(Topic ID: 294488)

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

By solarvalue

2 years ago


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4 key posts have been marked in this topic

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Post #313 Official announcement Posted by BMore-Pinball (2 years ago)

Post #744 How to order Posted by gstellenberg (2 years ago)

Post #938 LE kits sold-out Posted by SirSnarf (2 years ago)

Post #1150 Live stream announcement - March 19th Posted by SirSnarf (2 years ago)


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15
#11 2 years ago

Have I mentioned publicly how excited I am about the license?

About ordering... yeah Cointaker and Pinball Gallery are current US distributors, and you can also order direct (just paying the deposit via the website will get you in the build queue). We've transitioned through a few distributors over the years... the P3 is a different animal than other machines. The multi-game nature of it is very new to people.

- Gerry
https://www.multimorphic.com

19
#25 2 years ago

Listened to a couple of podcasts predicting our next theme. It is interesting how *any* theme could work for a traditional machine, but only certain types of themes make sense for the P3.

Quoted from Cyrus:

Ditto. Tech support has been outstanding.

Thank you to everybody for appreciating our dedication to support. Theme consideration is perhaps different, but so is our commitment to you. While other MFGs actually benefit from you moving on from your old machines and freeing up space and funds for new ones, our business model is all about adding more and more value to your machines and making sure they work as well as possible for as long as possible. Our business model is perfectly aligned with our personal ethics. Hopefully that makes it a win-win.

- Gerry
https://www.multimorphic.com

2 weeks later
#44 2 years ago
Quoted from littlecammi:

What does the 15-ball multiball look like on the Lego version?

- Gerry
https://www.multimorphic.com

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1 week later
11
#47 2 years ago

I know some stuff!

It's fun seeing what other MFGs are releasing, but based on what's been released so far, the new P3 game will stand on its own with features and flow. I'll be beyond excited to see what people think.

- Gerry
https://www.multimorphic.com

1 week later
#55 2 years ago

FYI - P3 discussions are pretty active on the P3 discord channel: https://discord.gg/Wun35jd

I'm sure discussions will pick up here significantly when we start talking more about the new game(s) and things we're working on, but if you want to talk in real-time with existing owners and get their impressions... check out the discord channel.

- Gerry
https://www.multimorphic.com

4 weeks later
#79 2 years ago
Quoted from Zitt:

No. I get the impression this is a new game with new pf modules... Licensed.
That Said, im probably wrong

You're right about being wrong!

The licensed theme will be announced when it's ready; the image wasn't a teaser for that. We're working on quite a few other things too... all of which we're excited to reveal.

- Gerry
https://www.multimorphic.com

#115 2 years ago
Quoted from Cheeks:

The first teaser was a picture of a P3 with CCR.
The second was the dinosaur meme, that said "wouldn't it be nice to have a new pinball game without having to pay thousands, clear out space, or wait for shipping?" - This means a software-only (downloadable) game, presumably on the CCR playfield.
Third teaser said "something magical is coming" and had #notthelicensedtitleyet - so it's an unlicensed magic theme.

Fourth teaser: Amazing lightshow (shown on the CCR playfield)

Quoted from Cheeks:

Gerry's not typically an "over hype" type of guy

I guess we shouldn't talk about the fact that I haven't been publishing these teasers. I do approve them all though.

Quoted from solarvalue:

It is interesting to note how many of these have now been achieved. 1 and 5 have been done. 2 was done with Heist but with the crane rather than a mid-playfield module. I think Nick Baldridge is also planning a mid-playfield module on his next game. 4 is coming. I haven't heard anything about 3.

We've come a long way, and our feature and game roadmaps both remain full. Gonna be a fun journey! I get quite a few emails literally every day now from new people discovering the P3, and it's translated into our current 3+ month backlog on new machines.

It's fun to talk about how our business paradigm translates into a different experience for our customers, as we're motivated to ensure you continue loving your machine and each new game and feature we create for it. We're also motivated to continue improving every aspect of ownership and gameplay. Hopefully we're doing that successfully. Enthusiasm for the P3 is definitely growing, and we're excited to see if our forthcoming announcements accelerate that growth.

- Gerry
https://www.multimorphic.com

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1 week later
20
#167 2 years ago

Please forgive me a moment of bragging. It's taken literally dozens of man-years to implement the things in this list: https://pinside.com/pinball/forum/topic/p3-features

The desire to innovate is what got us started, and we have a lot more coming.

- Gerry
https://www.multimorphic.com

17
#185 2 years ago

Cheeks has a good sense of our business model. Definitely can't compare directly to other pinball MFGs models, where old themes are done and gone. With the P3, every new machine buyer is a potential customer for all P3 game kit, so there are good reasons to continue adding content to older playfields.

Sorcerer's Apprentice has already resulted in a good number of new machine sales, and those buyers have all requested more than one playfield. Our next game releases will drive a lot more new machine sales, and most of those customers will buy multiple playfields too. There's value in us (Multimorphic) developing new content for Lexy, and there's value in 3rd parties doing the same.

I know a bunch of podcasters look at our current growth and conclude it doesn't make sense to create new content for existing playfields. Short answer: they're wrong. Longer answer: They want to create drama and have you listen TODAY (and/or they're just blind to the business model). We're more interested in building a business that continues growing for well into the future. As I've said a bunch recently, every other pinball company *needs* a lot of people to buy every new machine they make. We don't. We'd be happy with a modicum of people buying P3s with every new release and also adding other games from our library. Win-win. It's a totally different business model; it feeds itself. If we come out with a game that drives high-hundreds or thousands of machine sales, even better... for everybody.

And another thing Cheeks has right: Lexy is a great game. Some of the most common emails I get from new customers are variations of, "I didn't realize how great Lexy Lightspeed was. I'm really glad I bought it." Lexy is a game that stands up well against any new game from anybody... and it's a $2500 add-on. The value proposition of CCR is also fantastic (especially with Sorcerer's Apprentice). The value proposition of the P3 is general continues to grow by leaps and bounds.

<Marketing hat off. Back to work.>

- Gerry
https://www.multimorphic.com

1 week later
#214 2 years ago

lol, yeah, shatz.

To be clear, though, the new game won't require it, and you can get to the lane rollover by hitting a ramp (Yes, the game will have ramps!!!). It's just fun to try to shoot up the opposite inlane.

- Gerry
https://www.multimorphic.com

2 months later
10
#234 2 years ago

ASAP sounds so much better than "some time in the nebulous future"! But seriously, this is our first licensed game, and we'll announce it as soon as everything's ready (and allowed to be announced). I'm pretty sure I didn't even start using the word "soon" until recently, but now I feel comfortable with it... whatever "soon" means. To avoid any immediate suspense, it'll be longer than "2 weeks". That said, we have a bunch of other things to announce too, some of which will be "sooner" than "soon".

Judging by the number of people who asked me what the theme was at Pinball Expo and the Houston Arcade Expo, there's a lot of enthusiasm for the announcement. The growing momentum for the P3 and what we're doing is amazing. We can't thank you all enough.

One thing I can say for sure, despite how many other people have told me "it's ok to do it if it makes sense for your business", there will be no line jumping. Yes, some distributors will get machines before some direct-order customers but that'll only be because the distributor orders were earlier in our queue. We always have and will continue to process orders as they're received. We hope and expect people to love the theme, and we certainly understand people who want to wait for it before deciding to order. If, however, you want to get in the queue early, there's little risk ordering a P3 now. Our current $1k deposit is all we'll take until your machine is on the line. At that point we'll ask for your final list of playfields and then final payment, and since our current order queue is 4+ months... If for some reason the new game isn't shipping by then, you'll no longer need to wait behind new machine orders. We'll be building new customer machines/playfields and playfields for existing owners in parallel queues and parallel assembly lines. Ownership has its privileges.

Hit me up with any questions.

- Gerry
https://www.multimorphic.com

#238 2 years ago
Quoted from solarvalue:

Hmmm...so the game is coming "soon", soon > 2, sooner < soon. Got it.

Two trains leave the station at the same time. One is going fast. One is going faster. When will they arrive?

- Gerry
https://www.multimorphic.com

#241 2 years ago
Quoted from Goyomex:

You've failed to answer the most important question Gerry......
What about the topper ?

The best non-answer I can come up with is... you have strange priorities.

- Gerry
https://www.multimorphic.com

#248 2 years ago
Quoted from solarvalue:

Leaked drawing of P3 topper:
[quoted image]

That's not a topper. That's a rear-mounted playfield swapping robot arm. We're working a ceiling-mounted full-size version to load/unload freight trucks without a forklift.

- Gerry
https://www.multimorphic.com

#251 2 years ago
Quoted from Rdoyle1978:

That's an actual MM patent! I thought the whole time it was a joke referring to those arcade crane games

Nah, it was a joke. That's not our patent. We did joke about a life-sized Heist crane for factory work though.

- Gerry
https://www.multimorphic.com

3 months later
45
#445 2 years ago

Well... wow... so far the response has been amazing. Thank you to everybody for your enthusiasm for what we're doing and for this game. If you love the theme as much as we do, you're in for a treat! And yes, it's a dream theme for a few people on our team, and judging from emails we've gotten, a bunch of you too.

Quick note about ordering... the reveal yesterday was just a theme reveal for us and our partners to gauge interest. The full game reveal will happen soon. Orders will open after that. Everybody who wants this game will get an equal chance when orders open. If you want, send us or your favorite distributor a message saying you're interested, and you'll likely get on a contact list. We're working on final distributor allocations and will make sure there's a fair availability across parties. Until then, just hang on a bit longer. Nobody should be taking deposits yet. Soon!

- Gerry
https://www.multimorphic.com

39
#744 2 years ago

Can't thank everybody enough for their enthusiasm. It's been over 2 days since the full reveal, and we're still getting bombarded by inquiries. Al shared the launch video with all of his followers... over 350k views, thousands of comments, and a ton of interest from people both in and outside the community. Incredible.

Orders open on Monday. Check out the instructions here: https://www.multimorphic.com/p3-ordering-instructions/. We're handling order requests in email, all received after 9am Central Time will be processed in order. A week ago we honestly didn't know what to expect. If a fraction of the interested folks turn into orders, we're going to be busy for quite a while.

Thank you again. We're beyond excited to get these games into people's hands.

- Gerry
https://www.multimorphic.com

28
#850 2 years ago

Holy moly... we're replying as fast as we can... IN ORDER. Still working through the 9am on the dot emails. No time to read anything above.

If you emailed - we have it. We made sure the server could handle almost anything. We'll reply soon.

- Gerry
https://www.multimorphic.com

#927 2 years ago

gunstarhero, I PM'd you a couple of hours ago but haven't heard back yet. Please PM me your real name and email so I can check against our records.

Everybody: Sincere thank you for your excitement around this game. We're still working through orders - probably will be for a while longer. I'll look forward to checking in with y'all tomorrow and talking more about the game.

- Gerry
https://www.multimorphic.com

43
#1056 2 years ago

Ahh, jwilson knows how we got started... working with a contract manufacturer for the first year of P3 shipments. That helped us get our feet under us before we moved into our own space in late 2018. The best part of working with the CM was... that's where I met my wife! Sarah was their purchaser and inventory manager, and now she's our purchaser and inventory manager, in additional to many other roles. Many of you have probably chatted with her in the last few days.

We've now got a handle on our production estimates for orders received so far. Look for emails later today.

- Gerry
https://www.multimorphic.com

17
#1084 2 years ago

LE Kits don't affect build order. We have 2 queues... new P3 orders and orders for just game kits, and we'll be processing orders from both queues in parallel and in the sequence orders came in. So existing customers don't have to wait behind new machine builds just to get a playfield.

- Gerry
https://www.multimorphic.com

22
#1172 2 years ago
Quoted from RC_like_the_cola:

He said the company's new multi playfield discount will be 5% off additional playfield modules (of equal or lesser value) that are part of the same order.

This is correct, but only when ordered with a machine. And to hopefully avoid confusion with people who were already in our backorder queue, those who placed orders when different bundle pricing was active will still get that old bundle pricing (because it's better for them).

We'll contact every person when their machine or game kit is on the line and ask if they want to adjust the game kits / accessories that they want with their machine. Then we'll invoice for the adjusted balance. So if you have a machine on order and later decide to get more game kits shipped with the machine, you'll still be eligible for the discounts. Everything locks in when we send the final invoice.

- Gerry
https://www.multimorphic.com

1 week later
21
#1249 2 years ago

HUGE thanks to Kevin Manne for putting this stream together. We all had a great time (especially watching Kevin eat that Twinkie Wiener Sandwich), and it looks like the game presented really well.

It's hard to explain how much work has gone into this game so far. A lot of people poured their lives into it over the last year. We really wanted to present a mature game at launch, and I think we succeeded. There's still work to do, but even the first people to receive their games (the first customer shipment is already on the way) will enjoy a rich experience with really deep code.

Quoted from NashtyFunk:

Watched the stream. Really impressed by the code, animations and music, as well as overall execution.

Thank you!

Quoted from NashtyFunk:

I'm a little concerned about the flipper strength and some of the long shots. Is that a valid concern? Is the coil strength adjustable? Seems like some of the shots are really tough to hit.

No need to be concerned. We had no problems with any of the long shots on the game, and the flipper power was set to 24 of 30. The only exception was the spiral ramp, which was unfortunately due to a software glitch that happened early in the stream that caused one scoop to be a bit high and make the ball hop a bit on its way to the spiral. Since Kevin hit it cleanly on *every* skillshot attempt during the team game, we didn't readjust it, but we should have. And, we've already put in a fix for the issue. The spiral is a dream to shoot when the scoop isn't too high.

Quoted from NashtyFunk:

I'm looking forward to playing at TPF. If there was one more licensed theme I was really into, I feel like I'd have to pull the trigger on one.

Fair warning, the build queue has already grown since launch day. If you think you'll want a machine down the road, best to get into the build queue as early as possible. We'll continue growing our MFG presence to try to keep up with demand and shorten the lead times, but knowing what we have in the pipeline, I wouldn't expect interest to lapse. Also, we only ask for a deposit up front and no additional payment until your machine is on the line.

Quoted from NashtyFunk:

Thank you, follow up question. Do the upper flippers utilize a separate button? I just noticed they didnt fire at the same time as the lower, is that from smart ball tracking or utilizing one of the 2 other cabinet buttons?

There's a software option to configure it either way. All flippers can fire with the same button, or you can have the upper 3 flippers on the white buttons and the lower ones on the red buttons, which is how it was configured on the stream (and how many of us prefer it).

- Gerry
https://www.multimorphic.com

#1256 2 years ago
Quoted from MrMikeman:

Hey gstellenberg some of us are wondering if we can buy the cab lights as an add-on to our orders? (chaser lights as seen on the heads up games in the background in the stream)?

You will be able to, yes. We've been so focused on getting the game ready for release that we haven't sorted out all of the logistics related to the speaker and cabinet lighting. They will both be available as upgrades, installable by us at the factory and/or shipped separately as an upgrade kit. As of today, WAMONH is the only game with code to drive the speaker lights, and WAMONH, CCR, and CL have code to drive the cabinet lights. We'll add code to other games as time permits and based on interest.

Quoted from rockrand:

Can you change the flipper button configuration on heist?

You will be able to with the forthcoming release that adds support for the flipper upgrade kit.

- Gerry
https://www.multimorphic.com

11
#1286 2 years ago
Quoted from 6S3NC3:

You hit this one out of the park IMO. I cant imagine if you are a Weird Al fan how you must bee feeling right now.

Thank you! We've gotten a lot of messages from huge Weird Al fans congratulating us on the theme integration. The team's incredible efforts have paid off. We hope the game will create more fans too. We all know the iconic parodies, but he has so many fantastic original songs too.

Quoted from Cache_Money:

Gerry,
As an excited will be P3 owner, I am interested to know if you plan to add a second table to the Weird Al module / allow for third party dev. Will either of these be inhibited by being an existing IP?

We won't reveal our internal plans other than to say we're committed to providing the best gameplay value for your money in the industry. We love knowing that each playfield module supports more than one game.

Yes, 3rd parties can develop games for the playfield. They obviously can't use anybody else's IP without their own licensing deals, but they can create new gameplay content (software) for the physical playfield. All 3rd-party games are also subject to Multimorphic approval. We encourage 3rd parties to check in with us early in their process to discuss content ideas. Best to be on the same page before getting too deep into dev.

- Gerry
https://www.multimorphic.com

#1294 2 years ago
Quoted from twenty84:

Thanks, how tall is the machine? From the pic it looks like the the back box may be a little shorter than Sterns.

About 75.5" from the floor to the top of the backbox.

- Gerry
https://www.multimorphic.com

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#1317 2 years ago
Quoted from punkin:

Why would you put more in?

Because you might have another game that needs more than 15. Games will still work fine if more than minimum are installed.

We install 17 for Heads Up so the game has balls staged and ready to go even at the rightmost VUK when 4 or more are on the playfield.

- Gerry
https://www.multimorphic.com

#1321 2 years ago
Quoted from oldbaby:

The "shoot ticket counter to leave mode early" thing seems dubious to me. A tournament player would wait out the timer to avoid the risk of making an unnecessary shot, and a casual player would not enjoy shooting the shot accidentally and then being forced out of the mode. It's possible I've misunderstood something.
To be clear, there's a lot of stuff I like about what I've seen so far.

The exit is generally enabled only after completing some set number of shots, like saving 3 patients in Like a Surgeon or collecting 3 items in White & Nerdy. There are other pretty good reasons to stay in modes too. The exits just make sure you aren't stuck in a long song if you want to work through the game quicker and/or experience other songs.

There's a lot of playing experience on our team. Everybody will have their own opinions about the rules, but we put a LOT of thought into them, and we'll continue tweaking anything that turns out to not be as fun as we hoped.

- Gerry
https://www.multimorphic.com

1 week later
22
#1377 2 years ago

HUGE thanks to everybody for their support and interest in this game and the P3. We're back from TPF, where we had an absolutely fantastic time. The booth was PACKED throughout the show, and lines to play WAMONH were constant and long.

So many people came up to me during the show with excitement for the game, great feedback, and support for our efforts and progress. I'm humbled by the enthusiasm and proud of our full team for continuing to push the boundaries and doing their best to deliver amazing experiences.

We just posted a new news article to our site with an update and a bit of status information. Check it out here: https://www.multimorphic.com/news/texas-pinball-festival-production-update-and-flipper-upgrade-kits/

Thanks for everything.
- Gerry
https://www.multimorphic.com
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3 weeks later
17
#1400 1 year ago

We've shipped a few NIB WAMONH machines so far, and that will accelerate over time as we bring more people on board. Generally speaking, each batch of parts will go half to existing P3 owners and half to machine buyers.

- Gerry
https://www.multimorphic.com

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1 week later
23
#1407 1 year ago

Woohoo! We never expected them to make a film in support of the game release!

- Gerry
https://www.multimorphic.com

3 months later
16
#1576 1 year ago
Quoted from Sjsilver:

The old backbox needs a new board to interface to the toppers. It's a little delayed, but it's coming!

Quoted from AMSNL:

Are those a free upgrade to old p3 users or is that a extra buy option?

Free, which is why is hasn't been advertised. We expected to just ship it with the topper kit, but since it got delayed, we should be better communicating that it'll come later.

- Gerry
https://www.multimorphic.com

1 week later
22
#1598 1 year ago

Get ready for Running With Scissors!

1.0.0.0 is now released. Check it out tonight with Buffalo Pinball, live at 8 p.m. Eastern: http://twitch.tv/buffalopinball

1.0.0.0: 08/29/2022
- Added Running With Scissors wizard mode!
- Running With Scissors deserves more than one bullet
- It's a game within a game with its own strategies and risk/reward scenarios
- There. Is 4 bullets enough?
- Enabled replays
- Added GameAttribute to determine the replay award (currently credit or points)
- Added scoring multiplier text to the Al-pad, backbox, and apron LCD area. It's based on the number of shirts collected.
- Now use curtains in attract mode and at start/end of ball
- Changed priorities of songmode's scoops (For things like MS and VIP) and Harvey's dim grass and active scoops so that Harvey's dim grass doesn't override the mode's active scoops
- Removed outer loops as answer shots in Word Crimes to avoid having to shoot a wrong answer to stage an upper flipper for a correct answer
- Added red-fading lightshow to right ramp sign lights to indicate active magnet cooldown
- Added lighting of outer right loop insert when the ramp is lit, as the ramp blocks the loop, and the insert is visible through the clear ramp
- Added more voice callouts!!!
- Changed intro cancellation to both red buttons instead of just one button
- Changed both backbox and playfield mode indicators to more clearly show which have already been played

Enjoy!
- Gerry
https://www.multimorphic.com

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#1601 1 year ago
Quoted from Skipnatty:

How are we going to watch this on Buffalo tonight when we know Kevin won't be getting there :kappa:

- Gerry
https://www.multimorphic.com

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#1610 1 year ago
Quoted from SantaEatsCheese:

You're selling past the close! I already ordered a Weird Al LE (and 2 extra modules) as my 2nd NIB pin. I can't make my pin get here any faster and you're not helping!

Ah... you want us to stop making things better because we already locked in your order? Sorry - we try to listen to customer requests, but this one goes completely against who we are!

Quoted from rockrand:

How do you get the save point?where is it located?

It's in the Feature Menu, available in most of our games. Hold down a red flipper button and hit start either during Attract Mode or while launch is pending. Change to a profile. Then bring up the menu again, and you'll have the option to Save a game. If you do this at the start of ball 2 or 3, you can save that games progress. Then when starting your next game, the same menu will present the option to restore one of those saved games.

A while back we added the ability to set a default profile (in the same Feature Menu). If you do that, every time you hit start, it'll have you playing as that profile. Then it's fewer button presses to save or restore a game.

Quoted from reffob:

Can't wait to get mine. I've played on location and it's an absolute blast. Kudos to Gerry and team.

Fantastic. Thank you!

- Gerry
https://www.multimorphic.com

4 weeks later
27
#1635 1 year ago

Al had better hurry up and get home from his tour. Suzanne's going to own the high score table!

- Gerry
https://www.multimorphic.com

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#1650 1 year ago
Quoted from Jediturtle:

I thought the earliest shipping estimates (from Al launch day) were initially October? So that would put us into December then?

Yes, that's accurate. Well, we *have* slipped a couple more weeks as expected (see below). Hopefully we start to catch back up before the end of the year, but that's tough to predict.

Quoted from Jediturtle:

I was under the impression that anyone getting it earlier had a machine ordered prior to Al day.
No big deal either way...just curiosity and excitement!

That's also correct, with a partial exception being the first few machines to each distributor. Most distributors had allocation requests in prior to launch day (and every one revised them upwards after launch day). Full distribution blocks are distributed evenly across the entire order queue, well except for certain overseas distributors that prefer to wait for a large block at once.

Quoted from Rdoyle1978:

The August update that was sent out to the mailing list confirmed the 2 month delay, and added that there would be an additional delay of a couple weeks (not sure why, hiring?) then things would start ramping up even more.

Yeah, hiring. The job market is pretty nuts right now everywhere. It seems we go through about 10 people for every 2 or 3 that have a good attitude and desire to succeed at their jobs.

Quoted from Rdoyle1978:

I'm not sure if the one Weird Al received (#27) was actually the 27th machine built - most likely not.

27th machine? Hah! 27 is a special number to Al, so we made sure he got it. Otherwise, our serial numbers are generally random (with very few exceptions).

Despite how some will want to spin that, we're many factors higher on P3 machines and also higher on WAMONH playfields (which are split across existing machine owners and new machine shipments).

- Gerry
https://www.multimorphic.com

#1655 1 year ago

Note to self: don't share test machine pics with Zitt again. That machine has probably seen over 10,000 playfield swaps.

- Gerry
https://www.multimorphic.com

#1664 1 year ago
Quoted from Zitt:

Le artwork package and playfield for existing P3.
As Gerry stated, those were pics of of their production line. I shared it in my excitement

Enjoy the game! We'll look forward to your review.

Are you going to see Al in concert here in Austin this weekend?

Quoted from Shaker:

If Gerry is successful: In 10 years you will still be able to go to the Multimorphic website and order a new P3 and every (factory) play field ever made for it.

Unlicensed games for sure. Licensed products generally have well defined terms (length of time a manufacturer can sell the product). We're fairly unique in the industry in that future P3 game popularity will likely increase sales of existing games. So licensors have good reason to 1) license to us versus other MFGs and 2) allow a longer-than-normal term. That said, every license agreement is different, and there's no guarantee a licensed game will be available in the future. So if you see a title you like or you want to be in early for future titles, best to get in queue now.

- Gerry
https://www.multimorphic.com

#1676 1 year ago

It's time for another round of "submit your content ideas", this time for consideration for our next release of WAMONH! Specifically we're asking for fun / funny questions to add to the Word Crimes test. Guidelines are to keep them clean and relatively short so they fit on screen (A short single sentence question and answers no longer than a few words). The Multimorphic team has first approval rights, and Al's team gets final say.

Example:
Q: Wh0 should wr1t3 like th15?
Answers: "7-year olds", "Prince", "nobody" (<-- correct), "everybody"

And please highlight the correct answer (as shown above) just in case your question stumps us.

Please submit by replying here!

- Gerry
https://www.multimorphic.com

#1682 1 year ago

Definitely makes sense to keep the questions relevant to the song. So we'd probably stick with word play and an occasional inside joke.

Max_Badazz's first set of ideas reminds me of the tv show Idiot Test.

- Gerry
https://www.multimorphic.com

1 month later
#1714 1 year ago
Quoted from mbelofsky:

I guess when it comes down to it, you need the perfect flip to get up the loop ramp and I’m just not that good yet.

One of the things we specifically playtest on every new machine with WAMONH before it ships is smooth and reasonably easy completion of the spiral ramp from the left side target flipper. It only passes the test if a good shot exits the top of the ramp with momentum. Yes, it does take an accurate shot, and we've definitely had a lot of practice! If perfect shots don't make it up and exit the ramp with speed, there's likely an adjustment to make. We test at 6.5 degrees.

Quoted from mbelofsky:

And after I played a few games, the ball got stuck at the top of the movable ramp entrance (which never happened at 7 degrees).

The ramp positions are adjustable in Settings -> Mechs -> Diverters. You might need to change yours by a few ticks to make the interface perfectly smooth. This is true for the other diverters in the game too. The positions of the diverters might be slightly different due to different power levels, left-right level, front-back level, etc differences between your location and our factory test environment. You can tweak the settings in the Diagnostics app and immediately go into the Playfield Module tests, move the spiral ramp up and down, and roll a ball (or manually place it) to see if it still gets hung up.

Since the interface between the ramp and the spiral wireform isn't perfectly smooth for you yet, that would also affect the ease of completing the shot.

- Gerry
https://www.multimorphic.com

#1717 1 year ago

Sounds like the balls were jammed entering the staging coil. There's a mechanical adjustment to make to eliminate that (shifting a bracket with slotted mounting holes to mate perfectly with another bracket). See the support wiki for detailed instructions. That said, even when not perfectly adjusted, that jam should be extremely rare, and you can usually resolve it by going into Diagnostics -> Coils and manually hitting the vukDrain coil a few times quickly.

Quoted from mbelofsky:

In the down position, the flap at the ramp entrance is slightly lifted and a ball will get stuck at the bottom of hot lightly.

That can happen, yes. The springsteel isn't firmly attached to the static and moving parts of the playfield & ramp (so that it can slide to accommodate the movement) and therefore can get biased up a bit. A ball won't get stuck there unless it's a super slow roller (super rare) or bounces back from a hard side loop shot. Ball search will run and release it.

Quoted from mbelofsky:

At 6.5 degrees, the ball gets jammed behind the switch right below the bumper at the top left. I had to gently pry it out. [quoted image]

I think we've had one report of that before. Could be a side-to-side level issue, or it might just be the switch bracket needing to be adjusted (which it sounds like you did to resolve it).

- Gerry
https://www.multimorphic.com

13
#1750 1 year ago
Quoted from P1nhead:

Sure is... but MM informed cointaker that it was on the line and about ready to ship when it clearly wasn't.
I don't mind waiting for a quality game, I'm just tempering expectations of others that think early weird al buyers should start to see shipments. They are still backed up it seems.

This isn't true. It currently takes a machine 2-3 weeks for production between time of paid invoice to boxed up on our dock, sometimes a few days less, some times a few days more. It doesn't take anywhere near 2 months to fulfill a fully paid order.

I don't know the specifics of your order (or your name), but I'll reach out to CT to find out the source of the confusion. Probably some cross signals somewhere. We'll get to the bottom of it.

- Gerry
https://www.multimorphic.com

1 week later
#1794 1 year ago
Quoted from mbelofsky:

I have not looked but would be nice if there were a way to log in as me and have the buttons set to be separate, but when others play, they use one button for both flippers.

Not only would it be nice, it IS nice. Yes, you can do this. Player profiles have access to the flipper button setting. You could either set a profile for YOU with the separated buttons and set the machine to use the combined buttons by default, or you could do the opposite. Just be aware that the main operator settings menu (accessed in attract mode via coin door open + launch button) sets only the default settings. Profile specific settings are changed through the feature menu (In attract mode: hold flipper and press start -> Manage Profiles)

On my personal machine, I like to set up a Gerry profile and set the option to start games with that profile by default. If somebody else wants to play, they can either start with a different profile or play under mine, it doesn't matter to me. Houses/Locations with lots of other players might not want to have the game automatically start with a profile, though. So feel free to set your machines up in whatever way works best for you.

- Gerry
https://www.multimorphic.com

1 week later
#1808 1 year ago
Quoted from Rdoyle1978:

But the ramp goes back up almost immediately, and before the timer expires.

It does this if it thinks it didn't get all the way down. So either a ball or something is stuck under it, or more likely in your case, the down switch needs a slight adjustment. You can test the functionally in Diags -> playfield module. If you tell the ramp to go down, it should stay down. If it goes back up and then triee again later, it's the switch. The switch is easy to adjust.

https://www.multimorphic.com/support/projects/customer-support/wiki/WAMONH_Right_Lift_Ramp

- Gerry
https://www.multimorphic.com

1 week later
#1863 1 year ago

Settings -> Mechs -> Diverters -> CameraSweepServo [Left/Center/Right] position. Ball should enter via the center position.

It's easiest to change these in Diagnostics and immediately test via the Playfield Module test. Highlight the "Camera Pan" box and activate it to cycle between the 3 positions. Center is the position that should accept balls. Launch out a few balls and put them on the wireform to test that they make it in. Once in, you should be able to "Eject" by activating the "Camera Face" object in the same test screen. Note - the code won't activate the eject coil unless it thinks there's a ball in the camera. You can alternatively release balls by sliding a finger under the camera and pushing the release tab. Coil Test -> Camera Face will also pulse the coil (but possibly not long enough to release a ball).

For any/all WAMONH servo-related questions, visit our support wiki page about them here: https://www.multimorphic.com/support/projects/customer-support/wiki/WAMONH_Servos

- Gerry
https://www.multimorphic.com

#1866 1 year ago
Quoted from clempo:

Is the topper API open sourced? Can a new third-party game control the Wierd Al topper eventually?

p3.SpecialLEDFeatures["speakerPanel"].SetIndividualElementColor(CONTINUOUS_MOVEMENT_INDEX, 0xFF);
p3.SpecialLEDFeatures["speakerPanel"].SetIndividualElementColor(STOP_MOVEMENT_INDEX, 0x0);
ledScript = LEDHelpers.OnLED(inst.p3, ledScript, topperColor);

Done. No special code needed.

Quoted from PfRedflyer:

I was thinking about modded toppers people have made over the years and considering how modular the P3 is, do you guys think Multimorphic would be open to coding the topper from WAMONH to do little things in past or future games?
It could be as simple as just a reaction during a super jackpot or maybe playing the accordion alongside a sound cue.

The topper already does things in response to various lightshows in other games. Will we write explicit WAMONH topper code for older games? Never say never, but it certainly wouldn't be a priority.

- Gerry
https://www.multimorphic.com

#1868 1 year ago

Yes and yes. The topper features are just mapped to backbox LED circuits under the "speakerPanel" group. I'll defer more answers until we officially document. Was just showing it's easy and doesn't require the WAMONH module driver.

- Gerry
https://www.multimorphic.com

#1875 1 year ago
Quoted from Seraph:

Curious: How far off was this from the original shipping date quoted to you in March?

8 weeks. The delays for machines are currently oscillating between 8 and 10 weeks. They'll probably bump up another week or two when we process a deferred overseas batch. Then we'll bring them back down again if we successfully continue our volume ramp.

- Gerry
https://www.multimorphic.com

#1887 1 year ago

The HF lift tables are great. We use them all the time. Put on front legs, tilt the machine over onto a lowered HF lift table, and raise it up. Pretty easy one person job IF you have that lift table. Reverse order for packing it up.

- Gerry
https://www.multimorphic.com

#1892 1 year ago
Quoted from madscientist101:

Hey Gerry why don’t you make a simple “ball eject “ in menu for P3? 1st game ever I had to actually take time and figure out how to remove the balls! It’s not a standard machine where you can open the coin door and remove the balls. I sent you a email actually on this the other day that never got answered yet I see you have time to respond here.

Ah! I see it in my inbox. Received 21 hours ago - I'm slipping. (For future reference, definitely include [email protected] when asking technical questions. More eyes = better chance of getting an immediate answer.)

With most playfields, you can launch out all balls in Diags -> Under Playfield test. Your question was about Heist. That one stores a ball under the casino building. To kick that out, you can go into the Playfield Module test and launch a ball to highwire wireform to clear the casino building. Since the Casino stager is the leftmost feature in Heist, you might need to do that a few times to get any remaining balls out.

- Gerry
http://www.multimorphic.com

#1908 1 year ago
Quoted from Max_Badazz:

Servo...game is brand new. I should have the latest code but I can double check

Please also install the latest version of the Launcher app. We added some global settings to it that'll help resolve any remaining servo randomness. The latest Weird Al code makes it better. The latest Launcher has fully resolved it even on stubborn machines.

That reminds me. I need to prepare a holiday email blast!

- Gerry
https://www.multimorphic.com

---

Launcher
Release Notes

2.4.4.1 (11/23/2022):
- Added global fix for periodic unintended wall/scoop servo movement in various other apps that was affecting some customers with P3s built between Sept-Nov 2022.
- Added support for selecting translites from installed Asset Packs to the backbox image operator setting (per app)
- Fixed an issue where the number of elements in the carousel would increase when exiting the "Earlier Versions" folder

#1911 1 year ago
Quoted from Mr68:

I realize the letters K and M are in the middle of the alphabet, but feel free to put me in with the A's.

Bah, I have it on high authority that you don't check your emails.

Seriously, check your email... from Sarah... from a week or so ago. Maybe check spam? Or PM me.

- Gerry
https://www.multimorphic.com

#1913 1 year ago

Thanks for the vids. That isn't what I thought you were describing. The software changes won't fix that! It's likely a bad servo or a bad driving circuit. Please try swapping the servo cables with its neighbor and see if the problem stays on scoop 3 or changes to its neighbor so we know what to replace. You can email us the results at [email protected]

You'll need to pull the playfield and the pans that cover the boards to get get access to the scoop cables, but you can power up into Diags and test (as shown in your videos) with the playfield installed. If it's just that one scoop and you want to do your game night before it's resolved, you can just disconnect that one. The game will still be playable without the scoop rising. The only mode where it'd be slightly risky is end of germs, where there'd be a chance to shoot it through the unraised scoop.

- Gerry
https://www.multimorphic.com

#1921 1 year ago
Quoted from Rdoyle1978:

I really need to fix my right ramp, it never stays down (Gerry said it thinks it hasn’t deployed fully and hit the min value so it retracts). So I haven’t gotten to my Bologna very often!

https://www.multimorphic.com/support/projects/customer-support/wiki/WAMONH_Right_Lift_Ramp

Simple adjustment. Similar to adjusting our EOS switches. In fact, the ramp down position uses one of our EOS switch boards.

- Gerry
https://www.multimorphic.com

1 week later
#1985 1 year ago

Guys, please message us immediately if you didn't receive the signed translite. They're not back-ordered - should have been in your shipments.

I also just checked all of the playfields pending install in machines or shipment to customers, and all properly had the wireform above the top lane channel. Wondering if they're managing to sneak underneath it during shipping. That'd be surprising, but it'd be equally surprising that I'm not noticing the ball hop when doing a final playtest (as I still do on every machine that leaves the factory); so we need to figure out what's happening. I don't recall any reports of this prior to the 2 above.

- Gerry
https://www.multimorphic.com

#1989 1 year ago
Quoted from PinballTilt:

That's the problem with the wireform being over that lip, creates a ball trap on balls that barely make it up the spiral. Happens about once every other game to me and have to almost tilt to free it

The top lane (exit path from spiral) goes downhill to the left. So the wires being on top should not create a ball trap. Weak shots that don't reach the end of the wireform (the apex) should fall back down the wireform. Shots that make it off of the wireform should fall to the left over or into the top lane diverter. There's a sliver of gap between that top lane diverter and the edge of the diverter cutout that a slow moving ball can rest on, but ball search should clear that. If it happens a lot, you might need to adjust the software settings for the diverter "down" position a bit.

I just manually pushed a ball up to the apex of the spiral with the tip of my finger, and I couldn't push it over the apex slow enough to get it to settle into the cutout. I'm not sure it could ever get stuck on this machine/playfield. If it happens naturally, it should be exceedingly rare. Feel free to send pics of yours when it gets stuck. We can probably identify what needs to be tweaked.

- Gerry
https://www.multimorphic.com

#2030 1 year ago
Quoted from Rdoyle1978:

doesn’t send you to the correct page from their main site

Re: support site. I believe we fixed this a couple of weeks ago. It should take you to support's "Home" page now instead of the issue summary. It still won't redirect to a clicked link after logging in, but now the Customer Support Resources are easy to find.

- Gerry
https://www.multimorphic.com

2 weeks later
#2082 1 year ago

The 3 biggest variables in spiral ramp shots:

1) Walls/Scoops being level/flush. The down positions can be adjusted mechanically
2) The spiral ramp is flush with the wireform entrance when in the up position. This is adjusted in software with diverter settings.
3) The ball fed from the left orbit is staying against the rail as it approaches the flipper and isn't getting kicked out from the rail at all. Any diversion is typically the interface from the upper playfield guide to the side target guide not being smooth. You can adjust this manually by slightly bending or twisting the rail to align it perfectly.

If all 3 of those interfaces are smooth, the ball should make it up the spiral without too much trouble. You still need a well-aimed shot though.

- Gerry
https://www.multimorphic.com

1 month later
16
#2198 1 year ago

Don, I guess you didn't try my suggestion to use a variac to increase your low wall voltage? Could have been a $50 fix. I'm sorry we wouldn't do custom coils for you to attempt to overcome the low power, like you said you did for your other machine (STTNG?)

Yes, same button setting will weaken the performance. We much prefer separate buttons, but regardless, machines with the same button should have plenty of power... spiral and right ramp should both be no problem regardless of the setting.

And as discussed in email, the original stream definitely did have issues making the spiral. No argument there. Like I said in the email, we didn't want to stop the stream to fix a scoop issue that was causing the ball to hop. The show must go on! Unfortunate to happen on stream, but that can happen in a live show. There are any number of videos that show it's not a systemic problem. If anybody else has trouble making the spiral, there are a few things to tweak to get it dialed in, but it's a beautifully smooth and rewarding shot - one of the best in pinball, IMO.

Sorry you didn't enjoy the machine, Don. Moving it on to somebody who will enjoy it sounds like the right move!

EDIT: and the lower buttons (yellow) aren't used in WAMONH. It's just 4 (2 red, 2 white). The left white button controls the mezz flipper regardless of the setting for the side target flippers.

- Gerry
https://www.multimorphic.com

16
#2200 1 year ago

My last post on the topic. Again, I'm sorry you didn't enjoy the machine.

- Gerry
https://www.multimorphic.com

image (26) (resized).pngimage (26) (resized).png
10
#2206 1 year ago
Quoted from Juzam85:

I'm the one who bought Don's Weird Al machine.I've been a Weird Al fan since childhood, and this will be my first pin in my home. I'm so excited, I can't wait for it to arrive next week!

Fantastic. I'm glad to see it going to a big Weird Al fan!

Quoted from Juzam85:

Gerry, thanks for the advice about the voltage. I just tested and have 124V coming out of my outlet, so maybe that will help with the flipper strength.

Nice - if you have any problems with the ramps, it won't be due to power! First two things I recommend you do are disable the same-button setting and turn down all of the flipper strengths (in Weird Al attract mode, open coin door, hit start to bring up the operator menu, and close the coin door. Navigate to Settings -> Mechs -> Switches and turn off both one-handed play and the white button setting for all flippers. Flipper strengths are in Settings -> Mechs -> Coils). Better to start low and slowly raise them than to fire a ball through the backpanel of the machine.

Quoted from Juzam85:

Additionally, Gerry thank you for making the P3 machine. I don't have a lot of room in my house for pins, so the innovative space-saving nature of the P3 is perfect for my use!
I also love to sew innovation in pinball. Revenge from Mars in one of my favorite tables, and I've been waiting to see a modern integration of video and pinball. And then came the P3!

Sounds like you're one of the people we had in mind when we starting designing the machine. We hope you ENJOY IT!

If you have any issues at all, any number of us can help. The first place to go, though, is the multimorphic support page. There are lots of how-tos for usage, maintenance, and troubleshooting, including the P3 Learning Series videos that all new P3 owners should watch through at least once. The P3 does a lot more than a traditional machine, and to do that, it's made a bit differently.

- Gerry
https://www.multimorphic.com

10
#2216 1 year ago

Oh sure... wait until I say I'm done with the topic and then get technical. You know I can't resist a good technical discussion!

Quoted from CaptainNeo:

The flipper issue is not due to lack of power.

Sorry, that's not true. Low wall voltage absolutely impacts flipper performance. V=IR is a good starting point, but it's much more complicated here because the loads are inductive, and the regulated power supply attempts to keep the voltage constant. What gives is the available current the supply can provide. Bump up the wall voltage, and the regulated supply can provide more current and therefore more power to the flipper. 9% more voltage will make an impactful difference.

Single button vs separate button obviously matters because the current is divided when circuits activate at the same time. You're right that delayed activation by any of the 3 means you suggested would help ensure more current to each circuit (especially important when chimp flipping, as you described). There are other ways to do it too, including LC circuits. Good mod opportunity for those deadset on single button play. Just consider the ramifications when there are additional features mapped to the secondary buttons and/or other P3 games that use the buttons differently.

The best option is just to play as the machine was originally designed... with separate buttons. Otherwise make sure your wall voltage isn't low, and don't chimp flip!

Can we put this to rest now? I should be spending my time on other projects that may or may not render this discussion entirely moot.

- Gerry
https://www.multimorphic.com

#2273 1 year ago

I'm literally sitting here right now with Greg, the developer of the Drink From The Firehose mode, and he confirmed what I suspected. The only difference in logic in DFTF versus the rest of the game is that the other flippers are disabled. So if using separate buttons for the upper flippers, it should be exactly the same. If using the same-button setting, it's likely even stronger in DFTF.

My guess is it's psychological. Ever watch KevInBuffalo try to hit the cross-town shot in the Big Final Heist? (Sorry Kevin)

- Gerry
https://www.multimorphic.com

#2292 1 year ago
Quoted from Frito539:

Am I right in understanding that Weird Al doesn't have the bluetooth speaker ability yet? It's not on the list of games with functionality, but it does have the option in the game. So, I tried it with the dongle they recommend in the support documentation. When I try to pair it. none of my bluetooth speakers show up. Just curious if there is functionality, the documentation hasn't been updated yet, and I'm doing something wrong or if WAMONH just doesn't have it yet.

Sorry - missed this question earlier. WAMONH *does* have support for bluetooth speakers (docs updated, as all new games have the support). A few customers have reported it not working, and we recently discovered why. It looks like some of the system files shipping on new machine were reverted to older versions unintentionally. You can update to the later versions by re-imaging just the OS portion of your machine. By just doing the OS update, you won't lose any of your installed apps, settings, or high scores.

Images are here:
https://www.multimorphic.com/support/projects/customer-support/wiki/Software_Updates#Re-Imaging-the-SSD

Instructions for installing are here:
https://www.multimorphic.com/support/projects/customer-support/wiki/User_Manuals_and_Technical_Documentation#Software-System-Recovery

- Gerry
https://www.multimorphic.com

#2294 1 year ago
Quoted from bemmett:

Is there an easy way to tell if we are on the old or new version?

Not the base OS files, no. We might tie that into the info section soon, but it's not there now. It looks like all machine shipments in the past few months have had the older files. This only affects bluetooth and the connection to the mini-displays in CL and LL-EE. Everything else works fine.

- Gerry
https://www.multimorphic.com

1 week later
#2337 1 year ago

Bonus points for humor for sure. Pretty funny read, especially from a super experienced pinball tech who apparently refuses to read the manufacturer's maintenance and troubleshooting resources or ask for help with a product he has no experience with!

Also, why bother checking to see if your most aggressive assumption is correct when it makes such a good story?

- Gerry
https://www.multimorphic.com

image (29) (resized).pngimage (29) (resized).png
1 week later
40
#2350 1 year ago

I would like to publicly thank d0n for selling his P3. The new owner seems to be loving it (and hitting the right ramp and spiral ramp without issue). Win-win.

- Gerry
https://www.multimorphic.com

1 week later
#2366 1 year ago
Quoted from paulbaptiste:

Multimorphic is aware and have an update coming out I'm told.

We know of one issue... related to the first scoring event after changing a profile with launch pending. If that doesn't fit your scenarios, please send logs and descriptions of what was happening when the game froze.

Also, please forgive us for being slower than usual to respond in the next few days. TPF, here we come!

- Gerry
https://www.multimorphic.com

2 weeks later
#2423 1 year ago

Team play will also put all non-profile players on the same team. So if players are labeled as "Player 1" and "Player 2" (because those players didn't select a profile), they'll be on the same team.

- Gerry
https://www.multimorphic.com

2 weeks later
#2462 12 months ago
Quoted from twenty84:

I had a day 1 order (invoice 1438) and haven't heard anything in the 14 months since I paid my deposit.

We commonly send out email blasts with the current state of things, and you should have received an initial email with your estimated ship date right after paying the deposit.

If you're not receiving the email blasts, PM me your email address, and we'll make sure you're on the list. We'll have a new email out soon. You're welcome to message us and ask for personal status too. Hard to guess by order day; a few hundred people were minute-1 orders.

- Gerry
https://www.multimorphic.com

2 months later
#2538 9 months ago

Random Friday 'did you know':

Did you know you can change the translite image that's displayed on the backbox LCD for WAMONH in both the Launcher app (app carousel) and in WAMONH attract mode? Standard Edition folks can choose between versions with and without the WAMONH logo. Limited Edition folks can choose between those and also the LE versions with and without (well, actually just a very small) logo.

The main reason for these options is to avoid logo overload for those of you with WAMONH speaker panels and/or toppers, both of which also have the logo.

The settings are independent per app:
Launcher: Settings -> General -> App Images
WAMONH: Settings -> General -> Translite Images

- Gerry
https://www.multimorphic.com

#2540 9 months ago
Quoted from MrMikeman:

But gstellenberg, did YOU know that we are now in July?

Thanks for that. I'm so deep in supply chain management (and a few dozen other tasks) every day that I forgot which month it is! Maybe it's FINALly time I RESIST taking on so mANy inCompletE tasks.

- Gerry
https://www.multimorphic.com

2 weeks later
#2557 8 months ago
Quoted from Jay_Killjoy:

Multimorphic has an article about the food opto. Hopefully this fixes it.

The opto is for the mezzanine loop, which awards spatulas during normal gameplay (and bologna during MyBalogna). That wouldn't be awarding extra food during normal gameplay, and since your machine is new, it should already have the mezz loop optos positioned per those instructions.

Since we didn't see that issue during final test, it's most likely something related to vibration during shipping. Two things that can award food that would change behavior during normal gameplay and MyB are:

1) The ball tracking grid that awards food via meal ticket rollovers (but doesn't play the nom nom sound until MyB is qualified). @bingopodcast's advice to check the Ball Tracking in Diagnostics will help identify spurious grid events. Maybe just be a piece of dirt or a wire under the side targets or something hanging a bit too low and intermittently blocking light.

2) The "hidden target" behind the diverter on the mezz. If the diverter bracket is rest against the edge of the target, vibration can cause spurious activations resulting in food collection. A simple change in the diverter software setting would move it a little farther away from the target.

Quoted from Jay_Killjoy:

Also there is apparently a loose ribbon cable on the side targets that I now have remove the playfield monitor to get to.

Simple quick fix - You can slide the screen and playfield plastic forward when in service position and access the side target from underneath and snug up the cable. You don't need to remove the monitor, but even that is a 60s process. It slides right out.

Quoted from Jay_Killjoy:

This seems like a lot of problems out of box.

Hopefully just 2 minor adjustments - unfortunate but it's pinball.

You won this in a raffle, right? That's awesome. We hope you enjoy it!

- Gerry
https://www.multimorphic.com

1 week later
#2571 8 months ago

Today's did you know...

Did you know the game was designed to play properly with or without the crossing wireform? With it installed, the wireform returns the ball to the right flipper inlane. Without it installed, the ball should return directly to the right flipper for a drop catch or on-the-fly flip (depending of course on the speed of the ramp shot).

- Gerry
https://www.multimorphic.com

#2587 8 months ago

RE Topper Crank: A number of people had failures with the original parts. The parts had pretty specific torque requirements to get enough bite without cracking the part. After understanding the failure, we changed the part specs (higher % infill and material change to PETG) and haven't had a report of a failure yet. Well, there was one report of the screw not being tight enough but no reports of a cracked part. The original (grey) parts should work fine if tightened the right amount. The new parts (yellow) have much more tolerance on set-screw tightness. We've replaced every report of a failed gray part (with new gray parts before we fully understood the failure and more recently with the better yellow parts).

RE WAMONH LE Asset Pack: The pack is tied to the machine in our database. If you're on WiFi, you can install via WiFi in System Manager. If you instead want to download the pack from the website and install via USB, your account has to be associated with the machine. New machine purchasers should email us with their Multimorphic account username so we can associate the machine to the account. For used machines, we need to complete the transfer from the old owner to the new owner (usually an email from the old owner approving the transfer), and then we'll get the new user assigned to the machine. Bottom line: If you can't download software for your machine, your machine probably isn't tied to your account.

- Gerry
https://www.multimorphic.com

#2590 8 months ago
Quoted from gunstarhero:

gstellenberg I am assuming this is not normal? [quoted image]

Please email support with a description of steps to reproduce. If you're just opening up the settings menu and seeing that, then you might go into System Manager -> Manage Apps -> Weird Al's Museum of Natural Hilarity -> Reset to defaults. Please do follow up with support, though.

- Gerry
https://www.multimorphic.com

#2595 8 months ago

Zip-tie in hamster wheel...

There are no instructions to cut the zip-tie because things will work 100% with the zip-tie installed. That's expected operation. Technical details follow.

If you want the ball to temporarily stay in the wheel while the lock animation plays, you can cut the zip-tie. There's a one-way bearing in that wheel that makes this work. It, however, is affected by machine setup and force the ball puts on the plastic. If the machine is set up too steeply (which some people want to do for difficulty or speed reasons), the bearing might slip in the wrong direction, keeping the ball in the wheel when it should be exiting. So if you cut the ziptie and it doesn't work well, add the zip-tie back. For the large majority of machines and setups, the zip-tie can be cut.

- Gerry
https://www.multimorphic.com

1 week later
11
#2609 8 months ago

When we started designing the P3, we made the conscious choice to design a complete machine that made sense to us. We rethought everything. If we're doing something the same way as other machines, it's because it makes sense to us. If the only reason to do something a particular way is because "that's how other machines do it" and/or "people are used to it being that way", then that's not good enough for us. I've always understood that some people wouldn't like all of our choices, and I'm ok with that, but everything we've done has had a ton of thought, discussion, and a logical conclusion behind it. Some of those choices won't change as we move forward, others might. Things and circumstances change over time.

Controlling lower and upper flippers with one button has never made sense to me. It still doesn't. Taking your primary means of control (lower flippers via buttons) and adding more actions to the same buttons is a bad design and results in bad gameplay. There's a reason video game controllers and any number of consumer devices have multiple buttons... because it makes sense to separate functionality, and it's not hard for most people to develop the dexterity to use them effectively over time. Most other machines chose not to add another button and instead added a switch stack for upper flippers. The staged switch events is good because it separates the inrush current needs of multiple coils. It's bad because it adds an independent function to an already used button, and it also does it in a way that introduces the very counterintuitive concept of upper flipper staging. But, most people are now used to that; so it's the standard, and that's fine. Lots of people ask for it, and the reason is almost always "all other machines do it this other way, and that's what my friends and I are used to."

I made one big mistake. I listened to some very vocal people who were complaining about the lack of single-button control of multiple flippers and gave the green light to implement the single-button option. It was a haphazard decision and the wrong one. We designed the P3 to separate the main flipper control from other functions (heck, we even put lane change on a separate button for all games that aren't explicitly using the secondary buttons for something else... and even for many that are), and adding the single button option has some caveats (basically all of the reasons we think they should be separate). We're likely to fix that mistake in future releases. Some are fighting pretty hard to sway us to keep the option, and most of those same people are also complaining about the caveats that come with single button use. That leads us to the following...

Adding staged flipper switches to the P3 is not an engineering challenge. The implication that we couldn't figure it out is interesting. It's not that hard. I think somebody posted a few weeks back how they did it. It can be done in many other ways too (slightly wider button boxes, lower profile switches, spring steel actuators and PCBs in the button box, etc). We (Multimorphic) aren't doing that because it doesn't make sense to us; it's a worse playing experience, and it's a terrible choice for wear on otherwise seldomly used devices. However, the button boxes are easily swappable, so you're not stuck with our decision if you want to enjoy all of the features of the P3 that other machines don't have without giving up one feature that others do have.

I'm sure this stance will be spun by some as evidence we ignore recommendations by current and potential future customers, despite us implementing hundreds of recommendations for undeniable improvements over the years. That's how it goes on the internet and people with agendas, and I accept it.

The good news for those of you who require flipper control to be exactly like other machines is that we have many 2-flipper games, including Final Resistance, and we'll have many more in the future. The P3 is a multi-game system with lots of games and lots of features. I'll never understand why some take a hard stance on the P3 when there's one feature or game they don't like. There's so much more to the system that they can enjoy, and there's a growing library of games that more and more people are enjoying.

- Gerry
https://www.multimorphic.com

#2615 8 months ago

Wow - a lot there. I agree with some of it (eg. better highlighting the use of the secondary buttons) and disagree with a lot of it, but I'm not here to debate opinions. If you choose to believe I'm a liar, stupid, and irresponsible, I won't try to change your mind.

Quoted from dpadam450:

I think there is something else going on why the left flipper cannot hit the right ramp.

Sounds likely. If the playfield is at 6.5 degrees, then I'd check wall power, flipper strength setting, EOS functionality, and right ramp magnet functionality.

- Gerry
https://www.multimorphic.com

2 weeks later
#2652 7 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

#2662 7 months 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

1 week later
#2665 7 months 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

2 months later
12
#2667 4 months 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
#2672 4 months 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

2 months later
15
#2681 71 days ago

Code update!

Weird Al's Museum of Natural Hilarity
Release Notes

1.5.3.0 02/07/2024
- Update the overhead/module lighting orchestration to dim when in attract/between balls
- Update settings to allow users (under guidance from support) to configure scoop timings to deal with ball count issues following scoop entrance
- Fixed a bug that could cause VERY large scores to lose some precision
- Fixed a bug that caused My Bologna sandwich height to be lost on subsequent starts of that mode within the same player's game
- Fixed a bug in MS introduced in the last version that would cause the open scoop to not move when hit outside of RWS
- Fixed a bug that would leave a spatula save "ticket" visible between the flippers under a specific sequence of events following a spuriously triggered outlane/grid event

- Gerry
https://www.multimorphic.com

WAMONH_SU_1.5.3.0 (resized).jpgWAMONH_SU_1.5.3.0 (resized).jpg
3 weeks later
#2690 50 days ago

Heard on the SFX request. I'll put it on the team's consideration list for a future update.

Co-op play...

Quoted from haiderdj:

I believe if you start more than one game with the same profile, they will be in co-op for shared progress and scoring.

Almost! You then have to enable "team play" from the feature menu. The feature menu is available before pressing launch. Hold down either red flipper button and press start. Then select team play. Everybody with the same profile name will play cooperatively, but even easier, everybody who isn't on a profile will play together. So if you just press start 4 times (or 3 or 2 times) and then enable team play, everybody will play co-op together (shared progress, score, etc).

- Gerry
https://www.multimorphic.com

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