Iron Man Club: Adrenaline Junkies Welcome!

(Topic ID: 88610)

Iron Man Club: Adrenaline Junkies Welcome!


By RobT

4 years ago



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  • 303 Pinsiders participating
  • Latest reply 2 days ago by jetmechinnc
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#191 4 years ago

Speaking of the ramp - how do you guys deal with removing the ramps for cleaning up the game? I haven't actually tried it yet, but looking at how they go through the back wall, it seems like it would be quite a feat getting them off.

#193 4 years ago
Quoted from gprotein:

Actually easier than you think: just unscrew 4-5 screws on the backboard plastic and take that plastic off, then you will see the ramp is just sitting there.

But isn't one of those screws in the lower right corner under the ramp?

#204 4 years ago
Quoted from Grinder901:

BAM! I am back in action!

It turned your Iron Man I to Lethal Weapon?

4 weeks later
#284 4 years ago
Quoted from Shapeshifter:

Color dmd installed.
It's pretty cool in the Hi-res mode - pictures are clearer. Green today! It's a lot of bucks but no doubt that it is better than pinled.

I wondered if a color DMD in sigma mode would look the movie clips look better or even muddier.

#307 4 years ago
Quoted from Shapeshifter:

Personally decals v screen cabinet is not an upgrade. Original trim way better than T-moulding. LED's is an upgrade but you can add those anyway.
I don't really care, just fun to speculate. That said, the collector market in general is going to take another dive this year.

Original head trim IS t-molding. Really hideous gold with a black line down the center t-molding (that I'd like to get rid of)

1 month later
#498 4 years ago
Quoted from Concretehardt:

Dang Grinder that has to be $1000 + worth of goodies?

And all of that adds how much gameplay? That's why I always have a hard time justifying dress-up spending.

1 month later
#585 4 years ago
Quoted from frg:

Also back again... and my only upgrades were colored plastic protectors and a playfield protector...
But out of the box... the VE is a great looking machine! A perfect machine to play with your friends and also a perfect machine, if you want just a "short" game. It takes only a few minutes to have also a good game. On AC/DC or Metallica (not to say LOTR or TSPP) it takes so much longer...

Those yellow plastic protectors look really nice!

1 month later
#752 4 years ago

I put clear on mine. Don't like how it plays. But haven't made the effort to take 'em back off yet either.

#756 4 years ago
Quoted from tatman9999:

how do they play? was white better playing

They're too thick is the biggest problem. All openings get smaller because of the thickness, outlines, top lanes, etc. Plus they look crappy when they get pulled tight and the tightest parts turn opaque.

1 week later
#763 4 years ago
Quoted from BLACK_ROSE:

Just installed my Whiplash mod w/cool white chest led and coil 'd Whips w/ El wire installed. They R Bright. Thank U Biglaw 4 the mod

The whips are bright? Cripes. Is there an uncontained nuclear reactor under your PF?

*squints*

2 months later
#939 3 years ago

Man! Just had a really terrible ball 1 and ball 2 (like, shameful), but then on ball three the perfect storm hit. Had bogey running, started fast scoring, started war machine, stacked whiplash on top of that. Crazy go nuts! After that pile ended (bogey still running) I nailed Do or Die for 34 mil, then started 2x scoring and right into Jericho! Good grief! Lost it on a monger magnet throw to the outlane pretty fast there.

Still only ended up with 93 mil. But damn that was fun.

2 weeks later
#1017 3 years ago
Quoted from FrederikFrost:

I have disabled the orbit post as well.
It slows the game down, and the extra few points aren't worth it.
It makes the game more diffucult, but also removes one of the few time sinks it has.

The thing I don't like about having the orbit post disabled is that during monger multiball it auto-raises the monger because a plunge results in a full shot around the orbit, so it thinks you made that. You don't actually have to make a shot to raise it yourself.

2 months later
#1148 3 years ago
Quoted from Taygeta:

Two quick questions:
One: What size rubbers for the slingshots of IM? I can't find a rubber list in the manual or I'm missing it over and over.
Two: Looking to trade or sell my IMVE. It is HUO, has laserrific topper, speaker lights and acrylics, mirror blades, battlezone mod tied to pop bumpers, extra lights behind Monger, Iron Man shooter rod. Price check? I have seen IMVEs creeping up past 5K recently. Is $5400 fair?

It's 2" on the right, 2.5" on the left.

5 months later
#1545 3 years ago
Quoted from modfather:

So , if it gets stuck under the Monger, just wait for a ball search ? I freak out a little , because I think the motor is trying to pull down the Monger and is stripping the gears in the motor. I turn the game off, pull the ball out and he drops, kalunk . I dont know which way is better. sooo.......just wait for a ball search ? Best way ?

The mech is motor lifted, gravity dropped. If anything stops it on the way down, it doesn't affect the motor/gears at all.

#1547 3 years ago

I have an original run Iron man with incandescent GI and Flashers, LED inserts + LED OCD, set as incandescent so the fading lightshow in attract is normal. Looks great, to me anyway.

1 week later
8 months later
#2441 2 years ago
Quoted from Kawydud:

I have these on my game, I sanded down the clear even more than what was done to try and diffuse the light. http://www.hookedonpinball.com/store/p33/Iron_Man_Mod_-_Pop_Bumper_Cap_Kit.html

Those are what I have too, but I left blue single LED bulbs in them, rather than the white OMG MY EYES plates that they shipped with. I put the crazy bright things in metallica instead.

#2455 2 years ago

Edit: Doh, noticed after posting that I'm late with 100% of this. heh!

Quoted from Razorbak86:

4. How well does the LED OCD mod work on IMVE? (I've had an awesome experience with this mod on my LOTR.)

LED OCD works great in IM because there are some fade effects that looks spastic on LEDs. The version of the code that came out when the VE did has an option in the settings for if you're using LEDs to prevent the bad fades by just not using them. If you have an LED OCD board you can turn that back the non LED settings for the better lightshows.

Quoted from Razorbak86:

7. Has anyone EVER reached DoDMB? If so, is there any video evidence? (I'd love to watch it!)

It's been done. It's a huge letdown though. Really not satisfying at all. This video shows it at about 22:21 or so

#2456 2 years ago

Dupe. My bad.

#2465 2 years ago

Anybody know how the bonus works in Ironman?

#2471 2 years ago
Quoted from mattmarr:

I thought I read it is based on the number of switches activated during the ball, no?

I'd love to know for sure if that's all it is. And what the points are. I guess I'll do some experimenting to see if I can verify. I'm kinda working on a thing.

#2473 2 years ago

Not really. Something in a different lane than that.

13
#2475 2 years ago
Quoted from Razorbak86:

Ironman Remixed: The Different Lane Edition?

More like this:

Except that was a first draft, and it's going to be different than that. A bit. Larger Display window for full 2.35 video of the movie parts.

#2478 2 years ago
Quoted from Grinder901:

I call dibs on the first sellable display!!

I can't distribute this one though. I mean, good lord the lawyers. Yikes. And it's not just a display, as usual, I have to rebuild the game, but the idea is to redo the game as exactly as I can. And maybe add a skill shot.

#2496 2 years ago
Quoted from epthegeek:

Anybody know how the bonus works in Ironman?

Quoted from mattmarr:

I thought I read it is based on the number of switches activated during the ball, no?

After some experimenting, I can confirm this. It's hella simple, thank goodness.

Bonus is (base value per ball) + (switches * 670 points)

The base value starts at 125k and goes up by 125k per ball. So, 125,000 then 250,000, then 375,000 (assuming extra balls continue this).

So on ball one, if you hit 1 switch and drain you'd have 125,670 -- hit two switches, it's 126,340 etc.

Ball two would be 250,670 and 251,340 respectively.

I tested a bunch of different switches and they all score the same. The thing I don't know is if major game events add anything to the bonus, and that would be a lot more difficult to test, but not impossible. Like, if you complete monger to raise it, does that add anything to the bonus above the switch count thus far? It might.

#2509 2 years ago

Here's a REALLY early peek at what I meant by changes in a second run at doing Ironman HD. The display ends up about 5.5 inches tall on the mounted screen, so I'll have to chop the hole open more.

The demo shows what I'm currently thinking of for the ironman targets, the early ramp shots, and then some clips I might use for the drone target hits, since I don't have any studio quality animations of standing drones exploding.

#2512 2 years ago

Oh, I forgot to mention, I'm going to take this thing to expo for the P-ROC booth. However far along it is.

#2532 2 years ago
Quoted from monkeyboypaul:

My 2nd game on a recently purchased IMVE and this happens during the Iron Monger MB blocking the SuperJackpot shot. Cradling other remaining ball on the left flipper hoping for a ball search, but nothing, so i let it drain. It then ball searches and releases it...
Common?
Annoying?

The problem is that holding a flipper up will prevent the ball search. The game assumes you have one trapped (which you did) and won't search.

#2534 2 years ago
Quoted from monkeyboypaul:

So how can I get around it? The monger down switch isn't closed (to be checked), so should it keep trying to pull down? or go up and then down again, releasing the trapped ball?
Any photos of the monger mech on a VE from a few angles MUCH appreciated ahead of me lifting the playfield.

The only way to get the game to fix itself is to drain the other ball. Your alternate option is to hold the ball on the flipper, take the glass off, grab your stuck ball, re-assemble and resume.

I've had my IM a few years and I've never had that particular situation happen. The ball is wild, just roll with it.

13
#2547 2 years ago

Another quick preview of what the Ironman HD setup looks like. This time with the display in the game. My phone had a hard time with the light though, so the screen looks really washed out. It's not crappy in person. Come check it out in the PROC booth at expo. It may not do a whole lot by then, but it'll do something.

#2563 2 years ago

Working on War Machine Multiball today. It's coming along ok, but of course everything is subject to change.

If anybody in the IM club is really good at making sweet looking metal stuff in photoshop and wants to help me out, let me know

#2564 2 years ago

Shouldn't have posted the WIP video so early in the day I guess. This is probably about what it will look like at expo. I fancied up several of the display parts, and flipped the 'start' and 'ready' animations because they make more sense in this order.

And, I know that the laser spin is really the 'end' of the battle and would make sense for the super, but it's war machine's multiball, so I gave him the glory on the super jackpot.

Did you guys know that any_ shot to the WM kicker during the first 20 seconds of WM Multiball will add a ball -- not just once? I didn't.

#2570 2 years ago

More tales of trying to work out game logic after the fact. Like the bonus, the "Super Pops" has a mystery number that I have to work out. I'm sure you're all aware that you get to the super pops by shooting each orbit and the center spinner to light the pops. After that, super pops begins and each hit is worth some value.

Here's what I've got so far: The value starts with a base of 20,000. Any hit to the center spinner switch adds 200 to that value, so the absolute minimum the value can be is 20,200, because if you start a game, and hit only the left and right orbit switches and the center spinner switch 1 time, it's 20,200. If you start a game and hit the left orbit, the center spinner switch twice, and the right orbit, the value is 20,400 -- extra hits to the orbits do not add any points. Similarly any hit to either side spinner switch adds 300 to the value. Also figured out by process of elimination. The problem is, I've seen values for the super pops that end in 50 -- and I can't find a switch that adds 50 points (or something that ends in 50 points) to the value.

TLDR: FYI, the spinners jack up the super pops value, bros.

#2572 2 years ago

It is not. At least not on some details. Martin says that the super pops score is 1/25th the jackpot value - but that's not accurate. I did a lot of manipulating those 2 values (super pop value and jackpot) and am positive they're not tied together.

The jackpot value builds with every pop hit until the super pops start. It builds the jackpot by the value of the pop. Unlit pops are 5k, first level lit pops are 7.5k -- and if you manage to survive through super pops and re-light it, the pop flashes and is now worth 10k (max).

The super pops value is built by (at least) the spinners -- but there may be other things that add to it.

I had not noticed that the super pop value can still raise DURING super pops though, so reading through his analysis was helpful. Thanks for that!

#2574 2 years ago

It's not a video mod. I don't know how you could fully do that with all the dynamic elements. I'm rewriting the entire game. The intent is to replicate the gameplay as best I can. However I do have other ideas about how some of the video is handled, for example the first time you do the WHIPLASH multi ball, it uses video from the race track. But on the second round in the same game I'm using the stuff from the end of the movie with full-metal WHIPLASH.

Really, what I'm doing is stupid. It's a monumental amount of work just to make the display look different. It makes no sense. I just like making things.

#2577 2 years ago
Quoted from epthegeek:

It is not. At least not on some details. Martin says that the super pops score is 1/25th the jackpot value - but that's not accurate. I did a lot of manipulating those 2 values (super pop value and jackpot) and am positive they're not tied together.
The jackpot value builds with every pop hit until the super pops start. It builds the jackpot by the value of the pop. Unlit pops are 5k, first level lit pops are 7.5k -- and if you manage to survive through super pops and re-light it, the pop flashes and is now worth 10k (max).
The super pops value is built by (at least) the spinners -- but there may be other things that add to it.
I had not noticed that the super pop value can still raise DURING super pops though, so reading through his analysis was helpful. Thanks for that!

Well damn. Time to eat crow on this one. Martin is actually right on the 1/25th of the jackpot value. The jackpot value is hard to track because it's not always show when it's increasing.

The spinners add the current value of their associated pop bumper to the "super pop value" - so on an already lit pop, they ad 7500 per spin to the jackpot and on the first shot when unlit, they add 5000. That was the difference I was seeing in the side spinners vs the center - I was hitting the side ones after lighting the pop with the orbit, so they were more.

I am not seeing the drones adding hits to the super pops though - but that may be an artifact of an older software version.

1 week later
#2584 2 years ago
Quoted from mattmarr:

Just get a PROC board once epthegeek is done. Reverse-engineered code that is fully customizable, so you can add your own skill shot. Plus you can get a riduclous HD display

Pssshh, like I'm not going to add a better skillshot.

1 week later
11
#2585 2 years ago

Wrapping up the package for Expo -- come by and check it out! It's no where near complete, but it will hopefully be at least playable without too much crashing and weirdness.

1 week later
#2589 2 years ago
Quoted from MK6PIN:

This display looked AMAZING at expo!!!....thank you for letting us check it out , unbelievable work!!!...mark

If only it was just a display. Then I wouldn't be buried in code! Working on more of the missing parts now (Jericho, Shield awards, etc)

#2598 2 years ago
Quoted from J85M:

Posssibly one of the most innovative and best mods for any game awesome work cannot wait to see Jericho mod done!
Do you have any plans on changing the requirements for do or die multiball as well as adding video for do or die aswell as DOD multIball through your code?

I definitely plan to add an alternate 'hold the flipper' skill shot, an extra ball you can earn somehow, and at least adjustments for making DOD multiball easier. I'm not sure what video would be good for DOD multiball though.

Jericho is actually a little dull, visually. Every shot is the same clip - just because there's not much to work with from the film, really. But at least it'll be pretty.

I'm working on the "Ironman Scoring" right now - man what a waste that mode is. It's a huge let down after double scoring. I think I'll probably change it up. Make it "Hulkbuster Scoring" and tweak it so you can actually get big points out of it. Like ramp shots multiply the shot value and add some time, or something.

Screen Shot 2016-10-22 at 9.29.04 AM (resized).png

#2601 2 years ago
Quoted from J85M:

Sounds awesome! A skillshot or 2 are greatly needed, any thought about adding combos? I know we have BOGEY shots, but I love hitting orbits followed by ramps or vice versa in Ironman as the speed cranks up and it would be great to see the pin recognise that?
I know I have read most of your posts regarding your plans so I apologise if anyone of this is stuff you have covered but regarding Jericho could you not just break up the scene a little so you have to earn the big "I give you the Jericho" speach followed by the actual missle launch and explosion as the last completed mode video clip? Always seemed like the part of the scene I felt should really be earnt and with your mod it would be a real visual/audio treat?
Rewatching the scene, you could always add a cool little Easter egg for performing particularly well during Jericho, at the end of the scene RDJ opens a drinks case and says something like "I'll through one of these in on any order of 500 million or more" I don't know if its something you are doing rebalancing the scoring but if so it would be awesome to have that little "Easter egg" clip for someone achieving high scores within Jericho to match up with actual jerhico scores.
Speaking of video clips, I always found whiplash MB to be very limited video wise, would be awesome to see more of the monico scene broken down into shot clips as the whole scene IMO is great fun and the suitcase suit is just awesome! War machine multiball always seemed like scenes from the party at the stark house in Ironman 2 or the team up against whiplash would have made most sense too.

First, and most importantly, I'm just building this for myself. There's no way I'd ever get through the legal maze and expense of making it legit to give to other people. I'll take it to shows and whatever, but I can't make it for other people. No interest in taking on the Disney machine.

The 'end' of jericho is the full clip of the launch/missle/detonation -- if you complete all the parts and hit the final shot. It's all the interim shots that are boring. There's nothing else to the scene, so every shot uses the missile jets starting up.

I was actually thinking about using the drink case as the extra ball animation -- still not sure what to do there. Might use the clip from age of ultron where he steps out of his suit and looks at it in sokovia.

For whiplash and war machine - I've already got what you're talking about. Whiplash has 5 jackpot clips and 2 super jackpot clips, and on top of that, a second run through whiplash uses the 'iron whiplash' from later in the movie - all the jackpots (again, 5 and 2) use the video from the last battle in the dome. It's pretty great. War Machine also has many more jackpot clips, 3 double jackpots instead of one, and a longer super jackpot. Stern only had the trailer of the movie to work from when they made the game, that's why Whiplash and WM are so limited.

Maybe DOD could be replaced with the battle at the end of IM 3 with all the IM suits in a big battle -- haven't dug through that to see if there's enough useable video there or not. There's a decent amount of Iron Patriot in IM3 too, that could maybe be farmed for something new -- but I'm not really thinking about too much new yet. Still trying to build the original game.

There's very few clips that are really useful from the hulk buster battle (clean shots of IM getting a shot or hit in that aren't too short) - but it works pretty well to replace the IM scoring stuff, as there's an easy intro, and a nice "firing" shot (IM scoring uses a single firing shot, too).

Edit Update:
Now that I've cut apart the Hulkbuster scene, I actually got a lot more out of it that I can use than I expected - so that's probably a really good candidate to replace DOD multiball. So maybe I'll use the end of IM3 for Ironman Scoring instead.

5 months later
#2744 1 year ago
Quoted from DaveH:

That is one of the odd ones. You have to START and END a bunch of tournaments to get it to go away. I forget if the number was 4 or 8. That's the only way to clear it short of updating or reloading the code.

I didn't know there was any way at all to kill it. Several of my games have tournament stuff in the attract because I had to run a tournament to capture the screens for colordmd work. Was really bummed when there was no "display tournament results yes/no" in the settings.

2 months later
#2883 1 year ago
Quoted from Rob_G:

Aside from being very difficult to get to, it's not that much of a wizard mode is it? It doesn't even have dots to go with it, just text with a timer. But that's ok, must of us won't get to it anyhow
Rob

Yeah, it's almost comical what a letdown it is. When I was working on the colorDMD and triggered it by hand to record I was really bummed with what it actually is.

1 week later
#2902 1 year ago
Quoted from KingBW:

Wife: What are you going to do with that?
Me: It's a topper!
Wife: What the hell are you going to do with that?
Me: I saw one available for WOZ also ...
Wife: Really?
Me:
The following video link is a Iron Man slot machine topper that I just bought from Missouri that came from a casino that never used it. In the video the orange looking color is really red. At one point in the video the boarder turns all white, but it is actually a bright red. The Iron Man lettering color actually matches perfectly with the lettering on the IM pinball machine. Not sure why the video take from the phone has that color issue but ... it is what it is. The at reactor pulses too. I like it!
» YouTube video
I found this second video of one on top of two IM slot machines in Vegas at the very beginning and very end of the video. I gotta play one of these IM slots sometime ... looks like fun.
» YouTube video
This was advertised as "longer than 4 foot long" but it was actually about 56" long. I will need to find a wall to mount it to where I can put my IM pin next to it. Or ... maybe put it in the ceiling tiles shining down just behind where you would stand to play the pin. The general consensus of the family is to mount it on the wall ... wall space will be limited.
I can't top grinder901 with IM stuff, but this is something extreme that I like.

Get another one, mount them as side art.

3 months later
#3057 1 year ago
Quoted from trk12fire:

My magnets seem to be getting weak and don't throw the ball like they used to. Are these easy to replace and where can you buy them? I couldn't find them at Marco or Pinlife.

They're electro magnets. They don't really weaken. So this is weird.

1 month later
#3090 1 year ago

But with the standup targets you get that awesome little 'doot-doot' noise and some paltry points if you hit an already lit target.

1 month later
#3117 11 months ago

Spicey. I’ll fix that.

1 month later
#3144 9 months ago
Quoted from yzfguy:

Left the club.
IM has left the building.

[ some sort of burn the heretic animated gif ]

1 month later
#3218 8 months ago
Quoted from jetmechinnc:

I know it has been asked before, but just checking to see what people recommend as far as the LCD or the LED colorDMD for iron man. I’m not sure, but I think my spiderman vault has the LED version ( was put in by previous owner) Not sure how to tell them apart. Cost isn’t an issue since it’s only a $30 diff. The video I see on their website I think is the LED version????? Any help help would be greatly appreciated. Maybe a link to a LCD color dmd iron man and a LED colorDMD iron man?

The LCD ramps the levels of brightness more evenly, so you can see the difference better in the darker shades. The LED brightness levels get closer together the lower they get so details get lost. I'd always recommend the LCD for movie clip Stern games (Batman, Spiderman, Ironman, Indy, GOT, etc)

5 months later
#3380 62 days ago
Quoted from Jason_Jehosaphat:

** Script/Request Number for Kicker "Boom!" Sought; Pinball Browser **
Does anyone happen to know the script number for the boom heard when you hit the War Machine kicker?
I'm using Pinball Browser to find certain sounds, but I just can't find that boom.
Thanks!

In my notes from when I cataloged all the IM sounds when I was working on IM HD I have 0084 as the war machine kicker. Try that one.

#3385 61 days ago
Quoted from Jason_Jehosaphat:

Hi.
Thanks for chiming in.
Sound Request 84 (aka script 0x84, 1.345s) is an explosion of sorts but to my ear it's a different sound than the kicker boom.
Pinball Browser v6.42 displays no script "0084" as such. Did you mean 0x84?
I have searched the whole catalog by request #'s and script #'s alike. That boom just ain't there!

Yeah, probably 0x84 - since 0x just means 'all zeros until' Pinball Browser saved out the filename as 0084.

Possible they tweak it some (pitch/speed) with code to make it into the kicker noise? Could just be the wrong one, I was just going through and trying to identify them by listening to them and making notes about what was what.

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