(Topic ID: 222461)

Monster Bash Remake (MBr) Owners Club (with Poll & Pics)

By MrSanRamon

5 years ago


Topic Heartbeat

Topic Stats

  • 9,332 posts
  • 732 Pinsiders participating
  • Latest reply 3 days ago by KingMixer
  • Topic is favorited by 277 Pinsiders

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Topic poll

“Monster Bash Remake (MBr) Owners Club (with Poll & Pics)”

  • I'm in on a CE 77 votes
    9%
  • I'm in on a SE 172 votes
    21%
  • I'm in on a LE 396 votes
    48%
  • I'm out for now 182 votes
    22%

(827 votes)

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Topic index (key posts)

3 key posts have been marked in this topic

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

Post #4230 Potential fix for SDTM from scoop. Posted by Reznnate (5 years ago)

Post #5928 Frankenstein switch adjustment tips Posted by MGM2 (4 years ago)

Post #6026 Links to STDM Tweaks Posted by Oaken (4 years 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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#7222 3 years ago

I recently picked up a MBr LE. Having a blast with it, but have a few kinks to work out. My son and I have noticed that the sinkhole ejects the ball straight down the drain about 30-40% of the time, a real bummer. Is this by intention? I would rather have 100% of the balls come out somewhere playable. Can anyone suggest a fix? I am wondering if I did not get the legs of the table even when I assembled it, so it may be draining to the right of how it was programmed.

Thanks to all of you who have written great posts on MB.

#7227 3 years ago

Thanks a lot. I decided to go with option #2, just putting a little built-up tape on the right underside of the scoop. Easy-peasy if it works.

#7228 3 years ago

Gameplay question from a MB newbie: Diabolical Directions include:
Monster Items: Shoot Mosh Pit to collect them. USE MONSTER ITEMS BY HITTING LAUNCH BUTTON DURING FEATURES FOR EASIER SCORING.
Does this mean you are supposed to pump the launch button while ball is in play? For example, during "It's Alive" multiball or Drac Attack?

#7242 3 years ago
Quoted from LukyDuck:

I was going to try and type you some instructions, but it would take me all night!
Download the rules from here...
http://pinball.org/rules/monsterbash.txt
Read about the Monster Bombs, Scoop shots and how each monster mode works. It is easy to understand once you figure it out. It all revolves around collecting the bombs and using them during a monster mode by hitting the launch button if it is flashing during an active monster mode.

Thanks a lot. Next time you're in Transylvania, let me buy you a beer.

3 weeks later
#7306 3 years ago

I got a MBr LE a month ago. I am a pretty lame player, and it will take me hundreds of games to uncover all the action in this game. Not much else to do these days with Covid, so, that's okay. I got my first pin, WCS, about 3 years ago to introduce pinball to my son. It was great when he was 8, but now as a tweenager, MBr is a lot more fun (though, we wish it had the "buy-in" extra ball feature that WCS has).

Quite often, when phantom flip light is on (right side only), it doesn't engage my flipper and the ball rolls down the drain. The ball gets auto-saved, but is that draining issue supposed to happen at all? Any remedy?

2 weeks later
#7350 3 years ago

I am getting balls stuck in the left Ball and Chain ramp. This happens when the ball runs out of momentum part way up the ramp. Is there any easy fix for this suspended animation? Thanks.

MB ball stuck (resized).jpgMB ball stuck (resized).jpg
2 months later
#7652 3 years ago
Quoted from arcyallen:

A similar problem has been addressed multiple times here but I'm looking for specific information. When standing, how far does your frank move before the switch triggers, and how hard do you have to hit him? My frank torso has to move almost two inches to trigger, and seeing as the ball is hitting his FEET it seems like the ball has to slam into him hard to get his top half to move that much. See pics for "neutral" and "triggered" positions.
Also, why does Phantom Flip hate me so much? It started getting worse after game eighty or so and now hits "bride" or nothing.[quoted image][quoted image]

I kept having Phantom Flip lit but not activating the flipper when the ball rolled down the lower lane. When the ball drained, it saved the ball, but it also was a momentum killer. So, I just turned off Phantom Flip and have not missed it.

4 weeks later
#7699 3 years ago
Quoted from BallyKISS1978:

Congrats!! MB was my first NIB purchase also. Then bought Black Knight NIB, then a demo Stranger Things.
[quoted image]

Quoted from BallyKISS1978:

Congrats!! MB was my first NIB purchase also. Then bought Black Knight NIB, then a demo Stranger Things.
[quoted image]

We have a MBr LE and planning to get a new pin this year. Have had brief play on Black Knight ("brief" describes most of my games), but my son likes BK a lot. Since you have both, would you mind saying what you like or don't like about BK vs MB? Which do you find yourself playing more. Thanks.

#7702 3 years ago
Quoted from arcyallen:

I have both. I'm selling BK SOR. BK is the first pin that I really stress out playing. The first day I had it home I thought "uh-oh...this feels unpleasant." Which sound ridiculous but it's true. I even switched to the alternate soundtrack because the original fast metal one just adds to my stress (and I love my Metallica pin). It's brutal. It often feels unfair as the main three shots in the middle will often drain.
MB never feels unfair - if it drains, I did it. BK is also waaay faster than MB, which is nice when it's not brutal.

Thanks and I think that sort of confirms my first impression, somehow it doesn't play quite as smooth as MB, but hard to put my finger on it. Well, there are so many pins out there to choose from. MB is my one keeper.

2 years later
#8765 1 year ago

I noticed the MBR backglass has a signature in the lower right -hand corner. You can see this in the picture above (Filimurz post), and on my MBR LE, so, I guess it must be common to all MBR and original Williams MB models. I can only make out the first name "Kevin". Is that the name of the backglass artist or someone involved in creating the game?
One more question, is the backglass art the same on the remake as on the original Williams MB? I remember someone saying that they could see Wonder woman in the background, but try as I might, I can't find her.

11 months later
#9259 3 months ago
Quoted from PinPickle:

I have officially joined the club.
Played the pin once before this summer and I was hooked. Love CGC. Especially when I don’t have to wait for their production.
[quoted image]

What a great line-up you have. I have had a MBr LE for 3.5 years now. I have never had a mechanical failure, no bugs, no plastic issues and no damage to the playfield. Talk about solidly-built. It is definitely a lot easier to figure out the rules than the new Stern games. If you are like me- big on keeping the ball in play, not so much on strategy, then it is a great game. This contrasts well with the rest of my lineup, Mando and GZ. I am curious what is on the docket with CGC.. Is that already out there or unknown?

1 week later
#9278 3 months ago
Quoted from gwarrior:

Thanks. I went back just now to see about moving the ball guide toward the center of the playfield away from Drac's feet. I had hesitated to "force" it previously, but decided to go for it this time.
With a flathead screwdriver, I wedged the tip in between the inside of the ball guide, and the black rubber post next to it. Then, I used it as a lever to push the ball guide away from Drac's feet. This resulted in bad news and good news. The bad news is that I marred the rubber sleeve along with the leading edge of the ball guide, and the bottom corner of the ball guide scratched the playfield a bit. But, the good news is that I was able to push the ball guide a couple of millimeters away from Drac's feet. It seems to be staying put in its new bent inwards position without the need to shove anything between the guide on the black post sleeve. And, the end result is that balls no longer bounce off Drac's feet, even of very slow balls. Instead, the ball lands on either the right flipper of the right slingshot.
If it stays put, I won't need to jam anything in between the ball guide and the black post, as seen in your post. If it starts to move back, I might just try putting a wider diameter post sleeve in place of the black sleeve, maybe something like this: https://www.marcospecialties.com/pinball-parts/26648Y
Thanks for posting your solution. Although I didn't quite replicate it, it inspired me to go back and attempt to move the ball guide inwards with a little more force than in my prior tinkering, and this seems to have worked for now.

I gotta say I have not noticed the problem with my MBr LE and am pretty sure it has never been modified. Once in a while it will go SDTM from R orbit, but pretty infrequent. Maybe some batches had this issue and some not?

1 month later
#9314 47 days ago

My right orbit is not activating/advancing the Wolfman. However, when I go into test mode and test the switch below, it seems to be working. I don't understand the mechanism for advancing Wolfman, but assume it is triggered by this switch. This problem may have started when the swinging wire at the base of the R orbit came loose (not sure). Any ideas? Thanks

R orbit switch (resized).jpgR orbit switch (resized).jpg
#9316 43 days ago
Quoted from vikingerik:

Might be a long shot, but one thing to check is the plunger lane switch - if that triggers or maybe if it's stuck, the game ignores the right orbit for a short time, since it assumes a ball hitting that came up from the plunger.
Also, you mean to advance Wolfman before the mode is started, right? Once the mode starts, an orbit shot (either one) must go all the way around to count (except for the fourth one that ends the mode.)

Thanks for your suggestion. Turned out that when the wire came loose on the switch below, I didn't put it back together properly. The metal arm that is supposed to be above the wire had fallen below. This shows correct reposition.

wire switch 2 (resized).jpgwire switch 2 (resized).jpg
#9318 42 days ago
Quoted from SiN13:

So I guess that must mean that the 2 switches in sequence are what validate that a Wolfman shot was made.

Yeah, I think so.

2 weeks later
#9327 25 days ago
Quoted from SiN13:

By default no. I turned on a couple seconds of it for those once in a while early ball drains.

I have the ball save time maxed out, which I think is 30 seconds, but it does not ball-save on Ball 5, I assume that is something set in the programming. Most people are probably playing three-ball games, so not an issue. At my skill level, 5 balls is good.

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