Wow a lot of posts over the weekend. I'm sure I am missing some questions, but you can always post again.
Almost every Stage (not the video mode) and movie mode can be stacked with either Trunk or Seance MB, but the mode must be started first. All of the modes benefit from the stack, with Needles being the one with the most upside from the stack. MBs can be stacked with each other, including three different triple stacks of Straitjacket with Seance and Trunk or Bullet Catch with trunk and Seance or Man from Beyond with Seance and Trunk. Jail escapes hurry ups are also stackable, and can be started after a mode has started (not after a MB has been). Secret mission combos are always active once they are started (and can be started during modes), although those don't typically benefit from a MB, in fact, more likely the opposite, since a shot not in sequence forces the combo back to the beginning.
A great strategy is to lock two balls in the trunk, then light a movie mode by spelling FILM at the lower lanes. Then shoot the rightInnerLoop which will then start the movie mode and Trunk MB at the same time.
As a reminder, when you make the milkcan loop, you need to immediately hit the ramp to advance the playfield multiplier. It is a tough shot, and I seem to make it plenty, when I am not really trying. The hard part is then hitting the ramp after, there is that sense of panic about having to hit it that makes me miss. There is only one mode that relies on your hitting it, and it can be quite lucrative if you can make it, so, higher difficulty provides higher points. Learning to hit that loop and then the ramp, and then use flippers to spell FILM is a worth while skill to develop.
All stage, film and escapes intros can be flipper escaped out of it, just hold both in. Magic shop cannot. Start of Seance can (start of Trunk MB, is quite short right now, but will likely get a little more pizzaz on the start at some point). Keep in mind I play Houdini multiple times ever day, if there is anyone who would want flipper escapes it is me.
It uses the PDB_LED driver boards, which is direct driving the LEDS, not serial, but the LED boards are custom.
Quoted from PinballTilt:
I would like to see a ball save timer too for the subway kick out. Is there any plan for these additional features in upcoming code Josh?
There is one now, but will make it slightly longer in next release. Check settings to be sure it is turned on, but pretty sure it defaults to on.
Quoted from mcbPalisade:
What is the power ratings on Houdini? Just the ones on the back is fine. If you happen to know power usage as it is on an arcade floor not being played that would be great too.
I don't know, I'll see if I can find out.
Quoted from konjurer:
I can't find such a setting for mode length. The only thing related to the stage modes is how difficult it is to open the stage. There is a setting for the King of Cards Timer but that is the only one I see.
Josh - Any chance to add a setting to extend the stage mode timer?
A couple of modes have difficulty or value settings, but most do not have timer controls. I tried to create them where they are makable, but challenging. However, I get the desire for a longer clock, so I'll give it some thought.
Quoted from ZEUS:
Anyone seeing this happen ? I've bent switch back a couple times as it continues to occur, and actually made sure it was slightly angled as to try and prevent the sideload or hitting at an angle.
Have not seen this. Are you removing the switch to fix it or, or doing while sill in the playfield? Might be now that it has bent, it will continue to do so. If it continues to be an issue contact our service department for assistance.
There was also some questions about the sound system. There is no headphone jack, wish there was, but was not something we could fit into the BOM. Easy to add one where both it and the speakers are live (just use a splitter between the computer and the amp, run an headphone extension cord out through the coin door), but harder to do it with the cutoff, but there are likely third party products that can help with this. When we did the original design, we felt the bass was more than strong enough. I think as parts were sourced some changes were made due to cost concerns, and the bass is not quite as good as it was. We are taking a look at this. Hooking up a subwoofer is quite easy to do, as there are available terminals right on the amp. You can tweak Bass and Treble settings on the amp to adjust more to your liking.
The scoop -- it is not a software thing, other then when it throws it out stronger if it thinks there are fallbacks or stacked balls. I find mine to be pretty consistent. We are looking at P-roc control system and power systems to see if we can identify any issues affecting the performance and consistency of thigns. Coil power can be impacted by changes in line voltage, if they are big enough, but those would typically impact all coils, not a momentary effect on one coil, but with most you would not notice it. For example, if I force the line voltage down by 5 volts, my catapult will go from very high accuracy to being short.
As far as the Pinstadium conversation. While it is inevitable that it will pop up on any thread about a new game, hopefully we have now covered the pros and cons of the system when being used with Houdini, and have seen what it looks like with and without, from multiple people. So, hopefully we can move on from that discussion. Of someone can feel free to create a new thread called Houdini and Pinstadium and let it be debated there.
I think I've covered the various questions that have come up, if not, post it again.