(Topic ID: 158155)

Ghostbusters Club - We Got One!!!


By 30FathomDave

3 years ago



Topic Stats

  • 7,121 posts
  • 610 Pinsiders participating
  • Latest reply 1 hour ago by vireland
  • Topic is favorited by 222 Pinsiders

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Topic index (key posts)

3 key posts have been marked in this topic

Post #4105 Link to replacement auto plunge spring that improves launch for some. Posted by Spelunk71 (1 year ago)

Post #4120 Shorter Hex Spacer to make left short easier. Posted by Blakester (1 year ago)

Post #4129 Custom target brackets that help eliminate airballs. Posted by swinks (1 year ago)


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#6267 3 months ago

wouldnt the change from 1.13 to 1.14 indicate that its more of a bug fix update rather than major revisions or additions to the rules?

#6297 3 months ago

All is right in the world! "Ghostbusters code update remains in our schedule."

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3 months later
#6867 14 days ago

Is it possible to adjust the slingshot strength through software on spike 1 games?

It would be cool to sort of randomize the strength on the pro to be like a poor mans magna slings. Not quite sure how it would be in action but it sounds cool in my head.

1 week later
#7025 2 days ago
Quoted from swinks:

anyone know how long until the stream in hours / minutes
it's already 7:20am Thursday

8:00 am Thursday for you, my upside-down friend!

#7028 2 days ago
Quoted from swinks:

just found the twitch page and counter states 1hr 22minutes from now

I believe his normal stream time is 6:00 PM Chicago time, but this one was listed as 5:00 PM.

#7083 1 day ago
Quoted from sethi_i:

Ghost Target. Enabling this to spot mode shots seems like a cop out (or a way to add an "action button" after the fact). Having to hit that "hard" shot in a mode was the challenge! Being able to bypass the "hard" shots...probably good, but I need convincing.

What I like about this change is that you can't hit the middle target to collect the 1st or last shot of a mode, plus it is a pretty dangerous shot (unlike a true action button)

Quoted from sethi_i:

Constant multipliers. This really jumped out at me, especially when Mike was playing at the end. Left ramp to proton pack can keep you in Xplay indefinitely. But it is still GB, so indefinitely might not be that long!

I agree with you, I am also worried about constant multipliers, I was hoping for some difficulty options to dial this feature in to what works best for people. Start difficulty: hit captive ball/captive or stand ups to start, have to complete stand ups first and then do the combo shot, etc., set max PF multiplier: 2X/3X/6X/2Xor3X depending on which stand up was hit last. Or a timer setting: how long the stand ups stay lit after being hit.

Basically, I like options so that I can make a game work how I want it to play and give it the best chance of seeing it included in pinball tourneys.

#7098 1 day ago

In Mass Hysteria, the right captive ball switches between regular and reversed flippers and builds the jackpots up to 25Mil I think.

I think Im going to adjust the captive ball standup target to be less sensitive so that you have to be a bit more deliberate to hit that shot. Which will have added benefit of making the captive ball modes a bit less likely to just happen inadvertently. It would be nice to have an adjustment for number of hits needed to start those modes and maybe raise the number of shots needed once you've gone through all 4 of them.

#7102 18 hours ago
Quoted from PeterG:

Now I need to get a colorDMD, this is one expensive upgrade from Stern.

I've already got one in the mail! Haha

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