If you fail to complete all 100 switch hits (which will likely happen unless you’re in a Multiball), the amount of switch hits will be held over the next time you start this mode. Shoot the spinner and bumpers to score big during this mode.
Level 2 changes - Shooting the LILY targets is worth a significant amount of points, and switch hits build a bonus value for the next LILY hit.
Grandpa - Complete all four standup targets, then shoot into the scoop to begin a mode that changes depending on the model you’re playing. On the Pro, this will begin Enlarging Ray, while on the Premium / LE, this will begin Grandpa’s Laboratory. Simply starting Enlarging Ray is enough to complete a level on the Pro, while on the Premium / LE, activating Grandpa Multiball will complete a level. The four targets (and the Machine on the Premium / LE) will also qualify the Zap Button for a short time - look at the “Zap Meter” section under “Minor Features” for more information.
(Pro) Enlarging Ray - All shots start out white, and the standup targets will be flashing. Shooting either will qualify one of the major shots for a Jackpot and change its insert color to purple. After qualifying a Jackpot, you don’t have to collect it right away; you can wait until more Jackpots are lit and then collect them all, and the game encourages you to do this because the awards for collecting many stacked Jackpots are higher than collecting them separately. Shooting the scoop again will add more time to this mode and any other ongoing modes. Collecting 4 Jackpots during Enlarging Ray will qualify the Enlarging Ray Super Jackpot; simply starting the mode will count as advancing a level. This mode is also available (without the level advances, as Grandpa’s Laboratory takes it’s place) on the Premium / LE as a Mystery Award.
Level 2 changes - Grandpa II requires the player to hit the strobing standup target. While Jackpots can still be lit in the normal fashion, by shooting any shot once, hitting the lit target will qualify ALL unlit Jackpots at once.
(Premium / LE) Grandpa’s Laboratory - Watch the display as it counts down towards the mini playfield’s activation. You’ll hear a callout when the mode begins, advising you to check out the shrunken pinball in Grandpa’s Laboratory. Remember to use the second set of flippers!
Activate the Machine: You have a set amount of time to activate the Machine by shooting both outer orbits, and then shooting the Machine. Shooting the ramp will add more time and shooting the saucer will collect a Mystery Award and spot one of the orbits. If the timer runs out during this stage, the mode will end and you will have to qualify it again by completing the four targets and hitting the scoop.
Grandpa Multiball: When the Machine is activated, Grandpa Multiball will begin, which also counts as completing a level. Shoot all of the flashing shots on the lower playfield for Jackpots, then make the Machine Jackpot to qualify the Grandpa Super Jackpot. Before the Machine Jackpot is lit, shooting the Machine advances the value of the other jackpots. After time runs out, the ball will be ejected out of the scoop. Note that hitting the Machine will also enable the Zap Button for a short time - use this to your advantage to qualify lots of Zap Jackpots after the round ends.
Level 2 changes - (Need more info)
The Raven - Completing a level of any of the four other characters will qualify the left ramp to collect Raven advances. Collecting three advances will begin Raven Multiball. This is a three-ball affair where the left orbit, left ramp, right ramp, and right orbit are lit to score Jackpots. Triggering switches moves the hands on the clock on the display - when the hour hand moves to a new digit (aka. a certain number of switches are made), the Jackpot value will increase. Simply starting the Multiball is enough to count as completing a level. Collecting a set of 4 Jackpots during Raven Multiball will qualify the Raven Super Jackpot and increase the Jackpot level. Note that there is NO ball save for Raven Multiball outside of the short one that Add-A-Ball gives you… so good luck!
Raven Boost - The Raven’s boost works differently than the other four members’ boosters. Instead of being awarded off of Dragula, Raven Boost is qualified during Raven Multiball by shooting the left ramp three times and will increase the Jackpot values for a short time. Continuing to shoot the left ramp will increase the timer; if the timer runs out you will have to qualify the Raven Boost again by shooting the left ramp three times.
Raven Multiball Restart - A restart is available for Raven Multiball if two balls drain and the Super Jackpot wasn’t qualified. Shoot the left ramp on a 15 second timer to restart Raven Multiball with three balls in play. This is really helpful, especially considering the lack of ball save in Raven Multiball, and it’s a nice throwback to some 90s Williams / Bally machines that had similar restart features.
Level 2 changes - During Raven II, every time the Jackpot is advanced (shown through the clock on the display) via the spinner, every unlit Jackpot will become available again. This makes it more difficult to collect the Super Jackpot and advance the level of the Jackpots. Be sure to avoid the left orbit, and save it until last!
Minor Features: The other members of the Munsters have their own smaller features that can be activated at any time during play. These are mostly used for advancing towards qualifying Super Jackpots.

Eddie - Shooting an unlit orbit or rolling over the flashing right inlane or outer left inlane will qualify the opposite orbit to score an Eddie Loop. Make successive Eddie Loops to score an increasing value, starting at 20k and increasing by 20k per loop. Every 5 Eddie Loops will qualify the Eddie Super Jackpot if it isn’t already available.
Marilyn - Rolling through the flashing inner left inlane will qualify the right ramp to score a Boyfriend Departure. Certain amounts of boyfriend departures will score awards, including Super Jets and qualifying the Marilyn Super Jackpot.
Zap Meter - Hitting any standup target will make the ZAP! Button flash for a short time. Pressing the button will charge up the Zap Meter; the Zap Meter goes to 5. Zap Jackpots appear on shots where you have just made another type of jackpot, which decrements the Zap Meter. Collecting enough Zap Jackpots will qualify the Zap Super Jackpot.
Awards that qualify Zap Jackpots are any award that the game calls a Jackpot. This includes Jackpots in Herman Multiball, Enlarging Ray, Grandpa Multiball, Raven Multiball, and even the Jackpots in the second stage of Munster Madness.
Other Features:

Dragula - Landing in the Dragula lane will collect a bunch of small mystery awards: increasing the bonus multiplier, points (dependent on progress that has been made on the DRAGULA target), and “boosting” characters to make their modes score more. 5x can be qualified at the Dragula lane either by completing DRAGULA or by shooting the lane a short time after it had been shot earlier.
Add-A-Ball - During Multiball rounds, the Dragula lane will be lit at the start to add a ball to the Multiball, which also awards a short ball saver. This can be helpful during Raven Multiball (which has no ball save at all). Just remember to cancel any Super Jackpots if they’re lit.
Kitty - Completing a level enables the Kitty target to increase the playfield multiplier and qualify a Raven advance at the left ramp. The multiplier advances from 2x to 3x to 6x. The multiplier lasts for about a minute, and hitting the Kitty target again during will reset the timer. It also awards points and bonus multipliers, along with potentially lighting the Special or Extra Ball. Make good use out of this playfield multiplier - it can drastically increase the amounts of points you collect throughout the game.
Mystery Award - One Mystery Award can be collected per game - very different from what past Stern machines have done. This will also qualify the Mystery Super Jackpot. On the Pro, this is collected at the scoop; on the Premium / LE, this is collected at the saucer in Grandpa’s Laboratory. Awards collected on the Premium / LE that apply to the main playfield will start after the timer in Grandpa’s Laboratory ends or after Grandpa Multiball. Awards available from Mystery are:
Start Member (any of the five, even Raven if the advances at the left ramp are qualified)
Boost Member (same as the boost awarded off of Dragula. Basically this is the game saying “screw you”)
Max Dragula (advances DRAGULA value to max and qualifies 5x Dragula instantly)
Light Kitty (this is the only Mystery Award in tournament mode)
Light Extra Ball (at the scoop)
Light Special (at either outlane)
Combos - Make shots in succession to score combo points. These can be collected at any time during play. On the Premium / LE, combo rules also apply to Grandpa’s Laboratory.
Super Jets - This is activated after collecting 3 boyfriend departures at the right ramp. When activated, the bumpers will score more points than usual for the rest of the ball, and shots to the right orbit will divert into the bumpers thanks to a post in the back of the game. This is also a really good way to increase your bonus multipliers.
Super Jackpots: There are 9 different ways to qualify the Dragula lane for a Super Jackpot (ten on the Premium/LE) - and ALL of them stack on top of each other. The base value is 350,000, which is raised by a small amount (3,500?) each time you shoot the unlit scoop. When multiple Super Jackpots are collected together, they are each worth more (See below). The collection of all currently lit Super Jackpots can be canceled if you want to save it for later by holding the ZAP! Button. Super Jackpots are not lost on ball drain. Check out the animation and sound when you have a TON of Super Jackpots stacked - it’s easily one of my favorite pinball effects in years. The Super Jackpot qualifying methods are:

Herman - Collect four Jackpots during Herman Multiball.
Spot - Spell SPOT by completing four shots during Spot’s mode.
Lily - Collect 100 switch hits during Lily’s mode.
Enlarging Ray - Collect four Jackpots during Enlarging Ray.
Raven - Collect four Jackpots during Raven Multiball.
Eddie - Collect five Eddie Loops.
Marilyn - Collect five boyfriend departures.
Zap - Collect four Zap Jackpots.
Mystery - Available upon collecting a Mystery Award.
Grandpa (Premium / LE only) - Collect the Machine Jackpot during Grandpa Multiball.
1 SJP = 1x current super jackpot value
2 SJPs = 3x current super jackpot value
3 SJPs = 6x current super jackpot value
4 SJPs = 10x current super jackpot value
5 SJPs = 13x current super jackpot value
6 SJPs = 15x current super jackpot value
7 SJPs = 17x current super jackpot value
8 SJPs = 19x current super jackpot value
9 SJPs = 21x current super jackpot value
10 SJPs = 23x current super jackpot value

Note that each Super Jackpot also has its own distinctive color, shown when the Super Jackpot is qualified and during the Super Jackpot animation. Nothing special, just something cool that I think is worth pointing out.

Extra Balls & Specials: An Extra Ball is available at the scoop after completing an adjustable amount of levels (typically around 3 to 4). Special can be qualified at the outlanes through Kitty.

Munster Madness: This is a complicated 4-ball Multiball wizard mode. It can be started at the scoop by completing one level for all of the family members (and after any modes already in progress have finished up). Similarly to the other modes in this game, Munster Madness has two levels.

Level 1:

Stage 1: Shoot the five major areas three times in 10 seconds, in this order: Herman, Raven, Lily, Spot, Grandpa. This stage ends either when all areas have been completed or the timer for each area runs out. On the Premium / LE model, you can also collect Jackpots in Grandpa’s Laboratory. This is the only way to qualify Zap Jackpots during Munster Madness I.
Stage 2: Shoot the scoop to collect a Hurry-Up value determined by the points you collected during the previous stage. After collecting the Hurry-Up or having it time out, you will return to the previous stage.
Level 2:

Stage 1: The mode starts by showing you instructions for all of the family members and what buffs they’ll award if you complete them. Completing any family member will advance you to stage 2.

Herman - Make three shots to Herman for additional ball save time once per round.
Raven - Make three shots to the left ramp to qualify Kitty for big multipliers once per round.
Eddie - Make a shot to both the left and right orbit to double every Jackpot awarded once per round.
Marilyn - Make a shot to the right ramp to light a Super Jackpot once per round.
Lily - Make four shots to the LILY target for increased scoring every round.
Spot - Make two shots to the left ramp and two shots to the right ramp to boost every member every round.
Grandpa - (Pro) Make four shots to the standup targets for more time every round. / (Premium / LE) Make four shots to the standup targets to enable Grandpa’s Laboratory for Jackpots every round. (Yup, you’re gonna have to use both sets of flipper buttons at once!)
Stage 2: The four major shots will all light for Jackpots. If Eddie has been completed, you will be able to shoot each Jackpot twice, and if Grandpa has been completed on the Premium / LE, you’ll be able to collect Jackpots in the Laboratory as well. The Jackpots are on a timer that resets if a Jackpot is collected; when the timer runs out, the stage will end.

Stage 3: Collect four Hurry-Ups in a row, with values corresponding to the amounts of Jackpots you collected in the previous two stages. The first Hurry-Up is based solely off of the Jackpots you collected, and the three following add the previous Hurry-Up value to the countdown. The shots lit to collect the Hurry-Up are lit one at a time, starting off at the left ramp and then moving to the right orbit, the right ramp, and then the left orbit. If any Hurry-Up times out or if they are all collected, you will return to Stage 1 with a chance to complete another family member and potentially stack buffs into Munster Madness for big points. Figure out what family members work with your strategy and take advantage of them! (Fun fact - in early code, this Stage was severely unbalanced, resulting in potential scores over 2 billion with the right members stacked up.)

Bonus: Bonus is some predetermined value plus 10k * levels completed, times the bonus multiplier.

Miscellaneous:

Listen to the music on each ball - different instruments are used every ball. Reminds me a little bit of what Cyclone did with its music.
Sound design on this game is excellent, from the laugh track when you’re failing to make shots to the xylophone that ascends and descends if you miss the left ramp. Quality stuff here.
There’s a Secret Mania mode that you can start if you know the code. Complete the areas for each family member and score bonus points for completing them all!
Midnight Madness is on this machine (after all, Dwight Sullivan did program it.) Start a game up shortly before 12 am to see it for yourself!
Strategies:

Scoring on this game is very linear compared to some of the other recent Stern titles, largely because of the lack of mode stacking. That being said, the biggest points in the game can come from stacking Super Jackpots. Ideally, always cancel these unless you have a 6x multiplier and a bunch of Super Jackpots are ready.
Lily is the only mode which can be stacked with another major mode, which makes it a lot easier to qualify the Lily Super Jackpot when stacked with a multiball.

#4209 4 years ago

Playing around with choices under Service Menu, go to 'utilities menu', then 'install menu', choices are xtra easy, easy etc up to xtra hard...what do these adjust in game? other choices are 3 ball/5 ball (whats the diff between those and changing number of balls under game adjustment to 3 or 5?), other choices are 'directors cut', 'home play', others...what are these? Have looked on Stern site, no help explaining different choices under service menu....is this info anywhere online?

12
#4269 4 years ago

Two items- Spoke with Chas on the phone today regarding questions I had on different levels of play listed in utilities menu. He was very nice, answered my questions and when I talked about my hope that code would continue to be deepened, he alluded that I might be pleasantly surprised down the road......may mean absolutely nothing, maybe he was just being nice, but I will take his tone and words as "we are working on it". Just my opinion.... Second item- just hit Munster Madness for the first time after 3 weeks of having the game (yes, I am still a novice player), what a blast!!!

#4327 4 years ago
Quoted from cottonm4:

I need to update my code from .91 to 1.00. I have the file in the root directory of a USB thumb drive.
To read Stern talking about it all I have to do is plug the USB drive in and turn the pin on.
Is it that simple? Plug in and turn on?
I don't care if it eats any of my files. Ill start over.
Please advise.

yes. I put the drive in on right hand side plug, turned on pin, waited till it asked me to choose quick update (black select button), confirm and let it do its thing. once successful, turn off pin, remove drive, you are good to go!

#4407 4 years ago
Quoted from DeathHimself:

Agree 1000%. I just added BM66 to my lineup this past Sunday, what an amazing game with plenty of playing depth, game decision choices, as well as a well integrated theme into game play and some cool toys. Yes it's BAT cool
Would love to see some more theme show integration from Dwight in Munster's like they did in BM66. Not to start any false rumors but still hearing that Munster owners will be pleasantly surprised soon enough.....what ever that means. So I still have some hope for more substance.

dang it!! now I am fixated on figuring out a way to get a BM66 in my house without my wife killing me!!

#4458 4 years ago
Quoted from spida1a:

Hey gang! Finally got a few quick MODs in last weekend. B/W art blades, Mezel MODs lamp post (painted black) and MOD-Couple Raven clock (they customized it in gray-scale for me).

looks good!

#4463 4 years ago
Quoted from pinupgirl1975:

Just got this game (first pin ever) and don't know what I should be shooting for? It's so fun.. I was playing my little 13 year old cousin and he got a 9million+ score. Are we doing good ? lol
Thank you in advance!![quoted image]

Have seen scores range up to 150 million+. My best after 3 weeks of daily play is 103 million, low compared to some. But all start at zero, lol. It's a super fun pin, enjoy beating the high score on your machine and getting better!!

#4475 4 years ago
Quoted from cottonm4:

Behavior issues with Grandpa's Lab..........
The last few games I have been noticing some different behavior with Grandpa's Lab. I don't know if it is normal and I need opinions and a comparing of notes, please.
1) Sometimes, Grandpa's Lab will light up an only one of the small white "Lite Machine" lights will be lit. This does not happen often.
2) Sometimes when in Grandp's Lab I will make the ramps wich knocks out the lights and hit the lit up lightning bolt but the 4 arrow lights do not light up and it seems like a wasted trip to the basement since I cannot get a Grandpa Jackpot going.
Is anybody else experiencing behavior like this? Is there some mode where these behaviors are normal? Or do I have some tech problems coming on?
Thanks in advance.

I noticed those issues also. Figured it was just me not yet knowing all the nuances of the game...will continue to play and learn!

#4554 4 years ago

only thing worse is when I have 3,4 or 5 in a row drain on RHS....how do they do that?!!?

1 week later
#4689 4 years ago

I have LE #331. Fortunately I did not have that issue. Sorry you have to deal with that crap!

#4751 4 years ago
Quoted from kidchrisso:

If anyone wants to see Munsters blown up, check out this stream from last night...
https://www.twitch.tv/videos/441981343

friggin' awesome, thanks for posting!

1 week later
#4886 4 years ago

just got back from a party a friend had. this friend has 20 or so pins, most of them 20-30 years old. But did get to play a few newer ones, namely The Adams Family, Pirates of Caribbean, Haunted House and the original Black Knight. IMHO, Munsters LE more fun to play than any of those, although TAF was a close second...

#4891 4 years ago

Have played another 20+ games between last night and today....gotta say, this right lane drain is driving me a little cra cra. Kept informal total over past 5 games or so, out of every 10 drains, 1 is on the left hand side, 3-4 are down the middle, 5-6 are right hand side drains. And that's after moving the post down a little and putting a slightly bigger washer on the post!

#4894 4 years ago
Quoted from JayLar:

Tried changing the level of the right legs?

Thanks, yes, just did that..checked with level, its still 'level', just a tad high on rhs, lets hope that does it!

1 month later
#5378 4 years ago

Hi all,haven't been on forum for over a week, life gets in the way. But I have a problem with my Munster LE, need some advice. the pop up bumper on the right hand side of the group of three up top has started firing off at random times. At first it was once or twice during a game. Tonight, it was firing off every 5 to 10 seconds. Gonna take the glass off this weekend for its monthly playfield waxing, was hoping someone can give good advice on fixing the bumper while I am cleaning the playfield. Thanks!

#5380 4 years ago
Quoted from chuckwurt:

Lift the playfield in full upright position so that the apron with the instruction cards is resting on the top of the backbox.
Then you need to find the underside of the pop bumper in question. Once located there will be a metal leaf switch underneath the pop bumper that needs to have its two leads spread further apart. Right now they are too close. You can use a small flat head screw driver to help pry the bottom leaf away from the top leaf. Or use an actual switch adjustment tool.
I circled it in green below.[quoted image]

Sweet, will fix it this weekend. Appreciate the quick response!

2 weeks later
#5594 4 years ago
Quoted from dashv:

I had no idea this was a thing.

It's a fun thing for sure. The looks you get from people are priceless. Just be sure someone is actively playing a ball when the time arrives, otherwise it won't activate.

1 month later
#6092 4 years ago

Just installed 1.02 update. No issues except towards end of update it told me 'invalid spk file'. turned game off, removed thumb drive, turned game on, said installing update, and everything seems good. So I guess just a minor glitch

4 weeks later
#6437 4 years ago

Has anyone else experienced this? When ball enters Herman's area with the magnet, I sometimes hear a harsh knock and can feel it through the box as I play the flippers. It doesnt happen all the time, Herman seems to move the same, and it does not happen when ball is caught by the magnet..... The sound (and feel) is definitely different than the normal sound made when ball enters magnet area........

#6473 4 years ago
Quoted from Who-Dey:

How is this game with a shaker motor? I'm going to put one in mine.

Shaker motor is awesome in Munsters!

1 week later
#6716 4 years ago

so when I launch a ball, I usually hold down the left hand side flipper buttons and go for the double secret shot. If I don't, and just shoot the ball, it usually goes through one of the two gates, and almost immediately flows right and comes down to the flippers, sometimes without scoring a single point. Anyone else experience that? That is probably the only thing I dont like about this game.

#6718 4 years ago
Quoted from northvibe:

I don't have 1.02 code on, however when I've played pro and premiums, it is like Metallica. If you just full plunge, the ball should hit a gate at the top and roll back into the pop bumpers. If you hold that left flipper, you get the full orbit. Is your plunger too powerful and bouncing the ball off the gate and going back to the right orbit to your flippers?

no, ball usually goes through a gate, and 70% of time maybe hits a pop bumper or two, or may just roll/drift away from bumpers to right orbit down to flippers, either way, not many points scored. other 30% of time, ball will bounce off bumpers for a few seconds, score some points, then goes to right orbit or goes center path to flippers

#6720 4 years ago
Quoted from cottonm4:

So how are you launching your ball for the left flipper double-secret shot? Are you using the plunger, which can sometimes give you a weak launch, or are you launching with the Zap Button which blasts the ball are the around the orbit and down to the left flipper?

sorry, guess I was not clear. No problem when holding down left side flippers and launching ball for double secret skill shot. That works fine and is my 'go to' shot. The problem is when I launch ball with zap button or pulling plunger w/o holding down flippers. that is when ball has minimal scoring action....

#6784 4 years ago
Quoted from JMCFAN:

Odd....mine does not do that... heads for the left flipper..

same here.

6 months later
#8620 3 years ago

Have had MUN LE for over a year now, still enjoy it, have no plans to dish it... I started another topic, asking for advice on which game I should buy next between my final 2 choices (dont want to hijack this topic, so not listing the games). What I did find interesting and perplexing is that of the 4 reponses I have received on my new topic, 3 of them suggested I dump MUN LE and get both of my final choices!

5 months later
#9425 3 years ago
Quoted from Jnyvio:

Could someone here with a "Limited Edition model" go into the service menu, then utilities, then volume, and then scroll to backbox speaker 4ohm or 8ohm, and then scroll to cabinet speaker 4ohm or 8ohm and tell me what the defaults are....... I installed the 5.25" Kenwood Limited Edition speakers and there 4ohm, but my default setting was 8ohm, same for the subwoofer.. It was set to 8ohm by default.. My replacement subwoofer is 4ohm as well.. I'm just wondering if 8ohm is the default regardless of installed speaker. Tnx

Yes, 8 OHM is (DEFAULT)
High/low shelf (DEF)
250 HZ (DEFAULT)
+6 DB backbox bass gain
4 KHZ backbox treble Frequency
+3 DB backbox treble gain
250 HZ cabinet bass freq
+6 repeats same numbers
+4
+3

4 months later
#9830 3 years ago

I sent an email to John Borg about a week ago. Last time I exchanged emails with him (about a year ago), he had a list of items he wanted included in the next code update, which he was hopeful would be soon.... But now, no response to my latest email. Perhaps he is too busy, or has nothing new to share...or perhaps my email was just overlooked. that would be surprising, as he was always very responsive, but who knows.

#9842 3 years ago
Quoted from Thunderbird:

John wants to respond and still thinks these things should be done, but Stern powers at be have silenced him. I know, as I received an email to that effect. John deserves better from Stern supporting what he has passionately put together with Munsters. I’m amazed that Dwight does not support John, because out of his own mouth he has said that he can work on games he wants to at his own choosing from time to time, when the schedule allows. Dwight gave us everything on SW and TMNT, but badly dropped the ball on Munsters. This is not going well for the Xaqery legacy in the pinball world. He should do the right thing and support Munsters, with more call outs, modes, Munster material, you know, all the things he’s done in TMNT or any other game he’s worked on. Munsters is a fun game for sure, but has never been given real code support like all the other Stern machines have received. The only 2 updates it received after release were basically changing round 1 Munster Madness to round 2 and lessening round 1. Not much else.
This has been the beef people have had about Munsters here on Pinside. It is a good game, that should be made great through code. Dwight has really let us down, not John. Funny, Munsters is the only game with Dwight’s and John’s actual face on it showing they always deliver. John has, but Dwight should be ashamed imo and I really like him as a coder. But Munsters should at least have much needed polish and code fixes here and there and be brought up to the standard of all the other current machines, like SW just received (an older game than Munsters), GB, TMNT, like universal code applications, that Munsters to date still hasn’t received. All coded games by Dwight. I’m going to be quite dubious about buying another Dwight game as many here feel the same way, unless Dwight gives the proper treatment to Munsters that he has on all his other games.

Thanks for that. I don't understand the possible reasons for this strange behavior by Stern, but bottom line, it doesn't matter. If no update ever, I will continue to enjoy my Munsters!

Promoted items from Pinside Marketplace and Pinside Shops!
From: $ 55.00
Gameroom - Decorations
Pinball Photos LLC
 
$ 69.99
Cabinet - Decals
Inscribed Solutions
 
$ 10.50
Playfield - Protection
The MOD Couple
 
$ 11.00
Cabinet - Shooter Rods
Twisted Tokens
 
13,000 (OBO)
Machine - For Sale
Huntington Station, NY
$ 31.99
Cabinet - Other
Cento Creations
 
7,000 (OBO)
Machine - For Sale
Westminster, CA
$ 30.00
Playfield - Other
YouBentMyWookie
 
$ 145.00
Playfield - Toys/Add-ons
The MOD Couple
 
12,500 (Firm)
Machine - For Sale
Little River, SC
From: $ 30.00
$ 24.75
Playfield - Toys/Add-ons
The MOD Couple
 
$ 34.95
Playfield - Toys/Add-ons
ULEKstore
 
Trade
Machine - For Trade
Mishawaka, IN
$ 69.99
Cabinet - Other
Cento Creations
 
From: $ 15.00
Cabinet - Other
Filament Printing
 
$ 110.00
Cabinet - Shooter Rods
Super Skill Shot Shop
 
$ 32.00
Playfield - Other
Pin Monk
 
$ 19.95
Playfield - Toys/Add-ons
ULEKstore
 
$ 259.99
Cabinet - Toppers
Lighted Pinball Mods
 
$ 79.00
Cabinet - Armor And Blades
PinGraffix Pinside Shop
 
$ 49.99
Cabinet - Toppers
Lighted Pinball Mods
 
$ 69.99
Cabinet - Decals
Inscribed Solutions
 
$ 30.00
Cabinet - Other
Rocket City Pinball
 
$ 159.00
Playfield - Toys/Add-ons
Sparky Pinball
 
$ 24.25
Playfield - Toys/Add-ons
The MOD Couple
 
$ 19.99
Playfield - Toys/Add-ons
Almighty Mods
 
$ 85.00
Playfield - Toys/Add-ons
Lermods
 
Hey modders!
Your shop name here

You're currently viewing posts by Pinsider Pinwalk.
Click here to go back to viewing the entire thread.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/1313-mockingbird-lane-munsters-club?tu=Pinwalk and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.