(Topic ID: 300250)

Halloween owners thread…He’s Coming Home

By dnapac

1 year ago


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Topic index (key posts)

15 key posts have been marked in this topic, showing the first 10 items.

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

Post #2369 Upper playfield adjustment video. Posted by lpeters82 (1 year ago)

Post #3112 Upper playfield adjustment video Posted by spandol (1 year ago)

Post #3319 TECH: DISPLAY. LCD settings so blacks look better. Posted by manadams (1 year ago)

Post #3394 Stock LCD Display - alternate settings Posted by Mad_Dog_Coin_Op (1 year ago)

Post #4163 How to square a cabinet. Posted by rotordave (1 year ago)

Post #4472 Please Read - re order numbers and order of manufacture. Posted by rotordave (12 months ago)

Post #5620 Porting the cabinet to stop bass rattle Posted by rotordave (10 months ago)

Post #5659 Mudflaps Custom Cards #1 Posted by Mudflaps (10 months ago)

Post #5776 Mudflaps Apron Card bonanza! Posted by Mudflaps (10 months 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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#278 1 year ago
Quoted from Mad_Dog_Coin_Op:

I was hoping another bunch of option emails would have already gone out this week. So far the highest number emailed is 80 to the best of my knowledge.

Me too (#82). I'm still going to get it a few weeks before the Mandalorian premium I ordered at launch back in May, which got pushed again to sometime in December.

1 week later
#390 1 year ago
Quoted from Reality_Studio:

I think this will happen to Spooky games much more so than say Sterns because of how they handle sales. With Stern buying a machine is fairly simple, place an order and get your game typically in a few weeks. With Spooky it's try and get your order in then wait 12 to 18 months. Given that I figure many bought just in case knowing that they could flip their spot easily if they changed their mind.

The current Stern process is pre-order a game, wait months for it to be built, and then have to pay anywhere from 200 to 1000 more than the original pre-order price if you still want it.

#407 1 year ago

I got the initial email for #82 today.

#604 1 year ago
Quoted from Morgoth00:

#88 received Invoice

And #82

1 week later
#1033 1 year ago
Quoted from dnapac:

<blockquote

I haven’t seen this info yet. I think they were gonna implement it, but not sure if they did yet.

I just picked #82 up from spooky this morning. It think I saw the version (1.03) on one of the attract screens. I'll try to get a picture later.

#1037 1 year ago
Quoted from KSP1138:

I just picked #82 up from spooky this morning. It think I saw the version (1.03) on one of the attract screens. I'll try to get a picture later.

The version is shown in the menu. Also noticed a bug that once it shows up the Laurie/Michael Health meter never goes away.

One decent game so far without really knowing what I'm doing. And a lot of movie clips in this version.

20211104_211801 (resized).jpg20211104_211903 (resized).jpg
#1177 1 year ago
Quoted from SpookyLuke:

Sounds like another one is coming really soon that is just basically a whole pile of bug fixes!

And probably create a few new ones

Is there a preferred way to report bugs? On 1.03 I somehow got an almost never ending ball save on hedge multi-ball a couple times. It seemed like the save timer was constantly getting reset, like if I let a ball drain every few seconds I could have kept it going forever. If I see it happen again I'll try to nail down what might be happening.

The other issue I saw was the Laurie/Michael health meter sometimes staying on top even after a game has ended.

1 week later
#1410 1 year ago
Quoted from fsumassey:

Still waiting on #72 here. I've seen some later #s get theirs for some reason. Wondering if they're having some issues. I have no problem waiting if I'll get a better product though!

Here's my timeline for #82 (non-butter):

10/21 - Butter/No-Butter email
10/27 - Invoiced and paid
11/2 - Notified that the game was ready
11/4 - Picked it up at Spooky

If you got a butter cabinet maybe that factors in if you replied to the emails and paid the invoice right away.

2 weeks later
#1724 1 year ago

Major bug if confirmed - After updating to 1.04 and getting the house multiball going, any balls that go into the pumpkin scoop just stay there, and ball search doesn't find them.

I also had a ball locked on the secret skillshot and it didn't release after I drained. Ball search doesn't drop the target.

And I had the game reboot once while I was shooting in the house. This is the first reboot I've seen since I got it a month ago and have been on 1.03 the entire time before today.

#1726 1 year ago
Quoted from Jediturtle:

I have played 1.04 quite a lot, including a few hours of glass off testing. I have not seen the house multiball/pumpkin scoop bug. Not to say it couldn't be a bug, but I would look over your pumpkin scoop optos and make sure there isn't anything goofy going on there. I had a wire pulled tight and kinked which I believe led to a few issues I was seeing before I moved it. I would check around there.

Thanks, I'll play a few games this afternoon and check. It seems to be working ok during both normal play and hedge/sanitarium multiballs though.

#1729 1 year ago
Quoted from KSP1138:

Thanks, I'll play a few games this afternoon and check. It seems to be working ok during both normal play and hedge/sanitarium multiballs though.

Decided to do some glass off testing first, and the issue is if 2 balls go into the scoop from the sanitarium in quick succession they get stuck in there. I'm not sure how I managed to do that 2 games in a row.

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#1735 1 year ago
Quoted from Jediturtle:

I do vaguely remember getting a ball or two hung up down there awhile back. A little shake got them moving. I agree with dnapac on making sure you are leveled correctly too. And make sure nothing managed to fall into your subway.

I was at 6.5 until a couple days ago and I'm at 7.0 now.

#1752 1 year ago
Quoted from Mudflaps:

Same. Game rebooted mid-game. That’s never happened before. I also drained with a ball in the ball lock and it didn’t release. Ball search didn’t clear it.

I did some additional testing with the glass off. If you lock a ball at the gravestone, either through the secret skill shot or the normal way by hitting it 5 times, the ball will never release if you drain. It will only release if you hit that target again, which is a little difficult with the glass on and no active balls.

I tested the coils and they drop and release the target as they should, and the target switch in the back and opto switch are working properly.

The stuck switch test is reporting one stuck switch (I think it was "lower drop switch"), but as far as I know that area only has the 2 switches.

#1753 1 year ago
Quoted from Jediturtle:

I do vaguely remember getting a ball or two hung up down there awhile back. A little shake got them moving. I agree with dnapac on making sure you are leveled correctly too. And make sure nothing managed to fall into your subway.

No, nothing in the subway. When it happens, the first ball goes in and its momentum takes it to the left side, then the 2nd ball immediately drops in and blocks it from going back to the middle by sitting on top of it.

One way or another I'll get it sorted out. I need to check if my left-right level got a little out of whack when I went from 6.5 to 7.

#1768 1 year ago
Quoted from SpookyBug:

Alright so we made a quick temporary fix to the ball lock code bug for now so that it isn't getting locked in there and not returning. It's on the website now so you guys can go grab it quick and keep playing! Thanks for all the quick feedback.
We will dig deeper into it and figure out the bug better as soon as we can. For now the drop target should release the ball in ball search.

Wow, thanks. I'll try it out later. I know others have said it happens only some of the time, but for me it happens 100% of the time. Let me know if you need me to try anything to help you guys figure it out.

The only other code issue I've noticed is that it sometimes goes into Death in the Drivers Seat automatically for some reason. The last game I played it put me in it even though I already completed it. I think it happens when you are playing house mode and the ball goes into the scoop. I didn't see it do this on 1.03.

The added instructions help a lot, and the fixed health meter makes it a lot easier to see what's going on when playing the house mode.

#1769 1 year ago
Quoted from Jediturtle:

Nope. Trust me it’s 100% random, at least on my machine. Spent some time glass off testing and no pattern has emerged. Going to be a tough bug to squash but I’m confident they will figure it out. For now including the drop in ball search will be a huge help. Beyond that it’s only a minor annoyance.

Interesting, I haven't had it release a captured ball once after a drain, and I tested it with the glass off a bunch of times in addition to regular play. It will release it if I hit the target again or tilt.

#1810 1 year ago

Remember to turn adult mode back on after updating. I forgot to after updating the second time to 1.04a and was very disappointed.

#1811 1 year ago
Quoted from Jediturtle:

Dude you figured out what was causing what seemed like a super random bug I was discussing with Bug! I couldn’t figure out what triggered it and I hadn’t had it with the latest code but I just didn’t hit the right combo of shots yet. I can now reproduce it almost every time. Seems like it won’t do it while skill shot is active, but if you hit a few things first it will almost every time. I contacted Bug about it too. This find will make it much easier to squash I’m sure. Nice find!

Does it matter which of the drop targets is still up? I haven't seen this during regular play since the update, and tried to reproduce it with the glass off and couldn't either. Also, I did have one reboot shortly after updating the first time on Friday, but none since after many games.

Putting you in "Death in the Driver Seat" looks to be a feature rather than a bug since I think the intent is to put you in the lowest non-completed pumpkin mode if you enter the scoop while already in one of the main modes. Although I think it put me in that once even though I had already completed it.

#1880 1 year ago

Is there any way to save game settings, audits, scores, etc. between updates?

#1940 1 year ago

On 1.04b I saw a bug with house multiball running at the same time as Bob-Linda pumpkin mode. I cleared the targets, but shooting up the center ramp would not go into the house so I couldn't finish the mode. I think I may have cleared the last target after multiball ended and it was in stalker/restart which I didn't get.

Edit: It happened after hedge multiball, but house multiball was previously played on the same ball. Center ramp was lit, but diverter was in the wrong position and would send the ball to the left return instead of the house.

#2068 1 year ago

New bug (on 1.04b)? I went into the pumpkin scoop and it was quickly alternating between the blood drop store and wanting me to select a mode. I couldn't do either, and it eventually only showed the mode selection screen. I could cycle through the modes, but couldn't select one and had to power off. I had just been in the blood store a few seconds before going back into the scoop so maybe that had something to do with it.

#2127 1 year ago
Quoted from Mad_Dog_Coin_Op:

It will jam with just 2 balls on the lower mini playfield and exit hole (3 balls made for a more dramatic photo and has happened to me a coupletimes during multiball). What pitch are you running at? I am at 6.5 and level side to side. All other aspects of the game are playing great. I think I can easily overcome the top of the mini playfield but the jam in the exit hole is more difficult. I might have to put spacers on one side of the subway ramp to increase the pitch of the ramp in hopes it can clear balls more quickly.

I get the 2 ball jam in the lower mini playfield if the balls go in there in quick succession, which happens every few games, and it doesn't seem to matter if I'm at 6.5 or 7.0 since I've tried both. The upper mini playfield seems to play a little better at 6.5 for me, so that's what I'm at now. I was going to try to put something on the side of the hole to the subway to see if that helps. It is very easy to reproduce with the glass off, so that should make it easier to find something that fixes the issue.

#2138 1 year ago
Quoted from KSP1138:

I get the 2 ball jam in the lower mini playfield if the balls go in there in quick succession, which happens every few games, and it doesn't seem to matter if I'm at 6.5 or 7.0 since I've tried both. The upper mini playfield seems to play a little better at 6.5 for me, so that's what I'm at now. I was going to try to put something on the side of the hole to the subway to see if that helps. It is very easy to reproduce with the glass off, so that should make it easier to find something that fixes the issue.

The issue I was having is that if 2 balls go down this hole at almost the same time, the momentum of the first ball carries it towards the center of the table and then the second ball lands on top of it, blocking the first ball from going down the subway.

My hacky solution was to put a stick in there to help channel the ball down the subway. So far, so good. If I can get through a few games with no more stuck balls in there then I'll figure out something more permanent. I'm not sure what that little U shaped cutout in the lower playfield is there for. If something was attached to it, or if it wasn't there at all then that might prevent the issue too.

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1 week later
#2332 1 year ago

I was able to get the ball across the balcony with the drop target still up somehow, and I really wish I could see a replay of it because I have no idea how. I was just trying to keep the ball alive up there. I've had the ball nail the glass plenty of times from the target going up and down, but this time it went completely over it.

#2341 1 year ago
Quoted from lpeters82:

"The ball is wild." ... Moments like that are the reason virtual pinball will never be able to replace the real thing. If that happened in a digital game you'd probably think it was a code bug. PS: My money is on the drop target throwing it up there while resetting.

That's probably what happened but it was so quick I have no idea. Should be a secret super escape jackpot

Virtual physics engines are getting better and better, and it looks really good in 4k, but yeah it will be a while before you can't tell the difference.

#2372 1 year ago

Saw a bug in 1.05 last night related to the new stalker mode. I was playing house multiball and it auto-started the Bob & Linda pumpkin mode. When I got down to 1 ball I was at the shoot it across the balcony shot, which I missed and it drained down to the Sanitarium and into the pumpkin scoop. Somehow that was lit blue for the stalker mode even though I was still in the middle of the 2nd pumpkin mode, and the ball got stuck there until the ball search kicked it out after a few seconds. And repeat 2 more times because I couldn't hit the balcony shot. I drained on the last shot of the mode, so I'm not sure what would have happened with the final pumpkin scoop shot, complete that mode and immediately start stalker?

Anyway the short version is somehow the stalker mode got enabled while the 2nd pumpkin mode was still active and it caused a few ball search waits.

#2470 1 year ago

I'm more interested in getting the new left ramp without the screws that I requested be sent along with the knife handle when those came in.

#2473 1 year ago
Quoted from kciaccio:

You should be getting 2 ramps. The other ramp is new design on the house playfield so the ball doesn't get trapped behind the drop target.

Didn't know about the house ramp. I've never had a ball get stuck there. My issue with getting balls stuck is coming down from the Sanitarium if 2 go in there at about the same time, but a makeshift fix I did a few days ago seems to have worked.

#2475 1 year ago
Quoted from Mudflaps:

I have an extra ramp with no screws. One was mistakenly sent to my old address. If you pm me your address, I’ll send it to you.

Thanks, but I'll just email spooky and see if they can include the left ramp, plus the other upgraded house ramp I didn't know about, along with the knife handle. Are there any other upgraded parts I should request? I think someone mentioned the springs on the 3 center drop targets were the wrong size. Hard hits on those don't drop them a lot of the time, and I was going to try to figure that out at some point. I did have the rubber break on the upper playfield next to the Michael spinner, but I replaced that with a spare.

#2485 1 year ago
Quoted from Obed_Marsh:

I got my replacement game #79 recently. My original had arrived with significant cabinet damage and looked to have been dropped by a forklift, although the box was pristine.
I want to commend Spooky for their awesome handling of the situation. They rapidly agreed to cover return shipping, and said they would repair the game, but then ended up making me a new machine. I know the situation could have been much worse for me in that I had signed for the initial delivery without inspecting the contents and seeing the damage. So they really went above and beyond in making sure it worked out.
The game layout is a little quirky and the code is early and has some oddities and unbalanced elements, but my wife and I have really been enjoying it thus far. Looking forward to seeing how it develops and thanks again to Spooky!
[quoted image]

Is your trick or treat shooter lane sticker blue or is that just a weird reflection?

I probably saw the original #79 sitting in a box when I picked up mine.

#2489 1 year ago
Quoted from Palmer:

What do you buy your games for if you don't play them?

Just moving them around is a pretty good workout.

12
#2497 1 year ago
Quoted from Ilushka85:I buy them to fill a game room because I like how they look and occasionally someone will play them.. Same reason why people collect things like cars... its not always to drive them.

Ferris (resized).png
#2528 1 year ago
Quoted from lpeters82:

6:00am on a Saturday (Please read that as if it's a start of an episode of It's Always Sunny in Philadelphia)...a quick upper playfield adjustment video.

Thanks for this. I spent a lot of time adjusting the house when I first got the game, and after adjusting that post screw you pointed out which controls the left/right level it is almost perfect now. The only issue I have with it now is every once in a while the ball drops straight down depending on its speed going into the house before I can get a flipper on it.

#2691 1 year ago
Quoted from kciaccio:

Watching the video makes me realize how crappy of a pinball player I am and shouldn't even be in this hobby..lol

I'm just glad the guy that designed the game has trouble consistently hitting that top hedge shot too I think I hit that shot by accident more that when I'm trying for it.

#2692 1 year ago
Quoted from jk2171:

Are you talking about "The Night He Came Home" mode? Pretty sure in that video that SpookyBug just posted above he makes mention that the mode isn't programmed yet? Maybe I heard it wrong.

Yes, that's what SpookyBug said, not implemented yet.

#2696 1 year ago
Quoted from SpookyBug:

The official wizard mode(s) isn't properly coded in currently, so I wouldn't expect the game to behave at all once you hit that point. It'll take us a little time but we'll be getting to that after the next couple updates!

#2726 1 year ago
Quoted from radfordian3505:

Me too. That bottom hedge shot always gets me. But got my upper playfield dialed in perfectly and can make the ramp and butt pretzel 99% of the time thanks to ajs video on adjustments

What works for me is holding the left flipper up when the ball comes out of the left lifter and then hitting it off of the tip of the right flipper.

#2729 1 year ago

I've had Halloween since the beginning of November and have put a ton of games on it. It really is a unique layout and I'm enjoying it a lot. These are just some thoughts on the code and how I would implement things.

--Don't auto-select pumpkin modes
--If a pumpkin mode is active when multi-ball is started, pause it until multi ball is complete.

Hedge Multi-ball:

--Instead of "locking" a ball in each hedge to start, qualify each hedge independently with 3 shots each
--Any shots to a hedge after qualifying will increase that hedge's jackpot value when in multi-ball
--Multi-ball can be started when at least 1 hedge is qualified at the scoop
--1 hedge = 2 balls, 2 hedges = 3 balls, 3 hedges = 4 balls
--Multi-ball can be canceled at the scoop if you only have 1 or 2 hedges qualified and want to go for more
--While in multi-ball, you can complete each hedge by hitting its drop target first followed by the hedge shot.
--Once a hedge is complete you can complete it again for additional jackpots but only after completing other hedges that are active during that multi-ball.
--Completing all 3 hedges, either all at once or individually in 2 or 3 separate multi-balls randomly assigns Michael to one of the hedges for the Super Jackpot, and if hit qualifies hedge for the night he came home
--Scoring - Jackpots multiplied by how many hedges you go into multi-ball with.

Sanitarium Multi-ball:

--Asylum levels would be based on how many patients you collect by hitting the drop targets, 1=10, 2=20, 3=30
--Restartable, keeping track of how many patients you previously collected

House Multi-ball:

--Instead of just 3 center ramps to start, maybe a combo of hitting the tombstone and then the center ramp with a timeout?
--During multiball make Michael slowly come back to life so you might need to hit the spinners again before collecting the Super Jackpot

#2774 1 year ago
Quoted from billyboy:

THERE'S NOTHING LIMITED ABOUT 1000 MACHINES!

Well, it is limited to 1,000 (or 1,250 I guess because everyone could have ordered LEs)

#2775 1 year ago

I knew when I bought the game that it was very early code, and that it would probably take at least a year, if not longer, to get to something resembling the final code. And to me that kind of interesting, seeing the progression of the code and getting to play each version. I probably would have started at version 0.80 and worked up to a "we think we're done" version 1.00 instead of starting there but it's just a number.

#2890 1 year ago
Quoted from metallik:

I'd let them know. Biggest thing is being able to reproduce the bug so they can trigger it for troubleshooting.
One thing I noticed is the game losing track of the ball after house MB while in the 2nd mode, ball went into pumpkin scoop and needed a ballsearch to come out. This happened on 2 different games and the lifter always worked otherwise, so maybe a bug. Haven't had a chance to pull glass to try reproducing yet. May also have something to do with Stalker being qualified.

Maybe boost the house finish award based on how you exit Asylum, make the difficult exits add more to jackpot? Don't want too much value here though, ideally you finish house objective without draining to asylum too often. Or, just disable the flipper on asylum if health is not needed. Once staging is implemented, they could inlane lift a ball as soon as the upper one drained off asylum.
Agree on letting players pick modes even if in a main mode.

They know about the Multi-ball/Stalker mode/ball search bug, Bug mentioned it on the stream. It happens anytime Stalker mode is qualified while in multi-ball and you go into the scoop.

Another Stalker related issue is that once you qualify for it and have a pending blood award going into the scoop lets you chose an award, then it kicks you out without activating stalker mode, and you have to go back into the scoop to start it.

#2892 1 year ago

Having the pumpkin modes and multi-balls going at the same time can be weird, so my preference would be to just pause them if one is active and not start any until you are done.

The mode where you need to hit a specific drop target is next to impossible if you have multi-ball going. And playing Bob & Linda while qualifying for the house can be weird. Having the drop target down means Laurie can't get hurt, and I'm not sure what happens if you hit the ball across the balcony to start the house multi-ball and progress the mode.

11
#2985 1 year ago

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.

#2993 1 year ago
Quoted from murfe88:

Trying to hit the scoop from the flippers is impossible. I have tried adjusting it and still nothing.

On mine, I can hit the scoop almost every time from the right flipper when cradled. It's harder from the left flipper, and I can make that one about 25% of the time. You can sometimes deflect it in too off the post next to the orbit. The top hedge and right orbit shots are the ones I can't hit with any consistency.

I'll try to get a picture of my scoop later to see why it might be playing easier. I haven't made any adjustments to it.

#3017 1 year 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.

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#3018 1 year ago

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

20220131_162232 (resized).jpg
#3021 1 year 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).jpg
#3036 1 year 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).jpg
#3042 1 year 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 1 year 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.

19
#3179 1 year ago
Quoted from KSP1138:

Small chip on the playfield.
[quoted image]

Just wanted to say that SpookyLuke reached out and offered to send me a replacement upper playfield, and I got it yesterday. The new one has some mylar to protect that area. Can't say enough about their customer service.

#3273 1 year ago
Quoted from Frax:

Exactly, and that's what really matters. I just don't like statements made in absolute terms like "Spooky pins don't chip." Well....they do....just very rarely, and unlike Stern or JJP, you're a HELL of a lot likely to get a replacement *if* it happens. You damn sure aren't going to see Bug or Charlie on here saying it's the customer's fault.

That was mine, and Spooky offered a replacement upper playfield based only on my post here which is great. I've had it for about 3 months and put a lot of games on it, and the small chip is in a very high traffic area at the opening from the center ramp, so I wanted to see if anyone else had seen any issues like that yet. So far, I think I might be the only one that's seen it (probably because I was terrible at playing the house and had to keep hitting the center ramp to get back up there - better now). For others I'd probably put some mylar at the opening to the upper playfield just in case.

1 week later
#3432 1 year ago
Quoted from Morgoth00:

If you have mastered drop catch, then cool. But if it touches those slings it's going somewhere you don't want it to, which equals points. I don't recall the slings counting as points.

Yesterday I hit it like normal, and then accidently hit it again right away with the 2nd ball that launched. Somehow a ball save got triggered, so I was playing a 3 ball multi-ball right at the start.

#3436 1 year ago
Quoted from metallik:

The Judith lock is not a guaranteed ballsave, oftentimes you accidentally knock it out early and just get an extra ball on the playfield for a while.

When I accidently hit it early it was probably still within the initial ball save time because I cancelled the cut scene. I wonder if this is a reproduceable double-secret skill shot to get an immediate 3 ball multi-ball going?

#3474 1 year ago

Here's a new one for me (all on ball 1):

--Played Sanitarium multi-ball - got to last target, but drained to 1 ball.
--Played House - drained Michael's heath, hit it across ramp, but got the "Haddonfield is safe for now" callout?
--It started a 3 ball multi-ball, but it didn't seem like the house multi-ball fully activated, and hitting up the center ramp didn't go to the house for a try at the super jackpot and just returned down to the left flipper

#3500 1 year ago

You probably want to check if you have enough slack in that wire when raising the playfield, because something caused it to get loose in the first place and nicked the insulation.

If only all problems were this easy to fix.

#3543 1 year ago
Quoted from SpookyLuke:

Pretty sure we got this one. We have been playing hours upon hours trying to catch as many bugs as we can.

Could you guys post a list of known bugs somewhere? I hit one I hadn't seen before yesterday: Bob/Linda started during house multi-ball, and when multi-ball ended it wouldn't let me back into the house to complete the balcony shot, so there was no way to complete that mode. No sense in nagging you guys about something you already know about and maybe already fixed.

#3549 1 year ago
Quoted from John_C:

I hope the "Michael Creep" issue is addressed in the forthcoming update. It's really bad with my machine (#251) as all three Michaels are affected. They are being driven into the hedges and I find myself having to manually reset them before the start of each game.[quoted image]

I only have it on the top hedge so far, and it seems to reset on its own after a while. It's almost like he's taunting me because that's the shot that gives me the most trouble.

#3594 1 year ago
Quoted from McIntyre905:

I think I saw someone say something about how to fix the three pop up targets but I can't find the post. They don't always go down when they are hit

I used some 10-364 springs I had previously ordered from Marco for a different game to replace the stock Spooky springs and they completely fixed the issue.

https://www.marcospecialties.com/pinball-parts/10-364

#3639 1 year ago
Quoted from John_C:

I have no issues hitting the scoop with either flipper, though I do hit it more often from the left than the right.

Right Flipper = extra point
Left Flipper = 50 yard field goal

1 week later
#3911 1 year ago
Quoted from John_C:

McIntyre905 - I did not remove the bracket/mechanism when I changed out my springs. What I did was unplug the mechanism and then carefully remove the three C clips attaching the board to the bracket. With the C clips removed, you can carefully slide the board off the bracket, fully exposing the three springs underneath.
It takes a steady hand but can be done. Just watch those C clips when pulling them off as they have tendency to go shooting off somewhere if you're not paying attention.

That's exactly what I did when I replaced my springs. I'm not sure how you could replace them without moving the board, especially the middle one.

#4023 1 year ago

Great work on the new stuff. I played a lot today and have a couple bugs to report

--After successfully completing pumpkin mode 6, balls going into the scoop require a wait for a ball search. I think house mode was stacked both times I saw that.
--During sanitarium multiball, I snuck a ball into the sanitarium hole just after the other ball drained and before the drop target came up. I got the sanitarium startup again, and the targets were lit again, but it wouldn't start a second time and got stuck in that half way enabled state so I couldn't go onto either house or hedge.
--This probably isn't much help but the playfield lighting got somewhat messed up one time when I cancelled a video intro with the flippers. I can't remember which one it was now, but something you guys could probably check to see if that might cause issues in various places.

And just a couple observations: It seems like the lifter takes a little longer than before to feed the ball to the right flipper on the new code. And the Michaels seem a little jittery at times, like the code is trying to make sure they are in the correction position. My top Michael, who would previously peek out from the hedge when he wasn't supposed to, seemed to be behaving himself.

#4033 1 year ago

The mode timeouts are a good addition so things don't go on forever. For the next update can pauses be added to the countdown when the ball is out of the player's control? Or at least make the time configurable? For example in house mode when the ball is draining down from the house, through the sanitarium, and finally from the lifter to the right flipper probably takes about 10 seconds. On mine a lot of times it drains immediately when going to the house, so by the time I can safely get the ball back up there and cradled on the flipper it's already used up a good amount of time.

#4074 1 year ago
Quoted from SDVmnt:

I saw that last night too. OF course I chose that mode. Didn't see anything different though.

It's from the Michael/Laurie house mode health meter that's almost hidden.

#4147 1 year ago

Had 100k in sight...and tilted.

20220310_220622 (resized).jpg
#4155 1 year ago
Quoted from radfordian3505:

No just putting it on top. And bending the top flap down.

That top flap is the most important part of making the pumpkin scoop shots more consistent. If it isn't angled down enough it will cause a lot of rejects. Just bend it down a little, test, and repeat if necessary.

#4156 1 year ago
Quoted from KSP1138:

That top flap is the most important part of making the pumpkin scoop shots more consistent. If it isn't angled down enough it will cause a lot of rejects. Just bend it down a little, test, and repeat if necessary.

To clarify, this thing (flap/deflector) is what we are talking about. I had to bend mine down farther than what is shown in this picture after I cleaned and waxed my playfield because it was playing really, really fast and shots to the scoop weren't easy anymore.

flap (resized).jpg
#4190 1 year ago
Quoted from Betelgeuse:

JJP Pirates of the Caribbean originally used a saucer deflector like that, but so many people were experiencing rejects that they switched deflectors mid-production. The new flap had a couple of bends in it to give it a more curved shape. Maybe the deflector could be replaced with an off the shelf part? Something closer to this...
https://www.marcospecialties.com/pinball-parts/535-8250-04
[quoted image]

Hard to say without actually testing it, but the stock one seems to be ok with a little adjustment.

#4258 1 year ago
Quoted from JesseJames23:

I’m running v1.06b code. I noticed there isn’t a skill shot points award graphic anymore? It still awards you the points but doesn’t let you see the value before you plunge. Was this intentional?

I noticed that too. I think just about everybody goes for the secret skill shot, right? The only time I get points for a regular skill shot is by accident, so I never bother selecting one now.

#4273 1 year ago

When is Stalker Mode supposed to unlock now? I was somehow able to play it yesterday on ball 2 after only playing, and failing mode 1 on ball 1.

#4301 1 year ago

Is this what you get if you complete the final wizard mode?

https://twitter.com/Super70sSports/status/1503908659193069571

pasted_image (resized).png
#4356 1 year ago

There's a bug in 1.06b where Sanitarium can restart for a 2nd time if you've already played it, and once that happens it blocks you from hedge or house, and you can't actually get it going the 2nd time. The shots are lit, but the drop target just pops back up if you hit it. Kind of messed up a really good game where I could have completed house, sanitarium, and hedge on ball 1.

And there is a shortcut to stalker mode if you play pumpkin mode 1 first. I know if you fail it, stalker will be selectable the next time when you are supposed to need to visit 2 other modes.

1 week later
#4569 11 months ago

Extra ball is supposed to light after 2 (or is it 3) successfully completed pumpkin modes? I think I got hosed yesterday. I had 4 modes successfully completed and didn't get one. It might have had something to do with playing stalker mode 2nd.

2 weeks later
#5019 11 months ago
Quoted from kciaccio:

Complete mode 2. Bob and Linda

On the early code it was at the end of mode 2, but now I think there's still a couple targets, the ramp, and the scoop after. I'd rearrange things so that plays while the ball is held after going across the bridge.

#5123 11 months ago
Quoted from Jakers:

The lock is lit at the beginning of each skill shot. After the skill shot, you need to hit the target 5 times in order to light the lock. It's a really tough shot and I think I've only ever qualified it once. I wish Spooky would update the code so it counts as a hit if the ball passes the opto. Maybe it could count as 1 hit for passing the opto and 2 hits if you can actually hit the target in back.

Or maybe hit some combo of ramps/targets to light it and then you have 15 seconds to lock a ball? If I don't get it off the skill shot I don't even bother with it since the risk/reward is too high.

#5218 11 months ago
Quoted from jeffro01:

I haven't had any of the issues reported with music, or flippers. The most annoying bug that I have, and it's consistently ruining games, is the hedge multi ball bug where it just feeds and feeds and then eventually crashes out. Trying to think of any other bugs that I have besides that one and nothing else is coming to mind but yeah, that's a major one.
Jeff

I haven't seen that endless multi ball in a long time and never could figure out exactly what triggered it when I did get it. My theory is that it happens when you start hedge multi ball when still within the initial ball save time and the timer gets confused, but I never tried to test it.

I did have a new one yesterday in hedge multi ball where I started it when I already had 2 balls going (1 from the tombstone lock that I hit on accident before starting hedge). I think through that and a combination of a couple quick drains at the start I had 5 balls going for a while.

#5510 10 months ago

Just a data point - here's mine which I've had since early November and is probably closing in on 1000 plays. It's not as bad as some, but noticeable.

Halloween (resized).jpg
#5622 10 months ago
Quoted from Ceemunkey:

This trick should always work - if you are still getting a lot of glass rattle, probably its just not being held in the rails securely enough, and you can add another layer or 2 of tape. Depending on the strength of the sub/shaker, the glass does need to held in pretty firmly, just not so tight you can't get it out again!
You can also buy anti rattle tape (its a little thicker than electrical tape and is a nice, thin strip already cut to the perfect size) , and one strip down each side of the glass is usually enough. If the glass guide channels are quite wide and it is still loose, you can put a strip on both sides. However, electrical tape does pretty much the same job - and as mentioned, you might just have to layer it to get a little more thickness.

Another trick is to cut up some zip ties and wedge 4 or 5 approximately one inch pieces between the top of the plastic glass channel and the side rail on each side.

#5624 10 months ago
Quoted from rotordave:

That sucks. Because the glass is a PITA to get in and out.
I had them in my game. One night the glass got jammed up and I said F**K THIS and went to work with the hole saw.
rd

You just want to use the normal thin ones, not handcuff grade

#5662 10 months ago
Quoted from lpeters82:

I think I've posted this before, but I want to make sure everyone has a good understanding of drop target springs. Here is a summary:
10-364 - https://www.pinballlife.com/williamsbally-flipper-extension-spring.html
This is what I'd consider the LIGHT spring. It's what we used in the original builds. It's the weakest spring and worked consistently in early games, but users started reporting issues with drop targets being rejected. If that's happening on your game, my first suggestion would be to just skip some rings on this spring to tighten them up. A 5-minute adjustment with a needle-nose pliers.
265-5003-00 - https://www.pinballlife.com/data-eastsegastern-drop-target-spring.html
This is what I'd consider the MEDIUM spring. It's what we're using in current builds. I feel this is the goldilocks spring. There might still be a limited number of rejects, but we haven't seen any drop target reset issues.
10-433 - https://www.pinballlife.com/drop-target-reset-spring.html
This is what I'd consider the HEAVY spring. A number of individuals on Pinside have switched to this machine with success. It will likely have the fewest number of rejects, but during our testing we experienced some drop target reset issues. If unchecked these issues could have burnt up the reset coil. I'm not saying don't use it, but I would advise the individual to keep a close eye on the behavior.

Mine (#82) had this issue from the start and I replaced them with 10-364 springs from Marco and it completely fixed the issue. Well, they work 99.9% of the time. I guess the replacements were a little stiffer since I apparently replaced like for like and didn't tighten them at all.

1 week later
#5821 10 months ago
Quoted from GorillaBiscuits:

Math question for scoring:
I cashed in the 2X scoring perk with 10 bloods... I then locked the ball at the tombstone, started a multiball, and then bumped out the ball from the lock. Did this give me 4X scoring? Whatever it did was pretty great as I added ten million to my previous high score

I'll need to try that later. Going into stalker mode with the 2x blood perk and then unlocking the ball for 4x could lead to some big scores.

#5854 10 months ago

Was at around 6 million after ball 2, then I went on a roll. Got to the wizard mode, drained, and it went into ball search so that's how it ended. Didn't have enough blood for the 2x multiplier or extra ball so I blew it on points since I didn't think I'd last long enough to collect more. Can't wait for those wizard modes.

20220511_180737 (resized).jpg
#5869 10 months ago
Quoted from Llabnip1972:

570 is up and running. Zero damage. Zero issues. Lockdown bar does not feel tacky.
One question. Where am I supposed to put the mylar and when does the topper go off? My fist is in the down position and sometimes it raises up and stabs the back box. Does it go off in attract? Beautiful pin. Thanks to the Spooky team.[quoted image]

And at its proper position to the right of Lebowski.

20220512_100342 (resized).jpg
#5870 10 months ago
Quoted from Multiballmaniac1:

Lol I thought my 10.2 million was a good score out of my first ten games. Lol.

That's not bad at all out of the gate. I'm not sure how many games I've played since November to finally crack 100k because the counter resets with each code update, but it's a lot. It's good to see more people getting and enjoying what a great game this is.

#5901 10 months ago
Quoted from Roostking:

Oh it's still haywire. 3 or 4 balls rolling around 3 different play fields at the same time. Yaaaa it gets crazy!

I somehow got house and sanitarium stacked on top of each other the other day along with the locked ball that got released.

#5974 10 months ago

I only played a couple games on the new code, and I like those new pumpkin mode completion hurry ups, but that's why my scores sucked tonight because I was taking too many risks trying to get those. I think the screen still says get to the pumpkin scoop during the hurry ups, even though you don't need to, or at least that's what I remember seeing.

Did the default shooter lane ball eject power get lowered? It failed to put the ball into the shooter lane a couple times and I've never seen that before. I'm going to bump it up some and see if it happens again.

#5975 10 months ago
Quoted from Lopa:

Beautiful update, love the amount of movement we are getting from the “michaels”. Lots of little things have more polish. The boogeyman mode is great.
My biggest gripe with my game is the stacking of balls in the subway, balls have always gotten stuck but multiballs make the game miserable. What is the solution for this shimming the subway?
[quoted image]

This is what I did. Not pretty, but it works: https://pinside.com/pinball/forum/topic/halloween-owners-threadhes-coming-home/page/43#post-6672771

#6146 10 months ago

Got to the wizard mode earlier tonight but didn't get to the end of it. What's the timer for? I was adding time to it somehow, but I couldn't figure out what it was for. I guess I need to play it a couple times through the menu to figure it out.

#6147 10 months ago

I blew the fuse for the left flipper, left sling, trough, and shaker, and probably other stuff mid-game a few games back. The video and audio started glitching first, then the shaker locked on, then the fuse blew as I was reaching for the power switch to shut it off. I was playing house multi-ball at the time, but didn't notice anything unusual before that. I replaced the fuse with another 3 amp slow-blow and played a few games with no issues. Don't haven't any idea what would have caused it.

#6192 10 months ago
Quoted from mstang01:

Those lifters are great with this theme, the ball can really sneak up on you. The orbits etc are similar, so smooth and quiet the ball surprises you a lot.

Maybe add a difficulty option where the lifter hold time is randomized to really mess with you?

#6288 9 months ago
Quoted from metallik:

You'll learn to recover and control the upper playfield, to the point you'll finish it in one or two trips most games. Don't worry about hitting the DT, it takes lots of hits to die (I've not gotten her killed yet). Control to trap, then rip the spinners again.

I killed her once just to see what would happen

I've made a few adjustments to my upper playfield, but I'd say 1 of out 5 times the ball will take an odd bounce going in there and immediately drain to the sanitarium before I can even get a flipper on it.

2 months later
#8003 7 months ago
Quoted from Lpilot1:

I’ve been able to get 2 balls over there during multi ball. As 1 was heading over there I was able to shoot another one quickly across. Done this a couple of times. The result is you have to remove the glass to dump the balls. A ball search will not pull the tray down due to the weight of the 2 balls. AJ knows about this now. Reported a few weeks ago. Anyone else experience this?

I've gotten 2 over there a few times but it has always dumped them both just like a single ball without needing a ball search. I know I've had some weird issues hitting it across the balcony to start house multiball just as time expires, but that was on older code. On the new code I saw an issue where house multiball didn't start once, either due to Bob & Linda running at the same time or maybe I had a 2-ball Judith gravestone lock multiball going.

1 week later
#8453 6 months ago
Quoted from KSP1138:

I've gotten 2 over there a few times but it has always dumped them both just like a single ball without needing a ball search. I know I've had some weird issues hitting it across the balcony to start house multiball just as time expires, but that was on older code. On the new code I saw an issue where house multiball didn't start once, either due to Bob & Linda running at the same time or maybe I had a 2-ball Judith gravestone lock multiball going.

Definitely a bug with the house multiball when you have a ball locked at the gravestone. Last night I didn't have any modes running, hit it across the balcony to start house multiball which immediately ended, but I ended up with a 4 ball non-multiball multiball. I wanted to see what would happen if I could get the house going again with 3-4 balls in play, but failed at that.

1 week later
#8841 6 months ago
Quoted from PanzerKraken:

A user on the FB group had this happen too. So this is like the 5th machine we know of reported that has had their drive in the mini computer go bad. That seems to a high failure rate

My guess is the new Mini PCs might be more susceptible to file system corruption at power off. If so, that's probably something Spooky could test and then tweak a few settings to help prevent it.

1 month later
#10492 4 months ago
Quoted from mpdpvdpin:

Had all of my hedge servos go down at once on my location HWN. Anyone have them all go down in tandem? I’ve had one fail and replaced with the extra stock servo the game came with. Fuse somewhere? Servos finally just fall? I’m going to order the metal gear servos and replace with that, just want to make sure that there not another issue hiding down there line

I replaced all 3 of mine a couple months ago with these and they've been working good so far: amazon.com link »

I had 1 that was always flaky that I replaced early on with the spare servo Spooky included. Then all 3 started to get really jittery, especially at startup, so I replaced them all at once with the metal geared replacements.

#10497 4 months ago
Quoted from Mad_Dog_Coin_Op:

Am I the only one that thinks 3 amp sounds crazy high for 3 little servos?

The specs for the MG90S servos show 400mA stall current, so a 3 amp could possibly blow if all of them were operating plus some other stuff on the same circuit at exactly the same time.

In a year I've only had 1 fuse blow during a multi-ball and it never happened again after replacing it.

1 month later
#11513 3 months ago
Quoted from Deez:

My bad. I did not realize. I assumed they were just stripping and reusing them and not sending them back would cause a delay for people waiting since mine took quite awhile to receive.

I never bothered to put in a claim to get mine replaced. I might just throw some blood red paint on there to cover up the spots where the powder coat rubbed off, something like that TWD armor.

#11748 3 months ago
Quoted from Spacemanratso09:

On the website ,it says to use a USB 4mb to 32mb “do not exceed these bounds “
I can’t use a a 64?
Huh?

You need to use FAT32 which is limited to 32GB by Windows. I'm guessing you could create a 32GB FAT32 partition on a larger USB drive if that's all you have.

#11988 3 months ago
Quoted from metallik:

Any tweaks to flipper control? My flippers start way overpowered and get super hot after long sessions, hotter than any other game I've ever had. There are EOS switches but adjusting them seems to do nothing - are you using these to cut power to the high-current winding?

Please add flipper power settings to the next release. The first game after turning the machine on I think I'm going to snap the drop targets off. And shots to the Sanitarium tend to fly right back out.

Did any of the releases increase the default flipper power from what it was originally?

#12107 3 months ago
Quoted from Mad_Dog_Coin_Op:

I don’t think there is a way to prevent the release of the ball trapped in the Judith tombstone lock. The drop target is just held in place by spring tension. It will drop when hit regardless.

It could drain the trapped ball at stalker mode start, keep track that a ball should be in there, then launch a ball if you hit the target after stalker ends.

#12109 3 months ago
Quoted from Mad_Dog_Coin_Op:

That kinda works but would give you two balls for stalker mode. Most people wouldn’t just let the trapped ball drain.

Kill the flippers and force the drain while the stalker intro is playing.

2 months later
#13144 20 days ago
Quoted from John_C:

Well, it's hard to find any detailed information on the OEM amplifier. Supposedly, a parallel connection of both channels to a single voice-coil subwoofer is how they suggest you hook it up. That just doesn't sit well with me. Sure the amp works hooked up in this fashion, I just don't like it.
I see two options:
(1) Replace the existing subwoofer with a dual voice coil subwoofer, making sure each channel matches the impedance of the backbox speakers.
(2) Replace the sound amplifier with a true 2.1 class D amplifier, such as this one: amazon.com link »
I'm leaning towards replacing the amplifier since it's not really that expensive. Before I do so, I need to trace the left and right inputs to the existing amp from their source. The new amp uses a 3.5mm stereo input so I will most likely have to replace the audio cable as well.

That class D amp is pretty decent, but there's one thing to be aware of: the Bluetooth is unsecured and any device within range can connect to it with the Bluetooth having priority over the line input.

#13147 20 days ago
Quoted from Beechwood:

So I can play music on my Halloween from my phone? Sweet, gonna try today in lieu of the lack of attract mode assets.
EDIT: I see that the bluetooth is on the suggested replacement amp, not the original. I may have to give it a shot just for shits and giggles.

Yes, if you have a bluetooth amp you can play music on your game (I've got them on 3 of my other games), but so can your neighbors or somebody walking by your house if they connect to it. There's no way to disable the bluetooth short of modifying the amp's board. On my games I've had the sound cut out mid game 2-3 times, and saw that the bluetooth connected light was on, so you need to power cycle them to kick the connection.

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