Been trying to get time to do a comprehensive post about my past week, but I'll have to now just post briefly as a summary and go to the depth as time permits.
Saturday evening 'Bills Big Arse Pinball Van" rolled in the driveway bringing my Rick and Morty home! . I'd spent more than a week preparing myself to find a bunch of splinters or something after some of the horror stories some owners have, so it actually came as some kind of pleasant shock to discover RaM #500 was almost completely unscathed!.
My topper hub had a crack at the locking screw, which I super glued and good as new. That is it really.
So essentially no container damage. I inspected the cabinet thoroughly for rigidity or any signs of movement/weakness. There was one excessive gap, but rigid and seems more like assembly alignment. It's appears to be solid though, and on the back under a leg. I emailed Kayte a few days back to report the good news about the safe status of the delivery, and the note about the legs. Just waiting a response. They must be busy too with some stuff I'd say.
We set the game up, all went smoothly except the legs. I definitely have the leg issue all round. I put my new Sys11 legs on there instead, no problems with clearance to the cabinet decals. Only actual decal issue I found was the top bolt of the coin door a little too tight, bubbled the decal out, but I got that sorted.
Checked voltages on power supply, coils was correct, but PC supply needed switching over from 115v.
Thanks for the detailed heads up Mark and Chris!!
We played the first 4 player game as 2 more players showed up. Realising it was Family mode, stopped to correct that when completed. Played okay out of the box. But, flipper EOS adjustment meant poor flipper performance. Stand up targets all worked, but only when you pushed them very hard, so I adjusted most of those too because they would rarely register. 15 minutes. Then we played for 4 hours and it was Awesome!! .... but there were some frustrating rattle and shot issues going on up in the back, that needed correcting before I could be satisfied. I regret not taking more gameplay footage prior to the tweaks/fixes and fitting the playfield protector, I'll try to find some later.
So after tidying up (straightening/bending/moving) a few ball guides and the diverter, and fitting the playfield protector.... man it plays so much Better, most snags gone. I do need to go back and revise one or two minor aspects, but most of the tweaking has had the desired effect... even better than I hoped perhaps. Good shot to the right orbit now sometimes clears the portal completely somehow and comes back out of the left garage shot, I seen what's going on there. I have also reduced many of the coil powers quite a bit, except the diverter which I gave a little extra as the ball was deflecting it a little sometimes. The extra couple of steps in power stopped that it seems. After the PF protector installation and guide tweaks I had 5 screws that did not go back into ball guides.
The playfield protector fitted okay, but I did need to trim a couple of places. They need to be fitted flush flat with no foul or lift, anywhere, or they Suck. Took the extra time to check closely more than once over and glad I did. Made sure to document it, will let "playfield-protectors :com" know about the production fit and send them the images. Layout slight alterations are evident, but nothing that stops it being fully functioning. I will post details and my pics about all this somewhere soon.
I also updated to the October code, we did find some bugs Saturday night on May, prior to applying the newest public code. The additional content was very noticeable compared to the May code that we played with for 4 hours Saturday. Tuesday night we played for 5 hours with the PF tweaks and protector and new code. Amazing!!!! ... playfield tweaks made such a massive difference, but if I didn't do it I probably would never have been too fussed, more rattles and rejected shots the game is still great, but tougher, and punishing. Grueling. Getting rid of the foul ups in the diverter and spinner orbits, as well as the garage right orbit path ... well it allows more Flowmobius!!! .... and it is Extra fun and satisfying. You NEED those pat on your back callouts in this game! LOL
Tweaked or not the game is still awesome! . ... and it did in fact work and play acceptably straight out of the box (after some general basic switch adjustments to taste and code update). Generally seemed there was really less essential tweaking than I am used to doing with a new in box game to make it "fully working" (only switch adjustments were needed really), but what ever extra bits I did do made a pretty big difference. No real disappointments. Way to go Spooky!
Spooky family... Emery's, Scott, Eric, Bunyip, Bowen, all ... I like what you got!. Good Job!! ... This layout, the shots, the code, the integration and callouts!... the whole game is so friken Awesome!!! :3...
... I still have a few bits I'd like to do, such as add an enclosure like the one in TNA. Some other stuff too.
A couple of amateur videos showing gameplay, sorry about the washed out display, next step! .... adjust display!! . At least should give a good comparison, to see how much better it can be (is).
My bro in law stopped by, from interstate, Qld! ... he says he never plays pinball.... never heard of Rick and Morty. Here is his first ball... interesting Lol
... I rekon he's Lying! ... See that live catch!!? ... and all them Garage shots!..... Pinball Shark!
These two nearly fit for the location, a bit more time in the workshop for "testing" and refinement though I think! . nudge