(Topic ID: 233776)

1313 Mockingbird Lane ~ MUNSTERS Club.

By Monte

6 months ago

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  • 325 Pinsiders participating
  • Latest reply 16 minutes ago by ronlisa
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#618 5 months ago

As cool as Midnight Madness is, kind of feels like a waist of a mode. All that coding, and being so good, and doesn't need to be "earnt" and is kind of "random" (ie. depending on when you play).

#624 5 months ago
Quoted from mpnox:

Midnight Mode is nothing new and many games have it. But you can of course turn it of, ie. on tournaments etc.

Of course, was referring to all Midnight Modes, not just Munsters. It’s just seems more of a shame in Munsters because it seems to be short of mode variety. I don’t want it turned off, I want it on.

1 week later
#831 5 months ago
Quoted from chuckwurt:

Just needed a lubed up ram.

Are you from New Zealand?

#995 4 months ago
Quoted from Spacemanratso09:

The hate that this game gets is laughable it just came out

Not seeing a lot of hate, just honest opinions.

#1029 4 months ago
Quoted from Manimal:

[quoted image]

That is far and away the best looking Stern game to date.

Maybe best looking game EVER!

#1040 4 months ago
Quoted from MK6PIN:

Glad you have a haunted whatever.

The guy sounds like a bit of a d*head, but f*ck I'm jealous that he owns a haunted house and has it full of haunted themed pinball machines.

#1139 4 months ago
Quoted from Spacemanratso09:

Ha ha I am going to try and magic erase it possibly waiting to hear back from my guy he’s on it

Looks like a quality control mark so production doesn’t accidentally install it on a game. Must be something wrong with it in the first place.

#1179 4 months ago
Quoted from Hillel:

My distributor told me that Stern is shipping the LE's before the topper is done, and that it will ship at a later date. That doesn't sound right to me, especially when the Game Feature Matrix makes no mention of a topper. This will be my first Stern game, so can anyone tell me their history regarding toppers please?

The feature matrix is correct - there's no topper that comes with the game. Maybe your distributor was referring to the aftermarket topper that should be sold as an accessory at a later date. Sometimes the toppers are released very soon after the game is released, others can take years. Actually only Star Wars has taken years.....so far. Might be decades.

1 week later
#1532 4 months ago
Quoted from kidchrisso:

Dont get it? Did someone F up?
[quoted image]

Is that new code? What’s the current revision?

#1580 4 months ago
Quoted from cantbfrank:

Len Amin Monday. I payed it a lot today and noticed the the glass looking into the lower playfield was not flush with the playfield and changes the ball path.
Anyone else have this issue?

Cant speak for Munsters LE, but ACDC Pre vault has the same lower pf design. You can adjust the height of the window to be flush using the small screws (Hex??). I had to add some of the small rubber washers under some screws to raise it a bit, but was an easy adjustment.

My ACDC is as good as flush now, but there will always be a small ridge there.

#1587 4 months ago
Quoted from Ven:

Musters not getting much love at the Stern Pro Circuit event today.

What’s the feedback?

#1596 4 months ago
Quoted from Ven:

It has only been picked for play a few times.

It’s probably a bit new. I wouldn’t pick a new game that I haven’t had a lot of experience on. Need time to figure out strategies for scoring.

#1598 4 months ago
Quoted from Ven:

There's only one strat for Munsters right now. Stack jackpots, boost your multiplier and try to collect.

True. Too much risk/reward for comp?

#1600 4 months ago
Quoted from bigd1979:

Munsters sld be a good comp pin ... great risk vs reward

I’m thinking too much risk vs reward?

#1609 4 months ago
Quoted from Zukram:

Mine is also not flush, and alters the path, especially when slow. Not sure if there is going to to be much I can do about it..

It’s completely adjustable. Have you tried adjusting the screws? They have rubber bushings underneath so you can adjust the level.

#1618 4 months ago
Quoted from Guinnesstime:

Headlamp AND sunglasses would be the ultimate sauce.

I hear the headlamp is the brand new release from Pinstadium.

Because the guys that use Pinstadiums now have their retinas so burnt that they find it impossible to see anything in normal light.

#1622 4 months ago
Quoted from Guinnesstime:

Lol. And Orion’s Belt 2.0 is an actual belt.
Seriously this guys the BOSS.[quoted image]


If they were shooting a documentary there now, he would be the "typical face of pinball".

#1623 4 months ago
Quoted from Zukram:

Saw mention of that right after i posted, so now I am sure I can do something about it!

Quoted from Spacemanratso09:

When you mess with those screws be very careful at first make sure the wrench is perfectly flush before turning or they will strip which isn’t a big deal but makes it harder to get back in they all don’t come “right out”

Yeh, be gentle. If you cant get the window high enough with the existing rubber O-rings, you can get some spares from Stern. On a couple of the ACDC ones, I had to add one extra O ring just to get it flush, but also so the screw was still tight enough.

#1624 4 months ago
Quoted from cpr9999:

Can you / someone describe flush?
(Think side profile). Should the plastic cover be level with the lower (B option) or higher (A option) part of the beveled edge
[quoted image]

If anything You want the plastic VERY slightly above the wood so it protects the edge of the wood.

#1629 4 months ago
Quoted from Guinnesstime:

And there you go. The Champ.
Note to self: wear flashlight on head from now on
[quoted image]

Holy Cr*p....Flashlight Gordon won. Love his work.

#1667 4 months ago
Quoted from Who-Dey:

I've heard people say the lower playfield is awesome and ive heard people say its not fun. Can't wait to find out for myself. I think all 3 models are amazing personally.

who-dey in for a Premium?

#1754 4 months ago
Quoted from Wotto:

Modes and mini modes

Really hope Dwight has more side modes / mini modes in store. It’s exactly what this game needs.

#1865 4 months ago

For a game that’s got only a few “modes” it’s kind of annoying one of those is based only on the time you play it.

#1869 4 months ago
Quoted from pindude80:

Did this on both my Metallica and TWD because Coin Takers shakers are WAY too violent / annoying on full power. The PWM was cheap and easy to install.

Can’t you just move the weights so they’re more balanced?

#1929 4 months ago

Are you guys referring to the “I don’t like Munsters thread?” That’s nothing compared to what us B66 owners put up with. Always find it weird that people need to start a new thread about something that they could just express in a single post in any of the existing Munsters threads.

#1931 4 months ago
Quoted from chuckwurt:

Just glad that garbage isn’t here.

True, keep the hate in its own thread.

It’s almost getting to the point on Pinside that we need an Owners thread and a Haters thread for any particular game.

#1933 4 months ago
Quoted from chuckwurt:

Pretty much already there. I’m active in almost every new stern owners thread and I own 2 of them. Haha

Yeh at least the owners threads are at least pretty much guaranteed to be positive.

#2136 4 months ago

There was an earlier post about covering that lower pf ramp with Perspex to stop the ball hopping over the opto. Whoever did it, has it continued to work, and how hard was it to make? If it does work, stern should be releasing it as a service fix.

#2192 4 months ago

Aussie LE’s arrive Monday. Can’t wait.

Hope they fix this lower PF bug soon.

#2217 4 months ago

How the Premiums going at TPF??!

#2229 4 months ago
Quoted from FtrMech:

Keep in mind that the LE at TPF has "Pin-Stadium" lighting on both the upper and lower playfields...regardlees, the LE is a beauty!

Ohhh, that’s the problem....

#2297 3 months ago

Had a quick look over the LE’s at our distributor on Tuesday. Got to say it’s the most gorgeous looking game I’ve ever seen.

Stern have upped the cabinet quality also - the guys at AMD we’re saying it weighed a ton. Solid ply cabinet base, full Williams style leg brackets on all 4 corners and (this is new) black laminate inside and outside cabinets. Really nice finish.

#2334 3 months ago

Just set up my Le. Very impressed so far. Much more brutal with shorter ball times than what I’ve heard. No ball save takes some adjusting, but I like it. You get the odd longer game, but most are fairly quick.

Love the lower Playfield. Being in the middle makes it just feel like a small shrunken pinball machine (apparently Grampa shrunk it). As opposed to Stewies which is on the top right and therefore harder to control and not as engaging. And sure it feels like a miniature pinball, but that’s because it is. Not sure what everyone was expecting when they say it doesn’t feel like real pinball. That’s because it’s minature. If you just see it for what it is, it’s great. You can use all your regular skills down there except in minature. Which is really fun. And it seems to be worth playing points wise. You can qualify multiball down there, score jackpots. The shots are surprisingly rewarding. Really can’t imagine this game without the lower pf tbh.

The game is gorgeous. Build quality is really solid.

If any other manufacturer released this game it would be to universal praise. Really think there’s a lot of group think hate going on with this.

Very early days, but so far so good.
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#2336 3 months ago
Quoted from Wotto:

That Batman.....damn you man
MunLE looks great. Congrats.

Those 2 Franchi games together look amazing.

#2338 3 months ago
Quoted from Who-Dey:

If you say its amazing with the collection that you’ve got then it has to be amazing because you got some killer games. That LE looks awesome!

I think you’ll love it who-dey . I’ve got all weekend to give it a good workout so I’ll report back on Sunday.

#2359 3 months ago
Quoted from bigd1979:

Here you were worried for nothing.. i knew you wld like it... its a great game especially with the newest code. Its only gonna get better as its still early

Too much time reading Pinside was the problem. Honestly, all the physical Playfield “issues” that “plague” this game are truly non issues. The lower pf, the large targets, the movement of Herman all non issues. The laughtrack is a non issue, though likely they’ve adjust this.

Code depth could be an issue down the track but I’m hoping it evolves. In any case, it can be a brutal game, and most importantly it’s just fun.

#2371 3 months ago

macca101010 shared a cool skill shot for PreLe: hold both left flippers then plunge. You need to hit Grampas scoop first then it releases a ball in the lower pf and the yellow super super skill shot is one of the shots down there (upkicker I think).

#2382 3 months ago
Quoted from Who-Dey:

That LE backglass really does look sweet doesnt it? I love that Munsters car!

Apparently it’s bad because the car faces left and downwards and someone is out of proportion and someone’s arm is wrong.

#2388 3 months ago
Quoted from pinballaddicted:

This game is awesome! We love it. You will love it when yours arrives. The lower playfield is plenty of fun.. Franchi, Dwight and Borg have done a fantastic job
[quoted image]

Congrats Addicted. U know it should really be near Adams.

#2487 3 months ago
Quoted from bigd1979:

Stern is some big spenders on the le speakers....

At least 26 times more than they spent on Pro speakers lol

#2489 3 months ago

Couple of random thoughts after a few days:

- Haven’t decided yet whether I like the Jackpot cancelling thing. It’s clear now you need to use it to get a good score. I’m assuming the meter down the bottom keeps track of the jackpot level? I think it needs to be really obvious how much you’re accumulating in order to be rewarding. That jackpot shot (Dragula) is also really tough to make deliberately. Bounces in there more on random. Hey

- likewise haven’t decided if I like the zaps or not. May become irritating after a while.

- Dragula itself is a complete waist - I don’t really understand it and it’s actually just annoying.

- Eddie loops and Marilyn need something to progress to more than being just a few points. I think they need their own mode.

- love the lower pf the more I play it

- like the way the Lily target works in that you need to keep it “topped up” until qualified otherwise it starts going back down. Because of this clever use of the target, the mono-target is a non issue.

- spot, Herman, grampa and raven are all great modes.

- Ramps are fantastic - not too easy and really satisfying.

- Herman shot is tighter than It looks.

#2498 3 months ago
Quoted from Spacemanratso09:

I think it would be nice to have some sort of final mode and more variation between levels and a Eddie mode
I am not saying I don’t like what’s here already,I do.
Someone said it here before that the game feels like it has a soul.
I agree.
Dwight is gonna add something special I can just feel it.
You can tell he put his heart into it for sure.Him and Borg
Whether it’s up your alley or not I don’t think you can deny that

I agree Space, there is definitely something in there. It's a little quirky, not just cookie cutter. Ive got a lot of hope for this one since I really like it.

#2529 3 months ago
Quoted from Ven:

At this point in time I would be happy if they would release a bug fix for the bugs introduced in .96

Yeh, I’m getting freezing quite regularly- mostly after grampas basement. The Machine screen gets frozen and nothing else registers. Is that what everyone else is getting?

#2533 3 months ago

What’s the bug reporting email for Stern again?

#2536 3 months ago
Quoted from frankmac:

I have .96 on my LE I do not notice any bug . What are you noticing?

After playing grampas lower pf sometimes it freezes on this:
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#2548 3 months ago
Quoted from jfh:

Yes. The code running at TPF was a beta level above .96. Dwight was aware of the issues (at least the specific ones I mentioned).

Which were those @jfh ?

#2551 3 months ago
Quoted from chuckwurt:

He’s wondering which specific issues you mentioned to Dwight I think.

Yep, just wondering if I need to report mine if they're already being worked on.

#2555 3 months ago

Got to say Munster Madness with multiball on both Playfield’s at once is the most unique pinball experience I’ve ever had. Trapping up on the main PF, playing the lower with the 2nd flipper buttons, then resuming on the main Playfield,l when the timer runs out, is a freakin blast.

#2608 3 months ago
Quoted from BelleHall:

So, who are the boyfriend and the mailman pictured in the out lanes? I am sure that it has to be someone at Stern...[quoted image][quoted image]

Mailman is John Borg, Boyfriend is Dwight Sullivan.

#2619 3 months ago
Quoted from Puffdanny:

So what kind of high scores is everyone putting up? Mine is 238,000,000 on a pro with the outlane post lowered (doesn't help much),liberal tilt,10 second ball save and extra balls turned off.generally I don't break 100 mil.

About 210m fact settings, no ball save, tightish tilt. Was one character from 2nd MM on that game. Zap jackpots we’re up to about 500000.

You have to abort super jackpots and get multipliers to score decent points. It’s definitely a game about scoring points - not mode progression.

#2652 3 months ago
Quoted from Who-Dey:

Well i got her all set up and playing. It was a mother effer getting down the basement stairs, I'm not 20 anymore and its starting to show. I took a few pics but my camera sucks on my phone so sorry.
Ok, the black and white artwork ended up looking every bit as good as i thought it would, maybe even a little better. I did have a little scuff on the cabinet, not terrible but definitely a little disappointed in that. The black and white art package though is flat out gorgeous. I dont know if i like it the best or the color on the pro and the LE, they are all three beautiful so everyone is a winner regardless of which model that you have.
On to gameplay. Played my first game and quickly got into Grandpa's Labratory. My very first thoughts of the lower playfield was....oh boy i effed up, this is so not cool and feels like a cheap ass Wal Mart toy....NOT GOOD!!
So i open the coin door and set the lower playfield flippers to soft as others have suggested on here and praying to myself that this somehow makes a difference. Well thank God it did and its actually pretty damn fun so guys if you haven't set your lower playfield flippers to soft, make sure that you do this because it makes all the difference in the world. Is the lower playfield a must? Probably not but it definitely adds to the fun of the game no question about it. I don't neccessarily think its a deal breaker (after 10 games) but its cool for sure and it makes the game look beautiful also.
All i got to say for the haters is, if you cant find fun in this game then you are in the wrong hobby plain and simple. This may not the greatest game ever made, but it is absolutely fun as hell and its flat out beautiful. This game is a great shooting game. It has nice ramps and great orbits, love Herman and Raven multiball, love the show clips, the music, i love everything about this game and it will never leave my collection i can tell you that right now. If anyone is on the fence about this game don'tbe because it is killer. Gotta grab another beer and play some more!
[quoted image][quoted image][quoted image][quoted image][quoted image]

Nice! Congrats! This thing is the heaviest Stern I can remember, even with the metal backbox. So maybe it’s not just because you’re getting old (though probably mostly because of that lol).

For me the lower Pf really came to life during Munster Madness. If you can try to play both playfields separately during MM, it’s one if the most satisfying experiences in pinball.

#2655 3 months ago
Quoted from frankmac:

I love backhanding Spot. So far Spot is my favorite mode and shot in the game.

Agree, Spot is cool. The Lightshow adds a level of difficulty though.

#2674 3 months ago
Quoted from Who-Dey:

So what are most of your guys thoughts on the no ball save factory settings? Im thinking i might like a short 5 second ball save. Love this game!


#2688 3 months ago
Quoted from DeathHimself:

I was just informed my game will be delayed a little, bummer. So temporarily can we stop posting how good the game is and post why it sucks so I can at least feel good in the meantime

This game sucks so bad I don’t play any of my other games since I got it. Feel better?

#2692 3 months ago

Getting that lower pf Grampas machine freeze again. It usually happens if you’re playing grampa for the second time on level one after finishing it the first. If you finish it again, The charge machine screen comes up and stays up even after the timer ends. Then you’re playing on the upper pf and the screen is still on the machine. There’s sound effects from the upper pf.

What’s the email for code bugs?

And if you get Raven as the last mode to qualify before Munster Madness it doesn’t let you re-start it like you normally can.

Also, they really need to do something with Marilyn and Eddie. They really don’t do anything.

#2699 3 months ago
Quoted from Who-Dey:

Just got to Munster Madness. Its pretty much impossible to play both playfields at once. I thought my head was going to explode. This game rocks though!

You’ve got to trap up your ball’s on the upper pf. Then you’ve got plenty of time to complete a lot of shots on the lower pf.

It seems like chaos at first but it’s a really clever mode. To complete it you have to finish the 5 main areas again but during multiball (same areas as during normal play, ie Herman, spot etc.). But there’s a sneaky way to do it. The lower Playfield shots take turns at changing colour to represent the areas on the the upper Playfield. So when they’re green they count as if shooting Herman on the upper Playfield. You get 10 or 15 seconds per colour/area to shoot all 4 of the shots on the lower pf, then they change colour to the next “area”. Once all the areas have timed out or are finished, you can’t play the lower pf anymore, and you’re back up top.

Now if you’ve trapped up on the top and made a lot of the lot shots on the lower pf, all you have to do is shoot the remaining shots of each area that you couldn’t get in the lower pf.

Last game I only had one shot left to complete MM but drained.

The lower pf is very well designed and implemented. The 2 sets of flipper buttons are there for a reason. And the code that utilizes the lower pf is better than any I’ve played. I think it’s one of the best toys on any Stern game I’ve owned.

#2703 3 months ago
Quoted from Who-Dey:

Ok so how often are you guys getting balls stuck in your lower playfield? Ive played two nights now and had to get in there and fish out a ball both nights. Is this common or am i just getting that lucky? Luckily i have a telescopic magnet that i fish them out with, best tool in my tool box. Just make damn sure that you turn the power off first if you use one to do this.

Haven’t had one who-dey . Where’s it getting stuck?

#2737 3 months ago
Quoted from Who-Dey:

This game is a ton of fun and a great shooter. Just trying to figure out when i should cash in my jackpots and how many i should cancel out and stuff.

Yeh, it really needs to be clearly displayed how much you’re cancelling before you cancel. Like on B66 when you finish a villain you can cash out/capture or continue, but it shows you clearly what you’ll get if you capture.

And how much more do you get by cancelling and building up the value?

#2739 3 months ago
Quoted from Who-Dey:

So if you cancel a couple of jackpots and then drain your ball im assuming you lose all if that correct?

I’m not sure on that. I think the number of jackpots carries over ball to ball. (There’s the little jackpot counter at the bottom of the screen which I can hardly read lol). But I’m assuming the scoring doesn’t keep building up.

Otherwise there’s no point cashing in until the last ball.

It’s all a mystery - needs to be clearer than what it is. Hoping it will come with future updates.

#2744 3 months ago

The zap thing is actually growing on me - I thought it would be the opposite and get more annoying. Still not sure on what it does in relation to Super Jakpots though.

Anyway, some good info here:


And here:

Regarding cancelling the Super Jackpots, they do continue over ball to ball, and the benefit of cancelling appears to be that having more stacked increases the value of all of them. So by cancelling, you’re hoping to build up more Supers. So if you’ve only got 2 Supers stacked for example, more than likely you’ll want to cancel and hold out for more since 3 Supers for example will make all 3 more valuable.

And if you haven’t got the Playfield multiplier running, you’ll also want to cancel until you do.

I also read somewhere that hitting the scoop also increases base jackpot value.

#2745 3 months ago

Ok, the “Shoot the Machine” bug is pissing me off and making the game unplayable at the moment. Happens every few games and usually on a good game also. Going to give the Game a rest until it’s fixed.

No one else getting it?

#2748 3 months ago
Quoted from Who-Dey:

I havent encountered that i dont think, 57 games so far. Does the game shut down? If so i havent encountered it yet, .96 code i believe it is im running.

Just freezes with the “Shoot the Machine” screen after completing Grampa the second time. You can still make shots. But when you drain it does nothing for about 2 minutes.

#2768 3 months ago
Quoted from Who-Dey:

Ok now that i know what im doing a little bit and what im wanting to achieve with these jackpots, this game has just became fun as hell and insanely addictive. Shallow code maybe but its a brilliant and fun code! Doesn't get much better than this folks!
I did experience the lower playfield bug today during a really good game and that screwed my eyes out and pissed me off....grrrr!! I'm also loving this lower playfield because it is fun as hell and the more you play it, the funner it gets and it actually has meaning and the shots take skill to hit!
Holy shit im stoked about this game. I feel like Spaceman right now!!

Yep, code has good bones and is quite unique.

And the lower PF is actually rewarding - even on the regular Grampa mode. Hitting Mystery actually gives out valuable stuff and awards one loop. Im always going for Mystery down there, but its the hardest of the 5 shots.

#2770 3 months ago
Quoted from Who-Dey:

I watched the original premium reveal where Dwight explained the code basics andseen those guys blowing up the Jackpots and then talked to my Chuckwurt about it a little more and now I have a better understanding. Now all i gotta do is put it all together in a game and make it happen. ....easier said than done but fun as hell trying!
I have yet to cash in big but im working on it and have been close several times. I honestly believe that i would have on the game that the code bug bit me in the ass. Heck i was loving the game even when i didn't know what i was really doing, but now i am just flat out having a blast with it. This code is NOT bad by any means. This shit is fun!!

As usual, the more i learn the rules, especially on a game that has good risk/reward, the more I have crap games followed by huge payoff games. But it’s worth it.

I think the best Sjp for me at the moment is about 22m - don’t know how many I had stacked, but multiplier was at 3x. I like that it carries over ball to ball if you don’t cash it in, especially on a game that can be pretty brutal without ball save.

#2773 3 months ago
Quoted from Who-Dey:

Most of the people complaining obviously dont understand the rules or havent played the game enough.

100% this.

#2779 3 months ago
Quoted from Ven:

I have hundreds of games on our Munsters, I understand the rules and am really not a fan of the code. I want to be able to play a game more than one way and that isn't possible on Munsters, if you want a good score the only way to do that is to stack jackpots and collect them with a good playfield multiplier. IMO for a game to last in a home environment it needs to have some variety to it, something that makes you want to keep playing it and something that keeps it fresh and Munsters just doesn't have that for us right now.

Also this. It’s a very linear design. Another example of this is when you’ve finished the 5 main modes, you literally have no choice but to enter MM by shooting the scoop. There is nothing else active on the Playfield. I can’t think of another game that does this.

#2782 3 months ago
Quoted from hocuslocus:

Isn't game of thrones kind of like that with hand of the king and the iron throne? where it gives you no choice but to enter the wizard mode after completing X amount of houses.

Could be, haven’t had a lot of time on GOT.

#2799 3 months ago

And Premium LE:

LE/PREMIUM V0.98 - April 1, 2019
- Fixed ALLOW SPOT ATTRACT adjustment. If off it will stop the toy from
raising in the attract mode.
- Fixed an issue where the grandpa background would continue to run after it
was over.
- Fixed an issue where tilt would go on too long after all the balls where
- Fixed sounds being called during test mode
- Fixed the timing of the Zap Jackpot background lamp effect. Zap Jackpot will
no longer show through when they should not.
- The Machine award screen will no longer stay on the display longer than it
- Enlarging Ray can now be awarded from Mystery

- Added an adjustment to disable the lower playfield.
- Added a lamp effect during Grandpa Multiball
- Added a lamp effect during The Machine
- Added Herman Multiball Jackpot lamp effect.
- Added Munster Madness Multiball Jackpot lamp effect.

- Increased jackpot sounds during Grandpa Multiball
- Tweaked Shaker motor effect during Super Jackpot award sequence. It's now
less intense and it's more fun.
- Added more intelligence to Mystery. It will start something when the player
has less going on.
- If you attempt DOUBLE SUPER SKILL SHOT when you have GRANDPA LABORTORY lit
the game will give you extra lower playfield time to complete both.
- Cleaned up the much of the choreography pacing between DOUBLE SUPER SKILL
- Made the skill shot timer not pause for inactive balls.
- Removed the feature adjustment - START GAME ON CREDIT. This functionality is
now handled by the system.
- Improved the volume and priority of the GRANDPA LABORATORY kick-out sounds
- Reduced how many areas are needed for the first set of areas in MUNSTER
MADNESS LEVEL I from 5 areas to 3. This will do two things.
1 - Average and lesser players will be able to get to the HURRY-UP
STAGE easier. Having a better chance to shoot for the Hurry-UP and
then see the rest of the multiball.
2 - Better than average players that can trap-up the balls and shoot
the lower playfield will have less of what is easy for them and be
more challenging overall. After the 3 sets of areas the player is
forced to play the whole game and put the ball at risk more.


Looks like they fixed the Grampa freeze thank god. Now back to playing.

And maybe they've nerfed the Munster Madness trap up on top and finish the mode on the lower Pf.

#2807 3 months ago
Quoted from cpr9999:

Agree but now I get mini dimples.
[quoted image]

Aaaaww, so cute.

#2812 3 months ago

Would be good (for PRELE) if you could choose to cancel the lower pf mode for the 2nd time (on the first level) if you've already completed it.

#2872 3 months ago

Just installed new code and had a decent game. Seems to be allot of new light effects - particularly making jackpots on the lower pf now has really cool light effects on the main pf. Makes them feel more integrated.

I’m sure I heard quite a few new sounds but can’t say what they were.

Machine freeze is gone.

Really enjoying this game. Shots/layout are fantastic. Like the basic code structure.

My code wishes:

- Would love to see good variation between level 1, 2 and 3 modes.
- Some sort of side modes - like eddy, marylin and Dragula. That are good for points, not just Supers. For starters, Just bring midnight madness in as one of those modes and make Midnight Madness a scream or something.
- super jackpot needs to show what your cancelling (points value) and what multiplier you’re running at.

I’d be really happy with all that. Please Dwight. This game is straight up fun. Take it to the next level!!!

#2888 3 months ago
Quoted from Blakester:

Any further opinions as to whether Pin Stadiums enhance the LE or Premium (lower and upper play fields)? Especially now that the code update has enhanced the lightshow?

There’s a post with them installed here:


I think you can tell from the downvotes what the overall opinion is, but you can make your own mind up.

#2973 3 months ago

A Super Loops Eddie mode would be cool, like Loopin Supers ramps on GB. That was one of my favorite modes in the game.

And make it worth good points.

So that, and bring Midnight Madness in as a main mode - maybe Marylin Madness or something.

Some variety between the 3 levels, and a big wizard mode for finishing all 3 levels.


2 weeks later
#3415 86 days ago

The b66SLE ones are lit. Pretty sure the Pinball Life ones aren’t lit.

#3442 85 days ago
Quoted from hank527:

I'm so happy mine is gone. Got a MB and couldn't be happier

Thanks for the update....

#3447 84 days ago

Anyone got any ideas about Grampas Enlarging Ray mode? Have only ever got it from Mystery. Can it be earnt outside of Mystery and what is it? Is it new in current code? Didn’t see it on the old code.

#3466 84 days ago

Munster Madness on the PreLE is one of the coolest modes I've played. I don't really see it as a wizard mode - more of a regular mode. So it should be achievable every few games like it is IMO.

There's a lot to like about the code on Munsters. There are some really great moments - like MM. Like Spot Jackpots when you complete - right ramp, left spot bash combo, like cashing out 6 SJP's with 5X running, like no ball save on Raven MB, but being able to re-start if you can hit the ramp in time, like building up Zap jackpots.

We just need more of it.

#3592 79 days ago
Quoted from Wmsfan:

Looking at everyone's high scores for modes and overall- am I the only one that changes initials from 3 to 10 characters?
You can do it on all Stern games since about POTC....

I find it annoying when it’s on 10 characters, much prefer the 3.

#3601 78 days ago
Quoted from Spacemanratso09:

I am others would agree,that MM multiball seems pointless with no control
I am on the fence about that still
If you hold ,as suggested many pages ago,the upper and play grandpa till it forces you back up then down again there is a way to play it out
Finally a game that had me kicking stuff around the room
Edited for just general negativity ha ha

Just had a nice game also @ 248 ml. Managed to get 5x Playfield started before going into Munster Madness. Trapped up on upper pf. 172ml just from Munster Madness. Been cashing out jackpots more regularly lately - if I’ve got 3+ and at least 3x multiplier going I’ll cash it out. Much more satisfying.

#3604 78 days ago
Quoted from MANTO1975:

What are owners doing to remove the dust from underneath of the lower/mini playfield? remove the lower playfield or remove the clear section of the main playfield?

Just cleaned it this afternoon manto1975 - undid the torque screws (t10) from the top, lifted it out and cleaned. Made a big difference.

#3616 78 days ago
Quoted from DeathHimself:

Ok so now that I'm back on my feet again, taking a stab at making yet another mod. This is my mark up model, input and thoughts would greatly help.
Going to make spot more pronounced going to light his eyes green which will be on steady, and the fire from his nose when spot is hit. In addition not sure yet but also thinking about maybe a soft green light in his mouth like some images I have found. Thoughts????[quoted image][quoted image][quoted image]

Sounds great.

Was literally looking at spot yesterday thinking he needs to be lit. Was actually thinking a Bicycle Girl style spot light was needed, but your idea might be better.

#3666 76 days ago

Marty on Head2Head podcast said he’s play testing 1.0 beta and it’s not a major re-work of the code. Having said that he said he’s really enjoying it.

#3684 76 days ago
Quoted from kcZ:

What is the limit on multipler? How do I know where I'm at once there 2 & 3 are lit?

6x. Was just thinking that also - how to tell once above 3x?

#3688 75 days ago
Quoted from kcZ:

But I keep adding after both those are lit?

At a guess, 4x = both lit, 6x = both flashing??

But I’m completely guessing. All I know is both lit and/or flashing is over 3x .

#3812 71 days ago

Just listened to the latest SDTM podcast and the guys also couldn’t understand where all the hate for this game was coming from.

Makes me laugh in the other bitch thread how everyone complains about shallow code yet 99% of them could never get near to the end of “deep” games anyway.

Was playing Met and Munsters this afternoon and it was such a nice contrast. Compared to Munsters, Met almost seemed a grind to get anything going. Munsters was almost instant fun. Difficult to blow up, yet easy to start the fun.

#3881 69 days ago
Quoted from 1956PINHEAD:

Played two games tonight, got to Munster Madness on the second game. My 1st M/Madness experience on the new game and what a blast that was. Totally blows away the Pro in terms of managing both playfields. Can't wait to experience M/Madness again, hopefully very soon!
[quoted image][quoted image]

Get your multipliers cranked up before you start MM Pinhead and watch your score skyrocket.

#3922 69 days ago

All versions of the game are gorgeous. Wasn’t so long ago we’d all be drooling over any one of them. Now we’re spoilt for choice.

Nothing new in Stern offering multiple art packages for a premium. Was pretty obvious they were going to do it on this one.

Feel a little bit for LE buyers who only bought LE because of the colour or B&W buyers who recently bought because they thought it was the only other option.

Personally I prefer the whole LE package, and that’s why I bought it.

#3931 69 days ago
Quoted from gac:

You basically just said the same thing you down voted me for.

I was just disagreeing that it affects LE owners.

Quoted from gac:

LE owners... yes, I think they are affected.

Doesn’t affect me at all as I prefer the LE package overall.

Was just saying it affects both LE and B&W Pre owners only if they made decisions based on the assumption no other Premium would be made.

#4024 68 days ago
Quoted from cottonm4:

I bought my LE used so I don't have a dog in this fight, but I can see where LE owners could be just a little chapped.
[quoted image]
There was/is a $1500.00 price difference for 600 units. For the extra $1500.00 you got,
[quoted image]
As far as the autograph goes, it looks like some scribbles; Yeah, I know, I can't read my signature, either. This would be some new hire's idea to squeeze some extra zero-cost items that might sound good to a new buyer. It is a waste of ink and bandwidth.
The sequentially numbered plaque might add some extra value, but only as a sales tool.
1) So, what did you get for $1500.00 extra?
You got an invisible play field glass...................................................................................PDI glass costs $300.00, plus you will pay for shipping. I don't know how much shipping play field glass costs, but along with Spot, Herman, and Lily being boosted, the USPS has doing a good job of boosting its rates. I'll say $50.00.
So, $350.00 for a nice play field glass. Retail pricing.
2) A Shaker motor. I turned mine off. If it would not destroy originality, I'd remove it and sell it along with a couple of boat anchors I need to unload. Stern RETAIL pricing for a shaker motor you install yourself is priced at $99.00.
3) And you can buy LE style blades for $79.00 retail. Granted, they are B/W to match the Premium, but it is the same pattern as the LE.
So, grand total of the above is $350.00 + 99.00 +79.00 = $528.00
Take the $1500.00 LE price differential
$1500 - $528= $972.00
For the extra $972.00
1) you got a mirrored back glass.
2) An exclusive cabinet motif
3) And a colored play field.
So, now, with the Premium colored play field, the only exclusive item left for the LE owner is the back glass. So, for $972.00 extra, the LE gets an exclusive cabinet design, mirrored back glass, an LE plaque #?? of 600.
I figure the plaque is worth the money it took screw it onto the back box.
The LE is finished and we are left with three colored cabinets. If the colored Premium sells for the same price as the B/W units, then I would not assign very much value to the LE cab design. I'll be generous and say the LE cab design is worth $100.00.
Unless I have missed something, that mirrored back glass is costing $872.00 extra.
That is a fairly expensive back glass just for trumpeting exclusivity.
If Stern does decide to sell LE style colored blades for $79.00, then a colored Premium will be pretty much an LE with a little different colored cabinet and a little bit different back glass and no PDI style glass and no shaker motor
Put them all side by side, and for the cost savings I would have taken a colored Premium for $1400.00 less and let the LE slide. And then I would go buy a PDI glass for $350.00. So, a colored 2-level play field unit will cost $7600.00 + PDI glass @$350.00 for $7950.00 total.
It is in the neighborhood of $1000.00 less for a colored Premium. I don't need a mirrored back glass for an extra $1000.00
I can see why some LE owners are just a little disenchanted with Stern with the colored Premium slide.
[quoted image]

I dont see anywhere in that photo that sais "exclusive full colour playfield". The rest is well known by all LE users when they order.

#4148 66 days ago
Quoted from chuckwurt:

Haha. Agreed. I posted that very detailed layout of the supers and how much they are worth and I bet like 5 people care. Haha

Make that 6. Link?

#4152 66 days ago
Quoted from chuckwurt:

Filter this thread for my posts. You’ll see it.



Quoted from chuckwurt:

Dwight was gracious enough to help me clarify the Super Jackpot stacking. Base value is $350k in current code (used to be $500k), then for each time you hit the scoop (unlit) it increases by a small amount (not sure the amount, but small like under 10k). See below for the value of the collect depending on how many you have stacked:
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
These values also can be multiplied by up to 6x from the playfield multiplier.

#4155 66 days ago

Any one know what all the Supers are and what’s required to get them?

Someone posted in the code thread it would be great to know which ones you’ve collected and which ones are left to collect.

1 week later
#4369 58 days ago
Quoted from tpir:

Got lucky and was awarded Enlarging Ray from Mystery on ball 1 in the lab. Had a good run from there to get the 3 Grandpa super jackpots lit right out of the gate (Mystery, Grandpa, Enlarging Ray.)
Ended up with 8 super jackpots at 6x playfield during Raven multiball on ball 3. (The game said "you have ALL the super jackpots lit" so I got really excited, but I definitely did not have the Spot or Marilyn super jackpots lit.)[quoted image]

Just snaked you both; 8 SJ and 6x. So much fun.

B71DDB03-A3CC-4522-BF1E-2985B2A7110A (resized).jpeg
#4371 58 days ago
Quoted from Who-Dey:

Nice job Crooked! Cashing in the jackpots is a lot of fun! What is your highest GC score so far?

You calling me a Crook who-dey ? Just because I beat your SJ score lol.

I’m at 248m (no ball save) for GC. Got most of that on MM with 6x running. What’s yours?

#4373 58 days ago
Quoted from Who-Dey:

If i told you my high score i would publicly humiliate myself.
Lets just say its a lot less than yours, like 110 million less lol. Im going to push for a 200 million game though. I can do it i think. I do have a ball save of 7 seconds on my game though. 248 million is crushing it!

Not sure if the ball save makes a huge difference for most games. I think if you’re having a good game you’re probably not making making any use of it anyway.

#4374 58 days ago

Just put up this - 250m of it was on MM with 6x running.

12314DB4-8F81-4060-94ED-EB2D788AD084 (resized).jpeg
#4420 54 days ago

I wonder, bringing Midnight Madness into main game?

Edit: or topper more likely.

2CF2E0D2-11CD-4EFA-AD0B-3B9B9FAB4F34 (resized).png

#4423 54 days ago
Quoted from Wotto:

Raven is saying NEVER MORE?
That's not a great sign is it?

Really? Didn't hear the sound. Yeh, doesn't sound promising if that the case. Seems like and unusual post for John Borg though.

#4425 54 days ago
Quoted from DeathHimself:

I think you guys are reading too much into that clip , then again maybe he is implying nevermore about doing a machine again with Dwight LOL.

Cracked it.....He's never more excited than what he is now about the huge code drop that's about to happen. lol

1 week later
#4521 46 days ago

The topper is almost black and white anyway? Sort of greyscale. Should look good on the B&W premium. Maybe even better than on the other versions.

#4533 46 days ago
Quoted from Who-Dey:

I finally made it to Munster Madness again last night, i was starting to wonder if i was ever going to get there again. I only ended up with around 75 million points and i left 7 super jackpots on the table, had my 6X playfield lit and everything, all i had to do was make the Dragula shot and it would have been a pretty nice game.
How are you guys playing Munsters Madness that have the lower playfield? I try and trap the balls up on top and then play the lower playfield. It seems like that would be better than just blindly flipping away at both playfields right?

But the lower pf has endless ball save, so you may as well use that with no risk until it kicks you out. I use my upper pf ball save to make a few shots then trap up before the upper pf ball save runs out. Then finish as much as I can below - no risk there.

#4539 46 days ago
Quoted from Wotto:

Doesn't that directly take away from what the entire "play upper and lower at the same time" (end/ wizard mode , hoo haa) was designed for. The one thing that separates this game from others?

Actually the opposite. The beauty of having the double buttons is that you can separate upper and lower play. This is what’s unique and the code encourages you to try and control the chaos. It’s not easy, but once you perfect it, it’s a blast.

Just flipping both sets of flippers trying to make shots defeats the whole purpose of having them running together yet being able to control separately. If the point was to just flip both sets of buttons together, they wouldn’t have gone to all the effort of separating them.

#4588 43 days ago
Quoted from ShinyBall:

Well, this a club for current owners ( I thought that is what it meant to be in it)..so, not surprising that we may really like our machines and "are" pumped

Exactly. It’s also the only thread where those commenting have spent good time on the game and understand the rules. 99% of the bashing is from people who’ve played a few games then made their mind up based on what others have said on Pinside.

#4613 42 days ago
Quoted from jfh:

But it does seem that Munsters owners are far more bothered by what they perceive as negative attacks by others than what you see on other games. That is what I find curious. It’s good that many enjoy the game as it is. Pinball is about fun. There should be no need to defend a game you love and yet Munsters owners seem compelled to do so more than most.
If I end up owning the game, I’ll be glad to tell people why I bought it and like it. But I won’t get defensive with those that don’t.

Are you serious?

More to the point is why are you constantly in the Munsters owners thread trying to convince us how bad the game is?

#4621 41 days ago
Quoted from jfh:Obviously reading comprehension isn’t your strong suit, mate.


#4638 40 days ago
Quoted from GamerRick:

No one answered my post about stuck balls in the left Eddie orbit. Is anyone having issues with balls getting stuck there?

Not me.

#4692 33 days ago
Quoted from Who-Dey:

Where is our Munsters topper at folks?

In a galaxy far far away.

Sorry, wrong game.

#4740 31 days ago
Quoted from parabol420:

If the balls are getting stuck on the magnet, its quite possible your magnet is not flush with the playfield. That is what the large nut on the bottomside of the playfield is for, allows you to adjust the height on the magnet. You want to adjust it so the magnet top is flush with the playfield. Once you do that, the balls will no longer stick on it.

Just a footnote to this, you really want the magnet to be very slightly above the Playfield to prevent wear on edge if the wood. But not so much above that it causes air-balls. Just enough so you can feel it with your fingers.

Ideally, same also applies to the window of the lower pf, but obviously that also risks slight deviation of the ball path in slow moving balls.

#4744 31 days ago
Quoted from cottonm4:

I met a young pinballer yesterday at an estate sale where a pin was for sale. While I was still looking the pin over to see if it was worth buying, the kid made his jump and was over writing a check. And as I am standing there with my flashlight, the seller comes over, quite unceremoniously, yanks the price tag and says, "this has been sold".
I wound up helping the kid get the pin broken down and loaded up for transport. He offers to buy me lunch and I accept. I invite him over to play my pins. He is a pretty good player. He is jazzed with my Munsters.
His first game he ran up 30 million points and got 7 Eddie Loops ! I have been struggling for many games now and have only managed 4 Eddie Loops.
Anyway, we both were having a good time. Then he mentions BKSOW and says it is a pin.
So, here is a kid, who knows how to play, speaking favorably towards both pins. There was no BS talk about code.
Just thought I would put this out.

Bet he wasn’t on Pinside.

1 week later
#4868 19 days ago
Quoted from cottonm4:

OK. Let's talk about that. What is the sell number that has to be hit for a pin to not be a failure, in your opinion?
Moving over to The Beatles, Stern announced the numbers it would be happy with. 1,964 Beatles Golds were announced to be produced. Stern just set its bar right there. So, if Stern reaches that sales goal of 1,964 Beatles selling then only a fool would say Beatles Gold was a failure. The number we don't have is how many Beatles does Stern need to sell to break even? At what unit number does Stern start making a profit? Stern might be perfectly happy if sales stop at 1200, for example.
Taking the LEs out of the equation, 996 - 600 = 396 Munsters (Pros and Premiums) is the current pinside ownership number. Notice, I said "pinside ownership number". Get ready for a new acroym.....using "PON" as guide, Stern needs to sell 1,568 more Munsters to match the 1,964 Beatles Golds sales objective.
But we already know that Pinside PON is just one part of any sales estimate picture. We do not have any idea of how many sales have actually happened because (many, a few, a lot, gobs) pinball owners don't show up on Pinside and there are others with private collections.
I'll set the Munsters sales bar at that 1,964 Beatles number and AFAIK, 1,568 more Munsters need to sell.
Which takes me back to my opening question to you: What is the "sell number" that has to be reached before Munsters can be considered "not a failure", in your opinion?
And, also, how many Munsters that are not part of PON do you think have sold? Some around here are of the opinion that Pinside represents about 20% of pinball ownership. So, if the 396 can be considered a 20% ownership rate, then 100% would be 1,980 units sold. Already. If this sounds preposterous, then consider how all of the speculation sounds when it is all pie in the sky BS with no numbers estimates, at all. I mean, really, Stern is the only one holding all of the numbers regarding break even sales, current sales, costs and cost overruns, etc.
Adding the 600 LEs ( it is safe to assume that Stern has cut a fat hog with LEs sales) back into the mix and the PON of 996 units suggests to me that Munsters is doing OK in the market.
Don't forget, Munsters are still being produced and sold. And I have yet to read of anybody coming on and saying they just took delivery of their new Munsters Color Premium. So we still more sales to consider with that.
So, for the 3rd time, what is the sell number Munsters has to hit before you consider it not a failure?

Don’t feed the troll cottonm4 .......Still have no idea why non owners post in owners threads.

#4878 18 days ago
Quoted from chuckwurt:

In club threads it’s my understanding it’s for everyone that likes the game. I don’t own Munsters, but I love playing it.

That’s true, but the individual I was referring to doesn’t own OR like the game, so.....

#4880 18 days ago
Quoted from chuckwurt:

Yeah true true. Club threads are all I have for new games that come out and I like them. The other thread(s) are completely garbage. There honestly should be a sub-forum for the garbage threads for each title. Haha

Yeh, that would be a great idea. A Hate subforum like the basement. You can elect to just have it not visible so those threads don’t even show on your “feed”. Then Mods can also move new hate threads that belong in there.

There’d be a group of Pinsiders that would only ever be seen in this subforum and that would make everyone happy.

#4914 14 days ago
Quoted from Thunderbird:

Does someone have a link to Munsters topper demonstration in action?

I think this is all we have at the moment:


1 week later
#5108 2 days ago
Quoted from Who-Dey:

All i can do right now is just shake my head and say unfuckingbelievable.

I know, it’s 2 steps forward and 1 step back with Stern. Obviously they’ll look after everyone and eventually get it right, but they make life unnecessarily difficult for themselves (and their customers).

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