(Topic ID: 300250)

Halloween owners thread…He’s Coming Home

By dnapac

2 years ago


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17 key posts have been marked in this topic, showing the first 10 items. (Show topic index)

There are 17,439 posts in this topic. You are on page 310 of 349.
45
#15451 1 year ago

Hey guys! I'm going to be streaming NEW Halloween Code tomorrow night on Twitch at 7PM Central. I'll also be doing a Q&A session afterwards, so bring your questions!

We've got some really cool new features in this update, hope to see you there! https://www.twitch.tv/spookypinball

#15452 1 year ago

I'm looking forward to it!

#15453 1 year ago

Awesome- one of my favorite games just keeps getting better

#15454 1 year ago

Folks will like the changes coming

#15455 1 year ago

Interesting...

Screenshot_20230823_182134_Facebook (resized).jpgScreenshot_20230823_182134_Facebook (resized).jpg
#15456 1 year ago

New code!?

IMG_4089 (resized).pngIMG_4089 (resized).png
#15457 1 year ago

Awesome news! Will definitely try and tune in.

#15458 1 year ago

When is the code drop? Exciting news!

18
#15459 1 year ago

thank you spooky for following through with this game. You could have just moved on to your next title when things looked bleak but you have truly made this a great game at this point. hats off to the dedication you put in.

#15460 1 year ago
Quoted from Mro-Tek:

thank you spooky for following through with this game. You could have just moved on to your next title when things looked bleak but you have truly made this a great game at this point. hats of to the dedication you put in.

I agree with your statements. I put this game up for sale twice and I'm glad I didn't sell it. I shouldn't have to put that much work into fixing a new machine. However; besides the precision flipper debacle, it's been playing decent over the past 6 months. I still have some odd issues like half-working hedge Michaels, a broken playfield latch, and a middle ramp that needs constant adjustment, but the last three code updates have made it a very enjoyable game. I find myself playing it more and more every weekend!

#15461 1 year ago
Quoted from Looprunner:

I agree with your statements. I put this game up for sale twice and I'm glad I didn't sell it. I shouldn't have to put that much work into fixing a new machine. However; besides the precision flipper debacle, it's been playing decent over the past 6 months. I still have some odd issues like half-working hedge Michaels, a broken playfield latch, and a middle ramp that needs constant adjustment, but the last three code updates have made it a very enjoyable game. I find myself playing it more and more every weekend!

Every game needs some adjustment, even out of the box - but boy that sounds like a LOT! good for you for sticking with the game. I've not been able to put in as much time as I'd have liked with the latest update, but you are right - the last handful of updates have been huge! Reminds me of the great JJP Hobbit update, back when they were actually working on the code to their games.

#15462 1 year ago
Quoted from Looprunner:

I agree with your statements. I put this game up for sale twice and I'm glad I didn't sell it. I shouldn't have to put that much work into fixing a new machine. However; besides the precision flipper debacle, it's been playing decent over the past 6 months. I still have some odd issues like half-working hedge Michaels, a broken playfield latch, and a middle ramp that needs constant adjustment, but the last three code updates have made it a very enjoyable game. I find myself playing it more and more every weekend!

I was considering precision flippers as I have them on AFMr and CCr and love them. I will definitely putting them on MMr too. Why not HW?

#15463 1 year ago

Update to my lost ball issue that was a suspected switch issue. I don’t see a switch 60 in the switch diagram. Anyone ever wrestle with this issue before?

IMG_5592 (resized).jpegIMG_5592 (resized).jpeg
#15464 1 year ago

I’m excited for code day!
Any hints?

#15465 1 year ago
Quoted from delawarejason:

Update to my lost ball issue that was a suspected switch issue. I don’t see a switch 60 in the switch diagram. Anyone ever wrestle with this issue before?
[quoted image]

What were you testing or using that gave you those results?

#15466 1 year ago

I am very excited as well- can't wait for the drop !!! LEETTSSS GOOOOOOO

#15467 1 year ago
Quoted from delawarejason:

Update to my lost ball issue that was a suspected switch issue. I don’t see a switch 60 in the switch diagram. Anyone ever wrestle with this issue before?
[quoted image]

I think what you’re seeing in the screen is the system just recognizing that you’re hitting the green enter button on the door. If you want to test your trough switches I’d remove all be balls and then drop them in one by one and see what happens, or manually click them down to see if the switch is recognized.

#15468 1 year ago
Quoted from Geeterman1:

I think what you’re seeing in the screen is the system just recognizing that you’re hitting the green enter button on the door. If you want to test your trough switches I’d remove all be balls and then drop them in one by one and see what happens, or manually click them down to see if the switch is recognized.

There is a dedicated trough switch test now. Scroll through the menu and you’ll see it.

It’s very good. I suggest entering the test, then pounding on the lockbar area — see if any balls change their switch status constantly. If they do, give them a little tweak.

rd

#15469 1 year ago

So code will be tomorrow, possibly tonight though they said.

Game code is changing how blood is handled. Players can now cause a blood to be lit to collect it by shooting the pumpkin scoop when a mode is not running. Also doing pumpkin modes will light up blood so you can earn lot more blood.

Blood points now give you a 2% score multiplier for each point you have, so more blood, the higher multiplier you get. More blood you get, theres a chance of Micheal popping out to attack you and you will lose blood if you don't shoot him at the Hedge he pops out of. So holding onto blood gives you score multiplier bonus but also will attract Micheal.

#15470 1 year ago
Quoted from GreenMachine19:

I was considering precision flippers as I have them on AFMr and CCr and love them. I will definitely putting them on MMr too. Why not HW?

Believe I just had a defective bushing. I wouldn't let my comments deter anyone. The short time they were working I enjoyed them. I did a full flipper rebuild and that ended up really doing the trick.

#15472 1 year ago

New code is out.

15
#15473 1 year ago

pasted_image (resized).pngpasted_image (resized).png

CODE UPDATE: Bug just streamed the new Halloween code on Twitch. Now you can play it for yourself. Download 1.13 code now and help "Drive the Evil Back".

https://www.spookypinball.com/game-support/

Change Notes:

* New mini-mode “Drive The Evil Back”. Bringing some more action when you’re not in other modes. Hitting the right scoop now has a big chance of lighting a new Blood target (blood can do more now – see below) OR a small chance revealing a Michael from behind a hedge – it depends on how much blood you are holding. You don’t have long to Drive Michael Back – if you can’t, he will steal some of your collected blood and next time he’ll be closer and more dangerous!

* Collected blood now gives an extra scoring boost. You’ll see your active multiplier below the blood drop icon on the right of the screen

* The “dirty pool” shot up through the middle of the drop bank can now be looped and repeated for extra-extra score multiplying!

* The right scoop now flashes when it is lit to be hit, not after it’s hit. It can also flash multiple colors now if ready for mode select/blood store/pumpkin MB/extra ball etc.

* Shop items have been tweaked slightly, not too much. Some things have more time and you’ll find extra balls costs more after the first one.

* 6 blood will only appear if you successfully complete a mode. Including Stalker now too.

* You can short plunge and skillshot is still valid.

* Once you’ve collected at least one Super Jackpot in Hedge MB and it’s no longer available, the hedge scoops won’t be lit green.

* Audio adjustments are now increments of 1% instead of 5% to allow finer tuning.

* Several other small lights tweaks, like Judith Tombstone lights being more immediate on a lock, upper drop lit for the crossover during Bob, etc.

* Attract mode – there’s an extra surprise that appears if you leave the machine idle, controllable by the menu setting FEATURE > ATTRACT MODE FREQ (OFF or 1,5,10 etc minutes)

#15474 1 year ago

deleted! Luke P beat me to it =)

#15475 1 year ago

It's been pretty quiet in here. I bet you're all waiting for the Halloween attract mode to be released. I knew it.

Quoted from lpeters82:

[quoted image]
CODE UPDATE: Bug just streamed the new Halloween code on Twitch. Now you can play it for yourself. Download 1.13 code now and help "Drive the Evil Back".
https://www.spookypinball.com/game-support/
Change Notes:
* New mini-mode “Drive The Evil Back”. Bringing some more action when you’re not in other modes. Hitting the right scoop now has a big chance of lighting a new Blood target (blood can do more now – see below) OR a small chance revealing a Michael from behind a hedge – it depends on how much blood you are holding. You don’t have long to Drive Michael Back – if you can’t, he will steal some of your collected blood and next time he’ll be closer and more dangerous!
* Collected blood now gives an extra scoring boost. You’ll see your active multiplier below the blood drop icon on the right of the screen
* The “dirty pool” shot up through the middle of the drop bank can now be looped and repeated for extra-extra score multiplying!
* The right scoop now flashes when it is lit to be hit, not after it’s hit. It can also flash multiple colors now if ready for mode select/blood store/pumpkin MB/extra ball etc.
* Shop items have been tweaked slightly, not too much. Some things have more time and you’ll find extra balls costs more after the first one.
* 6 blood will only appear if you successfully complete a mode. Including Stalker now too.
* You can short plunge and skillshot is still valid.
* Once you’ve collected at least one Super Jackpot in Hedge MB and it’s no longer available, the hedge scoops won’t be lit green.
* Audio adjustments are now increments of 1% instead of 5% to allow finer tuning.
* Several other small lights tweaks, like Judith Tombstone lights being more immediate on a lock, upper drop lit for the crossover during Bob, etc.
* Attract mode – there’s an extra surprise that appears if you leave the machine idle, controllable by the menu setting FEATURE > ATTRACT MODE FREQ (OFF or 1,5,10 etc minutes)

I just set my Attract Mode to 10 minutes. This is the little extra IMO that will make this game a keeper in da house.

#15476 1 year ago

A good attract mode is so valuable. I think it's underestimated how much it means to us to hear the machine sitting idle when doing other things. I love to just turn my games on and have them chime in from time to time.

#15477 1 year ago
Quoted from Beechwood:

A good attract mode is so valuable. I think it's underestimated how much it means to us to hear the machine sitting idle when doing other things. I love to just turn my games on and have them chime in from time to time.

Absolutely. And Spooky is off to a good start with Halloween. It plays the Theme and we get a Jack-o-Lantern on screen. They still need to do something with the PF lights now. Having the PF lights all on during Attract takes away some of the Immersion. Now if they add a few film clips and tie em all together... We'll have a Winner.

#15478 1 year ago

The change and additions to the blood mechanics is really nice, adds some new depth to the game and makes blood more important overall.

#15479 1 year ago
Quoted from lpeters82:

[quoted image]
* You can short plunge and skillshot is still valid.

Thank you, thank you, thank you. Now I don’t have to worry about hitting the orbit switch ruining the skill shot!

#15480 1 year ago

I installed the new update, and my Michael servos are still shaking like crazy. Can we get a fix for this?

19
#15481 1 year ago

Thank you so much to everybody who joined in for the stream tonight! I'm very happy to report that our first Halloween stream was our BIGGEST stream we've done yet! You guys are great, enjoy the new code!

#15482 1 year ago

What exactly is in the attract mode?

#15483 1 year ago

You can have the attract mode play the movie trailer, might be cool

#15484 1 year ago
Quoted from Pinman502:

I installed the new update, and my Michael servos are still shaking like crazy. Can we get a fix for this?

That's not code that affects that, that's an issue with the servos themselves.

Quoted from Geeterman1:

What exactly is in the attract mode?

Its the opening movie version theme for Halloween with a Jack o lantern on the screen and a light show on the PF. Michaels face randomly appears ghostly like and he breathes loudly throughout it.

#15485 1 year ago

It’s code. I have already replaced them.

#15486 1 year ago
Quoted from Pinman502:

It’s code. I have already replaced them.

If it was code it would effect others. The servos might not properly aligned

#15487 1 year ago
Quoted from Pinman502:

I installed the new update, and my Michael servos are still shaking like crazy. Can we get a fix for this?

There is a new setting in the game features menu called "Bump Mikes", I'm not 100% sure what it does, but try turning that on/off and see if it changes anything? I did have some issues with mine not properly resetting to the correct position in the previous update and I may have switched this off to resolve it but I can't remember.

#15488 1 year ago

“Bump Mikes” turns on/off the feature where the Mikes move a little bit when you hit the targets next to each hedge scoop. It was created to reset Mikes back to their home position if they were creeping out (moving due to game vibrations) during game play. You may not need this setting.

I’ve seen Mike servos shake fixed by replacing them, I had one shaking and I left it and eventually it stopped working altogether. Not all servos are equal and you might find replacing them again fixes the shake.

#15489 1 year ago

I have to replace one of mine I suspect, is it an easy process?

#15490 1 year ago
Quoted from BillyPilgrim:

I have to replace one of mine I suspect, is it an easy process?

It’s an easy swap. You will need to snip a few zip ties. Nothing crazy

#15491 1 year ago

Curious to know what servos Spooky recommends? I have the ones that everyone recommends on here.

#15492 1 year ago
Quoted from BillyPilgrim:

I have to replace one of mine I suspect, is it an easy process?

Flip the playfield up, cut the zip ties holding the servo wire bundles together (yellow, red black I think)

Unbolt the wireform that holds the hedges and michael servos and feed the wires up though as you pull the wireform forward.

I put a towel down on the playfield and rest it on that

Easy to see how to replace them; do one at a time

You probably will have to adjust the position of the Michaels once they are replaced rest vs peeking out positions

RM

#15493 1 year ago

Thanks everyone! Plan on doing it this weekend!

#15494 1 year ago
Quoted from Pinman502:

Curious to know what servos Spooky recommends? I have the ones that everyone recommends on here.

Luck of the draw, I have fitted original branded metal gear version that cost more only to have lasted 5 mins. They were having an epileptic fit so faulty.
Last set I fitted have been ok, watch out when you fit them as if you put them in place Michael might want to bash himself into the side of the cab so maybe fit the servo’s without him on then turn machine on and it will settle them to the resting position then put them on.

#15495 1 year ago

Just updated and in first kill the left ramp shot would not register multiple times but ok when not in first kill and perfect in switch test.
Only played a couple of games, see what happens when I give it another go later.

#15496 1 year ago
Quoted from Lostcause:

Just updated and in first kill the left ramp shot would not register multiple times but ok when not in first kill and perfect in switch test.
Only played a couple of games, see what happens when I give it another go later.

I experienced this, too.

#15497 1 year ago
Quoted from gregcube:

I experienced this, too.

I only played mine straight after the update, maybe a glitch after that. Will try again later.
Had trouble also updating on my MacBook when has been easy previously, error. Correct file name.
Waited for my wife to come home and used her surface pro and worked, was driving me mad

#15498 1 year ago

Anyone see "Drive the evil back" yet? I have not.

#15499 1 year ago
Quoted from m4tt:

“Bump Mikes” turns on/off the feature where the Mikes move a little bit when you hit the targets next to each hedge scoop. It was created to reset Mikes back to their home position if they were creeping out (moving due to game vibrations) during game play. You may not need this setting.
I’ve seen Mike servos shake fixed by replacing them, I had one shaking and I left it and eventually it stopped working altogether. Not all servos are equal and you might find replacing them again fixes the shake.

I think this is the answer. I have a shaking Michael and I did a few tests. If I remove the Michael from the servo it does not vibrate. If I grab the Michael when it shakes it stops. It leads me to believe the servo is not strong enough to handle the weight of the figure and has issues out of the box. My other two servos are fine.

#15500 1 year ago
Quoted from BillyPilgrim:

Thanks everyone! Plan on doing it this weekend!

I just did mine. I didn’t take the wireform off the playfield I just cut some zip ties and fed the wires through the playfield hole so I had access.

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