(Topic ID: 197642)

Multimorphic P3 Club

By _xizor

6 years ago


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9 key posts have been marked in this topic

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Post #132 NEWS: Multimorphic 2018 game issues summary Posted by gstellenberg (5 years ago)

Post #969 NEWS: Bowen Kerins and Colin McAlpine joining the team Posted by PinballTilt (2 years ago)

Post #1773 TECH: PLAYFIELD. Switching Modules how-to video Posted by KevInBuffalo (1 year ago)

Post #2996 NEWS: Games available breakdown for each module Posted by Rdoyle1978 (7 months ago)

Post #3054 TECH: CABINET. How to remove cabinet head Posted by DigitalJedi084 (6 months ago)

Post #3099 TECH: PLAYFIELD. Upper and lower flippers single button setting Posted by gstellenberg (6 months ago)

Post #3198 TECH: PLAYFIELD. Weird Al right ramp continuously going up and down fix Posted by bingopodcast (5 months ago)


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#6 6 years ago

Ah man - ya beat me to it @_xizor, I've been waiting to do this but you beat me to it..

no word on my shipping date but if 1st runs are still going out I'm thinking late next month, I'm somewhere in run 2.

I'm with you though-- very excited for so many aspects of the p3. The dev environment, and hopefully being able to share custom ideas between owners, the modularity and game swaps, the technology and all the coding and gameplay it opens up. It's like a pinball playground., potentially opens up homebrews to a few more owners as it cuts out some big hurdles. Hoping I can find time to learn unity at some point.

#8 6 years ago

Well looks like run 2 delayed again

Halloween party not looking likely, but I'm hoping mine makes it in time for an early x-mas present

Always cool to see production pics though

#10 6 years ago
Quoted from _xizor:

I'm expecting a bunch of bugs to work through, so a delay isn't the end of the world if it results in some improvments.
I don't know who is going to have the furthest shipping distance, but if mine shows up damage free that's good news for anyone in the states and it'll have a fighting chance of getting to Australia in one piece.

Easy for you to say -- yours is on the way lol

I agree though reluctantly -- better to get a better product than shipped something quickly that has issues or incomplete coding (hi stern!!)

I just snugged up my 4 pins to make sure there's room for Lexy -- just barely but that 5th is going in there even if there's only an inch between all the heads

#16 6 years ago
Quoted from fastpinball:

I always forget how unpredictable shipping to Canada is. Sometimes our FAST orders go through fine, other times they get tied customs. I hear it is so that they can ensure all the values are properly declared so they can charge the recipients appropriately.
Hope your game gets there soon!
Aaron
FAST Pinball

Does that add a lot of cost to the p3 then for Canadian owners?

#19 6 years ago
Quoted from _xizor:

Everything that needs freight is horribly expensive.
Shipping was $1070usd and my taxes were over another $1000usd.
On average you pay 20% more...

Holy cow that's insane. And to think I wasn't looking fwd to my 350 shipping or whatever it's going to be lol. Puts it in perspective.

#21 6 years ago

Dang must be a long unboxing video -- taken a couple days now for _xizor to get it uploaded

#24 6 years ago

Yyyyeah!!!!

#31 6 years ago
Quoted from _xizor:

It’s taller than standard games, new experience getting downstairs.

Oh crap. Gotta go measure the basement ceiling now.. I know I don't have clearance for toppers.. gonna be super tight for p3 - hope I don't have to bust a hole out for the head!!

#32 6 years ago
Quoted from solarvalue:

Thanks very much for posting all the pictures, it looks great!

+1

Hopefully a little video this weekend? Still want to hear some callouts

#37 6 years ago
Quoted from solarvalue:

Pretty amazing really, you are one of the first people in history to have a truly modular pinball machine in your home.

And the first to post about it

Love the way cannon lagoon lower pf pops on the LCD, very crisp!

Was just thinking -- I wonder if there will be much of any secondary market in 2 to 3 years for upper modules / artwork kits? I can imagine that overtime people might not jive with one or need cash for a new one, etc.. and of course rather than selling the whole p3 just the modules would show up in the marketplace. How many will we be at in 2 years? On our way to 3.. maybe 1 more from mm in 2018, and possibly a custom 1 or 2? Guessing more software only packages, but also probably no way to resell those? Curious how that will work - license tied to individual machine, or a transferable code?

#41 6 years ago
Quoted from _xizor:

Only “complaint” is that they want me to leave CL installed because it is so fun for them, but I want to play Lexy.

Ha! Glad I don't quite have that issue yet (well on more ways than one I suppose, seeing as there's no p3 here just yet). If kids are in the cards though I can def. see CL module in my future. Maybe I can buy yours if your kids ever tired of it and want something deeper lol.

So if you accidentally delete a mini game there's no way to get it back right now? Still super curious what the 'store' is going to look like. So cool that you can essentially browse and download right from the p3 directly!

#48 6 years ago

_xizor -- you're the man!!! Thanks for posting the video- very cool to see the menu system and game selection. First time hearing callouts.. kinda meh on them but hopefully they grow on you -- I do really like David thiels sound package on Lexy though.

Also a little surprised - no music on rocs? Wonder how hard it would be upload some songs and have them play during it?

2 weeks later
#53 6 years ago

10/11/17 New website live:

https://www.multimorphic.com/

Stores up and running, very cool!

Run #2 games on track for starting November build

1 week later
#55 6 years ago
Quoted from mjfisher:

Mines on it's way (1st Run). Although still got awhile until it arrives in Oz.

Getting close?

Bumping the thread - anyone shoot any new videos of Lexy gameplay

Getting close to run #2 builds

2 weeks later
#59 6 years ago

Thanks for sharing!! Cool spacey ambient music - I like it! If you happen to feel like more filming I’d love to see/hear a bit more of Lexy

1 week later
#64 6 years ago

1st run was finished officially in the beginning of November. Anybody want to guess on when the 1st people in line start getting 2nd run shipping notifications? I’m guessing they start going out in January, hopefully at a little faster clip now than the 1st run..

#66 6 years ago
Quoted from Toyguy:

I was under the impression that run 2 was beginning pretty much right after run 1. If so, the first shipments ought to be coming up in early December, based on what looked like a 1 per week build rate, or thereabouts. Guess we'll see in the next public update.

That would be awesome.. just guessing there might be a couple tweaks to do, factor in holidays and maybe waiting on any parts that weren’t in yet.

2 months later
#70 6 years ago

January’s almost over.. Any shipping notices??

2 months later
#73 6 years ago

Thought I’d link this in here in case anyone interested misses it:

https://pinside.com/pinball/forum/topic/p3-unboxing-thread#post-4326087

Happy to see more shipping and hopefully preorders all caught up by may/June

#74 6 years ago

Another one packed and ready to go — on its way to Seattle

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#76 6 years ago

There’s one in Cali I believe — I think Rob Anthony owns it ? (Lock when lit).. it was on a thread a while back maybe if you search p3 ?

Edit— found it:

https://pinside.com/pinball/forum/topic/lexy-lightspeed-p3-on-location-in-sacramento#post-3939960

#84 6 years ago
Quoted from mjfisher:

Congratulations!! Make sure you post some pics/videos when it arrives.

Hoping to do some kind of unboxing vid, and will do done gameplay vid of everything as well. Stay tuned

#86 6 years ago
Quoted from YeOldPinPlayer:

As I understand it the side modules can be changed as well. There will probably be games that don't use stand up modules on both sides like Lexi does.

For sure there will be — pretty sure we’ll see a floating 3rd flipper and / or floating pops, etc. could easily have a ramp that drops down over the plexiglass for a shot then retracts up. The features will all take some engenuity to float over a pf .. will be cool to see.

1 week later
#90 6 years ago

P3 arrived at terminal - scheduled for delivery tomorrow

#91 6 years ago

Just gonna drop these here.. didn’t end up with a video but got some pics. Had some good games tonight - couple hiccups with a stuck ball and software glitch but overall is running good and super fun to play with sound (which you never hear at shows).. the sound system in this kicks ass and I really like what David did plus the call outs are great!

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Strap and lots of wrap for the extra module:
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This thing is as heavy as everyone says.. I had to use ramps but I got it inside my house past 2 sets of stairs by myself.... barely. Def. reccomend 2 people for this task!

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Dog says what the hell is going on here?! Another Pinball???!!

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This is pretty cool — shows the level left/right and degree of tilt
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Also really like the extra button for lane change so they aren’t constantly changing when you are flipping.

#92 6 years ago

The risk/reward of building up balls in the ship is awesome - also love the kill shot for aliens. Still figuring things out but really enjoying Lexy so far.

#94 6 years ago
Quoted from solarvalue:

Nice looking garden you got there. Guess you won't be playing the piano much anymore.

Thanks - started it with wife but got side tracked with pinball so it’s pretty much her project now

Lol about the piano - yeah.. this wasn’t the original plan, but I want to take it to the nw show in June and going down, up, and back down the basement stairs with this thing seemed so much less appealing after seeing how heavy it was. So it sits till June. Then it’s never coming out of the basement.

#97 6 years ago
Quoted from RyanClaytor:

This is very cool of you to bring it to the NW show (and for your wife to let it hang-out upstairs for a few months)!!!

I was shocked when I jokingly said it may need to stay upstairs and she said “sure”.

#98 6 years ago

Module swap pics. Multimorphic did a good job on this design - I like the way it slides in place and connectors are very easily accessible.

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#99 6 years ago

Box is ok for the extra module — really hoping for a trunk sort of thing though.. will prob see if I can build something quickly out of wood for time being.

Here’s debug on the IR grid - thought it was cool to see the beams.
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Got an event set up Saturday to see how it worked. Sets up seperate high score lists for the event. 71F19D93-856E-4B30-96D4-B4821E181FB5 (resized).jpeg71F19D93-856E-4B30-96D4-B4821E181FB5 (resized).jpeg

Anyone put up some crazy scores yet? I got 8 ball going this morning and killed the aliens - ended up with 15mil. Gotta work on hitting jackpots — the right side one is a hard shot for me.

#102 6 years ago

I agree about the saucer scoop being maybe a bit too big — I’m hitting it a lot when going for the jackpot. I guess that’s good and bad - holds extra balls for a second but also if your hitting it a lot when lock isn’t lit it slows the game down too much and you really get no reward for hitting it.

I’d go for making both jackpot shots slightly larger and the mode start and saucer slightly smaller.

#112 6 years ago

I have the ufo stutter too - would love to get rid of it, but isn’t beta an earlier version? Does it remove some other features or only affect the saucer?

Regarding the stick ufo balls - I experienced this on 2nd game, but only the once. For sure the call didn’t seat proper and jammed against the small pcb board just to the right which is a tight clearance to the ufo. Def. shouldn’t be jamming all the time though

No flipper issues with the critters.

#115 5 years ago

Installed beta - yep that fixes the twitchy / stutter ufo issue- very nice!

Funny thing - when my nephew saw it the first time he said - oh, it doesn’t work quite right because it crashed! I hadn’t even thought of that connection - and I started to wonder if he was right and the stutter was intentional. I guess it wasn’t though? Smoother gameplay w/out it.

I am wondering if it has to rotate 360 to dump a ball out or if it could dump one immediately to the trough if lock isn’t lit so there’s no down time of the ufo rotating 180 ?

#116 5 years ago

Any owners get to wizard yet on Lexy? I’m having trouble finishing every mode - missing 1 or 2 and difficult to hit thay right 180 to light mode again.

Blew it up last night though with a 15 min ball 2 with triple scoring, think I ended around 44mil. I’m guessing u could go a lot higher with 8 ball multi and triple scoring

#118 5 years ago

Yeah the high scores bleed thru the menu sometimes - known bug, not sure when fix is coming but fortunately it’s not too big a deal.

I could agree about the mode timer except swamp gas mode is my least fav so I’m ok with that one moving along. For other modes it’s hard to complete - I don’t think I’ve ever finished warehouse with all the gears.. bad shot is going right down the middle.

I have it set on a custom hard setting now and was trying to finish the last (8th) alien — such a bitch to complete! Every 5 sec it gets 10% health back so if you hit the pops, the ship, left ramp, mode hole.. it’s getting health back while you wait for a ball feed. It was a struggle and prob around 6 to 8 minute battle to defeat him. Satisfying in the end but super frustrating

#122 5 years ago

Mine had the side lane adjusters all the way out (hardest) , but did have the posts in the easier position. I’d move them but it’s easier for my wife with them in for now.. wish you could adjust those via servo so they could adjust on the fly per player profile. Love the profile settings but that could be killer in combination. I think it’s very possible at least with the outer ones that actually pivot in an arc.

Kind of had forgot about CL been playing so much LL - gonna have to fire that up.

#124 5 years ago

Put CL in and I’m getting a ton of brick/ball rejects from the center shot — super annoying, as they often are heading sdtm then.. anyone else have this and make an adjustment? I am thinking about bending the scoop metal ..

#127 5 years ago

Dang Toyguy that’s unfortunate about all your issues!!! I’ve had a few things but most things have been software and I agree - multimorphic has good support. I think I lucked out in a way as I have a machine from tpf so any mech adjustment issues should have been resolved. I noticed a similar thing on a wall — although opposite your problem — in diag a wall wouldn’t hold up but worked in rocs. Then later it worked fine in diag. Def. a few software things to sort out — I am hoping the random game resets are fixed soon - had quite a few on multiplayer games.

I hope your ship lock issue is resolved soon! Mine jammed on first game and I thought oh shit but it has never happened again. Curious— Did you move the levelers or are they all at same height?

#131 5 years ago
Quoted from Zitt:

Sorry; PF doesn't make any since in this design.
Is the Polycarbonate over the monitor sagging or the wood of the upper module?

I agree - confused how the pf is sagging? If it’s the poly carb maybe an easy fix?

Regarding the ship - if it were jamming almost every time you sure would expect/hope that would be caught in qa.. that is a huge bummer to wait for a game for years and then you can’t really even play a game on arrival. It kinda seems like a required physical fix like that would warrant a swap with a fixed module? I don’t blame you for not being excited about drilling holes in the module..

But sounds like your leveling may have mostly fixed the issue?

#136 5 years ago
Quoted from Wolfmarsh:

Come on, that's not why they aren't here and you know it. Cheap shot.
In the vein of making a productive comment, last night on the dead flip stream they were having trouble realizing a new version of barn yard was installed, because it leaves the old one on the carousel. Maybe it would be better UX if there was a default setting to put everything but the current version of apps in an "archived" folder?

That’s a solid idea wolf. I’ll add it to their feature request to track it when I have a sec.

#137 5 years ago

Thanks for chiming in Gerry — hopefully Toyguy gets everything sorted out! Interesting that his ll wood is sagging - wondering if move is too now and I just had not noticed yet. I was actually impressed how well the ball rolls over the scoop wall assembly— only a couple snags on a slow moving ball and just 1 that triggered a ball search, the others freed them selves.

Regarding what toyguy saud about the ship motor — it does seem like it’s resetting a lot - does the reset need to run still even if all balls are accounted for in the trough?

#147 5 years ago

For sure the pops could use lighting — I thought they’d look awesome with the plasma caps but not wanting to spend that $$ right now. Agree on the sling plastics as well.

Cool that you are at least getting to mess with the machine some.. I haven’t tried taking out my flippers are anything yet.

#157 5 years ago

Mine seem concave a bit too, very little damage — just a little paint gone on lower part on right side. Forgot to check if they are flush it sit out — I’m guessing they sit out a bit since they look in pretty good shape.

Got to the kraken this morning - 3 hits left, damn that thing growing it’s legs back!!

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#160 5 years ago

Nice! I’ll hsve to pay more attention to that ramp shot - it’s not easy but I haven’t noticed a lot of rejects.. wondering if I just wasn’t focused on them now.

I took a look though and my side target plastics are actually behind the frames.

Also wondering if there’s a wizard mode on rocs or final battle thing? No idea how many levels there are..

#168 5 years ago

Just for the record — I am really loving the option of firing up the p3 and choosing different games to play all with 1 module! Can’t wait until more games come out / are made! There are times where I just want a quick game - boom, rocs! Bit longer, CL. Longer still? 2 min swap for llee.

#178 5 years ago
Quoted from Toyguy:

The Kraken sinks lifelessly into the deep! Finally downed the beast tonight, ending up at 420,661 points and a perfect 90,000 on the Kraken stage. Not to say I shot perfectly though; I just lucked out and hit tentacles instead of missing completely
Such a good game...

Nice!!! Got down to 2 hits today. Frustratingly close. Just game over after you destroy the kraken?

#182 5 years ago

Is it always just that single one that won’t stay up? I had that happen in diagnostics once when I was just looking thru menus testing stuff. Haven’t seen it again though.

#185 5 years ago

Listened to the ccr interview this afternoon — sounds pretty cool!! Particularly the skill shot triple launch button timing with the magnets - that is gonna be fun!

#194 5 years ago

What constitutes “perfect” in CL? I would expect if you make every shot you attempt? Is it tracking misses that are flipped but don’t sink into a hole at the top and come back to the flippers? Just noticed on the first round - had 2 balls fed and shot up the middle twice to complete but no perfect award? Wondering how that’s tracked then or was this an error and it should have been perfect?

#200 5 years ago

Sounds like there’s more to level 1 than I realized. I thought you just wanted to hit 1 shot twice to finish it quick lol

#203 5 years ago

Down to 1 hit on lracken grrr I want to crack the kracken before I throw Lexy back in

#207 5 years ago

First time for everything.. was testing out the p3 getting it set up for the show and lo and behold:960C9E59-B1E2-46EA-9638-D4670D4C13CE (resized).jpeg960C9E59-B1E2-46EA-9638-D4670D4C13CE (resized).jpeg

Hard to see - but same trapped ball. Ha! Pretty crazy jump to get in there, saw it in action.

Beefed up the pops a bit, turned off respawn awards so people won’t have crazy long balls and set it to auto load llee on boot up. Strangely it loaded barn yard the first time but then Lexy the next couple so hopefully it stays that way.

1 week later
#211 5 years ago

Sweet!! End would be best unless you want to pull it out from your line up to swap. You have to do it from the side, yes.

It’s WiFi so you should need an Ethernet port.

Other than that - standardish wms Head so it could be right thru a door frame — it squeezes past mine with about 2mm clearance.

#214 5 years ago

I second toyguy— it’s a 2 person operation really. I’ve done stairs up and down with a hand truck and put legs in and off by myself but it’s right at my limit and not my favorite thing to do it’s difficult to tip over onto a hand truck.. normal pins are no problem but the p3 is weighted heavy in the back.

1 week later
#223 5 years ago

Nice rule sheet toyguy. I’d add that I don’t believe in weapons lab mode you have to hit the stand up targets before you release the weapon — you just need to hit all the targets (stand up and side ones) in any order. At least that’s how mine works

Double shot multiball... how have I never got this before?!

Weapons testing — mine always awards 2x and then 3x scoring. What is yours awarding?

1 week later
#237 5 years ago

The times it’s usually crashed on me seemed related to having good games / high scores.. but not always, as I’ve put up some higher scores w/out the crash. If the new unity solves it that would be awesome!

2 months later
#257 5 years ago

How’s the testing going on the new software? Any word on Cart racing - still out this year? Been a bit quiet. Any owners on here been part of the testing group?

#259 5 years ago

Thanks for the update Gerry! Ton of fixes and updates - very excited to see that released and get it installed!

2 weeks later
#261 5 years ago
Quoted from ToucanF16:

In the process of joining the club! I’m buying one preowned from another pinsider..

Nice! Shipping across seas? You may get it about the time the new code all gets released? Be good timing just LLEE module?

#263 5 years ago
Quoted from ToucanF16:

My collection is in Mississippi. I’ve been following this pin the last couple years. I talked with Gerry and played one at a show in Atlanta a couple years ago and just came upon a deal I couldn’t pass up with ROCs and Secret Agent Showdown.

Ok that makes more sense. Sweet! Wonder how many of these have exchanged hands on secondary market, I only know of one other.

#266 5 years ago
Quoted from solarvalue:

There's probably not too many P3s out there yet. Even so, unless there are extenuating circumstances, it seems crazy to sell the whole platform now when there is so much coming out for it soon. It's definitely different to buying and selling traditional single-game machines. I'm sure when there are more P3s in customers hands and more games to choose from, people will start buying and selling the individual game kits rather than the whole platform. If I was going to buy one now, for example, I would probably just get the platform with CCR and not buy Lexy at all (Lexy's a good game but I'm just more excited about CCR).

I’d agree - def too early to sell. Hope to see a new module next year in addition to ccr - is love to see what someone comes up with independantly.

#275 5 years ago

Backbox lcd heck yeah!!! Been waiting for that — that will be awesome for multiplayer games as well as really nice when switching between both modules and software games so it displays the correct art on backbox

Lot of big announcements - software update is huge and ccr shipping to boot! Sweet!!

Wonder what people think of the art? I was happy with original Lexy art myself, curious if it is a big improvement for those that didn’t like the Lexy art?

Here’s to hoping the ccr modules and quick to produce and they all ship out before the new year

1 week later
#282 5 years ago
Quoted from imharrow:

Installed the new code on the weekend. It is amazing how much more enjoyable Lexy is with the new spaceship handling.

That’s awesome to hear! Been on vacation and haven’t been able to update - hopefully this week or weekend.

If anyone orders the lcd would like to hear what they think of it.

#285 5 years ago
Quoted from solarvalue:

November is almost here, that means CCR is coming!

Think they’ll ship 1 unit at a time as they are done and tested or will complete batches of them and send them out?

Also is another milestone soon for multimorphic — when all preorder CCR’s ship they will have completed preorder obligations and all future production /orders are generating full revenue for them which will have to feel pretty awesome!

I’m curious if the next module is already being designed, seems likely?

#288 5 years ago

The new code for the ship really speeds things up — love how it immediately pops out another ball. Really nice to have the Kane change detection working 100% as well.

Anyone else notice detection issues on ROCS sometimes between the ball and the smallest rocs?

Also - my rightmost wall sometimes doesn’t stay up during rocs and warehouse mode. Is there an adjustment for that?

#293 5 years ago

Thanks Gerry — I’ll take a look at that and see if something is hanging up.

1 month later
#300 5 years ago
Quoted from Toyguy:

Just installed an early release 1.0 of Grand Slam Rally. Did a quicky video here:
https://m.youtube.com/watch?feature=youtu.be&v=rpqeb9p2nUI

Thanks for sharing — looks like a lot of fun, and adds a lot of value to the CL module

3 months later
#330 5 years ago

For those with ccr— I just got mine installed last night and was curious — there’s no Ethernet jack connection on mine, not needed on ccr?

2 weeks later
#346 5 years ago
Quoted from Zitt:

Sounds like a job for @86pixels … I forget his Pinside name.
I'd actually welcome this addition. Kinda needed for on-location play.

Yep +1 to this. I loved the game but that would def add a needed element for a fun 2 player game. I’d like to add that plus a 3 inning 2 player option.

#349 5 years ago
Quoted from Cheeks:

Did multiball get removed from CCR? We haven't played the game a ton, but it seemed to have less "features" than the old stream from last year.

I heard multi was removed for now as it didn’t integrate well with the racing theme/concept. Maybe back in code update?

#352 5 years ago
Quoted from fastpinball:

Demolition derby multiball?
Aaron
FAST Pinball

Ha! I thought of the same thing Aaron

Cheeks I agree - but I see the rationale too. I think the key would be several different selectable modes at start — traditional racing —or other rulesets and/or modes.

I wish I could have played linked at tpf — machines physically linked on ccr seems like the best way to play it.

#354 5 years ago
Quoted from Cheeks:

I had always hoped there would be modes that were used to qualify races. Then the races themselves would be the "safecracker-style" infinite ball thing the game is now. However, the mode-less style was a specific design decision because they were trying to mimic a 100% kart style game (all racing). Too bad, there are a ton of missed opportunities in my opinion.

Technically the modes are there as time trials between each race. They just don’t feel that different from a race though imo— I like your idea on qualifying races and perhaps qualifiers are short and you only get 1 or 2 balls? Actually I’d wnjoy that on races as. Challenge — lose x balls on drains And your out.

1 month later
#384 4 years ago

Has anyone beat Lexy? Is there a final wizard mode??

#388 4 years ago

I was playing afm last night and just thinking again man — this is so perfect to port to the p3, with cool animations across the pf and things to ‘pick up’ with the ball. Everything fits perfectly on the 1/3 upper. I’m sure licensing puts this out of the question unfortunately. Be a great one off project for someone though

2 months later
#418 4 years ago
Quoted from Meegis:

That's where we're stuck.
I can't move it. The back slides slightly as it sits in the guides, but the front won't wiggle at all

I had found that the tolerances on the ccr pf were pretty tight compared to lexy and CL. Took a bit of force to get it in and out a few times and then seated a bit better — albeit still tighter than the other two but Gerry can def. help you along with the whole team at multimorphic — when I had a different issue I received an extremely well done documentation with good pictures to assist with the issue — all in a matter of a few days. By a long long shot I’d say multimorphic has the best and most responsive Tech help when you need it. They also have a great bug reporting system as well for smaller issues they might address via coding.

3 months later
#458 4 years ago
Quoted from Lawnboy:

I would definitely pay more money to have a two player game.

Two player would be huge on gsr— esp if the second player could control pitches or outs via Bluetooth/phone kinda like what JJP had going with the DI app.

Regarding ccr and traditional play — wish I had held on to my P3 to try this! In a home environment as the only P3, the module was screaming for this coding/play

2 months later
#481 4 years ago

Video taken down? Can’t find it now

1 month later
#516 4 years ago

That upper flipper module is badass! Well engineered, cool to see it out of the game

9 months later
#545 3 years ago
Quoted from Sjsilver:

Would you say it is Cosmic Customer Support?

All the support I received was at lightspeed

1 month later
#685 3 years ago
Quoted from solarvalue:

Nice, clear plastic would also be cool for the cover, so you could still see the modules. Maybe a PETG box glued together. Vacuum formed would be awesome, but you would need one hell of a vacuum-former for something that big.

I was thinking similar — the canvas is nice as it is light and doesn’t take up space when removed but I do think some plexi glued/bracketed together with a top, sides, and front that slides over each Module (route channels for it in plywood) would look great as well. Could even do some custom graphic decal for each module on the plexi.

4 months later
#778 2 years ago

As a former p3 owner, I can say I dig the road case idea. The only issue I see is making them still fit under a pinball machine for storage. The boxes just barely make it under, but if the road case had similar dims that would be awesome

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