(Topic ID: 173306)

Ghostbusters code 1.11 is up

By rooky79

7 years ago


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  • 438 posts
  • 113 Pinsiders participating
  • Latest reply 7 years ago by phyreteam
  • Topic is favorited by 15 Pinsiders

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#178 7 years ago

I installed 1.11 (premium) -- anyone else notice during ball search, slimer will move to the left and be stuck there until next ball?

#185 7 years ago
Quoted from Spelunk71:

Does anyone know if these are pre-installed by Stern on games being shipped out from this point on?

Yes, mine had it already...

#209 7 years ago

Perhaps mentioned earlier, but noticing 20 ghosts is not lighting Tobins, 40 not lighting ESP. Happened on several games -- is it supposed to light automatically or am I missing something? 1.11/premium. Happen up anyone else?

#254 7 years ago
Quoted from tryton1000:

Is anyone else experiencing an issue on 1.11 where if your ball does not make it all the way thru the subway ramp and the game does a ball search, my slimer will move all the way to the left and stay there. So if I need to start a mode im screwed. I have to let the ball drain to have slimer go back again.

Yes -- if the ball is routinely not making it out of the subway when it should (as mine was), adjust the ramps/wire guide under playfield. Since adjusting, I've had a 100% success rate...

#266 7 years ago

Been playing a lot of GB and GoT, both with the 'reel pops.' Overall I think it's a pretty innovative feature: would love to see a feature where something like hitting both flippers 'releases' the lock on the pops. Sometimes, two of the pops lock onto something unimportant relative to what you're playing for. Would be nice to let them go to try to lock onto something more lucrative.

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