(Topic ID: 294488)

Weird Al's Museum of Natural Hilarity: Multimorphic's New Game Revealed!

By solarvalue

2 years ago


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  • Latest reply 12 days ago by BradLinden
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#2651 3 months ago
Quoted from MrMikeman:

Cut them some slack?

The problem with these forums is it all has to be happy news. Anytime there is an issue all the fanboys jump in and criticize. There is a lot they can do better and I love my p3. Pointless to post much in these to be honest. People have different experiences and expectations. If they fail listen it will hurt them in the long run

#2652 3 months ago
Quoted from MrMikeman:

Problem with the beta is settings are locked and unchangeable.

They aren't intentionally locked - a couple of people had this issue with the beta. Others did not. A workaround is to load an older version, change the settings, exit and run the beta version again. Not ideal, but not too difficult.

The forthcoming Heist update has a bunch of additional fixes... and a new side job!

Quoted from MrMikeman:

Although it doesn't happen often, when the system gets a bit overwhelmed with lightshows the flippers start lagging and/or responding completely.

Understood on the concern. The symptoms are serious. It's not a problem with the flipper control logic, which is mature and well tested and is handled directly from hardware. Mind you, we did have a problem many years ago with the flippers not being prioritized over LED updates, but that's been fixed for eons. The specific issue here is that we have somewhere around one bazillion individually addressable RGBs, and if lightshows drive them haphazardly, they overwhelm the USB bus and cause the hardware-protection watchdog to trip and shut down the drivers (to avoid stuff blowing up).

We of course understand that the root cause doesn't matter; I'm just being an engineer an explaining the tech details. The new Heist release will fix the symptom, and the long-term framework fix should still allow crazy lightshow requests for all bazillion LEDs.

Quoted from MrMikeman:

I'd hesitate to put the game in a tournament lineup right now, other than Weird Al, although WAMONH does suffer the occasional ball count issue due to the infinity trough design. It'll probably never be perfect but it is what it is and works awesome 95% of the time.

If you have new reports/logs of ball count issues, please report them. It has absolutely nothing to do with the trough design. Ball counting absolutely should be perfect. If it's not, please send a log. Could be a flakey switch or a software bug.

... and we agree, we need to get updates out faster. The topper brightness issue has been resolved internally for quite a while now. Just deferred the release to address a few more serious issues. I guess I shouldn't say it's coming "soon" anymore, but it should be!

- Gerry
https://www.multimorphic.com

#2653 3 months ago
Quoted from gstellenberg:

They aren't intentionally locked - a couple of people had this issue with the beta. Others did not. A workaround is to load an older version, change the settings, exit and run the beta version again. Not ideal, but not too difficult.

Way ahead of you Was already doing that.

Quoted from gstellenberg:

If you have new reports/logs of ball count issues, please report them. It has absolutely nothing to do with the trough design. Ball counting absolutely should be perfect. If it's not, please send a log. Could be a flakey switch or a software bug.

I just meant that on a traditional setup, the balls are either in the trough (accounted for by the trough switches), staged, or in play. Since the infinity trough itself doesn't actually track anything other than the launch rail, it then puts more reliance on the various optos throughout the modules and if even just 1 gets flaky for a fraction of a sec while the ball passes, the ball count gets screwed up. In my case when it does happen, it tends to be during a MB.

My left launch on WAMONH is a bitch to dial in. In Diags it works 100% of the time whether I test rapid or slow repeated launches. Start a game, it then fails 5-10% of the time, and usually repeated failures and takes 3-5 attempts to get a ball out. Almost like the balls aren't stabilized on the rail before the coil tried to launch. Too short a delay maybe?

I love hearing about root causes. It's in my nature to think about that stuff.

#2654 3 months ago
Quoted from MrMikeman:

I wish they'd go with the WPC philosophy and leave all the flipper control on an independent board (A.K.A Fliptronic) that doesn't require contant comms with the main board/computer, as opposed to however it is done now. Although it doesn't happen often, when the system gets a bit overwhelmed with lightshows the flippers start lagging and/or responding completely. I'd hesitate to put the game in a tournament lineup right now, other than Weird Al, although WAMONH does suffer the occasional ball count issue due to the infinity trough design. It'll probably never be perfect but it is what it is and works awesome 95% of the time.

Ok this opens my eyes up so much. Sometimes during multi ball when the machine is going crazy the flippers just don't respond or fall out and I can't replicate it. I thought I was insane but this is definitely what is happening.

The glare is unbearable in my game room and I had to physically unplug the led strips since I can't see the ball.

I love P3 and think it's a great product.

I'm a huge fan just slightly annoyed. It's like a marriage take the good with the bad.

#2655 3 months ago
Quoted from MrMikeman:

Cut them some slack? I haven't bugged them at all but I am entitled to an opinion. I have all the modules and games BTW. I'm obviously a fan.
They do have a small team and can only work so many hours a day. We all get that. Topper brightness isn't important for the devs and possibly operators but it's obviously important to a lot of the home customers. Why? Our ceilings are lower and reflect all that light onto the pf glass, which makes it nearly impossible to see the ball and PF. It's been in the tech notes since the game was released over a year ago that this would be fixed in the next code update. Yes a small bug update sucks but sometimes it's all that's needed.
There's also Heist(and other modules) issues related to the LED lightshows. I've been running the beta for Heist since the spring - it was only available through Discord. Problem with the beta is settings are locked and unchangeable. And anyone not on Discord still has to contend with the original bug that was corrected.
I've also had related issues with Lexy.
While this isn't the end of the world for a home user, I am guessing that operators may be a bit more anxious to get issues fixed.
I wish they'd go with the WPC philosophy and leave all the flipper control on an independent board (A.K.A Fliptronic) that doesn't require contant comms with the main board/computer, as opposed to however it is done now. Although it doesn't happen often, when the system gets a bit overwhelmed with lightshows the flippers start lagging and/or responding completely. I'd hesitate to put the game in a tournament lineup right now, other than Weird Al, although WAMONH does suffer the occasional ball count issue due to the infinity trough design. It'll probably never be perfect but it is what it is and works awesome 95% of the time.
This isn't bashing on MM at all. Just observations of things that could and likely will be improved over time.

You're not wrong at all. I think it was me and you on Discord that brought the settings issue to light on the beta. This caused me all kinds of issues once I started having crane issues (which I had for months!). Now I haven't gone back into the beta code as I'm afraid I'll need to adjust something in the crane settings. These are the type of things that should absolutely get fixed. The hacker bug on Heist has been known about for a long time, nearly a year or more (just guessing here). Not bashing anyone, but this but will absolutely destroy your enjoyment of the game and needs fixed and happy to hear that fix is coming! I love MM. I've had more difficulties with this system than any game I've owned, but I'm hanging in there and supporting this company. I believe in what they are doing and also know they are strong and capable enough of taking criticism without folding. Let's go MM!!

#2656 3 months ago
Quoted from MrMikeman:

I'd hesitate to put the game in a tournament lineup right now, other than Weird Al, although WAMONH does suffer the occasional ball count issue due to the infinity trough design. It'll probably never be perfect but it is what it is and works awesome 95% of the time.

I have seen this a couple of times, but it's never happening the same way. Last Saturday it showed up in my tournament and of course I freaked out (I love having the P3 in the mix of games). Once he drained the correct ball and the extra that shot out at almost the same time (I think it randomly came up during Word Crimes), it worked fine and never had another issue the rest of the day. Never happens when I am playing (shocker)

On a side note, everyone is used to the multiple flipper buttons and no complaints about it either I know that is always a hot topic with the P3 system but once you get a few games in, the extra buttons are a non issue. Even the kids can get big scores in with the extra buttons

#2657 3 months ago

Looking for some help.

It's my first time trying to swap PF modules and it's not going well. I've got Weird Al installed (from the factory) and can't seem to get it out of the machine. I followed along with the video from MM but the module just won't budge at all. Anyone have a step-by-step or video showing how to get the module out?

Also, how heavy is the module? Will I have a lot of trouble lifting it up and out?

Thanks.

#2658 89 days ago
Quoted from Pin_Gizmos:

Looking for some help.
It's my first time trying to swap PF modules and it's not going well. I've got Weird Al installed (from the factory) and can't seem to get it out of the machine. I followed along with the video from MM but the module just won't budge at all. Anyone have a step-by-step or video showing how to get the module out?
Also, how heavy is the module? Will I have a lot of trouble lifting it up and out?
Thanks.

Make sure you are engaging the two metal clips on the edges of the playfield. They hold the module in place. They may need to be pushed in to release the module.

#2659 89 days ago
Quoted from Pin_Gizmos:

Looking for some help.
It's my first time trying to swap PF modules and it's not going well. I've got Weird Al installed (from the factory) and can't seem to get it out of the machine. I followed along with the video from MM but the module just won't budge at all. Anyone have a step-by-step or video showing how to get the module out?
Also, how heavy is the module? Will I have a lot of trouble lifting it up and out?
Thanks.

It’s the heaviest module. Around 45lbs I think.

If you are a shorter person then yes it’s a struggle and you should probably use a stool. I’m 5’10” and needed a stool at first. Now I’m ok without but it’s heavy.

It’s a 2 handed effort but ensure you are using the identified lift points and as mentioned above, if you forget to fully slide and lock the retainer clips towards the front of the game (the end where you stand to play) the module will not come out. They should lock in the release position if you’ve slid them far enough. Just remember they are spring loaded to the “module is locked” position.

Once the module starts sliding up you can’t change your mind. It MUST be completely removed as the balls in the trough will now prevent the module from sliding fully back in. The balls need to be removed from the rail in the trough as per the instructions before any module can get put in.

#2660 89 days ago

Thanks for the replies. I got the module out. It was just very tightly installed.

In case anyone else has the same problem, here is what I wound up doing. I removed the flipper and video screen modules (following the MM video) and then lifted the entire playfield into the fully vertical position (it was too heavy to lift, otherwise). Then, I started tapping the rear wood panel on the module up from the bottom. I stopped about 1/5 of the way, then lowered the playfield before fully removing it. Yes, it was quite heavy.

Thanks again.

Also: I don't think there are any posts explaining how to get the main PF to sit vertically. FYI: You need to keep pulling and raising it until it is just past the big protection bracket under the PF, before swinging it upright. (See picture attached.) There is a "bump" at the correct spot. Because of that, you can't let the PF rest on the front of the cabinet before lifting, as you could damage components under the PF. Also: Expect some balls to fall into the cabinet. Apparently, MM does not expect much of a need to fully raise the PF.

Steve

WeirdAlVertical (resized).jpgWeirdAlVertical (resized).jpg
#2661 89 days ago
Quoted from Pin_Gizmos:

Thanks for the replies. I got the module out. It was just very tightly installed.
In case anyone else has the same problem, here is what I wound up doing. I removed the flipper and video screen modules (following the MM video) and then lifted the entire playfield into the fully vertical position (it was too heavy to lift, otherwise). Then, I started tapping the rear wood panel on the module up from the bottom. I stopped about 1/5 of the way, then lowered the playfield before fully removing it. Yes, it was quite heavy.
Thanks again.
Also: I don't think there are any posts explaining how to get the main PF to sit vertically. FYI: You need to keep pulling and raising it until it is just past the big protection bracket under the PF, before swinging it upright. (See picture attached.) There is a "bump" at the correct spot. Because of that, you can't let the PF rest on the front of the cabinet before lifting, as you could damage components under the PF. Also: Expect some balls to fall into the cabinet. Apparently, MM does not expect much of a need to fully raise the PF.
Steve
[quoted image]

I thought I had read to never put the pf upright with a module installed..

#2662 89 days ago

Our support page (https://www.multimorphic.com/support) and the P3 Learning Series videos are the best places to start when learning about the machine. The only video that's out of date is the Software Update once since we added WiFi updates and another USB port just inside the coin door, but even that one will still help to understand the software update process. The videos are all linked from the support page. Here's a direct link to the section: https://www.multimorphic.com/support/projects/customer-support/wiki/P3_Learning_Series. The Maintenance section has both videos that walk through the services positions.

... and definitely don't go vertical with a playfield module installed.

- Gerry
https://www.multimorphic.com

#2663 85 days ago
Quoted from Pin_Gizmos:

Looking for some help.
It's my first time trying to swap PF modules and it's not going well. I've got Weird Al installed (from the factory) and can't seem to get it out of the machine. I followed along with the video from MM but the module just won't budge at all. Anyone have a step-by-step or video showing how to get the module out?
Also, how heavy is the module? Will I have a lot of trouble lifting it up and out?
Thanks.

The other thing to check is the position of the lock tab when the release mech is fully retracted. I had to dremel off a little of my tab as it was still under when the mech was fully back.

Locking tab (resized).jpgLocking tab (resized).jpg
#2664 79 days ago

Just swapped their module for the first time in mine (was harder than I thought, but should be easier the next time). With Heist installed is it possible to turn off the lit speaker panel and the Weird Al topper? Both seem very bright and make it harder to see what is going on under the glass.

#2665 79 days ago

Speaker Panel Brightness : Settings -> General -> GI -> Speaker Panel Brightness

Topper Brightness : With Heist installed, software won't configure it to be controlled like it is in the Weird Al app. So I believe you can change the brightness in Settings -> Mechs -> LEDs -> Brightness -> Base P3 -> Backbox, but I'd have to get on a machine to confirm. Note - that setting might only take affect when the lights are next updated or upon app reload.

- Gerry
https://www.multimorphic.com

#2666 79 days ago
Quoted from gstellenberg:

Speaker Panel Brightness : Settings -> General -> GI -> Speaker Panel Brightness
Topper Brightness : With Heist installed, software won't configure it to be controlled like it is in the Weird Al app. So I believe you can change the brightness in Settings -> Mechs -> LEDs -> Brightness -> Base P3 -> Backbox, but I'd have to get on a machine to confirm. Note - that setting might only take affect when the lights are next updated or upon app reload.
- Gerry
https://www.multimorphic.com

Thanks, I can confirm this works. The speaker panel brightness changes right after you adjust it and the topper brightness changed on restart.

2 months later
11
#2667 16 days ago

Happy Thanksgiving!

Please update both the game app and the module driver.

Weird Al's Museum of Natural Hilarity
Release Notes

1.5.0.0: 11/22/2023
- Changes for Germs Mode (phase 1):
-- Enhancement: Added outline around "angry" Almoebas to increase visual distinction for color blind players
-- Change/Fix: Flipper damage received per attack was not scaled properly. Germs do more damage on an attack
-- Change/Fix: Flipper damage was intended to prevent a player from cradling up and waiting it out. This change now defines a small physical region (bottom of slings to flipper bats --i.e., where a ball would be cradled in the flipper) that an Almoeba in a dive attack will be considered "invincible" until the Germ attack/probe damage has been processed. Immediately following the damage processing, the Almoeba will be vulnerable again even in this region of the playfield, so a player may choose to trade flipper damage with an Almoeba by cradling, but the "just wait it out" strategy will no longer be viable for players

-Changes/Fixes for Mission Statement:
-- Fixed a bug in late mode Mission Statement (post stock split) that would cause the scoop to get into a stuck state after two stock sells
-- Fixed a bug where draining to one ball during the Mission Statement frenzy (post stock split) near the end of the frenzy loop caused the sell scoop and timer to be stuck
-- Change: Stock split now is an add-a-ball. One or two balls will be launched after split(s), adding to current MB balls, if applicable
-- Fixed erroneous display of the sell stock countdown window during some stacked MB scenarios
-- Fixed a bug where starting a multiball during the end frenzy doesn't transition to the frenzy loop (frenzy continuing until one ball)
-- Made the doodle placement closer to the stock price line
-- Made the price line and stock price reduction match better

-Changes for Amish Paradise (tldr: mode should be more valuable overall)
-- Increase values for the second task in each chore by 50%
-- Change default barn raise timer from 15s to 20s
-- Fix a bug in settings that showed AmishParadise category without a space
-- Initial raise the barn jackpot has been doubled (increased 100%)
-- Each successful barn raise will increase the value of subsequent barn raises by a larger amount than previous (subsequent raise value increased 100%)
-- Following a barn raise, chores no longer have a greater number of tasks to enable subsequent barn raises

-Changes for You Make Me (non RWS):
-- Fixes a potential bug that could occur if the player tilts during the intro depending on timing
-- Mode starts with a long ball saver to ensure players can experience it.
-- Changed the add-a-ball behavior from add-a-ball only during "madness" to be available on the spiral in every phase of play until collected, and add-a-ball will re-light in the next "madness" phase (and that new one will stay lit until collected, re-lighting in the next "madness" and so on). These changes together should make YMM last longer and allow players to often experience YMM with greater than 3 balls in play.
-- Madness phase target values (which increase by shooting jackpots in other phases) are now multiplied by balls in play when collected.

- Quality of Life Changes
-- Ball search now ignores the infrared grid. It will now clear stuck balls even if the grid is activating.
-- Reworked moatExit logic to address lost balls and/or extra launches when multiple balls shot into the scoops in quick succession during multiball.
-- Fixed topper brightness control in WAMONH (Settings -> Mechs -> Topper). In apps that don't make use of the topper, the brightness can be changed with either Settings -> General -> GI -> Backbox or Settings -> Mechs -> LEDs -> Brightness -> Base P3 -> Backbox, depending on the particular app. If the app doesn't actively use the LEDs in lightshows, an app restart might be needed to activate the new brightness settings.
-- Pausing flippers by opening the coin door with a flipper raised also now pauses ball search until the flipper is released
-- Non-EOS flipper strengths now max out at 30 instead of 40
-- Added flashing of the launch button light when the player is in the ticket counter mode selection interface
-- Added some new Word Crimes questions suggested by the community.

- Bugs Fixed
-- Fixed a bug that could cause the state of the spiral ramp to remain in the wrong position following My Bologna mode
-- Fixed a bug that could allow the user to abort mode selection after mode selection had already timed out and started a mode resulting in two balls in play
- Fixed a bug related to a player aborting a game during high score name entry
-- Fixed a rare bug that caused YMM qualification to raise scoops erroneously when returning to the lobby if the ball did not hit the tracking grid after the final target hit to raise the scoops and then the player immediately started another mode through the supplies closet
-- Fixed a rare bug that caused VIP qualification to raise scoops erroneously when returning to the lobby if the ball did not hit the tracking grid after the final target hit to raise the scoops and then the player immediately started another mode through the supplies closet
-- Fixed a potential display bug in YMM that could cause the scoop timer display to show a negative value for a fraction of a second
-- Fixed a bug that caused the RWS mode order to not match the order the modes were originally played if My Bologna was played multiple times that game
-- Adjust service mode setting "max players" to 4. Greater than 4 are not supported
-- Fix a bug that caused Super Duper Skillshot to not be available due to diverter states when My Bologna lit at start of ball
-- Fixed collected item counts on the apron display getting cut off for very large numbers of items
-- Fixed button legend indicator placing left button text on the right button and vice versa
- Switched to a higher resolution "admit one" icon image for the ticket counter shot indicator
-- Make sure My Bologna is not lit during Drink From the Fire Hose

WAMONH Module Driver
Release Notes

1.3.0.0: (11/22/2023)
- Fixed Topper LED brightness setting functionality
- Changed drop target drive params to PWM and added a strength setting (Mechs -> Drop Target -> Drop Target Reset Strength)
- Moved Ball Search switch/coil registrations here from app
- Lightly pulse (wiggle) the drop target during ball searches (wiggle strength: Mechs -> Drop Target -> Target Ball Search Wiggle Strength)
- Moved Topper Talk logic here from app so that it's available to all apps
- Added Settings option to eject all balls (Settings -> Mechs -> Eject All Balls)

-----------------

- Gerry
https://www.multimorphic.com

WAMONH_SU_1.5.0.0 (resized).jpgWAMONH_SU_1.5.0.0 (resized).jpg
#2668 16 days ago

I never thought that I would be happy with bologna for Thanksgiving!

I hope everyone has a great holiday!

- Mark

#2669 16 days ago

You Make Me ballsave. THANK YOU!!

Bologna!
Bologna!
Bologna!

I am thankful for the Multimorphic crew!

#2670 15 days ago
Quoted from gstellenberg:

-- Enhancement: Added outline around "angry" Almoebas to increase visual distinction for color blind players

Accessibility FTW!

#2671 15 days ago

Still don’t understand why spiral ramp does not move first in a ball search.thought that would have been done long ago.
Still have not resolved the bent flap and this would release the ball first and not third or fourth.

#2672 15 days ago
Quoted from rockrand:

Still don’t understand why spiral ramp does not move first in a ball search.thought that would have been done long ago.
Still have not resolved the bent flap and this would release the ball first and not third or fourth.

It does. It's the very first thing that moves in ball search. Please make sure to update both the game app and the module driver, as the playfield feature search order is defined in the module driver.

It also now searches regardless of grid activity. So even machines with a dirty playfield or low-hanging cable should search and clear stuck balls.

- Gerry
https://www.multimorphic.com

#2673 15 days ago

Thought I was all to date but I guess not,I sure will do that right now.
I believe I submitted that suggestion and thank you,also if you could give us a cue when software if done installing like a beep to bong.
I love wamonh.

Thanks.

#2674 15 days ago
Quoted from rockrand:

if you could give us a cue when software if done installing like a beep to bong.
I love wamonh.

System Manager does have a little tone when the software is done installing, but the volume is separately controlled as with each P3 app, so you may need to turn it up to be able to hear it. With the coin door open in System Manager, increase the volume until you hear the clicks from changing volume setting. That should make the tone audible, though, you may want it louder if you will be in another room, etc. Really handy!

#2675 15 days ago
Quoted from gstellenberg:

-- Enhancement: Added outline around "angry" Almoebas to increase visual distinction for color blind players

I wish every pin had a "color blind" mode to change up the colors. Or something similar to the above. I often do not know what I'm shooting for (I'm red/green color blind) and I'm psyched you did this. Thank you Gerry!

#2676 15 days ago
Quoted from arcyallen:

I wish every pin had a "color blind" mode to change up the colors. Or something similar to the above. I often do not know what I'm shooting for (I'm red/green color blind) and I'm psyched you did this. Thank you Gerry!

FYI, we are taking this seriously. In Final Resistance, every mode with multiple shots that award different amounts of progress, the ones that are worth more flash 2x as fast than the others.

#2677 12 days ago

This is my first P3 software update: the wifi update is moving really slow (maybe my basement, not the P3's fault) so I want to do USB update. However I have scoured the p3 website and can't find anywhere to download software. Help!

#2678 12 days ago
Quoted from BradLinden:

This is my first P3 software update: the wifi update is moving really slow (maybe my basement, not the P3's fault) so I want to do USB update. However I have scoured the p3 website and can't find anywhere to download software. Help!

Login to the main page. https://www.multimorphic.com/account/
Then under account, there's a software link on the left side. Click there and you will have access to all the software images.

screenshot_279 (resized).pngscreenshot_279 (resized).png
#2679 12 days ago
Quoted from chillme:

Login to the main page. https://www.multimorphic.com/account/
Then under account, there's a software link on the left side. Click there and you will have access to all the software images.[quoted image]

Thank you!!

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