I didn't read the whole thread, but I assume the bonus multiplier lights between the flippers do nothing at the moment?
Quoted from Pinzap:
No... they currently work. Bonus multipliers are activated with the Snikt shot. This is a shot to the standup target just the right of the wolverine spinner that ricochets off the standup target and onto the katana ramp/sword. This advances the shot multiplier to 2x, then the next shot to 3x, and so on. The multiplier only last a short time (I think 20 seconds, but might be wrong). The sound effect when you hit this shot is supposed to be the sound of wolverines claws deploying... in the comics, they pen this as "SNIKT".
Difficult shot, but the more I play the higher my percentage of pulling it off is becoming. No way I could ever do it every time, but I'm happy with 10-20% or so success rate.
Yeah I figured it out after I looked at the rules a litte closer. I thought it was tied to the bam! rollovers for end of ball bonus. I don't think that shot would ever be possible from that target up the lock ramp. It just doesn't seem possible how it's positioned. Thanks for the clarification.
Quoted from Lermods:
I completed the juggernaut, mystique and sabretooth, played sauron and then it seemed to start over. Besides the other two quests, is there anything else to this game? If not, it's sorely in need of more code.
Mr. Sinister modes per this sheet, but it doesn't say much about them.
First ball, first plunge, I get Lil Deadpool lock ready (green insert lit), but don't lock a ball. Shoot for the Battle scoop and select Juggernaut. Then once that's started, I lock a ball in Lil Deadpool. Then when the new ball kicks out hit the drops to start Lil Deadpool multiball to help finish the battle, as I think that's the hardest one of the 3 battles.
That's just my strategy at this point until new code comes out. Then I may change my mind depending on what's changed.
Pretty nice code and I like that the end of ball bonus is worth something now. Definitely see the game coming together nicely.
So glad you can turn off the attract mode video showing how to insert coins and use the flipper buttons. Really?
Mine's going out on route after the New Year; so, I'm still playing around with the settings. Is there one to make Mechsuit a harder setting? I set Disco multiball to hard (100 spins) but not sure if I'll keep it there or not.
Quoted from Mahoyvan:
Ok so I noticed a few posts from some of you saying you finally got to disco multi ball, and I didn’t think much of it because I thought hey, maybe the game is brand new to you.
But the posts keep coming... i have stock settings running, and my disco starts after the second shot. Its kind of a pain actually cuz it starts before i even light Dazzler and I wanna get battling.
Does everyone have their settings different for that mode??
I set Disco multiball setting to hard (100 spins) . I left it on factory settings and it's too easy. Feels right now. I also shut extra balls off.
Only thing I've noticed is the center spinner loop, when it's seemingly lit for Berzerker, it doesn't start when hit again. Unlike Disco Multiball there is no count on the screen telling you the spins left to start Berzerker. I just see the inserts flashing in sequence for the center spinner loop. I have to hit it 3 or 4 times to get the mode to start. And yes my switches work 100%. All other modes and shots that need that switch always work. Has anyone noticed this too? This is on a Pro.
Quoted from Morhaus:
I just can’t figure out what makes bonus multipliers go up.
Completing the BAM! rollovers at the top of the playfield.
Quoted from Morhaus:
And how long does play field multiplier last?
Not long enough. I wish there was a way to adjust the playfield multiplier duration. 3X has been my highest so far.
Here is a fairly good write-up http://tiltforums.com/t/deadpool-rulesheet/4311
I think the flow is pretty good on this game. I don't like that when you defeat a battle mode, you have to sit and wait for the video and back-and-forth call-outs to be over to kick the ball out of the scoop. It would be better to be able to abort all that if you wanted. Other than that, the flow is great.
So when will the downloadable songs be available? I didn't tear apart the goodie bag inside the game, so if the information is in there I apologize.
Quoted from redman822:
I haven't had that but here is an issue I have seen quite a few times - the Hellhouse "Battle" light is lit, I make the shot in there, and it immediately kicks the ball back out, I have had to hit that shot sometimes three times with the Battle light lit before it starts the battle.
Here's what almost $600 looks like the first 2 weeks on location. Game should be paid off in 4 months! Best earner by far!
Quoted from ilovegames:
Thanks. So there are basically 2 different multipliers going on? I think that is what I was missing. What a fun game!
Well, two different multipliers, but applied at different times. The Snikt target to the lock ramp starts a 2X playfield multiplier, as shown on the playfield between the two flippers. Hitting it again before 2X goes out, awards 3X and so on. Any shots made during gameplay while those multipliers are lit are multiplied by that multiplier. Once they're unlit it goes back to normal 1X. Hopefully you finish that battle and hit the scoop with a playfield multiplier lit!
The other multiplier is made by completing the BAM! rollovers at the top. That is awarded and applied as an end of ball bonus after you drain. There's no indication of your progress to your end of ball bonus on the playfield (or screen) that I'm aware of. Maybe if you trap up and wait for the status screen, you might see it there. That particular multiplier is applied to the chimichangas, weapons, etc., you've collected so far in the game.
Went out to take a look at my Deadpool on location as I got a message last night that the scoop wasn't registering. Lifted the playfield and saw a wire broke off the switch. I thought "Cool! I'll just solder that thing back on and get out of here". Ahhhh...NOPE! The entire lug broke off right flush with the switch body. I've never seen something like that. Ever. Especially on a game that I've not even had for 2 months.
Luckily I took a spare switch with me that had a flat blade actuator. I was able to bend and cut the actuator to the right shape and length. I did notice those switch legs on that factory switch sure are flimsy compared to the replacement switch. Anyways, it's working fine now.
Quoted from StoneyFL:
I agree. The glare on my DP Pro was driving me nuts. That's one of the big reasons I purchased Pin Stadium lighting. Now I can play with the overhead lights off, and there is zero glare. It's a nice alternative to anti-glare glass, especially if you like to play in the dark like me.
Do you have the backbox lighting go dim while you're playing? That was the biggest issue I had was the glare off the backbox. I adjusted the backbox lighting to 8% when a game is started. Same with Maiden too. Huge difference.
Just updated the code on DP I have on route. Had a slight heart attack when after I updated it wouldn't boot. Just sat there with red LEDs on the CPU in the backbox but nothing after that. Had to reinstall the USB drive and reinstall using the verify process. Luckily it booted up fine after that. Whew!
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