(Topic ID: 257850)

Official Rick and Morty Club - You are not like other carbon based life forms.

By TheNoTrashCougar

1 year ago


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#13051 7 months ago
Quoted from snaroff:

Well I've been in this hobby quite a bit longer (~20 years). I've owned ~70 games over the years. I've restored games and commissioned game restoration (with High End Pins). This is my first Spooky game.
With that really brief introduction, zene10's comment that "I've had the glass off more than any other game I've owned." has been my experience as well. Most of my "build issues" have been discussed in this thread and I'm not going to rehash them, but my game (#175) needed a lot of attention to play properly. Sure, maybe my standards are high, but I definitely don't have "unrealistic expectations". My expectations are based on 20 years and ~70 games. Since you've only been at this a couple years, I'm not sure if you're in the best position to judge my expectations! Fortunately, I'm retired and have plenty of time to give #175 the love it needed to play great. For folks not in my position with issues, it's a shame.
Once the game is dialed-in, it's stunning. For me, the pain was worth the gain. Scott/Eric/Bowen have done insanely great work. Pinball manufacturing is definitely tough...I get it. From my perspective, too many games shipped with common/significant problems.

Agreed. The fact of the matter is that the game design is perfect, but unfortunately when some of these pins were assembled the ball guides did not quite match up to the paint lines on the playfield. While this didn't completely ruin the gameplay, it did however make a few shots very clunky.

I own one at home and another at a business. Both pins needed there own degree of tweaking before operating as intended.

Its beyond smooth onced dialed in and is one of my favorite pins to play since its been released.

#13052 7 months ago
Quoted from WolfManCat:

Agreed. The fact of the matter is that the game design is perfect, but unfortunately when some of these pins were assembled the ball guides did not quite match up to the paint lines on the playfield. While this didn't completely ruin the gameplay, it did however make a few shots very clunky.
I own one at home and another at a business. Both pins needed there own degree of tweaking before operating as intended.
Its beyond smooth onced dialed in and is one of my favorite pins to play since its been released.

For me, the engineering issues on the flippers (hardware/software/mechanical) is much more troublesome (since unlike the ball guides, there are limits to what I'm able to do). At the moment, my lower flippers are working pretty well. The upper flipper drops down way too easily. Kind of ironic that possibly the best designed upper flipper (in terms of shot diversity) has such a poor implementation (in terms of hold/strength dysfunction). Should receive a spectrum of springs to fiddle with...maybe they will help. Hope so.

#13053 7 months ago
Quoted from metallik:

hmm, i guess i might have noticed that if I'd actually installed the tilt..
Problem is, Spooky games are built like brick shithouses. I am 145lbs and can't move them with any kind of finesse. Spike games are no problem, I can nudge, move and wiggle and make saves within the limits of the tilt bob. R&M doesn't fucking budge unless I manhandle it. The tilt shall remain on the floor of the cabinet til I can take on some Armothy training.

Spooky games need an ear plug mod for sure or you’ll have lots of angry tournament players for phantom tilts and warnings.

#13054 7 months ago
Quoted from Chisox:

So I’d like to ask all the Mortys who have scored 100 mil plus , where are you raking all these points? Is it megaseeds? I can’t break the 40-50 mil plateau and since I’m playing alone and the second I look up at the screen while playing I drain, I can’t figure out how to break the 100 mil mark. And please don’t start talking about your flippers because I’m not sure I can handle any more.

From the video I posted on the R&M Facebook group yesterday. I think here’s the jist of my points.
I had a decent ball 1 with a couple and hit a couple dimensions and got a handful of seeds.

Next, I didn’t look up during the crazy frenzy of my “last” ball 3 (I did have a EB for sure in there) First I was in Meeseeks mania, usually I hit meeseeks mania while in Grofolomite MB, but
This time I hit the Grof while I was a already in meeseeks prob the first time for me. I hit ALOT of jackpots, I was nailing seeds.
I know I got at least 3 high scores during all of this, Grof MB, Meeseeks Mania, Moonman, most ludicrous chitz.

#13055 7 months ago

The dimensions you hit during all that can make a big difference too.

#13056 7 months ago

You’re welcome:

#13057 7 months ago
Quoted from Chisox:

So I’d like to ask all the Mortys who have scored 100 mil plus , where are you raking all these points? Is it megaseeds? I can’t break the 40-50 mil plateau and since I’m playing alone and the second I look up at the screen while playing I drain, I can’t figure out how to break the 100 mil mark. And please don’t start talking about your flippers because I’m not sure I can handle any more.

For crazy high scores, you need to rack up a lot of seeds (20+), then stack Grof MB with Meeseeks MB, and then hit the jackpot shots with the 2x/3x/4x Meeseeks (blue, not purple). Personally I've never succeeded in doing this lol, but I've watched my son do it multiple times with scores over 200mil and 300mil.

#13058 7 months ago

Quick question... If you grab your flipper and pull it up/down to test the slack/gap, should it slide smoothly or with resistance?

I'm determined to figure out this stupid flipper thing. Last night I had my best score of 70 million, with two balls left over, and I couldn't make a single left ramp shot.

I recall the launch video for this game, and everyone commenting on how no one was making the left shot. Say what you will, this has always been a problem for this game.

If yours is working flawlessly, consider yourself lucky. If not, this is an issue that they were aware of long before we all took to this forum with our own issues.

#13059 7 months ago
Quoted from WizardsCastle:

I'm determined to figure out this stupid flipper thing. Last night I had my best score of 70 million, with two balls left over, and I couldn't make a single left ramp shot.

I recall the launch video for this game, and everyone commenting on how no one was making the left shot. Say what you will, this has always been a problem for this game.

What are you set at for PF Angle?

Where are your flippers at rest?

Have you checked your mechs for inpingement?

EOS at the very end of stroke? Cabinet Flipper Buttons adjusted?

I had issues w/ Left Ramp until I checked and saw I was flipping for 3-4 weeks at 7.4 degrees.
Dropped to 6.66 and no longer have any issues with clean shots making it up either ramp.

#13060 7 months ago
Quoted from guitarded:

What are you set at for PF Angle?
Where are your flippers at rest?
Have you checked your mechs for inpingement?
EOS at the very end of stroke? Cabinet Flipper Buttons adjusted?
I had issues w/ Left Ramp until I checked and saw I was flipping for 3-4 weeks at 7.4 degrees.
Dropped to 6.66 and no longer have any issues with clean shots making it up either ramp.

6.5 confirmed by 3 digital levels (I'm OCD).

Flippers are set slightly above the toothpick hole on both sides, as I was unable to backhand the left ramp when I had it resting on the toothpick.

What I find aside from the power fade is that I can't get any accuracy on shots from the right flipper.

Taking a slow motion video, when I release the ball from a cradle, it bounces as it makes its way down to the tip of the flipper. The left side does not behave like this, and I can make shots very accurately.

Because the ball is bouncing on the right flipper, it's really difficult to aim at the ramp. Combine that with the fade, and it makes playing both frustrating and futile.

#13061 7 months ago

I adjusted EOS to the very end of the stroke and set lower flipper coils to aggressive/high/30 MS hold and I still get knockdown on my flippers during multiball and a flutter on impact out of the scoop. At this point is there anything left I can do? Perhaps replacing the springs and bushings might help? Or is that just wishful thinking?

#13062 7 months ago

Im curious, since Scott got his production game, how it compares to his white wood and what tweaks he has made to it if any. Im sure he has read through this thread on the issues we are experiencing and if he has noticed anything as well. Maybe he can chime in, curious what his experience is.

I should have mine in the next week or two.

#13063 7 months ago

Also, can someone confirm what flipper bats Spooky is using from Pinball Life. I have those, but the tip looks thicker than the Spooky ones, and it has a circle on the top where there would normally be a Williams logo:

https://www.pinballlife.com/flipper-bat-and-shaft-assemblies-no-logo.html

Are these the same parts?

#13065 7 months ago

Just ran into the bug were the VUK wasn't firing. During MB while playing Scary Terry. 3 balls were trapped in the VUK. Required a reboot.

IMG_3792 (resized).jpeg
#13066 7 months ago
Quoted from guitarded:

Dropped to 6.66 and no longer have any issues with clean shots making it up either ramp.

Yeah, but at the cost of your eternal soul. The price is too high for many.

#13067 7 months ago

So, it just occurred to me while playing a game this morning...who ever thought there'd be a pinball machine that just randomly yells out AIDS! ?

#13068 7 months ago
Quoted from WizardsCastle:

6.5 confirmed by 3 digital levels (I'm OCD).
Flippers are set slightly above the toothpick hole on both sides, as I was unable to backhand the left ramp when I had it resting on the toothpick.
What I find aside from the power fade is that I can't get any accuracy on shots from the right flipper.
Taking a slow motion video, when I release the ball from a cradle, it bounces as it makes its way down to the tip of the flipper. The left side does not behave like this, and I can make shots very accurately.
Because the ball is bouncing on the right flipper, it's really difficult to aim at the ramp. Combine that with the fade, and it makes playing both frustrating and futile.

You're not supposed to be able to backhand the left ramp (and as per Scott, not the right one either)

#13069 7 months ago
Quoted from northerndude:

You're not supposed to be able to backhand the left ramp (and as per Scott, not the right one either)

Huh??? I see everyone backhanding it.

#13070 7 months ago

I can backhand the right ramp all day long. I have got left ramp backhanded a couple times, but yes...way harder. I've even got left ramp with the upper flipper a few times.

#13071 7 months ago
Quoted from Zablon:

I can backhand the right ramp all day long. I have got left ramp backhanded a couple times, but yes...way harder. I've even got left ramp with the upper flipper a few times.

Ditto this ^

#13072 7 months ago
Quoted from Zablon:

I can backhand the right ramp all day long. I have got left ramp backhanded a couple times, but yes...way harder. I've even got left ramp with the upper flipper a few times.

Left ramp with the upper flipper? Wow. The other day I landed the right ramp with the upper flipper, and I thought that was odd

#13073 7 months ago
Quoted from WizardsCastle:

Huh??? I see everyone backhanding it.

Depending on the right flipper alignment (higher from the marker hole), you may be able to backhand flip the right ramp, but as northerndude mentioned above, Scott did not expect that would be possible. No way the left flipper could ever backhand flip the left ramp.

As for your issue with the left ramp, I had the same problem early on. My right flipper was not binding in any way and there was good vertical gap on the shaft in the bushing (Spooky support recommended 1/8", but that seems like a lot to me). I could barely make the left ramp with a cool coil (less than 15 minutes play time), and it required a perfect shot. After the coil heated up, the left ramp became impossible. So for me the solution ended up being an entire new flipper mech (provided by Spooky). I have no idea what was wrong with the original mech, maybe it was just a bad coil? But with the new mech the left ramp is trivial to make, even after flipper fade. There's just so much more power in the flipper. I still think the power fade makes the game harder the longer you play, so I decided to add fans to the flippers for consistency throughout the longer games.

#13074 7 months ago
Quoted from WizardsCastle:

6.5 confirmed by 3 digital levels (I'm OCD).
Flippers are set slightly above the toothpick hole on both sides, as I was unable to backhand the left ramp when I had it resting on the toothpick.
What I find aside from the power fade is that I can't get any accuracy on shots from the right flipper.
Taking a slow motion video, when I release the ball from a cradle, it bounces as it makes its way down to the tip of the flipper. The left side does not behave like this, and I can make shots very accurately.
Because the ball is bouncing on the right flipper, it's really difficult to aim at the ramp. Combine that with the fade, and it makes playing both frustrating and futile.

For what it's worth, my flippers are feather touch light with the Stern return springs on, there is almost zero resistance to pushing the plunger in. Nothing binding at all. Also my flipper has a lot of vertical slack, if I pull the flipper straight up from the playfield I have 1/8" inch of slack easily.

Here's my alignment with the toothpicks inserted. Rubbers just rest on the toothpicks. I can backhand the right ramp cleanly, and make the left ramp consistently, with power. The Rick target is a definite challenge, right at the end of the flipper.

IMG_0047 (resized).JPG
#13075 7 months ago
Quoted from snaroff:

Left ramp with the upper flipper? Wow. The other day I landed the right ramp with the upper flipper, and I thought that was odd

I should say it isn't a direct shot, I think it ricochets off the lane guide rubber. I havne't done it since I adjusted that orbit down closer to the post.

#13076 7 months ago
Quoted from Zablon:

I should say it isn't a direct shot, I think it ricochets off the lane guide rubber. I havne't done it since I adjusted that orbit down closer to the post.

I've had this happen twice, both times right after a waxing...I think I agree that it ricochets off the lane guide rubber, but honestly wasn't able to tell in real time.

#13077 7 months ago
Quoted from Chisox:

So I’d like to ask all the Mortys who have scored 100 mil plus , where are you raking all these points?

Answer is yes, all of them, but stacking events on top of each other. These 2 vids might help:

#13078 7 months ago

Thanks everyone. I’ve watched minimal gameplay videos on this title because I wanted to discover the game while playing and not spoiling anything. I guess since I’ve had it for a few months some videos would do me some good to work on playing strategies.

#13079 7 months ago

Has anyone had any issues with the F2 fuse blowing? I’ve replaced it but it keeps blowing.

Any help would be appreciated.

#13080 7 months ago
Quoted from LeaderBoard:

Has anyone had any issues with the F2 fuse blowing? I’ve replaced it but it keeps blowing.
Any help would be appreciated.

I'm not sure what F2 goes to, but if that's related to the flipper coils, you may have a bad flipper coil. Check the resistance of the coils. See if one is much different than the other 2. That is likely your culprit.

#13082 7 months ago
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#13083 7 months ago

Mine come to break too
I was able to re solder It without the plastic washer (still tiny legs on the Led)

#13084 7 months ago

So I documented the pop bulb change(broke after 1300 some odd games) Picture 3 there's a zip tie holding the wires tight. Be careful cutting that. Then follow the four wires and clip the zip ties along the way, *I marked the spots I cut with electrical tape so I can rewire and zip tie back in place and to hold the other wires together.
After the wires are loose, you'll follow them across the board to over to the upper flipper coil. You'll see the connection. Easy unplug, feed the wire through, solder off old wires resolder onto new bulbs (thanks Luke and AJ and KT @ spooky for sending me a couple bulbs). Make sure you solder to correct place, old bulb to new one was a little different..
Feed wires back through hole, screw new bulb in place, rezip tie and run the wire back. Reconnect, turn game on to make sure it lights.
And awayyyy we go

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#13085 7 months ago

I Think the led take a lot of vibrations, really
I ve put some hot glue around it , on the base

#13086 7 months ago
Quoted from jguzik420:

So I documented the pop bulb change(broke after 1300 some odd games) Picture 3 there's a zip tie holding the wires tight. Be careful cutting that. Then follow the four wires and clip the zip ties along the way, *I marked the spots I cut with electrical tape so I can rewire and zip tie back in place and to hold the other wires together.
After the wires are loose, you'll follow them across the board to over to the upper flipper coil. You'll see the connection. Easy unplug, feed the wire through, solder off old wires resolder onto new bulbs (thanks Luke and AJ and KT @ spooky for sending me a couple bulbs). Make sure you solder to correct place, old buld to new one was a little different..
Feed wires back through hole, screw new bulb in place, rezip tie and run the wire back. Reconnect, turn game on to make sure it lights.
And awayyyy we go
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Great post that should probably be key posted IMO.

#13087 7 months ago

So....my bro came over today and played (KY derby, both fully vaxed) and the flippers were all great, then the upper flipper started acting weird. We played some other games and came back, thinking maybe it was just hot, but when we came back it was still wonky. We rebooted and the upper flipper was fine again.

So....if you are playing and the upper flipper acts weird, try rebooting and see what happens.

#13088 7 months ago

Did anyone ever design mirror blades for this game? Those would really be the perfect ad on for this game.

How are people adjusting the third flipper to make the inner loop a bit easier to hit? Neither loop is easy but that inner loop seems to be getting more and more challenging and I think the positioning of my flipper may be the reason.

#13089 7 months ago

I think I've finally resolved my "garage shot issues" as a tech came over today, loosened the left orbit curb (removed 2 screws) and removed house to fix diverter issue that was sending back a lot of my shots from the right orbit. Woo-hoo! Finally feels like a "fuller game" now that I can hit the garage more consistently.

The "bad news" is that after he left I noticed that I wasn't getting any Glomflomite multiballs. Like at all.

In fact, even though my shots are registering going through the horseshoe, I'm never told to "lock a ball" up there anymore. Like ever. Balls aren't getting locked up there anymore. Hence, can't get any Glomflomite multiballs, which clearly are required for the game.

Any idea what the problem may be?

#13090 7 months ago
Quoted from PinMonk:

I'm not sure what F2 goes to, but if that's related to the flipper coils, you may have a bad flipper coil. Check the resistance of the coils. See if one is much different than the other 2. That is likely your culprit.

I had F2 blow on me yesterday in my arcade. I dropped the hold values back to default high and made sure my leaf switches were adjusted properly and havent had an issue since. The game gets heavy play in my arcade

#13091 7 months ago
Quoted from TigerLaw:

How are people adjusting the third flipper to make the inner loop a bit easier to hit? Neither loop is easy but that inner loop seems to be getting more and more challenging and I think the positioning of my flipper may be the reason.

2 things. Remove the left ramp and adjust the orbit end down closer to the post, and move the right ramp and adjust the rail to be closer in line with the flipper. Doing these 2 things made mine smooth as butter.

There are key posts with both of these.

Now, additionally, there may be an issue with the spinner hanging up the ball, so you might check that as well. I recall a few people had that issue.

#13092 7 months ago
Quoted from BeeGeeMtl:

I think I've finally resolved my "garage shot issues" as a tech came over today, loosened the left orbit curb (removed 2 screws) and removed house to fix diverter issue that was sending back a lot of my shots from the right orbit. Woo-hoo! Finally feels like a "fuller game" now that I can hit the garage more consistently.
The "bad news" is that after he left I noticed that I wasn't getting any Glomflomite multiballs. Like at all.
In fact, even though my shots are registering going through the horseshoe, I'm never told to "lock a ball" up there anymore. Like ever. Balls aren't getting locked up there anymore. Hence, can't get any Glomflomite multiballs, which clearly are required for the game.
Any idea what the problem may be?

I'd start by checking the connections to your crank and your opticals in the horseshoe. You don't mention if the targets go up and down or if the lights are on.

#13093 7 months ago
Quoted from Zablon:

I'd start by checking the connections to your crank and your opticals in the horseshoe. You don't mention if the targets go up and down or if the lights are on.

Nice! I just noticed that the Flooble-crank switch is not functioning either, so I can't build up the gravity meter/magnet either.

So you think the same crank switch can affect the horseshoe section? I don't remember the targets going up at all, maybe once or twice but mostly they are staying down. Lights are functional in horseshoe.

EDIT: So I just played the TOTAL RICKALL adventure and the targets outside horseshoe did go up during the entire adventure. They were registering when hit. It also locked a ball during PICKLE RICK and held it locked. Weird. It only seems to be the Glomflomite multiball that doesn't seem to be working or locking balls.

#13094 7 months ago
Quoted from Zablon:

I'd start by checking the connections to your crank and your opticals in the horseshoe. You don't mention if the targets go up and down or if the lights are on.

Also, make sure the flooblecrank rod is tightened down through the playfield! Mine wasn't registering shots and the nut on the underside has vibrated loose. None of the energy was bwing transferred to the captured ball

#13095 7 months ago
Quoted from BeeGeeMtl:

Nice! I just noticed that the Flooble-crank switch is not functioning either, so I can't build up the gravity meter/magnet either.
So you think the same crank switch can affect the horseshoe section? I don't remember the targets going up at all, maybe once or twice but mostly they are staying down. Lights are functional in horseshoe.
EDIT: So I just played the TOTAL RICKALL adventure and the targets outside horseshoe did go up during the entire adventure. They were registering when hit. It also locked a ball during PICKLE RICK and held it locked. Weird. It only seems to be the Glomflomite multiball that doesn't seem to be working or locking balls.

If the flooble crank switch is not registering, that is the reason you are not getting the ball locks, because hitting the flooble crank is what enables each lock.

Find the source of that problem and get it working and you should be back in multiball business.

#13096 7 months ago
Quoted from BeeGeeMtl:

I think I've finally resolved my "garage shot issues" as a tech came over today, loosened the left orbit curb (removed 2 screws) and removed house to fix diverter issue that was sending back a lot of my shots from the right orbit. Woo-hoo! Finally feels like a "fuller game" now that I can hit the garage more consistently.
The "bad news" is that after he left I noticed that I wasn't getting any Glomflomite multiballs. Like at all.
In fact, even though my shots are registering going through the horseshoe, I'm never told to "lock a ball" up there anymore. Like ever. Balls aren't getting locked up there anymore. Hence, can't get any Glomflomite multiballs, which clearly are required for the game.
Any idea what the problem may be?

I believe I had the same issue with balls locking and multi balls. My left target switch had to be replaced. Go into switch test and make sure they work correctly.

#13097 7 months ago
Quoted from BeeGeeMtl:

The "bad news" is that after he left I noticed that I wasn't getting any Glomflomite multiballs. Like at all.

In fact, even though my shots are registering going through the horseshoe, I'm never told to "lock a ball" up there anymore. Like ever. Balls aren't getting locked up there anymore. Hence, can't get any Glomflomite multiballs, which clearly are required for the game.

Any idea what the problem may be?

Did your tech remove the captive ball and forget to put it back?

#13098 7 months ago
Quoted from snaroff:

For me, the engineering issues on the flippers (hardware/software/mechanical) is much more troublesome (since unlike the ball guides, there are limits to what I'm able to do). At the moment, my lower flippers are working pretty well. The upper flipper drops down way too easily. Kind of ironic that possibly the best designed upper flipper (in terms of shot diversity) has such a poor implementation (in terms of hold/strength dysfunction). Should receive a spectrum of springs to fiddle with...maybe they will help. Hope so.

Shop local if you can, Here in Portland we have **Dependable Spring Company**
This facility is in Sherwood Oregon, about 30 minutes out of Portland. They can send you an assortment of springs to try. I would love to hear your feedback on what you felt was was best result, maybe we could organize a group buy once a solution is found.

---> http://dependablespring.com/spring/ ----> [email protected]

#13099 7 months ago

Noticed an odd bug on a location game last night. It is set up for 2 tokens per game, so I put in four tokens and had two credits. I hit the start button and player one started. I pressed the start button again to add the second player and it showed zero credits. I ended up adding two additional tokens for the second player. Not sure what happened to the original two credits. We played multiple two player games and didn't have that issue again.

#13100 7 months ago

Can someone confirm if the left ramp is supposed to get touching (kind of pressing) the side cabinet wall?

And could you possibly share a photo of the entrance (bottom) of the ramp so I can see where yours is lined up with the playfield art.

Thanks

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