(Topic ID: 239307)

Black Knight - Sword of Rage Club - Honourable Knights Only


By NeilMcRae

1 year ago



Topic Stats

  • 2,980 posts
  • 307 Pinsiders participating
  • Latest reply 2 days ago by Mudflaps
  • Topic is favorited by 130 Pinsiders

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Topic poll

“Black Knight - Sword of Rage Club - Honourable Knights Only”

  • Pro 83 votes
    36%
  • Premium 61 votes
    27%
  • LE 86 votes
    37%

(230 votes)

This poll has been closed.

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There are 2980 posts in this topic. You are on page 31 of 60.
#1501 10 months ago

Seriously in need of some new code at this point. It's gotten repetitive.

#1503 10 months ago

There is definitely some tweaks and fixes need happening, plus some score imbalances particularly with the supers which (if not played and collected during retro) are a waste of time. That said though some games are repetitive by design. I particularly like just trying to smash my individual monster scores and multiball scores or my loop champion. Its that type of game to me where you are trying to rack up those points in those modes and beat yourself.

All games don't need to have an epic saga of a code to be good. Sometimes less is more with code if done right. For me anyway this is that type of game.

I do have a wishlist though two monsters per realm would be awesome.

#1504 10 months ago

Less can be more... Unless you have the premium/LE which is super unbalanced. Nothing code can’t fix, so still hopeful

#1505 10 months ago

Havent turned my bksor le on for about a month. I wont sell it but it needs some help on the code. Hopefully Tim Sexton is working on it.

#1506 10 months ago

I’m hoping they could treat Either just the left, or both vuk’s on the pro as physical ball locks for another multi-ball sequence. It’d have to imagine it’s certainly possible with where we are in coding nowadays

#1507 10 months ago

Just rebuilt my flippers yesterday as they had the dreaded coil stop disintegration issue.

I was hoping it would help with the weak right flipper, but it didn't.

Can't make the center ramp on my premium after a long game.

What are people doing about this issue?

#1508 10 months ago
Quoted from tilted81:

I’m hoping they could treat Either just the left, or both vuk’s on the pro as physical ball locks for another multi-ball sequence. It’d have to imagine it’s certainly possible with where we are in coding nowadays

Don’t think they will because catapult mb is a reason they wanted people to buy the premium

#1509 10 months ago
Quoted from Black_Knight:

Just rebuilt my flippers yesterday as they had the dreaded coil stop disintegration issue.
I was hoping it would help with the weak right flipper, but it didn't.
Can't make the center ramp on my premium after a long game.
What are people doing about this issue?

Are you positive it has the correct amount of up/down play?

#1510 10 months ago
Quoted from javagrind888:

Seriously in need of some new code at this point. It's gotten repetitive.

yup after learning you can just stay up top the whole time.
also maybe limiting Catapult MB to once per ball or only after completed a monster on the bottom field.
makes it to easy staying up top. I know you don't have to play it that way, but once you learn you can its hard to unlearn it.

#1511 10 months ago

So no one else has cracked the catapult upper plastic? (Walk around to the side...cracks are almost invisible from playing position). I’ve cracked two now. Seems like a design issue.

And by the way, to replace it is a huge pain in the butt. Involves drilling out digits and getting creative with the brackets to use screws that don’t interfere with the opto boards. Not a quick job.

#1512 10 months ago

I have a question for everyone who has a Premium or Limited Edition: when you flip the right flipper, which flips first, the upper flipper or the main flipper?

I'm at the Grand Ole Gameroom Expo in Nashville and they have a LE here, and on it the upper flipper flips first followed by the main flipper, but on the Premium in my basement at home the main flipper flips first and then the upper flipper-- which sometimes doesn't flip or is delayed enough that I miss the shot, which is annoying. I'm wondering if there's something wrong with mine.

#1513 10 months ago
Quoted from javagrind888:

Seriously in need of some new code at this point. It's gotten repetitive.

Its pinball, what pin doesn't get repetitive? I have been playing a ton of JP3 and its starting to feel like chopping wood. I don't know for me 150 to 200 plays and if its not a theme that I really love like this pin than its almost done. BK3 is just pure Metal and that makes it a keeper but if I was into Perry Como or something It would have left the building long ago.

#1514 10 months ago

Steve says it should be updated by Christmas.

#1515 10 months ago
Quoted from ezatnova:

So no one else has cracked the catapult upper plastic? (Walk around to the side...cracks are almost invisible from playing position). I’ve cracked two now. Seems like a design issue.
And by the way, to replace it is a huge pain in the butt. Involves drilling out digits and getting creative with the brackets to use screws that don’t interfere with the opto boards. Not a quick job.

I've checked mine closely after seeing your post and I have no sign of cracking whatsoever... bout 200 plays in on my LE. Your issue would seem more of an isolated issue than design flaw... at this stage anyway. I would try larger washers... also think of flipper strength possibly? I reduced my upper flipper power from day 1. The balls trajectory and speed may being doing it. Just some thoughts.

#1516 10 months ago
Quoted from Finrod:

I'm at the Grand Ole Gameroom Expo in Nashville and they have a LE here, and on it the upper flipper flips first followed by the main flipper,

That is wrong. Should be the other way around.

From what I understand the pros are exploiting the game in tournaments by trapping balls on the lower flippers and using the upper flipper for endless loops during multiball. Swapping the flipper wires to make the upper flipper go first would put an end to that.

#1517 10 months ago
Quoted from John_I:

That is wrong. Should be the other way around.
From what I understand the pros are exploiting the game in tournaments by trapping balls on the lower flippers and using the upper flipper for endless loops during multiball. Swapping the flipper wires to make the upper flipper go first would put an end to that.

Thanks for the info. I still think there's something wrong with my right flipper button, but at least it's flipping in the correct order.

#1518 10 months ago

A few items I'd like to see addressed in the next code release:

The game is inconsistent about clearing messages by flipping both flippers. None of the mode score totals can be cleared by flipping both flippers, for example. I can't count how many times I've muttered nasty things under my breath as it tells me War Hurry-Up Total: 100,000 and I'm flipping both flippers and it does nothing to make that damn message go away. I can live with the Skill Shot/Super Skill Shot animations not being interruptible, but IMHO the rest should be.

On the other hand, if you flip both flippers to skip the Extra Ball animation or the Extra Ball Is Lit animation, it goes away entirely immediately, whereas I think it should skip to the last frame and hold that for a second or two, like what it does when you abort the Mystery Award animation.

Regarding the War Hurry-Up-- sometimes during it it's spinning the flail and having the shield lowered, and sometimes it isn't. When it is, I have to hit the flail or shield multiple times to get credit for it in War Hurry-Up-- is that how it's supposed to be? If it is, it's annoying; if it isn't, it should be fixed.

The Triple Knights ball lock sequence should be aware of when there are other balls in play, and not turn off all the playfield lights in that situation, or at least turn them off for a much shorter period of time.

At the start of ball 3, I'd like to see the lowest high score that I haven't beaten yet, not just the replay value.

It would also be nice if the game would tell you when you finished a mode and it tells you the total for that mode, if that's a new champion score for that mode.

#1519 10 months ago

Anyone heard anything about topper ship date? My wife wants to get me it for xmas and she keeps asking me when it will be available?

#1520 10 months ago
Quoted from Finrod:

I have a question for everyone who has a Premium or Limited Edition: when you flip the right flipper, which flips first, the upper flipper or the main flipper?
I'm at the Grand Ole Gameroom Expo in Nashville and they have a LE here, and on it the upper flipper flips first followed by the main flipper, but on the Premium in my basement at home the main flipper flips first and then the upper flipper-- which sometimes doesn't flip or is delayed enough that I miss the shot, which is annoying. I'm wondering if there's something wrong with mine.

Absolutely the lower flipper!

#1521 10 months ago
Quoted from NeilMcRae:

Anyone heard anything about topper ship date? My wife wants to get me it for xmas and she keeps asking me when it will be available?

None that I have heard since Pinball Expo: Steve, Tim and team are working to have it available for purchase so folks will receive it by Xmas - exactly what you and I and I’m sure many more are hoping happens too. It will be released in tandem with the next code update.

IMHO I would have been happy if I could have bought the one I saw at Expo as is. But Steve and Tim had no intention of leaving it at that for us BKSOR owners; they’re recording more (new!) call outs and creating additional animation effects and synchronizations to ensure that the BKSOR topper is the topper of all toppers. I think Steve, Tim and the team intend to create a fourth level of awesome for Steve Ritchie games - i just don’t know what they’ll call the level that comes after “biggest.”

#1522 10 months ago
Quoted from John1210:

I've checked mine closely after seeing your post and I have no sign of cracking whatsoever... bout 200 plays in on my LE. Your issue would seem more of an isolated issue than design flaw... at this stage anyway. I would try larger washers... also think of flipper strength possibly? I reduced my upper flipper power from day 1. The balls trajectory and speed may being doing it. Just some thoughts.

Interesting. I first thought it was over tightening on my part. Frankly, plastics and screws were falling out left and right on mine (including the freaking opto board screw underneath the catapult plastic), so I had to loctite and resecure most every screw I have access to.

Anyway, after the top Catapult plastic cracked once and I made the huge effort to replace it by drilling the rivets, etc, I made VERY sure to just barely barely snug those top four screws. Sure enough, cracked again.

I’ve wondered whether washers underneath would also help, in addition to the top ones? Also curious if tiny rubber washers would help below the “Star” washer that’s on there from the factory (it’s the kind that “grabs” and helps the screws not back out).

Still no word back from stern after over 10 days.

#1523 10 months ago
Quoted from November:

For those who are interested in the sword mod, please report in the "The Nov sword mod" topic in all modding section
Thanks !!

I really like your mod and think it would be an incredible enhancement to the pro. I do like the sword but I would be equally interested if it were just a wire form that mirrored the right side. It would probably be cheaper and easier to produce and ship.

#1524 10 months ago
Quoted from Pinstein:

I really like your mod and think it would be an incredible enhancement to the pro. I do like the sword but I would be equally interested if it were just a wire form that mirrored the right side. It would probably be cheaper and easier to produce and ship.

How would it be easier to weld a couple of steel wires together into a certain shape to form a ramp (where the welding points can break in shipment) compared to just cutting the sword out of a sheet of metal???

#1525 10 months ago

We just got a Black Knight SOR Pro at our pinball league bar. I played it and think it’s quite a bit of fun, there are a few things I’m trying to figure out gameplay wise, I’m hoping someone here can help me with:

-How do the super modes work? It looks like I qualify with right flipper shots. But supposedly there is a way to boost the level (1-4) of super by hitting the left spinner. I can’t get this to work? Or I can’t see the level increasing. Once I hit the Black Knight, the super mode starts. Then what? I just keep hitting the associated item on the pin (slings, lanes, etc)... then cash out at the left spinner. How do I know how much I’ve accumulated? What if I don’t hit the left saucer? Do I lose any points logged in the super mode?

-With ‘Power’, when full, Should/can I hit the power before starting a mode? Or can I only hit power once a mode has started?

-are there any tournament strategies I should be aware of? I know to aim for locks and backhand the light lock. Are there things I should ignore? War hurry ups look like something potentially rewarding?

Thanks!

#1526 10 months ago
Quoted from DS_Nadine:

How would it be easier to weld a couple of steel wires together into a certain shape to form a ramp (where the welding points can break in shipment) compared to just cutting the sword out of a sheet of metal???

Certainly if your making them by hand its not. I was thinking their might already be one in existance that would only take a slight modification to work. I see your point. Cutting stainless is likely not that cheap and then there is the graphic work on the sword and handle and it would also be heavier to ship. I think its a great mod either way.

15
#1527 10 months ago

My new bumper caps mod

20191111_223912 (resized).jpg20191111_223954 (resized).jpg
#1528 10 months ago

In the club! Just picked up a NIB Le for $7,800. Really like it so far, looking forward to that awesome topper.

#1529 10 months ago

Just got a new top score, 196 million! Still loving this game, an absolute blast to play the pro.

IMG_20191111_213943 (resized).jpg
#1530 10 months ago

So who tries to light the outlane save vs. Trying to hit the black knight mode qualifying targets during ball save?

#1531 10 months ago
Quoted from Chalkey:

So who tries to light the outlane save vs. Trying to hit the black knight mode qualifying targets during ball save?

I do. It is a very valuable shot, more so than the skill shot points.

#1532 10 months ago
Quoted from November:

My new bumper caps mod

Those are sweet!! Are you going to sell those?

#1533 10 months ago
Quoted from jetmechinnc:

Those are sweet!! Are you going to sell those?

I really want those, but I'm not sure I'd be willing to take off the upper playfield to install them.

#1534 10 months ago
Quoted from javagrind888:

I really want those, but I'm not sure I'd be willing to take off the upper playfield to install them.

I think they look great too, but would they fit on a Premium/LE given the upper playfield?

#1535 10 months ago
Quoted from jetmechinnc:

Those are sweet!! Are you going to sell those?

Curious as well, didn't plan to mod my pro but those just look too rad.

#1536 10 months ago

I don't sell this sorry, should be too expensive to make and to ship

#1537 10 months ago
Quoted from November:

I don't sell this sorry, should be too expensive to make and to ship

Bummer, nice job though. Very inspiring.

#1538 10 months ago
Quoted from November:

I don't sell this sorry, should be too expensive to make and to ship

Did you make them with the 3D printer? You could just share the file if so.

#1539 10 months ago
Quoted from javagrind888:

I really want those, but I'm not sure I'd be willing to take off the upper playfield to install them.

The upper playfield is super easy to remove. I think it is like 5 total screws. That said, I recommend hand tightening the posts as I very easily snapped one when I put it back together with a nut driver.

#1540 10 months ago

Hooked was working on a bumper mod but I haven't seen update for a while.

https://www.hookedonpinball.com/store/p209/Black-Knight-BK-Sword-of-Rage-Pinball-Pop-Bumpers.html

#1541 10 months ago

Does anyone know if there are any of the upgraded shooter knobs left to be had? I have checked Stern's site for a couple of weeks, and it is still out of stock. If you know of anyone that has them in stock, please let me know who has them. Thanks.

#1542 10 months ago
Quoted from jonesjb:

We just got a Black Knight SOR Pro at our pinball league bar. I played it and think it’s quite a bit of fun, there are a few things I’m trying to figure out gameplay wise, I’m hoping someone here can help me with:
-How do the super modes work? It looks like I qualify with right flipper shots. But supposedly there is a way to boost the level (1-4) of super by hitting the left spinner. I can’t get this to work? Or I can’t see the level increasing. Once I hit the Black Knight, the super mode starts. Then what? I just keep hitting the associated item on the pin (slings, lanes, etc)... then cash out at the left spinner. How do I know how much I’ve accumulated? What if I don’t hit the left saucer? Do I lose any points logged in the super mode?
-With ‘Power’, when full, Should/can I hit the power before starting a mode? Or can I only hit power once a mode has started?
-are there any tournament strategies I should be aware of? I know to aim for locks and backhand the light lock. Are there things I should ignore? War hurry ups look like something potentially rewarding?
Thanks!

Super modes: left orbit will light the center for super. Hit center to start one of the 5 super modes. Hitting the far left spinner before starting your super mode boosts its value or “level.” Currently not obvious what level you are on. Purple is best value though. You can stack all super features at once. Every time you hit a super thing, you’ll see a jackpot increase in the upper left corner of the display. Collect this and end all super features by shooting the far left orbit into the saucer. Every time a new super feature is stacked on top of another, the 30 sec timer resets. The left side targets increase time and the timer is paused in any multiball. Super features reset at the start of a new ball.

Power: Drops on the right increase your “sword of rage” on the right side of the display. When it is full, the power light will turn on. During any monster mode, hitting the power shot (center) will double your mode value and make it easier. Lasts the rest of the mode. If you hit it and drain, you lose your power. Best to use at the start of a mode.

Strategy on the pro: Play modes and hurry ups. If you can safely shoot the left orbit, go for U-turn awards which can be quite valuable.

Strategy on the LE: Until new code drops, upper playfield all day.

#1543 10 months ago
Quoted from GrandFireball1:

Super modes: left orbit will light the center for super. Hit center to start one of the 5 super modes. Hitting the far left spinner before starting your super mode boosts its value or “level.” Currently not obvious what level you are on. Purple is best value though. You can stack all super features at once. Every time you hit a super thing, you’ll see a jackpot increase in the upper left corner of the display. Collect this and end all super features by shooting the far left orbit into the saucer. Every time a new super feature is stacked on top of another, the 30 sec timer resets. The left side targets increase time and the timer is paused in any multiball. Super features reset at the start of a new ball.
Power: Drops on the right increase your “sword of rage” on the right side of the display. When it is full, the power light will turn on. During any monster mode, hitting the power shot (center) will double your mode value and make it easier. Lasts the rest of the mode. If you hit it and drain, you lose your power. Best to use at the start of a mode.
Strategy on the pro: Play modes and hurry ups. If you can safely shoot the left orbit, go for U-turn awards which can be quite valuable.
Strategy on the LE: Until new code drops, upper playfield all day.

Thank you for this informative post. So the super level is indicated by color?

#1544 10 months ago
Quoted from jonesjb:

Thank you for this informative post. So the super level is indicated by color?

If you want to go deep into the rules:

http://tiltforums.com/t/black-knight-sword-of-rage-rulesheet/5210

#1545 10 months ago
Quoted from Ricmaz:

Does anyone know if there are any of the upgraded shooter knobs left to be had? I have checked Stern's site for a couple of weeks, and it is still out of stock. If you know of anyone that has them in stock, please let me know who has them. Thanks.

Looks like they're on ebay:

ebay.com link » Black Knight Stern Pinball Machine Shooter Knob And Rod

#1546 10 months ago
Quoted from November:

My new bumper caps mod[quoted image][quoted image]

STL?

#1547 10 months ago

So.... I'm in the club in two weeks.

I'm getting a Premium, and I've seen some of the mods on here, wondering what the top five mods are that people would recommend?

#1548 10 months ago
Quoted from jonesjb:

Thank you for this informative post. So the super level is indicated by color?

Yeah pretty much, but I wouldn’t worry about that too much. Just be aware of what’s currently running

#1549 10 months ago

What’s the thoughts on this enhancement assembly kit 502-7103-00 from Stern for the BK premium/LE, is it worth putting on or leave it off ?

61D04936-50D6-47C5-9FDA-B89657D7DB9B (resized).jpeg
#1550 10 months ago

IMHO, if you’re a player with good nudging skills and/or you don’t mind the game playing tougher on the upper playfield, then leave it off. Otherwise, swap it in.

But because it is such a simple thing, you can easily switch it either way whenever you want. So maybe you like it always playing tough upstairs, but when you have a pinball party at your place you want to make the game a smidge easier for players at a more modest skill level.

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