I meant trace the wires, not words (autocorrect).....
Open the coin door and press the green toggle switch on the left and make sure it is in the depressed position. Press the black button next to it to enter diagnostics. Use this button to step through the options and toggle the other switch to change direction. Scroll to the switch edges or "switch test" and place a ball in the kicker. Does the switch register on-screen? If not, lift the playfield into service position and trigger the switch with your finger. No talky? Replace the switch. Can you solder?
Just joined the club Stripped er down. Cleaned it. New white rubbers. Leds in all GI and inserts. Looks much better!
Just realized after watching some gameplay that I am missing the yellow flasher in the back right corner
Also anyone know what this bracket is for? (just behind the skull)
Can someone confirm that the back right yellow flasher would plug into this connector?
I've got a minor display issue, I could use some pointers in figuring out how to resolve it.
There's a couple places where a vertical row of dots remains lit. In the audit photo, the second "T" is TOTAL is extra thick, and you can also see the extra dots between the 1 and 3. In the score photo, the second digit is a 5, but looks a bit like a 6 due to the extra dots, and the "I" in CREDITS is thicker than it should be.
It's not a huge problem, but I'd like to fix if it possible, so any advice one what to check and or replace would be welcome.
Hmm, that's not good. Some kind of logic failure that's probably tied to the display RAM. Does anyone know if the RAM is removeable? Did you do a display test?
Hey everyone. Brand new to the pinball community and looking for some advice on hook. I'm going to look at one that is a documented one owner home use only since new machine and was wondering what to look for as this is my first pin. From the research I've done in this forum I know the DMD can be a big issue as well as the wind coaster ramp and string light. Any advice on what exactly to look for as well as how to test the machine and these pieces to ensure it is as good and functional as they claim? Also suggestion on price for this machine in NJ? This belongs to a family member of a friend and from what I'm told the machine literally doesn't have a single scratch or sign of wear... Seems too good to be true but theoretically if it does check out what would the "holy grail barn find of hook" run?
Just watched the movie again last night. The game seems to use a mixture of quotes taken directly from the movie and custom speech. For years I wondered what "Ru-fi-o" was supposed to be.
Quoted from Crash:
Absolutely needs to happen. Game has a great layout but is seriously limited by the code.
If anyone has a Hook in Chicagoland area, I am interested in buying it. PM me.
Quoted from Crash:
As far as I know its going to be a major rewrite just like previous games.
Color me new, but what are the other titles that have been redone?
I think Hook is a great candidate. Some modes are pretty reasonable, but others are over in an instant. Even them out a little (and with better descriptions) or completely new additions, and it's a nice sleeper game. And priority #1: Change those freaking default high scores.
Tempted. A few hours away but this is would be worth it.....I'll see when I might be up that way
I have found memories of playing this game on route back in the day when I would go out to eat lunch with my dad. It's pretty to look at, but the rules are really lacking. The major rules that need to be addressed in a re-write are...
*The completely worthless bonus, and because of that the max bonus award is a total waste.
*The lack of use of the most prominent shot on the playfield, the skull shot. Having that only light a mode for the right scoop or collect 20 million during the skull mode is a shame.
*The missing wizard mode. Completing all the modes simply starts all the modes for 15 seconds or so.
*Mystery awards worth basically nothing. There should be some variety or value when hitting the mode scoop when it isn't lit.
Spamming the left ramp isn't an issue on the Hook I play on route cause it is very hard to do it. You will lose the ball before you get a lot of value out of it.
The skull shot is a major waste, I have to agree. I almost never go for it due to the risk of STDM drains from bricked shots. My initial thoughts would be to swap the skull scoops and the right comer scoop going up Hook's arm, but that may introduce too much risk into the the game's main mode shot. If you miss you can really lose control of the ball (though there is a kickback). Then again if you don't swap positions the scoop is still critical to lite a mode at the right scoop...
The left ramp seems to be hit and miss for a lot of folks. I can shoot it repeatedly without much problem and max out the value at 3 million. This resets after it has been maxed. I have actually had good players complain about the right flipper being ever so slightly out of adjustment which prevented them from spamming the left ramp. So even though it may not be an issue for everyone it definitely does need some rework. Similar to the Star Wars ramp.
Another area is the ship drop targets, the only time they are used is to advance the bonus multiplier IIRC (bonus is worthless so what's the point?) and claim Pirate's Extra Ball or Pirate's Special. Both of these are stupid easy, you have 10 seconds to hit one target out of a bank of 4. It would be a worthy challenge to, say, sink all 4 targets to claim the award instead. There are other easy ways to get an extra ball.
The home run shot to the right of the croc clock ramp can be used inventively too. Currently you make 4 shots for 3 strikes followed by a home run. The ball is fired back out from underneath the plunger ramp via a slingshot kicker. Balls are locked in the lane for multiball.
I'm chasing an outhole switch problem, and just want to check what is the normal configuration of balls in Game Over mode? Should there be a ball sitting in the outhole, or should they all be in a trough? If there should be a ball in the outhole, which troughs have balls?
All balls in the trough. Though often my game will delay the end of ball by several seconds after it has landed in the outhole.
Check out this picture from my basement. Scott from Underground Retrocade in West Dundee, IL, has HOOKed me up!
If you have any particular questions about the rules I can help, though I'm not sure we're running the latest code.
Does anyone know of a Hook rules guide? A lot of games on IPDB have one... I'm surprised no one has typed one up for Hook.
Look at the attract mode for starters, the primer will point out the main shots and what they do.
Ha, look at the pirate town drop targets... it originally said "complete the drop targets."
That's the best tutorial I've ever had on the game. The skull needs a bigger role in the game for sure though.
Quoted from agodfrey:
Not the best guide ever. But a guide:
Wow... this is great! Very helpful. Thank you!
How have I missed this (redacted) until now? I have just (redacted).
Quoted from agodfrey:
There are two lamps near the VUK (left clock shot) that have yellow covers on them that never turn on. The bulbs are good, wires look good. When should those turn on?
I believe these are GI bulbs. Probably just extra light for that area. Mine have white covers on them. But maybe they were once yellow but have faded.
I'm thinking i have some wiring issues and maybe a transistor as one of the back flashers aren't working. Plan on doing a tear down this summer.....in preparation for Hook 2.0 hahah
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