Quoted from pinheadpierre:I really hope the kickout scoop is more fully utilized in 2.0
Hopefully so, there are a lot of things that are just not used much at all in the OG code.
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Quoted from pinheadpierre:I really hope the kickout scoop is more fully utilized in 2.0
Hopefully so, there are a lot of things that are just not used much at all in the OG code.
Quoted from pinheadpierre:What else are you thinking of that could be better utilized? I’m a new club member, so I haven’t had a lot of play time to ponder the potential for improvement.
For us, the old code ended up being pretty much, lock balls, put Rudy to sleep, get multiball, repeat. The scoop is definitely not really used for much at all. Maybe the Pops could be used for more special modes. The Hotdog shot is kind of a weak mode. Trap door could maybe have a special mystery award?
Quoted from Zablon:You have to keep in mind the context of when this game came out. It was pretty state of the art at that point and it's endgame was not something you just got to in your 2 minutes of paid game play. It really was the jumping point of what was about to come in pinball. The scoop was specifically just a prime eject to get the ball to the right flipper to hit the ramp - mostly for the steps activation hole. I would say much of the budget on this game went to the Rudy head design/coding/voicing.
oh, absolutely and memory was expensive to boot!. As pinball has evolved and I have changed as a player, I was finding less and less that brought me back to the game and were on the cusp of selling it. The layout is great on the game and after owning and seeing what BOP 2.0 did for that game, I had said that a 2.0 of this game would really be great. Thankfully, that's coming true now!....now to get F14 2.0
Quoted from friscopinball:Can’t wait to see this!
Us too!
Of course we would be more than happy to be an early beta tester
I have a question on the Pinsound XL board coming with this kit. I currently have a pinsound board in this machine that I will repurpose after the kit arrives. I have an audio output on it currently and use it for external sound. it's not totally clear from the promo pics, but does this new board also have audio out jack(s)?
Quoted from AMSNL:On the beta kit yes, think this will stay the same in the retail version
Thanks! We always do direct output audio for our streams and don't want to hack in a line out converter.
Quoted from AMSNL:On the beta kit yes, think this will stay the same in the retail version
Another quickie, is the output a 3.5mm stereo jack or RCA outputs?
Quoted from AMSNL:RCA out and headphones out so both
RCA out, perfect. that's what I already have in the machine. I use a panel mount out so all I have to do is plug in a 3.5mm audio cable in the back.
Quoted from AlexRogan84:I can't think of a single person that is tired of Funhouse.
To be perfectly honest, I was getting bored of Funhouse so for me this extends the life of the game in our collection. I was going to sell it after my refurb work, but now we're keeping it. Being able to play both codes will be a nice option.
Quoted from Zukidog:I believe so. There's an installation video that should discuss that step in post #672
https://pinside.com/pinball/forum/topic/funhouse-20-rudy-s-nightmare/page/14#post-6740491
Quoted from AMSNL:Both screens are running HDMI
Thanks!
Quoted from Sixtieskid:how much longer after you paid in full did it take for you to receive your shipping notice?
I ordered day one Nov 19th. I paid in full up front
Quoted from boustrophedonic:Yes, same issue as djsolsz. All coils locked on when I fired it up the first time and blown fuse. After replacing it everything is fine. Cables were all connected correctly.
Also I can't get main screen video to work. The included short HDMI cable is bad (no signal displayed in Chinese). After replacing it the main screen is stuck on Pedretti with a "pinball login" on the top. The mini screen appears to have the content intended for the main screen.
Mine did the exact same thing. Powered on, coils fired and POP. Inspected things, dropped a new fuse in and it worked
On the ideas thread: have a mode that has some in-order objectives, hit left ramp, shoot the right gangway, tunnel, scoop shot, mirror shot, etc
Quoted from UVAJED:They need to be pushed/held for 1 second or so; (not a quick tap) for the turns/jump to register.
Speaking from experience, also make sure your flippers activate at the same depth of a push, otherwise a double flip for the center will miss. I had to adjust my leafs
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