(Topic ID: 158155)

Ghostbusters Club - We Got One!!!

By 30FathomDave

7 years ago


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Topic index (key posts)

4 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #4105 Link to replacement auto plunge spring that improves launch for some. Posted by Spelunk71 (6 years ago)

Post #4120 Shorter Hex Spacer to make left short easier. Posted by Blakester (6 years ago)

Post #4129 Custom target brackets that help eliminate airballs. Posted by swinks (6 years ago)

Post #10285 Color DMD variants video Posted by wolffcub (2 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#3642 6 years ago

I put this score up today without even getting close to stay puft.....it was 13x multipliers held over and multiple PKE loops

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#3652 6 years ago
Quoted from Bond_Gadget_007:

Don't forget, once you have a score even in the low Billions always do the short plunge bug trick for a free 10% of your score. Can be worth 100s of millions without even plunging the ball yet! Easy money no skill required

I can't do that...that is cheating...can't brag if I cheat

1 month later
#3880 6 years ago
Quoted from golfingdad1:

Flip the sling rubbers around.
Put the long sling rubber where the post rubbers are and the post rubber where the long sling rubber goes.
There are two notches on metal post for proper positions. Made a Huge difference on my game .

I can't believe what a difference this makes...wow..a whole new game

#3883 6 years ago
Quoted from yzfguy:

So how are the rings situated now? The large ring on the bottom and small post rings on top?

yes that is correct you don't even have to remove the plastics to adjust this just roll the large one over the top of the small rings then roll the little ones into the groove

if you haven't done this you should...can't believe stern didn't do this...I assume it must have been designed this way, but as they started to assemble they got reversed

#3887 6 years ago
Quoted from JimB:

What does it help with? Just activity? I see more now too.

ya they turn on pretty consistently now...I thought it was just random...but really they are supposed to turn on whenever a ball hits them like a slingshot.

1 week later
#3962 6 years ago

I will say this much though....after playing Ghostbusters a lot...most other pinballs are pretty easy. I have no problem with the post pass on GB.

3 months later
#4422 6 years ago

Pics please

Quoted from gweempose:

So I've owned the game for over and year, and I finally decided today to adjust the flippers so they aren't droopy like they come from the factory. Holy crap what a difference it makes! I can't believe I waited all this time to make this change. The game shoots so much better like this. For starters, it's much easier to control the ball. This is a very big deal on a game with such a large flipper gap. Not only is it much easier to cradle the ball, but it's also easier to perform flipper passes. On top of this, it's also now possible to backhand the left ramp, something I couldn't do at all before. In my opinion, everyone should make this change. This is how the game is supposed to play!

1 week later
#4528 6 years ago

I do it to turn on the storage facility sometimes...

1 week later
#4604 6 years ago

What happens is you get sub from both games . Just use rca cables to hook up the sub

1 month later
#4710 6 years ago

I was thinking that a good way to solve the SDTM problem on GB is to turn the magna-slings into magna- save Would there be anyway,through software, to activate the magnaslings on demand? possible a double tap of either flipper button?...I imagine that this is probably not possible without a hardware reconfig.....but it would be an interesting mod, if nothing else.

#4714 6 years ago

Maybe you could use the GOT/AC/DC style button in the middle to activate a magna save. I might rig up a prototype of this ....hmm

#4737 6 years ago

I switched to the longer flippers and I will say that it feels more like a pinball machine now. Seriously though all the shots that I can regularly make on other pins feel more natural. The game just feels better.
I used to always get frustrated with TFTC because some of the shots were just off enough to make it not just difficult but pretty unfullfilling as a game. I think that the longer flippers on GB makes the game right.
It doesn't stop the SDTM or make the game easier. It just plays better. IMHO

6 months later
#5300 5 years ago

Why don't the spammers go advertise their stuff in the right place and leave the forum for actual conversations....it really is irritating to have a thread bumped by another ad......

We get it....everything needs to be lit up by LEDs....sheesh

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1 month later
#5527 5 years ago

I have the larger flippers. You will barely notice it. It does not make the game noticeably easier.

1 month later
#5691 5 years ago

The fact that he is still saying "highest on the list" leads me to believe that he hasn't even started this update. What a load...

#5697 5 years ago

It doesn't seem that anything is "up his sleeve"

1 month later
#5818 5 years ago

there is no stay puft video mode ...but there should be....

6 months later
#7038 4 years ago

This update is baller!

1 week later
#7245 4 years ago

no difference between LE and premium updates. They both download ghostbusters_LE-1_16_0.spk

#7246 4 years ago

having the option to turn down flipper strength individually is great! no more balls shooting off the left ramp! finally I can play the game! and you have ball save option for left scoop....or just turn up the eject power and it now hits the right flipper hard. so nice

#7257 4 years ago

LesManley I think you are putting a little too much stock in the "design" taking nothing away from Dwight and other coders....WE are the trouble shooters and final beta testers on what works with this game...Pinside is the perfect forum to understand what makes a great pinball. aside from the trivial nitpickers and whiners.....Pinside knows pinball.

With that said...I like that the coders made the game adjustable and modifiable to all levels of players. That is progress!

#7268 4 years ago

@archon. Go in and adjust the flipper strength
The default is all the way up. You probably want it at soft. It also stops balls from shooting off the top of the ramp which is great.

#7288 4 years ago

That's too bad....i liked the librarian music. It is pensive....not slow...but maybe a volume bump would be good. Some compression don't know if you can do that in PB

#7302 4 years ago

I had the longer flippers for a while...but the extra length seemed to throw off the shot geometry. After updating the code I switched back to the regular flippers and am much happier....my flippers are set even with the outlane angles and are not "droopy" like the original run factory....

2 weeks later
#7486 4 years ago

I switched back from the longer flippers...It made the game actually harder because the shot geometry was off that much.....play the game enough and you can sense when the middle drops are going to sink....slight nudge is al it takes.

#7496 4 years ago

I think it is as simple as where on the flipper I tend to launch from...combined with location cues based on play-history of this game and others multiply that by the torque flex/drag of the longer flipper and you have a whole new algorithmic anomaly.

#7498 4 years ago

or it could be the triangulation of angle/apex of the slightly longer flipper is actually different at the relevant target "launch" locations.

1 week later
5 months later
#8183 4 years ago

best thing to show up around this clubhouse since the update ...thanks for the post

1 week later
#8203 3 years ago

That is the new default...you can change it back in the settings.

#8224 3 years ago

I have had to re attach the actuator on that switch a couple of times. That switch just comes unscrewed for some reason. then the actuator falls out of the plastic onto the floor of the cab. It will just pop back in if that happens.

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