The last post on this topic was 5 month ago. I know a lot of people have been tired of waiting and probably sold their game in the meantime. 26 month of waiting after the last update is a long time. If Ghostbusters wasn't my first Stern and first NIB game. I would have probably sold it already. I will wait until the end of 2019 if nothing happens in terms of code I will sell it then. But I think, something will happen. George has been honest in his interview at TPF 2018. And I think we can all believe him. Just look at BM66 what it started of and where it is now. George did stick to his promises for BM66 and I would say BM66 now is Sterns showpiece in terms of code. Anyway, if it is true, as soon as Dwight finishes Munsters he will have time to FINALLY revisit Ghostbusters because he is not set to be on any of Sterns upcoming games(yet). With that being said I hope that the size of the GB update is equal if not bigger as the Aerosmith update. The game definitely deserves it.
It would be nice if we could get the bugs and tweaks list at post #1 as big as possible. So everyone reading and posting on this thread can start spamming this list at email@example.com as soon as Munster 1.0 gets announced. Because Dwight already seems to have forgotten about Ghostbusters and all its flaws according to his Interview with the guys of Head2Head pinball podcast.
I have some bugs and tweaks to add to the list.
If playing WCWS multiball while Storage Facility lock(1,2,3) is lit. Every ball shot up the ramp within WCWS gets diverted into the right saucer. Storage Facility lock insert is not shown lit during WCWS, but if it was lit before starting WCWS it will have this behavior. If Storage Facility wasn't lit before starting WCWS it can be lit by pict-o-pops or reaching the amount of ghosts. If Storage Facility gets lit during WCWS it is indicated by a sound and a short flashing to the Storage Facility insert. The light will remain off after that. (Pro)
-Storage Facility start animation.
There are some lights missing at the start animation of Storage Facility multiball.
Library Lock Arrow(red)
(Pro, Premium, LE)
-Dont cross the streams.
There is a bug in the mode. After catching a ghost and NOT pressing the flipper button. The stream will go inward to the next ghost, instead of outward like it should be with no button pressed. (Pro, Premium, LE)
-Tobins spirit guide.
Tobins spirit guide should also be available during modes. Active mode should be getting paused while TSG is getting awarded. Right now its too hard to achieve TSG, there is always a mode running. (Pro, Premium, LE)
-ESP Video mode.
Video modes should also be available during modes. Not only in mainplay. (Pro, Premium, LE)
-Right kickout flasher.
On the Premium/LE the right outlane flasher is used to indicate the ball kickout at the right scoop. Better use the build in red mars dome flasher on top on the storage facility assembly. (Premium/LE)
Add a light animation to looping supers mode. Right not the two red mars dome flashers at the ramp do barely anything. What about letting them each alternately double flash. (Pro, Premium, LE)
-PKE Frenzy, Loopin´ supers stacking.
PKE Frenzy and Loopin´ supers should not be getting stacked with ladder missions. Because either the ladder missions or PKE or Loopin´ gets ignored and fails.
However PKE and Looping´ during multiballs should still be allowed. (Pro, Premium, LE)
-Mass Hysteria multiball should not be starting on its own.
The sudden and always unexpected start of this multiball is frustrating because of the inverted flipper change. Don't start this multiball before collecting it at some point. Add a display effect and message to notify the player of the flipper change. Remove the flipper change feature during this multiball from the captive ball. So the flipper stay inverted during the whole multiball. After draining down to one ball add a short ball saver to the multiball end. So a player can handle the flipper change once again. (Pro, Premium, LE)
-Left orbit up-post.
If a ball is being held at the left orbit up-post. Light up the flasher at the spinner, so casual players don't get confused where the ball went.
-Right ladder mission start.
Make it so that a mission only start if both switches right and left orbit have been hit and the loop is successfully made. Like in earlier code revisions.
-Change the debounce timing of the Right Eject switch.
Like done in Aerosmith code. So the game does not perform a courteous kick before the ball is laying still. If balls are shoot hard and fast into the saucer the switch gets sometimes activated to often. (Pro only)
-Clean up left captive ball rule.
Right now its not always clear when, how and why award are given out. Also use the RGB library arrow insert to indicate.
That should be all for now what is in my head