(Topic ID: 222766)

Deadpool owners club. Free chimichangas for all.

By Ericc123

5 years ago


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There are 16,261 posts in this topic. You are on page 150 of 326.
#7451 3 years ago
Quoted from nicknack66:

I've also had a bug where it's supposed to go into the disco roller rink MB mode and it just won't activate even though the screen say "MB ready" and I think even the insert is flashing. Doesn't happen often, but does happen from time to time.

I think I've seen this happen on the disco loop mode as well. I was watching someone else play and the loop mode was ready and should have started after hitting the spinner on 3 separate occasions. They never got a 4th chance, not that I believe it would have mattered. We were both left scratching our heads on that. Afterwards, I was wondering if there was some other mode going on that might have prevented the loop mode from starting but neither one of us was aware of anything else happening at the time. So maybe it's the same bug others have seen.

#7452 3 years ago
Quoted from Eskaybee:

I believe you can also use the big boom to collect all active weapon shots. So make a shot to light weapons, then big boom to collect (well, collect at the scoop but you get the idea).

OK I have a lot to learn,
there's nothing about HOW you GET weapons in the rulesheet, they just magically show up at the scoop

So what shot lights weapons?
What is the weapon light?

Thanks

#7453 3 years ago
Quoted from pinbuoy:

OK I have a lot to learn,
there's nothing about HOW you GET weapons in the rulesheet, they just magically show up at the scoop
So what shot lights weapons?
What is the weapon light?
Thanks

Combos (different shots made consecutively) will award weapons. When you make a loop or ramp shot, etc. it will light the weapon lights on other shots. I think you have 5 seconds to make another shot to earn a weapon. The length of time may be an adjustable setting.
Collect weapons at the scoop.

#7454 3 years ago
Quoted from Jon9508:

If anyone is looking for a stern dp shooter rod. Marcos has them in stock.

Out of stock again!!! Man, I dont check pinside for a day and I miss out on the one thing I’ve been trying to get for a few months now!!

If anyone has one they don’t mind selling, please let me know

#7455 3 years ago
Quoted from pinbuoy:

OK I have a lot to learn,
there's nothing about HOW you GET weapons in the rulesheet, they just magically show up at the scoop
So what shot lights weapons?
What is the weapon light?
Thanks

The weapon lights are the crossed swords inserts.

#7456 3 years ago

Has anyone received a Katana signed by Gomez with the game they purchased? I have one and was curious how many were made.

#7457 3 years ago
Quoted from Mark1971:

Has anyone received a Katana signed by Gomez with the game they purchased? I have one and was curious how many were made.

pasted_image (resized).pngpasted_image (resized).png
#7458 3 years ago

Your Katana was signed by Gomez? Was it a pro, premium or Le model?

#7459 3 years ago
Quoted from gumnut01:

I must be going crazy. Last week I raise my pitch Back to 7. Everything seems snappy and fast. Awesome fun to play.
Today I play, hardly gets up katana ramp. Snikt forget it. Feels lethargic even doing wolverine.
Only just turned machine on so don’t see how it’s coil heating up. Maybe binding? No gold dust so not stops.
It’s weird. Am I losing it or can flipper power vary from time to time?
Checked my pitch and it had not changed.

2020, man. 2020. Nothing is predictable except that everything is unpredictable.

#7460 3 years ago

see Gomez facebook page - yesterday he posted alot of details about the katana's

#7461 3 years ago
Quoted from NeilMcRae:

see Gomez facebook page - yesterday he posted alot of details about the katana's

got a link? there's only 5,287 of them on FB

#7462 3 years ago

Anyone recognize this piece? I plunged a ball tonight and this appeared on the playfield.

6C6C8F13-DF00-4F1C-99F1-90680D108B25 (resized).jpeg6C6C8F13-DF00-4F1C-99F1-90680D108B25 (resized).jpeg
#7463 3 years ago

Mystery solved... bolt that holds the hinge on!

#7465 3 years ago

Am I the only one that has games like this? Qualify for dazzler MB on the first ball, and had wound up in other modes that it never ran. Also finished the Dino quest, then couldn't hit the scoop. Typically I hit it 3x when I dont want to.

#7466 3 years ago
Quoted from pinbuoy:

Am I the only one that has games like this? Qualify for dazzler MB on the first ball, and had wound up in other modes that it never ran. Also finished the Dino quest, then couldn't hit the scoop. Typically I hit it 3x when I dont want to.

All the time! I’ll have games where I blow up the score and then a few really weak games. Part of why I love this game so much! It’s definitely not easy every game!
I have had a few games where I start Disco Multiball and I’m only at 4 million points. Just start the game ripping that left orbit.

#7467 3 years ago
Quoted from pinbuoy:

Am I the only one that has games like this? Qualify for dazzler MB on the first ball, and had wound up in other modes that it never ran. Also finished the Dino quest, then couldn't hit the scoop. Typically I hit it 3x when I dont want to.

Yes........this.game.is.Awesome!

#7468 3 years ago

Ok I must be slow on the uptake how do chimichangas work towards quests? Shoot the right ramp to light. Get 3? Chimis to light Quests.....then it seems to stop counting. Do I need 2 more right loops to get the other quest lit or....?

#7469 3 years ago

Think it goes like this:

first shot to right orbit lites the chimis. 3 lit shots lights quest. second time around requires 2 shots to right orbit to light chimis . 3 lit shots lights quest. its always the right orbit. to light them.

#7470 3 years ago
Quoted from thc666:

Think it goes like this:
first shot to right orbit lites the chimis. 3 lit shots lights quest. second time around requires 2 shots to right orbit to light chimis . 3 lit shots lights quest. its always the right orbit. to light them.

Thanks I've been wondering this too.

#7471 3 years ago
Quoted from durgee7:

Similar issue here. My new anti-sway bracket from pinball life works but I'm only able to get snkkt ramp shots on the fly. Also, I feel like the target is still overlapping the metal ball guide just a tad. I really don't like the idea of drilling new holes to reposition farther from the guide. Anyways, that's what I'm living with.
[quoted image]

Just about to do the Snikt antisway install - any gotchas I need to watch out for? My PBL antisway kit didn''t come with any foam or parts other than the metal bracket - do I need any extra parts to make the swap?

#7472 3 years ago
Quoted from Junglist:

Just about to do the Snikt antisway install - any gotchas I need to watch out for? My PBL antisway kit didn''t come with any foam or parts other than the metal bracket - do I need any extra parts to make the swap?

I used weatherstripping and cut it to the exact size of original foam. Otherwise, you could remove the old foam and place on new bracket. Hopefully, the existing bracket holes on the underside of your playfield allow the new bracket to line up properly on the top of playfield, keeping the target from overlapping the metal ball guide.

#7473 3 years ago

I have found the anti-sway bracket to be useless on the SNKT target. I still have to move it back into position after a handful of smacks to the target. Is it even possible I've installed it incorrectly?

#7474 3 years ago
Quoted from Soulstoner:

I have found the anti-sway bracket to be useless on the SNKT target. I still have to move it back into position after a handful of smacks to the target. Is it even possible I've installed it incorrectly?

I haven't had that issue. Seems unlikely that you installed it incorrectly as there isn't much to mess with. The anti-sway bracket is supposed to keep the target from moving left (or right). Can you take a pic of what the target looks like before you have to move it back into position? I'd be interested in seeing how far out of position it is getting for you.

#7475 3 years ago
Quoted from Soulstoner:

I have found the anti-sway bracket to be useless on the SNKT target. I still have to move it back into position after a handful of smacks to the target. Is it even possible I've installed it incorrectly?

Make sure all of the screws are tight. You may also need to adjust the switch - my target does slightly overlap the guide, so the target doesn't actually move very much when hit, so I had to move the switch contacts a little closer as some shots wouldn't register.

28
#7476 3 years ago

GUYS THE NEW UPDATE IS HERE!!!
BOOOOOM!!!

LE V1.04.0 - Nov. 5, 2020
=========================

New:
- Added DJ MIXER
- Added Game Mode Menu to select Normal, Competition, or DJ MIXER.
- Added adjustment "BALL SAVE TIMER: LIL DEADPOOL MULTIBALL"
- Added High Score Tables
- Juggernaut Battle Champion
- Mystique Battle Champion
- Sabretooth Battle Champion
- T-Rex Quest Champion
- Megalodon Quest Champion
- Lil' Deadpool Multiball Champion
- Lil' Deadpool Frenzy Champion
- Lil' Deadpool Bounce Champion
- Disco Loops Champion
- Disco Multiball Champion
- Katanarama Champion
- Ninja Multiball Champion
- Berserker Rage Champion
- Mechsuit Multiball Champion
- Sauron Multiball Champion
- Weapon Champion
- Chimichanga Champion
- Ninja Champion
- Team-Up Champion
- BOOM Champion
- Snikt! Champion
- Ninjapocalypse Champion
- Colossal Jackpot Champion
- Megakrakolodonus Rex Champion
- Juggernaut/Sauron Battle Champion
- Mystique/Sauron Battle Champion
- Sabretooth/Sauron Battle Champion
- Clone Multiball Champion
- The Final Battle Champion
- Tilt Champion
- Added songs:
- Katana-Rama Polka
- Disco All Day
- Disco All Night
- Disco All Afternoon

Tweaked:
- Mode Stacking:
- Allow SAURON MULTIBALL, MR. SINISTER: MEGAKRAKOLODONUS REX,
MR. SINISTER: CLONE MULTIBALL, and MR. SINISTER: THE FINAL BATTLE to start
while BERSERKER RAGE, KATANARAMA TIME, and DISCO LOOPS are running.
- Allow KATANARAMA TIME, BERSERKER RAGE, and DISCO LOOPS
progress when SAURON MULTIBALL, MECHSUIT MULTIBALL,
MR. SINISTER: MEGAKRAKOLODONUS REX, MR. SINISTER: CLONE MULTIBALL,
and MR. SINISTER: THE FINAL BATTLE are qualified.
- Mechsuit Multiball at Weapons Collected: 150, 250, 350,...
- Extra Ball at 50 Ninjas Collected.
- Adjustment added: "NINJAS EXTRA BALL" - default is 50.
- NINJAPOCALYPSE awards 10 Ninjas instead of 20
- Hold BOOM button for BOOM instead of Super-BOOM when Super-BOOM is ready.

Fixed:
- Fixed Mechsuit Multiball / Lil' Deadpool Multiball stacking issue:
If Mechsuit Multiball and Lil' Deadpool Multiball are ready to start
at the same time, then a ball is locked in the Lil' Deadpool lock,
and then the next ball is shot into the scoop to start Mechsuit Multiball,
the ball will stay locked in the Lil' Deadpool lock ,
but Lil' Deadpool Multiball will not start.
- Fixed MEGAKRAKOLODONUS REX issue: if you tilt during MEGAKRAKOLODONUS REX,
the mode can be started again on the next ball.
- Fixed Instant Info issue: displays "42B more spins for Disco Multiball"
- Fixed font kerning for "1" character in score font.
- Fixed: During JUGGERNAUT Battle, drop targets do not reset at the start of
drop target phases.
- Fixed: MYSTERY can award Add-A-Ball at the start of MECHSUIT MULTIBALL

Moved to System V2.61:
- Updated to nodeboard firmware v0.65.0
- When starting a game ramp the backbox GI from "ATTRACT MODE B.BOX BRIGHTNESS" to
"GAME PLAY B.BOX BRIGHTNESS".
- When ending a game ramp the backbox GI from "GAME PLAY B.BOX BRIGHTNESS" to
"ATTRACT MODE B.BOX BRIGHTNESS".
- New Standard Adjustment "START BUTTON ATTRACT MODE ILLUM."
This adjustment, which is only available and active when the game is in FREE PLAY mode, controls
the behavior of the Start Button Light.
Values are:
"ALWAYS OFF" - Start Button Light is always off when in attract mode.
"BLINKING" - Start Button Light will blink when in attract mode. This is the DEFAULT and previous behavior.
"ALWAYS ON" - Start Button Light is always on when in attract mode.
- Update TARGET_GAME_TIME adjustment to ensure a minimal ballsaver even after
the target game time is met.
- Do not display LOCATING NODE BOARD at boot when coin door interlock switch
has disabled node board power.
- Improve backbox and cabinet audio synchronization.
- Update the HSTD reset counter when the Standard Adjustment is changed.
- Added TARGET_GAME_TIME adjustment, accessable when the BALL_SAVE_TIME
adjustment is enabled.
TARGET_GAME_TIME enables a multi-use ball saver, whose duration is
dynamically calculated for each ball to help ensure the player has
a guaranteed amount of play time per game.
TARGET_GAME_TIME has a range of 1m 30s to 3m 00s and defaults to
NO_TARGET_TIME (disabled).
When disabled a traditional single-use BALL_SAVE_TIME ball saver will be
used for each ball in play.
When enabled the first ball of play will have a multi-use ball saver of
BALL_SAVE_TIME sec. The second ball will have a multi-use ball saver
which is 25% of (TARGET_GAME_TIME - player_game_time).
The third and beyond will have a multi-use ball saver which is 50% of
(TARGET_GAME_TIME - player_game_time).
- Updated 10 band graphic EQ to have 15 slider settings (was 120) above/below the
neutral center line.
- Rename Util->Volume->Speaker Balance to Speaker Fade. This adjusts the volume
levels of the cabinet (front) and backbox (back) speakers. The term Balance
was misleading and implied adjusting the level of the left and right backbox speakers.
- Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are:
"NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF".
"NONE": No filtering will be performed on the audio output. Useful when using
the Line Out as input for an external device.
"HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output.
The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled.
The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled.
The Gain can be set to -12dB .. +12dB
On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers.
"10 BAND EQ": A full 10 Band EQ is applied to the audio output.
Sliders are used to adjust the Gain of a specific range of frequencies.
The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz.
The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings.
On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers.
- Allow the knocker sound effect to play completely when a replay is
awarded during the last ball bonus and ensure the normal game
volume is restored.
- Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4,
with a default setting of 4. This can be used to limit the number
of players that can be added to a game.
- Using LEFT+START to end a game during bonus count could leave game graphics
on screen while in attract mode. This has been corrected.
- Added Service Menu selection UTIL->ENDGAME. This selection is only available
when there is an active game. When selected the operator will be prompted
to confirm that they wish to end the current game. Once confirmed and upon
exiting the Service Menu, the game will be in attract mode.
- Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
During an active game, if the LEFT FLIPPER+START BUTTONs are held for
two seconds, the game will be ended.
- Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times
a game is ended via the Service Menu or FLIPPER+START BUTTONs.
- Added Standard Adjustment "CREDIT FORMAT". Values are:
"ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION".
For a USA coindoor when inserting three quarters:
"REDUCED FRACTION" would display "1/4", "1/2", "3/4"
"ACTUAL FRACTION" would display "1/4", "2/4", "3/4"
- Update Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI"
- System V2.28:
- Updated to nodeboard firmware v0.48.0
- Added coin door interlock switch support for Spike2.

#7477 3 years ago

Awesome update. High score tables, DJ mixer mode, stacking changes even fixing the minor kerning issues. Kudos.

#7478 3 years ago
Quoted from Midway-Man:

GUYS THE NEW UPDATE IS HERE!!!
BOOOOOM!!!
LE V1.04.0 - Nov. 5, 2020

AWESOME!!!

#7479 3 years ago
Quoted from Midway-Man:

GUYS THE NEW UPDATE IS HERE!!!
BOOOOOM!!!
LE V1.04.0 - Nov. 5, 2020
=========================
New:
- Added DJ MIXER
- Added Game Mode Menu to select Normal, Competition, or DJ MIXER.
- Added adjustment "BALL SAVE TIMER: LIL DEADPOOL MULTIBALL"
- Added High Score Tables
- Juggernaut Battle Champion
- Mystique Battle Champion
- Sabretooth Battle Champion
- T-Rex Quest Champion
- Megalodon Quest Champion
- Lil' Deadpool Multiball Champion
- Lil' Deadpool Frenzy Champion
- Lil' Deadpool Bounce Champion
- Disco Loops Champion
- Disco Multiball Champion
- Katanarama Champion
- Ninja Multiball Champion
- Berserker Rage Champion
- Mechsuit Multiball Champion
- Sauron Multiball Champion
- Weapon Champion
- Chimichanga Champion
- Ninja Champion
- Team-Up Champion
- BOOM Champion
- Snikt! Champion
- Ninjapocalypse Champion
- Colossal Jackpot Champion
- Megakrakolodonus Rex Champion
- Juggernaut/Sauron Battle Champion
- Mystique/Sauron Battle Champion
- Sabretooth/Sauron Battle Champion
- Clone Multiball Champion
- The Final Battle Champion
- Tilt Champion
- Added songs:
- Katana-Rama Polka
- Disco All Day
- Disco All Night
- Disco All Afternoon
Tweaked:
- Mode Stacking:
- Allow SAURON MULTIBALL, MR. SINISTER: MEGAKRAKOLODONUS REX,
MR. SINISTER: CLONE MULTIBALL, and MR. SINISTER: THE FINAL BATTLE to start
while BERSERKER RAGE, KATANARAMA TIME, and DISCO LOOPS are running.
- Allow KATANARAMA TIME, BERSERKER RAGE, and DISCO LOOPS
progress when SAURON MULTIBALL, MECHSUIT MULTIBALL,
MR. SINISTER: MEGAKRAKOLODONUS REX, MR. SINISTER: CLONE MULTIBALL,
and MR. SINISTER: THE FINAL BATTLE are qualified.
- Mechsuit Multiball at Weapons Collected: 150, 250, 350,...
- Extra Ball at 50 Ninjas Collected.
- Adjustment added: "NINJAS EXTRA BALL" - default is 50.
- NINJAPOCALYPSE awards 10 Ninjas instead of 20
- Hold BOOM button for BOOM instead of Super-BOOM when Super-BOOM is ready.
Fixed:
- Fixed Mechsuit Multiball / Lil' Deadpool Multiball stacking issue:
If Mechsuit Multiball and Lil' Deadpool Multiball are ready to start
at the same time, then a ball is locked in the Lil' Deadpool lock,
and then the next ball is shot into the scoop to start Mechsuit Multiball,
the ball will stay locked in the Lil' Deadpool lock ,
but Lil' Deadpool Multiball will not start.
- Fixed MEGAKRAKOLODONUS REX issue: if you tilt during MEGAKRAKOLODONUS REX,
the mode can be started again on the next ball.
- Fixed Instant Info issue: displays "42B more spins for Disco Multiball"
- Fixed font kerning for "1" character in score font.
- Fixed: During JUGGERNAUT Battle, drop targets do not reset at the start of
drop target phases.
- Fixed: MYSTERY can award Add-A-Ball at the start of MECHSUIT MULTIBALL
Moved to System V2.61:
- Updated to nodeboard firmware v0.65.0
- When starting a game ramp the backbox GI from "ATTRACT MODE B.BOX BRIGHTNESS" to
"GAME PLAY B.BOX BRIGHTNESS".
- When ending a game ramp the backbox GI from "GAME PLAY B.BOX BRIGHTNESS" to
"ATTRACT MODE B.BOX BRIGHTNESS".
- New Standard Adjustment "START BUTTON ATTRACT MODE ILLUM."
This adjustment, which is only available and active when the game is in FREE PLAY mode, controls
the behavior of the Start Button Light.
Values are:
"ALWAYS OFF" - Start Button Light is always off when in attract mode.
"BLINKING" - Start Button Light will blink when in attract mode. This is the DEFAULT and previous behavior.
"ALWAYS ON" - Start Button Light is always on when in attract mode.
- Update TARGET_GAME_TIME adjustment to ensure a minimal ballsaver even after
the target game time is met.
- Do not display LOCATING NODE BOARD at boot when coin door interlock switch
has disabled node board power.
- Improve backbox and cabinet audio synchronization.
- Update the HSTD reset counter when the Standard Adjustment is changed.
- Added TARGET_GAME_TIME adjustment, accessable when the BALL_SAVE_TIME
adjustment is enabled.
TARGET_GAME_TIME enables a multi-use ball saver, whose duration is
dynamically calculated for each ball to help ensure the player has
a guaranteed amount of play time per game.
TARGET_GAME_TIME has a range of 1m 30s to 3m 00s and defaults to
NO_TARGET_TIME (disabled).
When disabled a traditional single-use BALL_SAVE_TIME ball saver will be
used for each ball in play.
When enabled the first ball of play will have a multi-use ball saver of
BALL_SAVE_TIME sec. The second ball will have a multi-use ball saver
which is 25% of (TARGET_GAME_TIME - player_game_time).
The third and beyond will have a multi-use ball saver which is 50% of
(TARGET_GAME_TIME - player_game_time).
- Updated 10 band graphic EQ to have 15 slider settings (was 120) above/below the
neutral center line.
- Rename Util->Volume->Speaker Balance to Speaker Fade. This adjusts the volume
levels of the cabinet (front) and backbox (back) speakers. The term Balance
was misleading and implied adjusting the level of the left and right backbox speakers.
- Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are:
"NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF".
"NONE": No filtering will be performed on the audio output. Useful when using
the Line Out as input for an external device.
"HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output.
The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled.
The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled.
The Gain can be set to -12dB .. +12dB
On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers.
"10 BAND EQ": A full 10 Band EQ is applied to the audio output.
Sliders are used to adjust the Gain of a specific range of frequencies.
The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz.
The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings.
On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers.
- Allow the knocker sound effect to play completely when a replay is
awarded during the last ball bonus and ensure the normal game
volume is restored.
- Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4,
with a default setting of 4. This can be used to limit the number
of players that can be added to a game.
- Using LEFT+START to end a game during bonus count could leave game graphics
on screen while in attract mode. This has been corrected.
- Added Service Menu selection UTIL->ENDGAME. This selection is only available
when there is an active game. When selected the operator will be prompted
to confirm that they wish to end the current game. Once confirmed and upon
exiting the Service Menu, the game will be in attract mode.
- Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
During an active game, if the LEFT FLIPPER+START BUTTONs are held for
two seconds, the game will be ended.
- Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times
a game is ended via the Service Menu or FLIPPER+START BUTTONs.
- Added Standard Adjustment "CREDIT FORMAT". Values are:
"ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION".
For a USA coindoor when inserting three quarters:
"REDUCED FRACTION" would display "1/4", "1/2", "3/4"
"ACTUAL FRACTION" would display "1/4", "2/4", "3/4"
- Update Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI"
- System V2.28:
- Updated to nodeboard firmware v0.48.0
- Added coin door interlock switch support for Spike2.

We wanted more high scores, we have a lot more high scores!

#7480 3 years ago

This! So good with young kids in the house...

Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".

#7481 3 years ago
Quoted from Junglist:

This! So good with young kids in the house...
Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".

It will also suit us when we play Deadpool Pingolf. Pain in the arse cycling the machine or plunging balls when you meet the objective on ball 1.

#7482 3 years ago

Great looking update. I will be loading it up ASAP. All those high scores Love the start and left flipper feature.

#7483 3 years ago

Awesome update. Was hoping for a "explicit" mode like GNR. Would love for deadpool to talk like the real deadpool lol.

#7484 3 years ago
Quoted from paul_8788:

Awesome update. High score tables, DJ mixer mode, stacking changes even fixing the minor kerning issues. Kudos.

That 1 kerning issue wasn't so minor. It affected all the "1" displays and made them look really weird with like double or triple the space they should have had. Glad to see it's finally vanquished.

#7485 3 years ago

This will make a grate game even better! Sweet

#7486 3 years ago

Wish I hadn't sold mine!

The update I was waiting for

#7487 3 years ago
Quoted from Shapeshifter:

Wish I hadn't sold mine!
The update I was waiting for

was just thinking same thing! I had about 2 years with it though. I got my fill!

#7488 3 years ago

This seems like an awesome update. Quite a bit. Is there still no flipper power adjustment though?

#7489 3 years ago
Quoted from PinMonk:

That 1 kerning issue wasn't so minor. It affected all the "1" displays and made them look really weird with like double or triple the space they should have had. Glad to see it's finally vanquished.

By "minor" I just meant it did not really affect the playability of the machine or my enjoyability of it. Everyone's feelings on kerning are important and should be heard though.

#7490 3 years ago

Stuck at work! What's DJ Mixer Mode!?

#7491 3 years ago

Had to try the new code and set some goals on a few of the new high scores!

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#7492 3 years ago
Quoted from Mahoyvan:

Stuck at work! What's DJ Mixer Mode!?

Same here...what is DJ mixer mode and how does it work?

#7493 3 years ago
Quoted from Mahoyvan:

Stuck at work! What's DJ Mixer Mode!?

Its a feature they are adding to the latest pins. You can hold in both flipper buttons to enable it, allows you to play different defined playlists of in game music.

#7494 3 years ago

In my best Deadpool voice: “Best. Game. Ever.”

#7495 3 years ago
Quoted from PinMonk:

That 1 kerning issue wasn't so minor.

Sure it is, like a blinking clock, just ignore it lol

#7496 3 years ago

I must be missing something. I downloaded the file from Stern. I unzip it as directed, and it shows two different files. Am I supposed to flash the larger file onto my SD card (spk.002.000)?? I don't see any .raw files as it shows in the instructions from Stern.

#7497 3 years ago
Quoted from FatPanda:

I must be missing something. I downloaded the file from Stern. I unzip it as directed, and it shows two different files. Am I supposed to flash the larger file onto my SD card (spk.002.000)??

Just copying instructions from the readme file:

Update instructions:
1 - Download the zip file.
2 - Unzip the file; this will create a folder that contains file(s).
3 - Open the folder, copy the file(s) to the root level of a
FAT32 formatted USB stick. (Do not copy the folder.)
4 - Power the game off.
5 - Insert the USB stick.
6 - Turn the game on.
7 - After the game boots up, there will be an option for software update.
8 - The volume buttons change options for full or quick update.
The enter button selects the option and starts the update.
9 - Once the update is completed, turn the game off and remove the USB stick.
10- Turn the game on and the game will be running the new code.

#7498 3 years ago
Quoted from FatPanda:

I must be missing something. I downloaded the file from Stern. I unzip it as directed, and it shows two different files. Am I supposed to flash the larger file onto my SD card (spk.002.000)?? I don't see any .raw files as it shows in the instructions from Stern.

drag over both files, not the readme

#7499 3 years ago
Quoted from Soulstoner:

Just copying instructions from the readme file:
Update instructions:
1 - Download the zip file.
2 - Unzip the file; this will create a folder that contains file(s).
3 - Open the folder, copy the file(s) to the root level of a
FAT32 formatted USB stick. (Do not copy the folder.)
4 - Power the game off.
5 - Insert the USB stick.
6 - Turn the game on.
7 - After the game boots up, there will be an option for software update.
8 - The volume buttons change options for full or quick update.
The enter button selects the option and starts the update.
9 - Once the update is completed, turn the game off and remove the USB stick.
10- Turn the game on and the game will be running the new code.

So update via USB vs creating a boot image from an SD card?

#7500 3 years ago
Quoted from FatPanda:

So update via USB vs creating a boot image from an SD card?

Correct.

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