Do You Want To Know More? SST Owners club; Past, Present and Future.


By tamoore

4 years ago


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  • 524 posts
  • 91 Pinsiders participating
  • Latest reply 2 months ago by metallik
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There are 524 posts in topic. You are on page 11 of 11.
#501 9 months ago
Quoted from RTS:

I'm an SST newbie with a question regarding the difficulty settings.
The manual only shows the that Extra Ball Memory is off when choosing the "extra hard" setting, and that each orbit, ramp and multiball difficulty changes without any explanation of the actual change between the settings.
Is there a count difference in bug kills required with each difficulty setting? The manual fails to provide any specific detail to the changes that are affected with the different settings.
Is there any documentation describing the specific differences to game-play when choosing the various difficulty settings?

The only thing I could think of doing is to take the glass off and set each difficulty and manually trigger each and write it down. The only thing I know for sure is each difficulty as you increase just increases the counts of each target you have to hit.

#502 9 months ago
Quoted from Lithonion:

The only thing I could think of doing is to take the glass off and set each difficulty and manually trigger each and write it down. The only thing I know for sure is each difficulty as you increase just increases the counts of each target you have to hit.

Yeah, I was hoping to avoid doing that as it's a bit tedious.

My game is set on "hard" and I've yet to see an extra ball, or a video mode. The hard setting also eliminates warrior mb automatically lit on ball 3.

I did a quick check and the bug count on the first planet appears to be the same.

3 weeks later
#503 8 months ago

So I've been offered an SST, but the ramps are shot. I don't believe they make repros....or at least I cannot find them. Does anyone know if these are available? Also it needs a new "ball exchanger". I'm not sure what this is but am being told it is under the apron.

#504 8 months ago
Quoted from tbmi:

So I've been offered an SST, but the ramps are shot. I don't believe they make repros....or at least I cannot find them. Does anyone know if these are available? Also it needs a new "ball exchanger". I'm not sure what this is but am being told it is under the apron.

Not sure where you will find a ramp. Bay Area Amusements had a couple but I just checked and they are out of stock now so someone nabbed them. Also I think the "ball exchanger" is probably the trough assembly. K's Arcade has the complete trough assembly. The ramp though could be hard to find.

#505 8 months ago
Quoted from Lithonion:

Not sure where you will find a ramp. Bay Area Amusements had a couple but I just checked and they are out of stock now so someone nabbed them. Also I think the "ball exchanger" is probably the trough assembly. K's Arcade has the complete trough assembly. The ramp though could be hard to find.

Yeah, I think the ramp is going to be the deal killer. I have not seen the machine but was told that a new ramp is definitely needed.

I was thinking the "ball exchanger" was the trough (or something to do with it). I've just never heard the term before.

Thanks for the reply.

1 month later
#506 6 months ago

Happy to join the club last night. Only had time to play one game before bed but I'll play quite a few this weekend!

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3 weeks later
#507 6 months ago

I've been trying to beat the high score on my machine since I got it (almost a year ago) and I finally did! The score to beat was 216,000,000 and last night I got 242,000,000. Woohoo!

I switched strategies. Instead of going for orbit multiballs, I decided to try and stack bonus holds and just kill lots of bugs and increase my multiplier via the rollover targets. That was it. My third end of ball bonus was over 100,000,000!!!

Anyone else use this strategy?

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#508 6 months ago

So I got this pin a year ago for my wife for our 9th Anniversary. So what did I do for the 10th. New legs, casters and powder coating.

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1 week later
#509 5 months ago

I have a question about the brainbug behavior I have the latest software, mine doesn't like to pop up every time you clear the targets some games it'll pop up every single time some games it's every other or every third planet. My brainbug is adjusted right and works fine in test and when he does pop out during the game he pops up and stays up just fine. Just curious if it's normal, or if i have problem somwhere

#510 5 months ago
Quoted from wisefwumyogwave:

I have a question about the brainbug behavior I have the latest software, mine doesn't like to pop up every time you clear the targets some games it'll pop up every single time some games it's every other or every third planet. My brainbug is adjusted right and works fine in test and when he does pop out during the game he pops up and stays up just fine. Just curious if it's normal, or if i have problem somwhere

The last target you hit for the planet has to be on the left side. If it's on the right side, the brain bug will not come up.

#511 5 months ago
Quoted from mattosborn:

The last target you hit for the planet has to be on the left side. If it's on the right side, the brain bug will not come up.

Well son of a bitch thanks for replying it seems that was it, I guess it makes sense because the ball could easily end up over the bug and it would fly it up into the glass

#512 5 months ago

I'm having trouble with the Warrior's movement. Everything seemed to be working fine, until I removed and replaced the Warrior mech. The game still tries to move him, but when he gets about half-way back, he stops moving. You can still hear the motor trying, but it's like there's too much resistance or something. After a few seconds it stops trying and I think he moves back to the front.

It's not obvious what might be different or what might be catching all of a sudden. Any ideas on what to check?

#513 5 months ago
Quoted from Cheeks:

I'm having trouble with the Warrior's movement. Everything seemed to be working fine, until I removed and replaced the Warrior mech. The game still tries to move him, but when he gets about half-way back, he stops moving. You can still hear the motor trying, but it's like there's too much resistance or something. After a few seconds it stops trying and I think he moves back to the front.
It's not obvious what might be different or what might be catching all of a sudden. Any ideas on what to check?

Almost sounds like he is hanging up on the rails it slides on. Maybe try to see if it slides back and forth freely without the motor or worm gear attached?

#514 5 months ago
Quoted from Cheeks:

I'm having trouble with the Warrior's movement. Everything seemed to be working fine, until I removed and replaced the Warrior mech. The game still tries to move him, but when he gets about half-way back, he stops moving. You can still hear the motor trying, but it's like there's too much resistance or something. After a few seconds it stops trying and I think he moves back to the front.
It's not obvious what might be different or what might be catching all of a sudden. Any ideas on what to check?

When you replaced the whole mech you cranked down the screws/bolts holding it to the pf. Try just BARELY loosening it to remove the torque on the mech. That should fix it IME.

2 weeks later
#515 5 months ago

Something interesting just recently started happening. When the ball is first ejected into the launcher lane from the ball trough, sometimes it is ejected with so much force that it bounces off the right side of the launcher lane right back into the ball trough. The game sits there for a minute and then realizes what happened and attempts to eject it again.

This happens approximately one out of five times. It doesn't make the game unplayable but it can get really annoying. Anyone have any tips on how to fix this? Can I take less power out of the ejector, or put some sort of deflector in somehow so it can't ricochet right back into the ball trough?

Thanks all!

#516 5 months ago

Did you try to put the coil power on Soft?

Pls do note that This influences all coils

#517 5 months ago
Quoted from Rensh:

Did you try to put the coil power on Soft?
Pls do note that This influences all coils

I had no idea this was possible. Is that a setting in the menu?

#518 5 months ago

Should be. Don't have my SST anymore but all sterns I have had had this option so I made a good guess this Sega has one to.

#519 5 months ago

Perfect! Set it on the lowest of the three settings and now it doesn't eject as hard and never goes back into the ball trough. Thanks for the helpful tip, @rensh !

#520 4 months ago
Quoted from mattosborn:

The last target you hit for the planet has to be on the left side. If it's on the right side, the brain bug will not come up.

Huh. I never knew this, and I wondered too. Thanks!

2 months later
#521 85 days ago

My newest add to SST. I have been toying with doing this for awhile. Friend of mine convinced me I should do it and sell it. The mod not the pin that is. The wife would kill me if I sold it. This mod has interactive blue beacon topper mod that is tied into the multiball as well as under cab that is tied into the bug flashers for that color of bug. Here is a video of it. You can skip ahead to around 1:40 when I activate the mulitball ready. And farther in as you watch you can see the under cab. Was a quick not trying at all game. Really I wasn't trying. Took me about 20 hours to put it together. About 20 minutes to install.

» YouTube video

#522 80 days ago
Quoted from Lithonion:

My newest add to SST. I have been toying with doing this for awhile. Friend of mine convinced me I should do it and sell it. The mod not the pin that is. The wife would kill me if I sold it. This mod has interactive blue beacon topper mod that is tied into the multiball as well as under cab that is tied into the bug flashers for that color of bug. Here is a video of it. You can skip ahead to around 1:40 when I activate the mulitball ready. And farther in as you watch you can see the under cab. Was a quick not trying at all game. Really I wasn't trying. Took me about 20 hours to put it together. About 20 minutes to install.
» YouTube video

This is awesome! What price are we looking at?

#523 80 days ago
Quoted from brianmcculloh:

This is awesome! What price are we looking at?

149.00 shipped in the lower 48. I am waiting on more LED strips to come in.

I have not started the back box mod yet but all the kits I make will have the plug for it. Better to have and not use then not have and want it later on.

Just a quick note I did remove the top transport support brackets. Don't think you need to but it gives it a cleaner look. I put my brackets in the coin box they fit right in.

1 week later
#524 72 days ago

So lazy me that has never read the rule set and hit a skill shot I didn't know. I hit a Hole skill shot and you would have thought I won the lottery because I didn't know about it so when I seen it on the DMD I was stoked.
So I thought I would copy the skill shots from the rules.

There are three possible skill shots:

1. Plunge the ball; a magnet will catch the ball above the B-U-G rollovers. One of the rollover lights will be flashing; move it with the flipper buttons. If you do it right, you're awarded +1 Bonus X. (This is very similar to the skillshot in Medieval Madness)

2. Hold the left flipper button as you plunge the ball; hitting the right ramp will award a 5M Ramp Skillshot. Holding the left button will disable the magnet that otherwise would've captured the ball.

3. Hold the left flipper button as you plunge the ball; plunge just hard enough to get the ball into the Orbit Multiball sinkhole. You will be awarded an Orbit MB letter. This probably isn't an "official" skillshot though.

#525 72 days ago
Quoted from Lithonion:

3. Hold the left flipper button as you plunge the ball; plunge just hard enough to get the ball into the Orbit Multiball sinkhole. You will be awarded an Orbit MB letter. This probably isn't an "official" skillshot though.

Pretty sure this is official, because not only do you get the letter, dong this skillshot will light both orbits for the rest of the ball (instead of them only briefly lighting on an inlane feed). This makes orbit MB much easier to get and makes this the most valuable skillshot by far.

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There are 524 posts in topic. You are on page 11 of 11.

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