For those who want to become owners of Ghostbusters and are reading this thread, I have an immaculate Premium for sale now with many Stern accessories, improvements, custom code.
For those who want to become owners of Ghostbusters and are reading this thread, I have an immaculate Premium for sale now with many Stern accessories, improvements, custom code.
Quoted from Sinestro:For those who want to become owners of Ghostbusters and are reading this thread, I have an immaculate Premium for sale now with many Stern accessories, improvements, custom code.
https://pinside.com/pinball/market/classifieds/ad/62159
Come on Sinestro What the heck bro? Have u been bit by the Iron Maiden bug or something?
Quoted from Oshara:Does anyone have suggestions to get
the ball to feed cleanly to the left flipper after a plunge? Ours used to roll smoothly off the metal rail setting up a clean shot to the right loop or easy catch, but lately it comes down closer to the center of the loop feeding almost to the tip of the left flipper.
Can’t seem to figure out what’s causing this.
Thanks in advance!
Osh
That metal rail on the left orbit can be adjusted. In this image, right where the red and orange wires end. That screw can be loosened and you can adjust the angle of the rail. mine was pushed way to the right by factory default.
That might be your problem.
Quoted from Oshara:Does anyone have suggestions to get
the ball to feed cleanly to the left flipper after a plunge? Ours used to roll smoothly off the metal rail setting up a clean shot to the right loop or easy catch, but lately it comes down closer to the center of the loop feeding almost to the tip of the left flipper.
Can’t seem to figure out what’s causing this.
Thanks in advance!
Osh
Check to make sure your game is level. That was part of my problem. My ball is also hitting the scoop cliffy which is redirecting more towards sdtm.
Quoted from desertT1:Stern of the Union is posted and GB has dropped off as far as being mentioned.
Where did you read that?
If I look at http://www.sternpinball.com/community/stern-of-the-union-address-april-2018
"
Status of Code:
We are continuously working to update and improve software for our machines. There are always code updates and bug fixes in various stages of development; we will release them upon update completion. Here are some of the latest updates and the status of things in the works. As always, if you do encounter any bugs please feel free to provide information to [email protected]:
Star Wars – We have yet another code update coming this month.
Guardians of the Galaxy – We just released a substantial update which redesigned all major modes as well as introduced Cherry Bomb multiball into the game
(adding on to the sneak peek code from the Texas Pinball Festival show). Look for another code update later this month which will
address topper support as well as additional refinement.
Batman ’66 – We will be releasing in the next couple of weeks the sneak peek code from the Texas Pinball Festival show in addition to even more content!
With the added resources to our software department, we continue to address updates, enhancements, bug fixes and various polish to our catalog of previous titles including Ghostbusters, Aerosmith and KISS. We expect for these code updates to start releasing by mid-Summer.
Just because a game isn’t listed on here doesn’t mean there can’t be surprises from time to time."
Quoted from TechnicalSteam:I'm thinking of selling my Ghostbusters Pro. HUO. With airball saver. No other mods.
What's a good starting price?
4K-4.5K? I'd check the marketplace for history of sales.
also might want to hold off on the sale until after the final code comes out (rumors say this summer) . A: you may find you enjoy the game more and get some more play out of it. B: you may find other people enjoy the game more, and it may get a boost in demand.
Call me an optimist but I was thinking the other day that code is about 15 months old now on GB and Stern keeps promising an update this summer. So I see one of two things. A) It's so low or minor on the priority list summer is good enough so no need to rush or B) This code is going to be great! Lots of new features and balance.
I just look at GOT and see a lot more to go after....so who knows....here's hoping! I'm really hoping for b.
Just trying to put some positive vibes out there.... Played a great game last night and got hopeful that the code will explode this summer to make it even more fun.
Quoted from boomgopinball:Just trying to put some positive vibes out there.... Played a great game last night and got hopeful that the code will explode this summer to make it even more fun.
i hope so as well
Quoted from boomgopinball:Stern keeps promising an update this summer.
Just put up my best score 7B last night. Got the "K" skill shot to light multipliers with Stay Puft running. Once that finished it went into WCWS...and blew up with 6 times playfield.
I'm sure competition players would never risk the 10% additional points, but in a home setting, why not go for it. And when your friends see that number they are really impressed. You don't have to tell them it was 1 great ball out of 100!!
If they improve the code this summer that would be fantastic. I don't even know what they could do to it. Make the modes in the ladders selectable/random? Add another multiball...River of Slime?
Has there been any indication at all of what could be coming?
Quoted from sethi_i:Has there been any indication at all of what could be coming?
Nope but a final wizard mode would be nice.
Quoted from golfingdad1:Nope but a final wizard mode would be nice.
Unfortunately, I don't think that would change the game for me!
Quoted from Mudflaps:So in the middle of a perfectly mediocre game, this thing came flying off and went in the cabinet. After 30 seconds of a half-assed search, I’m not sure where it goes. Any ideas?
That looks like the kind of post that normally sits on top of a plastic in order to prevent the ball from getting stuck.
Quoted from Mudflaps:Yeah, that’s weird. That seems to be it, but I’m not sure how this piece would screw there.
I’ll blow it off for now and will probably find it in a year when I’m cleaning the game.
it screws into the metal hex standoff
Quoted from tasman:it screws into the metal hex standoff
Aah! I see it now. Yup, that’s it. Thanks for the assist!
Quoted from Mudflaps:Aah! I see it now. Yup, that’s it. Thanks for the assist!
Happy to be of help
Hey guys, maybe I'm a little late to the party.... My LE is here and now I want to light my speakers, so i have 2 led stripes 12V DC and I don't know how can I connect them.
Hope you can help me with that
Thank you
Hi you have to use a connector to your spike http://www.speakerlightkits.com/Type-10.html
Quoted from TechnicalSteam:I'm thinking of selling my Ghostbusters Pro. HUO. With airball saver. No other mods.
What's a good starting price?
$5k-$5200 as a starting price.
Quoted from chatplume51:Hi you have to use a connector to your spike http://www.speakerlightkits.com/Type-10.html
Thank you - but i think i will use an external powersupply. I only have to figure out how i have to connect it after the switch - so that it powers only when the machine is "on".
Hello,all,I have a problem someone might help with-Sometimes a ball will fly up between the "City" as I have the "River of Slime"Mod installed.and it just rests there on the green river! The Glass then has to come off!! Any Idea would be helpful!! Yeah,I know,get rid of that Mod,but it looks so cool!!
I had the same issue and finally just had to remove it. It’s annoying as hell to get those ball hangups!
Quoted from Spelunk71:I had the same issue and finally just had to remove it. It’s annoying as hell to get those ball hangups!
Can you make a picture ?
Quoted from MightyGrave:Can you make a picture ?
I took the mod out, so a picture wouldn’t show much. Basically, the mod covers the opening in the middle of the cityscape above the pops. If an airball falls in, it gets stuck on top of the plastic rather that just falling through the opening and back onto the playfield. If you can stop the airballs, you wouldn’t have issues, but that’s pretty hard to do on this game—even though you can minimize the airballs.
the river of slime mod is here
https://www.hookedonpinball.com/store/c21/Ghostbusters-Pinball-Mods
Wow that are some freaking airballs. I have never seen that on my machine. Now I do not have the river of slime mod but the ball ending up there...no never. From where are these airballs coming? Not from the standup targets?
Can someone tell me where the GB plastic -09 fits? I rebuild my machine but can see where the right place for the plastic is.
Hope you can help me
Quoted from PeterG:Wow that are some freaking airballs. I have never seen that on my machine. Now I do not have the river of slime mod but the ball ending up there...no never. From where are these airballs coming? Not from the standup targets?
Quoted from MightyGrave:Can someone tell me where the GB plastic -09 fits? I rebuild my machine but can see where the right place for the plastic is.
Hope you can help me
I found it, its behind Stay puft.
Quoted from outcida:Anyone here looking for a walking stay puft or the brick firehouse? PM me if interested.
Thank you Outcida for the Firehouse !
Sale - buy one get one! First time sale ever. Get both protectors!
https://pinside.com/pinball/forum/topic/ghostbusters-airball-air-ball-right-orbit-protector-1
Hey guys, my ramp diverter fell off. I put it back together the way I thought it should go but not sure. I tried going into menu to locate a test for it but couldn't find one. Is there a test for it? And could someone please take picture of theirs so I can see if mine is put back together right? Thanks
I might be losing my mind, but I don't think I see all the "Light ..." awards. For example, with the Tobin's awards if I get "Light Negative Reinforcement" nothing obvious happens. This is typically when I hit the flipper's buttons to skip the animation. Another example is with collecting 20 ghosts. The insert "Light Tobin's" lights up, but nothing happens with the left scoop. Is there something else you need to hit to activate these awards? I looked through the bug list for the latest code and didn't see anything listed. What am I missing?
Quoted from RobF:I might be losing my mind, but I don't think I see all the "Light ..." awards. For example, with the Tobin's awards if I get "Light Negative Reinforcement" nothing obvious happens. This is typically when I hit the flipper's buttons to skip the animation. Another example is with collecting 20 ghosts. The insert "Light Tobin's" lights up, but nothing happens with the left scoop. Is there something else you need to hit to activate these awards? I looked through the bug list for the latest code and didn't see anything listed. What am I missing?
I don't believe that those are active while a mode is running. If you get "light Tobins" while in a mode, it doesn't actually light. Complete the mode, or if it times out, then the "tobins" light will come on. The same applies for "negative reinforcement".
I can't say that I've seen that spelled out in the rules, but it is what occurs in the game.
Quoted from sethi_i:I don't believe that those are active while a mode is running. If you get "light Tobins" while in a mode, it doesn't actually light. Complete the mode, or if it times out, then the "tobins" light will come on. The same applies for "negative reinforcement".
I can't say that I've seen that spelled out in the rules, but it is what occurs in the game.
Interesting. I know that doesn't apply to light EB, so at the very least it is inconsistent.
Quoted from RobF:Interesting. I know that doesn't apply to light EB, so at the very least it is inconsistent.
With no facts to back this up (not unheard of around here!) if it were intentional, I can somewhat see the logic. If a mode is running there are points to be had on the board. If no mode is running in GB, there is really nothing to shoot for score...captive balls to get to Multiball or "Ghost" to take the long way to get into a mode. At least "Tobins" or "NR" can give some kind of scoring opportunity outside of a mode. The fact that EB isn't deactivated during modes, makes me think it was intentional.
Or maybe I've way overthought this, and it's just a software glitch!!
I recently added the walking stay puff mod to my GB pro...Love it! one of the best mods, IMO. I think I need to stop with this game. Ive already added Tilt Graphics game blades, Sparkys TV, Stern shaker motor, Stern topper, Mezel Mod drain busters, Stern brick firehouse, Mezel mod library, green slime on my slimer, and a Gozer action figure in the back. I think Im done or until a color DMD comes around, maybe? Sure looks and plays great.
Quoted from sethi_i:With no facts to back this up (not unheard of around here!) if it were intentional, I can somewhat see the logic. If a mode is running there are points to be had on the board. If no mode is running in GB, there is really nothing to shoot for score...captive balls to get to Multiball or "Ghost" to take the long way to get into a mode. At least "Tobins" or "NR" can give some kind of scoring opportunity outside of a mode. The fact that EB isn't deactivated during modes, makes me think it was intentional.
Or maybe I've way overthought this, and it's just a software glitch!!
Seems like a bug to me. When an award says "Light X" I would expect it to light without condition unless otherwise stated. I confirmed that both Tobin's and NR will not light if a mode is running. This means that if a mode is completed on a shot that immediately starts a new mode, they stay unlit. It seems unlikely it was intentional as this could mean never being able to collect these awards. All other "Light X" awards seem to light immediately; EB, Storage, Jackpot, PF mulitipliers, PKE. GB is heavily mode driven like you mentioned. You are supposed to be running modes and shouldn't be punished when they are running.
In any case, thanks for the insight you answered my original question!
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