(Topic ID: 300250)

Halloween owners thread…He’s Coming Home

By dnapac

2 years ago


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#3001 2 years ago
Quoted from jeffro01:

Gameplay:
One of the other things that really surprised me is the code, and by surprised I mean (again this is my opinion) I'm quite happy with where Spooky is at on this and don't see the reasons for the negativity. Even in the current version the game is plenty deep enough and will be exceptionally deep once Spooky gets everything in there they want. Animations are fine, modes are plenty, shots are challenging. However, the bugs are crippling... Every so often the game will eject 3 balls into the lane and then lock up, or you'll find yourself "stuck" with no idea what shot is the next one. The modes have got to have a timer... ALL of them. Also, having to restart everything on every ball is extremely frustrating. There has to be some sort of "carry over" from one ball to the next. Every new ball essentially is a completely new game and while the layout is awesome, it gets a bit disheartening to always have to start over every ball. There is no "mystery" light so telling me "mystery is lit" was extremely confusing at first, I get this is a carryover from Ultraman but please fix this. It should say "shoot the pumpkin" or something that doesn't call out a light that doesn't exist. I know all of this can be fixed and that's what's so exciting about this game, when they are fixed, this pin is going to be next level awesome. I look forward to having more settings like ball timers and such but I get their point. People freaked out so much in the beginning they had no choice but to start pumping in assets and callouts but I can't help but think that impacted the basics a bit. Currently, and currently is the main point here as I know it'll get better, C.

I'm in FULL agreement when it comes to timers and "carry over". It gets repetitive to see the same animations on the next ball, like it's ball one. I feel the same way on the right ball lock. I think it would be better with different callouts and video when you do it a 2nd time. I don't feel like hearing a repeat of the same thing, on my second attempt at a ball lock.

I don't play the animations, so it's not super important, but I wish they were better. Just an opinion. Looking forward to another code update when it's ready.

#3002 2 years ago
Quoted from jeffro01:

Wanted to take some time to post my review of the game now that I've put roughly 100 games on my machine, this review will be based on how things stand today and are completely my opinions only. This review will cover everything I can think of and will be as honest as anyone reading it would want, warts and all.
Overall Impressions/Feedback:
I wanted to start here because I really feel like every review should start with a summary so that if you don't want to read the novel that is the rest of this, you don't have to. Okay so to start, Spooky has done something really awesome here. Now that I have my machine I really cannot, for the life of me, figure out where ANY of the negativity has come from for this title (cannot speak on Ultraman, this is entirely about Halloween). Once some of the warts have been removed, more on that below, this pin is going to be absolutely outstanding. The game is challenging but straight forward, the art package is second to none, and the "bang for the buck" is unparalleled in the market today. Overall grade, A+++++++.
Shipping/Receiving:
Honestly, and this may be just me, I really do not like how Spooky packaged my machine. To date I've received NIB from Dutch, Stern, and JJP but none of them box like Spooky does. The machine itself was strapped to the pallet which I wasn't expecting and to get it off you have to cut those straps which of course is no big deal but because the machine is essentially sandwiched between a top piece and a bottom piece once we cut those straps, getting it off the pallet was difficult and unexpectedly challenging. I had an oversized pallet on mine (which was requested) which added a bit of extra difficulty. Once you get it off the pallet though, it wasn't any different than any other machine. Overall shipping grade C.
Build Quality:
Overall my machine is top notch here, no issues with the head being out of square (like one person showed), decals were applied properly with no bubbles or peeling edges. Really like the fact Spooky ships the felt leg covers with their machines. Wires were reasonably well bundled and organized although I have serious OCD here so my standards are a bit high but overall I'd say B+. Game worked out of the box but I did have to tighten the spring on the center drop target which seems to be common. I also had to redo the pumpkin mount as after about 50 games mine began to bend down and sag a bit. A well placed zip tie around the light socket and back of the bracket solved that problem. Otherwise, mechanically the game was top notch. The main screen isn't very good but enabling the "gamma" setting as recommended by another poster worked pretty well. Still will probably do the IPS screen upgrade at some point. My main issue with build quality was the playfield, whoever is making these needs to SAND EVERY OPENING BEFORE THEY CLEAR IT... Never have I had to clean out a game so frequently out of the box. We've, and this is no joke, had to clean it up at least a dozen times in 100 games just from saw dust debris that the balls knock off the drop openings until it's all "knocked off". Don't get me wrong, the playfield is beautiful and crisp and solid, just need to sand those openings before it's cleared. The coin box also surprised me in that there is no attachment loop on the back so it just "sits" in the spot. Overall build quality A-.
Gameplay:
One of the other things that really surprised me is the code, and by surprised I mean (again this is my opinion) I'm quite happy with where Spooky is at on this and don't see the reasons for the negativity. Even in the current version the game is plenty deep enough and will be exceptionally deep once Spooky gets everything in there they want. Animations are fine, modes are plenty, shots are challenging. However, the bugs are crippling... Every so often the game will eject 3 balls into the lane and then lock up, or you'll find yourself "stuck" with no idea what shot is the next one. The modes have got to have a timer... ALL of them. Also, having to restart everything on every ball is extremely frustrating. There has to be some sort of "carry over" from one ball to the next. Every new ball essentially is a completely new game and while the layout is awesome, it gets a bit disheartening to always have to start over every ball. There is no "mystery" light so telling me "mystery is lit" was extremely confusing at first, I get this is a carryover from Ultraman but please fix this. It should say "shoot the pumpkin" or something that doesn't call out a light that doesn't exist. I know all of this can be fixed and that's what's so exciting about this game, when they are fixed, this pin is going to be next level awesome. I look forward to having more settings like ball timers and such but I get their point. People freaked out so much in the beginning they had no choice but to start pumping in assets and callouts but I can't help but think that impacted the basics a bit. Currently, and currently is the main point here as I know it'll get better, C.
Other Thoughts:
Powder coating is amazing, really what you get for your money is simply not available from anywhere else. I know I already made that point but look at the price and then look at what you get... It's a complete steal in todays market. An equivalent JJP/Stern would run at least $12K NIB. Audio is out. freaking. standing. Getting used to how the game plays with the balls coming out of the sling is pretty neat. I don't think balls need to be staged there, it gives me a moment to breath and "reset" a bit as the game progresses. Out of my collection, no other pin plays like this one which I really, and I mean really, enjoy. Personally I think Spooky has a complete Grand Slam here with this pin and once some of the rougher edges are corrected (code and continuing manufacturing improvements) those who have gotten out are going to really regret that decision. The heat Spooky has taken to date is quite frankly, ridiculous. Their service and support is top notch, SpookyLuke is absolutely amazing. Those of you who are still on the fence, don't be, get excited about your place in line as seeing is believing with this pin. I'm so happy I jumped in on this pin when I did and have absolutely zero regrets and am super excited as to what's coming on the horizon with future code updates. Thank you to everyone at Spooky who has worked on this pin, built this pin, and made this pin come to life. I'll keep saying it, you really do have something special here.
Thanks,
Jeff

Thanks for the in-depth write up. I think most of the negativity is coming from people who played code way early on, impatient flippers and a podcaster that has to stir up controversy to stay relevant. If it wasn't for Spooky this theme would never be attempted by the major manufacturers, so glad they exist and offer something unique and different.

#3003 2 years ago
Quoted from jeffro01:

Wanted to take some time to post my review of the game now that I've put roughly 100 games on my machine, this review will be based on how things stand today and are completely my opinions only. This review will cover everything I can think of and will be as honest as anyone reading it would want, warts and all.
Overall Impressions/Feedback:
I wanted to start here because I really feel like every review should start with a summary so that if you don't want to read the novel that is the rest of this, you don't have to. Okay so to start, Spooky has done something really awesome here. Now that I have my machine I really cannot, for the life of me, figure out where ANY of the negativity has come from for this title (cannot speak on Ultraman, this is entirely about Halloween). Once some of the warts have been removed, more on that below, this pin is going to be absolutely outstanding. The game is challenging but straight forward, the art package is second to none, and the "bang for the buck" is unparalleled in the market today. Overall grade, A+++++++.
Shipping/Receiving:
Honestly, and this may be just me, I really do not like how Spooky packaged my machine. To date I've received NIB from Dutch, Stern, and JJP but none of them box like Spooky does. The machine itself was strapped to the pallet which I wasn't expecting and to get it off you have to cut those straps which of course is no big deal but because the machine is essentially sandwiched between a top piece and a bottom piece once we cut those straps, getting it off the pallet was difficult and unexpectedly challenging. I had an oversized pallet on mine (which was requested) which added a bit of extra difficulty. Once you get it off the pallet though, it wasn't any different than any other machine. Overall shipping grade C.
Build Quality:
Overall my machine is top notch here, no issues with the head being out of square (like one person showed), decals were applied properly with no bubbles or peeling edges. Really like the fact Spooky ships the felt leg covers with their machines. Wires were reasonably well bundled and organized although I have serious OCD here so my standards are a bit high but overall I'd say B+. Game worked out of the box but I did have to tighten the spring on the center drop target which seems to be common. I also had to redo the pumpkin mount as after about 50 games mine began to bend down and sag a bit. A well placed zip tie around the light socket and back of the bracket solved that problem. Otherwise, mechanically the game was top notch. The main screen isn't very good but enabling the "gamma" setting as recommended by another poster worked pretty well. Still will probably do the IPS screen upgrade at some point. My main issue with build quality was the playfield, whoever is making these needs to SAND EVERY OPENING BEFORE THEY CLEAR IT... Never have I had to clean out a game so frequently out of the box. We've, and this is no joke, had to clean it up at least a dozen times in 100 games just from saw dust debris that the balls knock off the drop openings until it's all "knocked off". Don't get me wrong, the playfield is beautiful and crisp and solid, just need to sand those openings before it's cleared. The coin box also surprised me in that there is no attachment loop on the back so it just "sits" in the spot. Overall build quality A-.
Gameplay:
One of the other things that really surprised me is the code, and by surprised I mean (again this is my opinion) I'm quite happy with where Spooky is at on this and don't see the reasons for the negativity. Even in the current version the game is plenty deep enough and will be exceptionally deep once Spooky gets everything in there they want. Animations are fine, modes are plenty, shots are challenging. However, the bugs are crippling... Every so often the game will eject 3 balls into the lane and then lock up, or you'll find yourself "stuck" with no idea what shot is the next one. The modes have got to have a timer... ALL of them. Also, having to restart everything on every ball is extremely frustrating. There has to be some sort of "carry over" from one ball to the next. Every new ball essentially is a completely new game and while the layout is awesome, it gets a bit disheartening to always have to start over every ball. There is no "mystery" light so telling me "mystery is lit" was extremely confusing at first, I get this is a carryover from Ultraman but please fix this. It should say "shoot the pumpkin" or something that doesn't call out a light that doesn't exist. I know all of this can be fixed and that's what's so exciting about this game, when they are fixed, this pin is going to be next level awesome. I look forward to having more settings like ball timers and such but I get their point. People freaked out so much in the beginning they had no choice but to start pumping in assets and callouts but I can't help but think that impacted the basics a bit. Currently, and currently is the main point here as I know it'll get better, C.
Other Thoughts:
Powder coating is amazing, really what you get for your money is simply not available from anywhere else. I know I already made that point but look at the price and then look at what you get... It's a complete steal in todays market. An equivalent JJP/Stern would run at least $12K NIB. Audio is out. freaking. standing. Getting used to how the game plays with the balls coming out of the sling is pretty neat. I don't think balls need to be staged there, it gives me a moment to breath and "reset" a bit as the game progresses. Out of my collection, no other pin plays like this one which I really, and I mean really, enjoy. Personally I think Spooky has a complete Grand Slam here with this pin and once some of the rougher edges are corrected (code and continuing manufacturing improvements) those who have gotten out are going to really regret that decision. The heat Spooky has taken to date is quite frankly, ridiculous. Their service and support is top notch, SpookyLuke is absolutely amazing. Those of you who are still on the fence, don't be, get excited about your place in line as seeing is believing with this pin. I'm so happy I jumped in on this pin when I did and have absolutely zero regrets and am super excited as to what's coming on the horizon with future code updates. Thank you to everyone at Spooky who has worked on this pin, built this pin, and made this pin come to life. I'll keep saying it, you really do have something special here.
Thanks,
Jeff

Thanks for the write-up! Definitely excited to get mine. Quick question...how would you compare the protection/packaging of the game compared to Stern or JJP? I felt when I got my GnR LE that the JJP packaging was impressive, but I have seen non-butter Spooky games being damaged during shipping. Did you feel there was enough protection for the game when you unboxed it?

#3004 2 years ago
Quoted from jeffro01:

Every so often the game will eject 3 balls into the lane and then lock up

This has never happened to me, might be a switch issue on your game causing the code to crash.

Quoted from jeffro01:

Also, having to restart everything on every ball is extremely frustrating. There has to be some sort of "carry over" from one ball to the next. Every new ball essentially is a completely new game and while the layout is awesome, it gets a bit disheartening to always have to start over every ball.

This is wrong, the only progress that reset are Asylum and House, and only if you fail to start their multiballs. Otherwise the game remembers which pumpkin modes you've completed or failed and which main modes you've won, and what locks for have for hedge. It's not that hard to start either House or Asylum MBs, so I actually prefer it resetting rather than still being in the mode after a drain.

Quoted from jeffro01:

There is no "mystery" light so telling me "mystery is lit" was extremely confusing at first, I get this is a carryover from Ultraman but please fix this. It should say "shoot the pumpkin" or something that doesn't call out a light that doesn't exist.

The light does exist, the big blood drop at the scoop lights blue for mystery.

For those having trouble hitting the scoop, it's almost a gimme backhand from the right flipper. Shooting from the left is a bad idea, just shoot Asylum (right ramp) and drain to the pumpkin. From the left flipper, the 3rd hedge standup, left orbit and left ramp are all backhandable.

#3005 2 years ago
Quoted from KSP1138:

For those having issues with the center drop targets not always dropping, especially on hard hits, I can confirm that replacing their springs with Bally/Williams 10-364 springs has completely fixed that problem for me.

On mine I lubed all drop targets with 3 in 1 oil and haven't had one get stuck since.

#3006 2 years ago
Quoted from Reality_Studio:

On mine I lubed all drop targets with 3 in 1 oil and haven't had one get stuck since.

That's not recommended. Any plastic on metal contact should be free of oil altogether.

-1
#3007 2 years ago
Quoted from metallik:

This has never happened to me, might be a switch issue on your game causing the code to crash.

This is wrong, the only progress that reset are Asylum and House, and only if you fail to start their multiballs. Otherwise the game remembers which pumpkin modes you've completed or failed and which main modes you've won, and what locks for have for hedge. It's not that hard to start either House or Asylum MBs, so I actually prefer it resetting rather than still being in the mode after a drain.

The light does exist, the big blood drop at the scoop lights blue for mystery.
For those having trouble hitting the scoop, it's almost a gimme backhand from the right flipper. Shooting from the left is a bad idea, just shoot Asylum (right ramp) and drain to the pumpkin. From the left flipper, the 3rd hedge standup, left orbit and left ramp are all backhandable.

Deleted.

Jeff

#3008 2 years ago
Quoted from jeffro01:

How did I know you'd be the one to argue with me... Not going to argue back.
Jeff

You can't argue facts. What did I say that you disagree with?

Quoted from jeffro01:

Every new ball essentially is a completely new game

This is incorrect and greatly misrepresenting the game.

#3009 2 years ago
Quoted from Mad_Dog_Coin_Op:

That's not recommended. Any plastic on metal contact should be free of oil altogether.

That's what Spooky told me to do when the targets started getting stuck.

#3010 2 years ago
Quoted from metallik:

You can't argue facts. What did I say that you disagree with?

This is incorrect and greatly misrepresenting the game.

Deleted.

Jeff

#3011 2 years ago
Quoted from jk2171:

Thanks for the write-up! Definitely excited to get mine. Quick question...how would you compare the protection/packaging of the game compared to Stern or JJP? I felt when I got my GnR LE that the JJP packaging was impressive, but I have seen non-butter Spooky games being damaged during shipping. Did you feel there was enough protection for the game when you unboxed it?

To answer your second question, yes I think the game was wrapped well enough in the box. Regarding the first question, I'd say it was packaged more along the lines of how Stern does it then JJP. That's not to say one is better than the other. I just didn't like how it was strapped to the pallet itself so that was more my issue.

Jeff

#3012 2 years ago

Haven't ever played ACNC either. No way was I wasting an hour waiting in that line at TPF.... heh.

#3013 2 years ago

For the people keeping track of shipping, I just got a shipping confirmation from Nitro for #241!

#3014 2 years ago
Quoted from metallik:

This has never happened to me, might be a switch issue on your game causing the code to crash.

This is wrong, the only progress that reset are Asylum and House, and only if you fail to start their multiballs. Otherwise the game remembers which pumpkin modes you've completed or failed and which main modes you've won, and what locks for have for hedge. It's not that hard to start either House or Asylum MBs, so I actually prefer it resetting rather than still being in the mode after a drain.

The light does exist, the big blood drop at the scoop lights blue for mystery.
For those having trouble hitting the scoop, it's almost a gimme backhand from the right flipper. Shooting from the left is a bad idea, just shoot Asylum (right ramp) and drain to the pumpkin. From the left flipper, the 3rd hedge standup, left orbit and left ramp are all backhandable.

Switches seem fine. I'll check again if it happens again. Having anything reset is incredibly frustrating, in my opinion. My game doesn't seem to remember what you're calling out from ball to ball. If the call out says "mystery is lit" then there had better be a "mystery" insert on the game that's lit up, there isn't, I had to figure it out, I'd like to see the call out tweaked to lessen the initial confusion for other players.

Jeff

#3015 2 years ago
Quoted from Tablewicked:

For the people keeping track of shipping, I just got a shipping confirmation from Nitro for #241!

Same for 242, should be delivered in Houston on Wednesday!

#3016 2 years ago
Quoted from Frax:

Haven't ever played ACNC either. No way was I wasting an hour waiting in that line at TPF.... heh.

When orbits are at the widest part of the game, they feel like orbits, in my view. These shots feel like shots, but behave like orbits afterwards, which is why I don't think they are standard orbits. Not sure another game I can relate them to. Probably RZ. Those are actually way out the outside like orbits but the right is really hard to hit.

#3017 2 years ago

Here's some pictures of the scoop on mine which is not giving me any issues to help with adjustments that others might need to make.

20220131_161755 (resized).jpg20220131_161755 (resized).jpg20220131_161812 (resized).jpg20220131_161812 (resized).jpg20220131_161825 (resized).jpg20220131_161825 (resized).jpg
#3018 2 years ago

Noticed a little damage from the ball coming up out of the center ramp.

20220131_162232 (resized).jpg20220131_162232 (resized).jpg
#3019 2 years ago
Quoted from KSP1138:

Noticed a little damage from the ball coming up out of the center ramp.[quoted image]

I must be missing something obvious, could you point out what you're seeing damage wise?

Thanks,
Jeff

#3020 2 years ago
Quoted from jeffro01:

Switches seem fine. I'll check again if it happens again. Having anything reset is incredibly frustrating, in my opinion. My game doesn't seem to remember what you're calling out from ball to ball. If the call out says "mystery is lit" then there had better be a "mystery" insert on the game that's lit up, there isn't, I had to figure it out, I'd like to see the call out tweaked to lessen the initial confusion for other players.
Jeff

I sometimes see this as well. When my game falls to make the first shot into the shooter lane, balls 2 through 7 roll forward a little bit in the trough but not all the way. Ball 1 half way makes it up the shoot and falls back down on top of ball 2. If ball 1 is holding up ball 2 from rolling all the way forward to the trough opto, the game will eject multiple balls into the shooter lane. Super frustrating. I love the game when it’s playing correctly. When the game can’t get balls into the shooter lane or dumps out extra balls it takes the fun right out of it. I thought I had it figured out but I’m still seeing both of these anomalies. I’ve emailed into service. I think it’s possible that the trough solenoid on time may not be long enough to consistently eject balls into the shooter lane. I have checked the switches in the trough in switch test a boatload of times. Always perfect. I’ve reseated the connector for the trough switches on the pinotaur board. I’ve been able to improve performance but not completey correct it.

#3021 2 years ago
Quoted from jeffro01:

I must be missing something obvious, could you point out what you're seeing damage wise?
Thanks,
Jeff

Small chip on the playfield.

PlayfieldChip (resized).jpgPlayfieldChip (resized).jpg
#3022 2 years ago
Quoted from GreenMachine19:

I sometimes see this as well. When my game falls to make the first shot into the shooter lane, balls 2 through 7 roll forward a little bit in the trough but not all the way. Ball 1 half way makes it up the shoot and falls back down on top of ball 2. If ball 1 is holding up ball 2 from rolling all the way forward to the trough opto, the game will eject multiple balls into the shooter lane. Super frustrating. I love the game when it’s playing correctly. When the game can’t get balls into the shooter lane or dumps out extra balls it takes the fun right out of it. I thought I had it figured out but I’m still seeing both of these anomalies. I’ve emailed into service. I think it’s possible that the trough solenoid on time may not be long enough to consistently eject balls into the shooter lane. I have checked the switches in the trough in switch test a boatload of times. Always perfect. I’ve reseated the connector for the trough switches on the pinotaur board. I’ve been able to improve performance but not completey correct it.

Based on what I'm seeing, the problem to me seems like there isn't enough of a "wait time" between checking the shooter lane switch in combination with the other trough position switches. That occasional extra delay seems to confuse the game into ejecting multiple balls. That's my theory currently just based on switch testing.

Thanks,
Jeff

#3023 2 years ago
Quoted from KSP1138:

Small chip on the playfield.
[quoted image]

Face palm... Thanks! I'll keep an eye on mine in that area.

Thanks,
Jeff

#3024 2 years ago
Quoted from KSP1138:

Small chip on the playfield.
[quoted image]

Also looks like you may have some damage on the left side of the back pf going into the chute. Will have to inspect my game for same.

#3025 2 years ago
Quoted from spandol:

When orbits are at the widest part of the game, they feel like orbits, in my view. These shots feel like shots, but behave like orbits afterwards, which is why I don't think they are standard orbits. Not sure another game I can relate them to. Probably RZ. Those are actually way out the outside like orbits but the right is really hard to hit.

I mean...that works. I've played RZ. I'm pretty sure I never hit whatever is on the right side under the mini playfield a single time!

#3026 2 years ago
Quoted from Frax:

I mean...that works. I've played RZ. I'm pretty sure I never hit whatever is on the right side under the mini playfield a single time!

I'm glad I'm not alone on that! The lane all the way to the right is near impossible for my skills!

#3027 2 years ago
Quoted from insight75:

I'm glad I'm not alone on that! The lane all the way to the right is near impossible for my skills!

It’s near impossible for everyone.

Always a thrill when you hit it!

rd

#3028 2 years ago
Quoted from Gotfrogs:

Same for 242, should be delivered in Houston on Wednesday!

Nice! mine is set for delivery on Friday.

#3029 2 years ago
Quoted from jeffro01:

Based on what I'm seeing, the problem to me seems like there isn't enough of a "wait time" between checking the shooter lane switch in combination with the other trough position switches. That occasional extra delay seems to confuse the game into ejecting multiple balls. That's my theory currently just based on switch testing.
Thanks,
Jeff

I’ve reseated the connection for the trough solenoid but I’m starting to wonder. If it’s a poor crimp on the orange with white stripe wire could that present in a fashion where sometimes it works fine for 3 to 4 balls and then a half ass shot to the shooter lane? Are these standard, same as Williams Bally? Could I replace with a trifurcan for better contact on the pin?

948D9DF2-43CD-48F9-A30B-62E7610F6352 (resized).jpeg948D9DF2-43CD-48F9-A30B-62E7610F6352 (resized).jpeg
#3030 2 years ago
Quoted from KSP1138:

Here's some pictures of the scoop on mine which is not giving me any issues to help with adjustments that others might need to make.[quoted image][quoted image][quoted image]

What do other people's scoop protectors look like? Yours is raised up some, but not even as much as the one that I play on location. Could be affecting how people's balls are hitting the scoop and not it going in.

#3031 2 years ago
Quoted from GreenMachine19:

I’ve reseated the connection for the trough solenoid but I’m starting to wonder. If it’s a poor crimp on the orange with white stripe wire could that present in a fashion where sometimes it works fine for 3 to 4 balls and then a half ass shot to the shooter lane? Are these standard, same as Williams Bally? Could I replace with a trifurcan for better contact on the pin?[quoted image]

So I did some more digging on my issue and I think I've figured it out. The shooter lane switch was just off in that it would register a ball going in but as soon as it rolled far back enough to "rest" the switch was showing as open. Adjusted the switch some more and now it registers as it should so will need to play more to figure out if I really fixed it.

Thanks,
Jeff

#3032 2 years ago

Might be helpful for spooky to use a 3d printed Go/no go gauge to set the scoop deflector as part of the QC at the end of the line.

I suggest 3d printed so it could be “open sourced” once these games are out in the wild
for a while.

#3033 2 years ago
Quoted from Lopa:

Might be helpful for spooky to use a 3d printed Go/no go gauge to set the scoop deflector as part of the QC at the end of the line.
I suggest 3d printed so it could be “open sourced” once these games are out in the wild
for a while.

Not a bad idea!

#3034 2 years ago
Quoted from KSP1138:

Here's some pictures of the scoop on mine which is not giving me any issues to help with adjustments that others might need to make.[quoted image][quoted image][quoted image]

The design and angle of that scoop actually looks (to my extremely untrained eye) like it would be really hard to hit from the left, and looks more like a deflector from that side - but a backhand off the right would be inifinitely more successful? Not sure if that's the point of it? I actually thought that scoop had a curved entrance (like you would see on most other machine types), I guess I haven't been looking at pics close enough.

Edit: actually after perusing some of the pictures, from the left flipper it looks pretty dead on - but thinking about it more, that would mean you have to be VERY accurate from that side, or it will deflect to the sides just a little and reject (because the guide is flat). That doesn't carry much weight when I look at my other statement regarding the right flipper though. I'm really not good with physics...

#3035 2 years ago
Quoted from KSP1138:

Noticed a little damage from the ball coming up out of the center ramp.[quoted image]

I emailed them about that they said it's a common spot for wear and that I should paint if I wanted to but they also sent me a extra back piece incase it got too bad.

Is anyone else seeing crazy wear on the silver part on the pumpkin drain?
Also
My wife has some crazy glitch happen today where it just kept shooting ball after they would drain like a multiball but non stop and didn't stop until I turned to game off. Anyone else have that issue?

#3036 2 years ago
Quoted from zebpin61:

Also looks like you may have some damage on the left side of the back pf going into the chute. Will have to inspect my game for same.

Yes, actually a little on both sides. I'm not to concerned about those. SpookyLuke already contacted me about the chip. I've put a ton of games on it already, so I might be ahead of the curve for seeing any issues like this.

20220131_212108 (resized).jpg20220131_212108 (resized).jpg
#3037 2 years ago
Quoted from McIntyre905:

My wife has some crazy glitch happen today where it just kept shooting ball after they would drain like a multiball but non stop and didn't stop until I turned to game off. Anyone else have that issue?

Ya. I I had that happen several times. The timing might have been coincidence but after I updated to the latest code The game occasionally struggled with ejecting balls into the shooter lane, often taking two tries. I think that led to what you mentioned. I bumped up trough eject by +2 and it solved the issue with the failed ejects as well as the endless multiball.

#3038 2 years ago
Quoted from Obed_Marsh:

Ya. I I had that happen several times. The timing might have been coincidence but after I updated to the latest code The game occasionally struggled with ejecting balls into the shooter lane, often taking two tries. I think that led to what you mentioned. I bumped up trough eject by +2 and it solved the issue with the failed ejects as well as the endless multiball.

This sounds like the same issue I have. I wish I could back to 1.04 to see if that’s it.

#3039 2 years ago

With regards to the pumpkin shot, is the metal protector for the hole there slightly raised?
I have used cling vinyl in clear around hole protectors in DI and STTNG and made a massive difference, shots as smooth as butter going in after fitted. Takes the jump out of the shot as it hits the lip. The ball would slowly roll into the neutral zone after I fitted mine and a hard hit would go straight in perfectly where before it wouldn’t. Can be taken off easily as it is not stuck down with adhesive, you can also put it over areas to protect.

D5CFAFEC-9A50-47E7-B4BC-2F0FA2DFDB98 (resized).jpegD5CFAFEC-9A50-47E7-B4BC-2F0FA2DFDB98 (resized).jpeg

79A9F847-8D09-4E4F-B0DA-F96A406A9DA1 (resized).jpeg79A9F847-8D09-4E4F-B0DA-F96A406A9DA1 (resized).jpeg
#3040 2 years ago
Quoted from Lostcause:

With regards to the pumpkin shot, is the metal protector for the hole there slightly raised?
I have used cling vinyl in clear around hole protectors in DI and STTNG and made a massive difference, shots as smooth as butter going in after fitted. Takes the jump out of the shot as it hits the lip. The ball would slowly roll into the neutral zone after I fitted mine and a hard hit would go straight in perfectly where before it wouldn’t. Can be taken off easily as it is not stuck down with adhesive, you can also put it over areas to protect.
[quoted image][quoted image]

That's a good idea!

From his photo I initially thought that the front of the protector was lifted as well but on the side pic you can see the outline of the u-shaped mylar. I've outlined in in red here. I'm pleased to see that it's included from factory.
pasted_image (resized).pngpasted_image (resized).png

#3041 2 years ago
Quoted from dnaman:

That's a good idea!
From his phot, I initially thought that the front of the protector was lifted as well but on the side pic you can see the outline of the u-shaped mylar. I've outlined in in red here. I'm pleased to see that it's included from factory.[quoted image]

Yes I saw the Mylar after posting but I think the other one is a bit thicker, if someone has a bit might be worth a try but cover bigger area though like on my STTNG. Might have to do it up to the Mylar that’s on there if it doesn’t stick on it. All depends how much the protector sticks up though if it will help.
If I had mine I would try if I was having problems making the shot stick.

#3042 2 years ago
Quoted from Lostcause:

Yes I saw the Mylar after posting but I think the other one is a bit thicker, if someone has a bit might be worth a try but cover bigger area though like on my STTNG. Might have to do it up to the Mylar that’s on there if it doesn’t stick on it. All depends how much the protector sticks up though if it will help.
If I had mine I would try if I was having problems making the shot stick.

Yes it has mylar already and the protector is starting to curl a bit on the sides after a bunch of plays, but it hasn't affected shots to it so far on mine.

#3043 2 years ago
Quoted from GreenMachine19:

This sounds like the same issue I have. I wish I could back to 1.04 to see if that’s it.

I haven't seen that at all on 1.05, but did a few times on earlier versions. Not sure about 1.04 but definitely on the version before that.

I think it was triggered by losing a couple balls right on top of each other during multi-ball within the ball save grace period, and somehow the ball save timer got updated to a really long time.

#3044 2 years ago

I guess I could just be a man and turn off ball save.

#3045 2 years ago

I've been trying to have fun with this game, but man is it frustrating. I can't seem to resolve a stuck ball issue on the middle playfield. Also the center ramp shot rejects quite often, almost always from the right flipper. When it does make it, it just "feels" so clunky and awful. I've been working with support, but... we haven't really made any progress.

#3046 2 years ago

Hey Spooky guys,
in the German pinball forum we are currently creating a current pinball quartet together.

https://www.flippermarkt.de/community/forum/threads/flipper-quartett-2022-bestell-threat-unbindlich-zur-abschaetzung-der-ditional-height.243832/

In the field of current pinball, Halloween has also been chosen. Unfortunately there are no devices in Germany yet.

We need a photo of the flipper switched on (without glass) but with the lockbar in good resolution.
And the same again only from the playfield.

It would be nice if you take some photos and upload them here:

https://nextcloud.pkg.logoip.de/index.php/s/RErmaZm8HcbecG8

Please save under category V1-V4 with the name V2 - Halloween.

The image rights to the photos are transferred to the creator of the quartet (Patrick Neukäter) through the upload, but exclusively for use in the pinball quartet 2022!

Of course I'll post a photo of the finished card afterwards .

I guess the manufacturer also delivers to other countries.....

Thank you in advance……

12
#3047 2 years ago

Ohhhhh yeahhhh!!!

BC75AC03-04E2-4B0A-9183-F7FCB56F7689 (resized).jpegBC75AC03-04E2-4B0A-9183-F7FCB56F7689 (resized).jpeg
20
#3048 2 years ago

Today marks 9 Years of wild fun Destruction of and Mayhem here at Spooky Pinball. We decided to celebrate with some sick tunes coming to both Halloween and Ultraman! Complete with an all new mode for both games! ALL of the cowbell is coming to Halloween, and an exclusive theme song from one of the many Ultraman Series!!!! Stay tuned for the code to drop in the upcoming weeks. And thanks everyone for an incredible 9 years!

14
#3049 2 years ago
SNL-More-Cowbell (resized).jpgSNL-More-Cowbell (resized).jpg
#3050 2 years ago
127016E3-4457-4276-BBAA-73A2B7C2A0AB.gif127016E3-4457-4276-BBAA-73A2B7C2A0AB.gif
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