(Topic ID: 240540)

Munsters. worst code ever? probably

By busa32927

5 years ago


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#901 4 years ago
Quoted from J85M:

To be fair most of those posts are who-dey

#902 4 years ago
Quoted from Thunderbird:

This is the kind of stuff I like hearing about, the subtleties of the game that draw the game and tv series together. That’s what we want, more of that.
Any more subtleties that you can tell us about?

Can’t think of many off the top of my head Thunderbird - obviously haven’t seen everything yet and there’s better players that would have seen much more. (Bear in mind that I’m talking about Premium/Le which is a completely different game to the Pro.)

But just Munster Madness for example, is a really deep mode in itself with multiple levels that combine both upper and lower pf’s really well.

There’s a second Herman’s Hurry up which is something about him breaking the washing machine. This is a perfect example of a “mode” that needs to be fleshed out.

Once you finish Spot, his timed super jackpots start which is a really cool right ramp to bash spot combo.

There’s a Super Super Skill shot (PreLe) that when you hold down both left flipper buttons means you have to hit the scoop, then it takes you to the lower pf where you have to then hit the upkicker. This also gives you a mystery which is usually quite valuable.

There’s a whole bunch of rules in the lower pf that make it really worthwhile playing.

There’s 2 complete mystery modes which really need to be bought into the main game - Midnight Madness and a Secret Mania.

On Premium/Le there’s Grampas Enlarging Ray mode plus Grampas Basement.
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Just to prove how shallow it is (sarcasm) here’s the complete rule sheet. Doesn’t even cover the lower pf properly which has its own set of rules:

Layout:

Left outlane - Standard. Can be lit for Special.
Dual left inlanes - Two inlanes, positioned similarly to where they were in Guardians of the Galaxy. The outer left inlane qualifies the right orbit for an Eddie loop, while the inner left inlane qualifies the right ramp for a boyfriend departure (yes, really).
Left target - A long target that covers the Dragula lane. Shooting it collects letters in DRAGULA, which increases the base value of the Dragula lane and qualifies Add-A-Ball during any Multiball round.
Dragula lane - This is a tight shot typically made by a lucky bounce. When the ball lands into it, it’s kicked out and goes around the left loop, typically heading to the right flipper (though weak shots may land in the bumpers.) A shot to the lane at any time will collect the base Dragula value (determined by the target), bonus multipliers, and a boost. It also collects Super Jackpot or Add-A-Ball when lit. Multiple balls can end up falling into this lane but there’s enough space for it to hold and kick out all of them.
Left orbit - Has a spinner at the front. Can be qualified for Eddie through the right inlane. The spinner increases the Jackpot value during Raven Multiball.
Left ramp - A long ramp that loops around Herman, goes behind the backboard, and feeds the left inlane. This is where Raven advances are collected and SPOT letters can be collected. At certain times, the ramp will raise, revealing…
Spot - The Munsters’ pet… creature raises under the left ramp at certain times during gameplay. It can be hit with the ball. Look out for the potentially dangerous feed from a direct shot to Spot from the right flipper - it’s generally safer as a backhand from the left flipper.
Herman - A bash toy that can easily be hit with the right flipper. Hitting it enough times will begin the Herman Hurry-Up. There’s also a magnet in front of the shot that can capture balls.
Kitty - A small target that next to the bumpers. Balls that hit the target typically either enter the bumpers or return directly to the flippers. Shooting Kitty when lit (by completing any level or as a Mystery award) will increase the playfield multiplier, along with other goodies - including potentially lighting the Special at either outlane.
Scoop - A scoop that can be made using the left flipper. If unlit this will increase the Super Jackpot base value by a small amount. Starts Enlarging Ray (on Pro) / Grandpa’s Laboratory (on Premium / LE), starts Munster Madness, or collects Extra Ball when lit. On the Pro, this is also the Mystery shot and can add more time when lit.
Right ramp - A ramp similar to the one on Tales from the Crypt, with a U-turn that causes the ball to feed the right inlane. Collects a boyfriend departure or advances SPOT when lit.
Right orbit - The other end of the orbit shot, this time without a spinner. Can be qualified for Eddie through the left inlane. This shot feeds the bumpers at certain times during play.
Top lanes - Two lanes above the bumpers. Completing both of them increases the bonus multiplier.
Bumpers - Three pop bumpers located behind the right ramp. The ball typically exits out of the right orbit return or directly towards the flippers.
Right target - Another large bar target that collects letters in “LILY”. During Lily’s mode, hitting the target will increase the value of each switch hit.
Right inlane - Only a single inlane. Qualifies the left orbit for Eddie.
Right outlane - Standard. Can be lit for Special.
Purple standup targets - Four small targets, one on both sides of both ramps. Hitting any target will start the ZAP! Button flashing for a short time. Completing all four targets and then hitting any target again qualifies the scoop for Enlarging Ray (Pro) / Grandpa’s Laboratory (Premium / LE), and qualifies the scoop for add more time (+10s) on the Pro if a mode is already active.
Grandpa’s Laboratory mini-playfield (Premium / LE only) - A mini-playfield sunken below the main playfield, similar to Stewie Pinball from Family Guy. There are two orbits, a ramp, a saucer, and a target called the Machine down here. The flippers on the mini-playfield are operated by two separate flipper buttons. The saucer collects Mystery, the ramp adds more time, and the orbits qualify the Machine.
ZAP! Button - A button on the lockdown bar in front of the machine. After hitting a standup target, this button will temporarily flash, and pressing it will allow you to charge up the Zap Meter. Charging up the meter enough will allow you to collect Zap Jackpots at any lit Jackpot shot.
The Display - There are various features on the display that experienced players can use to their advantage. These are:
Herman, Lily, Spot, Grandpa, and Raven - The four Munsters have “I” and “II” markings near them, which show which level you are currently at for all of them. If any character is Boosted, they will have a colored glow around them. Boosts are also shown through colored lamps next to the shots corresponding to each character on the playfield.
Super Jackpot Counter - A counter that shows how many Super Jackpots you’ve qualified at the Dragula shot. The “Super Jackpot” insert also provides visual cues by blinking faster if more Super Jackpots are available.
Combo Meter - A meter that keeps track of the Combos you’ve collected, which goes up to 11.
Playfield Multiplier Meter - A meter that keeps track of your current playfield multiplier, which goes up to 6x.
Zap Meter - A meter that shows your progress on qualifying Zap Jackpots by pressing the button. When the Zap Meter is at 5, Zap Jackpots will be qualified.
Clock - This shows the current Raven Multiball Jackpot value. It’s under the perch that the Raven comes out of. Every time the hour hand moves another hour by hitting switches during Raven Multiball, the Jackpot value will increase.
Notes: There are several features in this machine that I will address under certain names…

“Major shots” - This refers to the left orbit, left ramp, right ramp, and right orbit - all of which have inserts in front of them. These shots are also where Jackpots (and Zap Jackpots) are collected. On the Premium, the two lower playfield loops, Mystery, and Add Time are also major shots.
“Jackpot level” - Throughout the game, the color of the flashing inserts determines various things. The first “level” is white, then blue, then red. For instance, in Herman Multiball, hitting Herman three times increases the Jackpot value and changes the inserts from white, to blue, to red. This rule applies to almost everything in the game. Props to Dwight Sullivan for including this system for newcomers.
Skill Shots: There are various different Skill Shots on this machine, which can be changed using the flippers. All of the skill shots award a base value, +1 Bonus X, and a bonus dependent on how quickly you made the shot (timer starts at 10 seconds).

Skill Shot - Plunge into the lit lane. The lane can’t be changed, it is always the right lane - which means you have to either plunge lightly or hope the ball enters the right lane on its own. Short plunging directly to the right flipper and shooting the left ramp also scores a Skill Shot.
Super Skill Shot - Hold in the left flipper button and shoot the right ramp to score a Super Skill Shot.
Double Super Skill Shot (Premium / LE only) - Hold in both left flipper buttons, then shoot the scoop followed by a shot to the saucer in Grandpa’s Laboratory to score a Double Super Skill Shot. Definitely go for this Skill Shot if you can, although current code seems to have some glitchy behavior related to the saucer registering properly.
Family Members & Munster Madness: The main goal of The Munsters is to at least start all of the family members’ modes. There are five members to collect: Herman, Raven, Spot, Grandpa, and Lily. The modes increase in “level” each time they are started. Each time a member is started, the Kitty target will be qualified to increase the playfield multiplier (right away) and the Raven advances will be qualified at the left ramp (after the mode has finished). Each level also awards 100k + 25k per level completed, and adds 10k to the end of ball bonus. Mode stacks aren’t too prominent on this game but all minor features can be advanced and collected during major features. The only stack of note is that Grandpa can be started during Spot on both editions. Along with this, Lily can be started at any time. Advancing all five levels once will qualify the scoop to start Munster Madness (described at the bottom of the rule sheet.)

Herman - Shoot Herman an increasing amount of times to begin the mode. Beginning Herman Multiball will count as completing a level. Herman’s mode is divided into three parts:
Herman Hurry-Up: Start the Herman Hurry-Up by shooting Herman enough times (only one shot is needed the first time this mode is played, increasing for subsequent attempts). You then have to shoot Herman again for a maximum value of 500k (and a funny clip on the display), which will also capture the ball on the magnet in front of him.
Monster in the Park Hurry-Up: After the ball has been captured, another ball will be auto-plunged directly to the flippers. Shoot the captured ball to collect a maximum of the collected hurry-up value +500k and begin Herman Multiball.
Herman Multiball: Whether or not you collect the Monster in the Park Hurry-Up, you will begin Herman Multiball; however, collecting the Monster in the Park Hurry-Up will give you three balls, while failing to collect it will only give you two balls. Starting Herman Multiball will also count as completing a level. All of the major shots are lit for Jackpots, and Herman can be shot to re-light collected Jackpots. Shooting Herman 3 times advances the value of Jackpots and qualifies the Herman Super Jackpot. The more times this mode is played, the more initial shots you need to make to Herman to start the Hurry-Up. Also note that Herman Multiball only activates once per Munster Madness - if you advance to level 2 of Herman before starting Munster Madness, only the Herman Hurry-Up will activate.
Level 2 changes: The Herman Hurry-Up at the start is different, using a scene where Herman completely ruins the clothes dryer, and the ensuing Monster in the Park Hurry-Up also scores a lot more (30 million is possible from this with 6x Playfield going!). During the Multiball, the Jackpots aren’t qualified automatically after completing them all; Herman has to be shot three times to advance their level.
Spot - Shoot the left or right ramp when they are lit with a red light to collect a SPOT letter and briefly raise Spot from under the left ramp. If Spot is hit during this brief period, you’ll collect a bonus letter in SPOT. Note that there is a brief grace period for this shot, meaning a shot that goes over the left ramp shortly after Spot lowers will collect the bonus letter regardless. Completing SPOT will begin Spot’s mode, and simply beginning the mode will count as completing a level. Spot’s mode is divided into two parts:
Stage 1: Spot raises up from under the left ramp, so it’s time to play fetch with it by shooting it with the pinball. Shoot Spot four times for increasing awards, but beware the risky feed - if you’re not careful enough, Spot can lead to a very quick drain. Backhanding Spot by using the left flipper is generally a lot safer. Completing all four shots will qualify the Spot Super Jackpot. Base shot value is 150k, increasing by 100k per shot.
Stage 2: If time is still remaining after qualifying the Spot Super Jackpot, the left orbit and right ramp will light up with blue inserts. Shoot either shot to raise Spot once more (with a red insert), and hit it for even more points than before. The mode will end after time runs out or if you drain. This is NOT worth going for, just time it out if you ever reach this.
Level 2 changes - Spot II starts from “Stage 2” of the previous level, requiring you to qualify Spot first by shooting the left orbit or right ramp. Hit Spot four times like last time to qualify the Super Jackpot.
Lily - Begin Lily’s frenzy mode by completing LILY at the right target. Over time, the progress on the LILY targets will move backwards if not hit. Simply starting the mode is enough to count as completing a level. Unlike every other mode in the game, Lily’s frenzy CAN be stacked with any other ongoing feature. Herman shows off the proper way to work a vacuum cleaner, which just makes everything even dirtier. Make 100 switch hits during the mode to qualify the Lily Super Jackpot. If you fail to complete all 100 switch hits (which will likely happen unless you’re in a Multiball), the amount of switch hits will be held over the next time you start this mode. Shoot the spinner and bumpers to score big during this mode.
Level 2 changes - Shooting the LILY targets is worth a significant amount of points, and switch hits build a bonus value for the next LILY hit.
Grandpa - Complete all four standup targets, shoot any one of the targets again, then shoot into the scoop to begin a mode that changes depending on the model you’re playing. On the Pro, this will begin Enlarging Ray, while on the Premium / LE, this will begin Grandpa’s Laboratory. Simply starting Enlarging Ray is enough to complete a level on the Pro, while on the Premium / LE, activating Grandpa Multiball will complete a level. The four targets (and the Machine on the Premium / LE) will also qualify the Zap Button for a short time - look at the “Zap Meter” section under “Minor Features” for more information.
(Pro) Enlarging Ray - All shots start out white, and the standup targets will be flashing. Shooting either will qualify one of the major shots for a Jackpot and change its insert color to purple. After qualifying a Jackpot, you don’t have to collect it right away; you can wait until more Jackpots are lit and then collect them all, and the game encourages you to do this because the awards for collecting many stacked Jackpots are higher than collecting them separately. Shooting the scoop again will add more time to this mode and any other ongoing modes. Collecting 4 Jackpots during Enlarging Ray will qualify the Enlarging Ray Super Jackpot; simply starting the mode will count as advancing a level. This mode is also available (without the level advances or Super Jackpot, as Grandpa’s Laboratory takes its place) on the Premium / LE as a Mystery Award.
Level 2 changes - Grandpa II requires the player to hit the strobing standup target. While Jackpots can still be lit in the normal fashion, by shooting any shot once, hitting the lit target will qualify ALL unlit Jackpots at once.
(Premium / LE) Grandpa’s Laboratory - Watch the display as it counts down towards the mini playfield’s activation. You’ll hear a callout when the mode begins, advising you to check out the shrunken pinball in Grandpa’s Laboratory. Remember to use the second set of flippers!
Activate the Machine: You have a set amount of time to activate the Machine by shooting both outer orbits, and then shooting the Machine. Shooting the ramp will add more time and shooting the saucer will collect a Mystery Award and spot one of the orbits. If the timer runs out during this stage, the mode will end and you will have to qualify it again by completing the four targets and hitting the scoop.
Grandpa Multiball: When the Machine is activated, Grandpa Multiball will begin, which also counts as completing a level. Shoot all of the flashing shots on the lower playfield for Jackpots, then make the Machine Jackpot to qualify the Grandpa Super Jackpot. Before the Machine Jackpot is lit, shooting the Machine advances the value of the other jackpots. After time runs out, the ball will be ejected out of the scoop. Note that hitting the Machine will also enable the Zap Button for a short time - use this to your advantage to qualify lots of Zap Jackpots after the round ends.
Level 2 changes - (Need more info)
The Raven - Completing a level of any of the four other characters will qualify the left ramp to collect Raven advances. Collecting three advances will begin Raven Multiball. This is a three-ball affair where the left orbit, left ramp, right ramp, and right orbit are lit to score Jackpots. Triggering switches moves the hands on the clock on the display - when the hour hand moves to a new digit (aka. a certain number of switches are made), the Jackpot value will increase. Simply starting the Multiball is enough to count as completing a level. Collecting a set of 4 Jackpots during Raven Multiball will qualify the Raven Super Jackpot and increase the Jackpot level. Note that the ball save for Raven Multiball is very short, and it’s the only one outside of the short one that Add-A-Ball gives you… so good luck!
Raven Boost - The Raven’s boost works differently than the other four members’ boosters. Instead of being awarded off of Dragula, Raven Boost is qualified during Raven Multiball by shooting the left ramp three times and will increase the Jackpot values for a short time. Continuing to shoot the left ramp will increase the timer; if the timer runs out you will have to qualify the Raven Boost again by shooting the left ramp three times.
Raven Multiball Restart - A restart is available for Raven Multiball if two balls drain and the Super Jackpot wasn’t qualified. Shoot the left ramp on a 15 second timer to restart Raven Multiball with three balls in play. This is really helpful, especially considering the lack of ball save in Raven Multiball, and it’s a nice throwback to some 90s Williams / Bally machines that had similar restart features.
Level 2 changes - During Raven II, every time the Jackpot is advanced (shown through the clock on the display) via the spinner, every unlit Jackpot will become available again. This makes it more difficult to qualify the Super Jackpot and advance the level of the Jackpots. Be sure to avoid the left orbit, and save it until last!
Minor Features: The other members of the Munsters have their own smaller features that can be activated at any time during play. These are mostly used for advancing towards qualifying Super Jackpots.

Eddie - Shooting an unlit orbit or rolling over the flashing right inlane or outer left inlane will qualify the opposite orbit to score an Eddie Loop. Make successive Eddie Loops to score an increasing value, starting at 20k and increasing by 20k per loop. Every 5 Eddie Loops will qualify the Eddie Super Jackpot if it isn’t already available.
Marilyn - Rolling through the flashing inner left inlane will qualify the right ramp to score a Boyfriend Departure. Every 2 boyfriend departures will score awards, including Super Jets and qualifying the Marilyn Super Jackpot.
Zap Meter - Hitting any standup target will make the ZAP! Button flash for a short time. Pressing the button will charge up the Zap Meter; the Zap Meter goes to 5. Zap Jackpots appear on shots where you have just made another type of jackpot, which decrements the Zap Meter. Collecting enough Zap Jackpots will qualify the Zap Super Jackpot.
Awards that qualify Zap Jackpots are any award that the game calls a Jackpot. This includes Jackpots in Herman Multiball, Enlarging Ray, Grandpa Multiball, Raven Multiball, and even the Jackpots in the second stage of Munster Madness II.
Other Features:

Dragula - Landing in the Dragula lane will collect a bunch of small mystery awards: increasing the bonus multiplier, points (dependent on progress that has been made on the DRAGULA target), and “boosting” characters to make their modes score more. 5x can be qualified at the Dragula lane either by completing DRAGULA or by shooting the lane a short time after it had been shot earlier.
Add-A-Ball - During Multiball rounds, the Dragula lane will be lit at the start to add a ball to the Multiball, which also awards a short ball saver. This can be helpful during Raven Multiball (which has no ball save at all). Just remember to cancel any Super Jackpots if they’re lit.
Kitty - Completing a level enables the Kitty target to increase the playfield multiplier and qualify a Raven advance at the left ramp. The multiplier advances from 2x to 3x to 6x. The multiplier lasts for about a minute, and hitting the Kitty target again during the period of boosted scoring will reset the timer. It also awards points and bonus multipliers, along with potentially lighting the Special or Extra Ball. Make good use out of this playfield multiplier - it can drastically increase the amounts of points you collect throughout the game.
Mystery Award - One Mystery Award can be collected per game - very different from what past Stern machines have done. This will also qualify the Mystery Super Jackpot. On the Pro, this is collected at the scoop; on the Premium / LE, this is collected at the saucer in Grandpa’s Laboratory. Awards collected on the Premium / LE that apply to the main playfield will start after the timer in Grandpa’s Laboratory ends or after Grandpa Multiball. Awards available from Mystery are:
Start Member (any of the five, even Raven if the advances at the left ramp are qualified)
Boost Member (same as the boost awarded off of Dragula. Basically this is the game saying “screw you”)
Max Dragula (advances DRAGULA value to max and qualifies 5x Dragula instantly)
Light Kitty (this is the only Mystery Award in tournament mode)
Light Extra Ball (at the scoop)
Light Special (at either outlane)
Combos - Make shots in succession to score combo points. These can be collected at any time during play. On the Premium / LE, combo rules also apply to Grandpa’s Laboratory.
Super Jets - This is activated after collecting 2 boyfriend departures at the right ramp. When activated, the bumpers will score more points than usual for the rest of the ball, and shots to the right orbit will divert into the bumpers thanks to a post in the back of the game. This is also a really good way to increase your bonus multipliers.
Super Jackpots: There are 9 different ways to qualify the Dragula lane for a Super Jackpot (ten on the Premium/LE) - and ALL of them stack on top of each other. The base value is 350,000, which is raised by a small amount (3,500?) each time you shoot the unlit scoop. When multiple Super Jackpots are collected together, they are each worth more (See below). The collection of all currently lit Super Jackpots can be canceled if you want to save it for later by holding the ZAP! Button. Super Jackpots are not lost on ball drain. Check out the animation and sound when you have a TON of Super Jackpots stacked - it’s easily one of my favorite pinball effects in years. The Super Jackpot qualifying methods are:

Herman - Collect four Jackpots during Herman Multiball.
Spot - Spell SPOT by completing four shots during Spot’s mode.
Lily - Collect 100 switch hits during Lily’s mode.
Enlarging Ray - Collect four Jackpots during Enlarging Ray.
Raven - Collect four Jackpots during Raven Multiball.
Eddie - Collect five Eddie Loops.
Marilyn - Collect five boyfriend departures.
Zap - Collect four Zap Jackpots.
Mystery - Available upon collecting a Mystery Award.
Grandpa (Premium / LE only) - Collect the Machine Jackpot during Grandpa Multiball.
1 SJP = 1x current super jackpot value
2 SJPs = 3x current super jackpot value
3 SJPs = 6x current super jackpot value
4 SJPs = 10x current super jackpot value
5 SJPs = 13x current super jackpot value
6 SJPs = 15x current super jackpot value
7 SJPs = 17x current super jackpot value
8 SJPs = 19x current super jackpot value
9 SJPs = 21x current super jackpot value
10 SJPs = 23x current super jackpot value

Note that each Super Jackpot also has its own distinctive color, shown when the Super Jackpot is qualified and during the Super Jackpot animation. Nothing special, just something cool that I think is worth pointing out.

Extra Balls & Specials: An Extra Ball is available at the scoop after completing an adjustable amount of levels (typically around 3 to 4). Special can be qualified at the outlanes through Kitty.

Munster Madness: This is a complicated 4-ball Multiball wizard mode. It can be started at the scoop by completing one level for all of the family members (and after any modes already in progress have finished up). Similarly to the other modes in this game, Munster Madness has two levels.

Level 1:

Stage 1: Shoot the five major areas three times in 10 seconds, in this order: Herman, Raven, Lily, Spot, Grandpa. This stage ends either when all areas have been completed or the timer for each area runs out. On the Premium / LE model, you can also collect Jackpots in Grandpa’s Laboratory. This is the only way to qualify Zap Jackpots during Munster Madness I.
Stage 2: Shoot the scoop to collect a Hurry-Up value determined by the points you collected during the previous stage. After collecting the Hurry-Up or having it time out, you will return to the previous stage.
Level 2:

Stage 1: The mode starts by showing you instructions for all of the family members and what buffs they’ll award if you complete them. Completing any family member will advance you to stage 2.

Herman - Make three shots to Herman for additional ball save time once per round.
Raven - Make three shots to the left ramp to qualify Kitty for big multipliers once per round.
Eddie - Make a shot to both the left and right orbit to double every Jackpot awarded once per round.
Marilyn - Make a shot to the right ramp to light a Super Jackpot once per round.
Lily - Make four shots to the LILY target for increased scoring every round.
Spot - Make two shots to the left ramp and two shots to the right ramp to boost every member every round.
Grandpa - (Pro) Make four shots to the standup targets for more time every round. / (Premium / LE) Make four shots to the standup targets to enable Grandpa’s Laboratory for Jackpots every round. (Yup, you’re gonna have to use both sets of flipper buttons at once!)
Stage 2: The four major shots will all light for Jackpots. If Eddie has been completed, you will be able to shoot each Jackpot twice, and if Grandpa has been completed on the Premium / LE, you’ll be able to collect Jackpots in the Laboratory as well. The Jackpots are on a timer that resets if a Jackpot is collected; when the timer runs out, the stage will end.

Stage 3: Collect four Hurry-Ups in a row, with values corresponding to the amounts of Jackpots you collected in the previous two stages. The first Hurry-Up is based solely off of the Jackpots you collected, and the three following add the previous Hurry-Up value to the countdown. The shots lit to collect the Hurry-Up are lit one at a time, starting off at the left ramp and then moving to the right orbit, the right ramp, and then the left orbit. If any Hurry-Up times out or if they are all collected, you will return to Stage 1 with a chance to complete another family member and potentially stack buffs into Munster Madness for big points. Figure out what family members work with your strategy and take advantage of them! (Fun fact - in early code, this Stage was severely unbalanced, resulting in potential scores over 2 billion with the right members stacked up.)

Bonus: Bonus is some predetermined value plus 10k * levels completed, times the bonus multiplier.

Miscellaneous:

Listen to the music on each ball - different instruments are used every ball. Reminds me a little bit of what Cyclone did with its music.
Sound design on this game is excellent, from the laugh track when you’re failing to make shots to the xylophone that ascends and descends if you miss the left ramp. Quality stuff here.
There’s a Secret Mania mode that you can start if you know the code. Complete the areas for each family member and score bonus points for completing them all!
Midnight Madness is on this machine (after all, Dwight Sullivan did program it.) Start a game up shortly before 12 am to see it for yourself!
Strategies:

Scoring on this game is very linear compared to some of the other recent Stern titles, largely because of the lack of mode stacking. That being said, the biggest points in the game can come from stacking Super Jackpots. Ideally, always cancel these unless you have a 6x multiplier and a bunch of Super Jackpots are ready.
Lily is the only mode which can be stacked with another major mode, which makes it a lot easier to qualify the Lily Super Jackpot when stacked with a multiball.

(Thanks Tilt forums: http://tiltforums.com/t/the-munsters-rulesheet/4781 )

#903 4 years ago
Quoted from J85M:

To be fair most of those posts are who-dey

Stern hired me to pump this game up, don't tell anyone.

#904 4 years ago
Quoted from J85M:

To be fair most of those posts are who-dey

Love my Munsters LE! Enjoy reading all the comments about it, and would probably post a lot more, but Who-Dey has usually already posted the comment or thoughts I was thinking!!!!!!!!!!!!! Dude is a level headed but Munster loving baller!! Ditto!

#905 4 years ago
Quoted from Pinwalk:

Dude is a level headed but Munster loving baller!! Ditto!

Hey Pinwalk, would you care to write that in the Feedback section of my profile?

#906 4 years ago

Loving my BW Prem, can it use more?? Sure who don't want more but it's a blast to play as of right now and all who come over enjoy it as well.

#907 4 years ago
Quoted from Who-Dey:

Hey Pinwalk, would you care to write that in the Feedback section of my profile?

your check is in the mail?

#908 4 years ago

Make of this what you will ....

Screenshot_20190529-124632_Facebook.jpgScreenshot_20190529-124632_Facebook.jpg
#909 4 years ago

Post from what date, referring to which machine?

#910 4 years ago
Quoted from DeathHimself:

Post from what date, referring to which machine?

Was a Munsters Colour Premium post from today.

#911 4 years ago
Quoted from cooked71:

Was a Munsters Colour Premium post from today.

Correct.

#912 4 years ago
Quoted from Wotto:

Make of this what you will .... [quoted image]

That's the vaguest of vaguebooking. Means nothing.

#914 4 years ago
Quoted from Wotto:

Make of this what you will .... [quoted image]

well its a response. wish it had more detail

#915 4 years ago

I got a little better feeling about Munster's premium in league last night. I watched Timmy Street put up 407million. Then I tried to employ some of his Premium/LE rules knowledge. I went into the 3rd ball with 1.3million. Came out the other side with 177Million. Playing the lower playfield with multiple balls trapped on the main playfield is a real challenge and pure awesomeness!

Here's a little tip. During Lilly with 6x playfield, every shot to the Lilly target is 3Million.

#916 4 years ago
Quoted from LOTR_breath:

Playing the lower playfield with multiple balls trapped on the main playfield is a real challenge and pure awesomeness!

Absolutely. Unique in pinball and one of the best modes ive ever played.

#917 4 years ago
Quoted from LOTR_breath:

I got a little better feeling about Munster's premium in league last night. I watched Timmy Street put up 407million. Then I tried to employ some of his Premium/LE rules knowledge. I went into the 3rd ball with 1.3million. Came out the other side with 177Million. Playing the lower playfield with multiple balls trapped on the main playfield is a real challenge and pure awesomeness!
Here's a little tip. During Lilly with 6x playfield, every shot to the Lilly target is 3Million.

Is Lilly how you scored 176 million? I clearly need to be doing something different than what I have been doing.

#918 4 years ago
Quoted from cottonm4:

Is Lilly how you scored 176 million? I clearly need to be doing something different than what I have been doing.

No, the majority of that score was done during Munster Madness. Had two balls trapped on the upper playfield flipper and played the lower playfield for what seemed like 3-4 minutes.

15
#919 4 years ago

It pains me to say - that I have made my decision - and at this stage I wont be buying the game.

Spent some time on a recently delivered B/W Premium at a local pub yesterday ( game was delivered there on Saturday )
Looks - FANTASTIC - its SUCH a beautiful game to look at and the lab in the middle really sets it off and sets it apart from other games aesthetically - its eye catching and should draw players in.

Plays - very nicely and smooth, love the Marilyn turnaround ramp, love the Eddie loops and ‘like’( just like ) the lower PF ( flippers were set to soft )

Gameplay - look, I aint the worlds best player - but I aint too rubbish either - but there is not enough in the game - sorry.
I do understand there is ‘strategy’ to scoring the ‘right way at the right times’ and utilising the Kitty shot , but its just too rinse and repeat.

To be clear , this is not a bash post , I actually did ENJOY wailing the ball around a fast, smooth, open table for a change.
But - that code Dwight - that code is THE absolute reason I wont be spending the cash.
I could live with the big targets IF they were more integrated/ utilised in different ways in the code, rather than just “sitting there” awaiting natural hits.

Lily - looked after herself - every game I played - not fun.

Dragula - Just like Lily, that target also looked after itself - every game I played - although the Dragula shot itself is HARD, the target is pointless from a players skill POV

Herman Multiball - was ‘OK’ - but kind of unexciting to me - needs to be more to achieve than hitting the same jackpots over and over - needs a moving target , something, anything to make you ‘work’ for it.

Spot and Raven - were TOUGH to get to. Spot popped up for like a few seconds , was dark, and was then gone, so thats tough and I liked that.

Grandpas Lab - was easy to get started and was ‘just OK’ to play but I really feel ( for me ) would get tired - I do understand its linked to the up top play , but the feel would get old - to me.

I actually got to Munster Madness 1st level on my 4th game and it was really hard to know what to do other than just whack and wail both sets of flippers like a noob. To know that I just had to do all that over again to get to MM2 wasnt thrilling me either.

And yes - the LCD integration seems to be hit and miss - I mean the “Ball Saved’ animation is PERFECT with Herman ‘saving the ball’ in the baseball game - but I saw little else that was linked that same way ( granted you cant look up a lot , but I tried )

Ultimately I have to make a decision , I have ummed and arred for way too long and I just cant justify 12k ( plus another 1k for mods ) on this BELOVED THEMED title. I may revisit my thoughts down the track IF this develops somehow.

Happy for those of you that own and enjoy this style of gameplay of course , you have a beautiful looking pin that you enjoy.

Resized_20190602_121852.jpegResized_20190602_121852.jpeg
#920 4 years ago
Quoted from Wotto:

It pains me to say - that I have made my decision - and at this stage I wont be buying the game.
Spent some time on a recently delivered B/W Premium at a local pub yesterday ( game was delivered there on Saturday )
Looks - FANTASTIC - its SUCH a beautiful game to look at and the lab in the middle really sets it off and sets it apart from other games aesthetically - its eye catching and should draw players in.
Plays - very nicely and smooth, love the Marilyn turnaround ramp, love the Eddie loops and ‘like’( just like ) the lower PF ( flippers were set to soft )
Gameplay - look, I aint the worlds best player - but I aint too rubbish either - but there is not enough in the game - sorry.
I do understand there is ‘strategy’ to scoring the ‘right way at the right times’ and utilising the Kitty shot , but its just too rinse and repeat.
To be clear , this is not a bash post , I actually did ENJOY wailing the ball around a fast, smooth, open table for a change.
But - that code Dwight - that code is THE absolute reason I wont be spending the cash.
I could live with the big targets IF they were more integrated/ utilised in different ways in the code, rather than just “sitting there” awaiting natural hits.
Lily - looked after herself - every game I played - not fun.
Dragula - Just like Lily, that target also looked after itself - every game I played - although the Dragula shot itself is HARD, the target is pointless from a players skill POV
Herman Multiball - was ‘OK’ - but kind of unexciting to me - needs to be more to achieve than hitting the same jackpots over and over - needs a moving target , something, anything to make you ‘work’ for it.
Spot and Raven - were TOUGH to get to. Spot popped up for like a few seconds , was dark, and was then gone, so thats tough and I liked that.
Grandpas Lab - was easy to get started and was ‘just OK’ to play but I really feel ( for me ) would get tired - I do understand its linked to the up top play , but the feel would get old - to me.
I actually got to Munster Madness 1st level on my 4th game and it was really hard to know what to do other than just whack and wail both sets of flippers like a noob. To know that I just had to do all that over again to get to MM2 wasnt thrilling me either.
And yes - the LCD integration seems to be hit and miss - I mean the “Ball Saved’ animation is PERFECT with Herman ‘saving the ball’ in the baseball game - but I saw little else that was linked that same way ( granted you cant look up a lot , but I tried )
Ultimately I have to make a decision , I have ummed and arred for way too long and I just cant justify 12k ( plus another 1k for mods ) on this BELOVED THEMED title. I may revisit my thoughts down the track IF this develops somehow.
Happy for those of you that own and enjoy this style of gameplay of course , you have a beautiful looking pin that you enjoy.[quoted image]

Every game isnt for everybody. I am in the same boat with BM66 as you are with Munsters. I want to love it so bad because its a dream theme for me but i just dont. If you aren’t feeling it you just aren’t feeling it.

#921 4 years ago
Quoted from Who-Dey:

Every game isnt for everybody. I am in the same boat with BM66 as you are with Munsters. I want to love it so bad because its a dream theme for me but i just dont. If you aren’t feeling it you just aren’t feeling it.

LOL - I knew you would be first Who-Dey
Yeah mate - not feeling it - I tried and wanted to so bad - nearly lying to myself to 'make it so" - but I had to be real about it.

#922 4 years ago

The B&W backglass is so awesome. Miles, leagues, lightyears beyond the color ones.

#923 4 years ago
Quoted from Wotto:

It pains me to say - that I have made my decision - and at this stage I wont be buying the game.
Spent some time on a recently delivered B/W Premium at a local pub yesterday ( game was delivered there on Saturday )
Looks - FANTASTIC - its SUCH a beautiful game to look at and the lab in the middle really sets it off and sets it apart from other games aesthetically - its eye catching and should draw players in.
Plays - very nicely and smooth, love the Marilyn turnaround ramp, love the Eddie loops and ‘like’( just like ) the lower PF ( flippers were set to soft )
Gameplay - look, I aint the worlds best player - but I aint too rubbish either - but there is not enough in the game - sorry.
I do understand there is ‘strategy’ to scoring the ‘right way at the right times’ and utilising the Kitty shot , but its just too rinse and repeat.
To be clear , this is not a bash post , I actually did ENJOY wailing the ball around a fast, smooth, open table for a change.
But - that code Dwight - that code is THE absolute reason I wont be spending the cash.
I could live with the big targets IF they were more integrated/ utilised in different ways in the code, rather than just “sitting there” awaiting natural hits.
Lily - looked after herself - every game I played - not fun.
Dragula - Just like Lily, that target also looked after itself - every game I played - although the Dragula shot itself is HARD, the target is pointless from a players skill POV
Herman Multiball - was ‘OK’ - but kind of unexciting to me - needs to be more to achieve than hitting the same jackpots over and over - needs a moving target , something, anything to make you ‘work’ for it.
Spot and Raven - were TOUGH to get to. Spot popped up for like a few seconds , was dark, and was then gone, so thats tough and I liked that.
Grandpas Lab - was easy to get started and was ‘just OK’ to play but I really feel ( for me ) would get tired - I do understand its linked to the up top play , but the feel would get old - to me.
I actually got to Munster Madness 1st level on my 4th game and it was really hard to know what to do other than just whack and wail both sets of flippers like a noob. To know that I just had to do all that over again to get to MM2 wasnt thrilling me either.
And yes - the LCD integration seems to be hit and miss - I mean the “Ball Saved’ animation is PERFECT with Herman ‘saving the ball’ in the baseball game - but I saw little else that was linked that same way ( granted you cant look up a lot , but I tried )
Ultimately I have to make a decision , I have ummed and arred for way too long and I just cant justify 12k ( plus another 1k for mods ) on this BELOVED THEMED title. I may revisit my thoughts down the track IF this develops somehow.
Happy for those of you that own and enjoy this style of gameplay of course , you have a beautiful looking pin that you enjoy.[quoted image]

There's a lot more to Munster Madness than just bashing the balls around on both playfields. But I doubt learning that alone will change the game for you.

I see this game a lot like TNA - simple code, but super hard to master. TNA is even more basic, and there is really only one strategy, so Munsters is deep compared to that. But both are fairly brutal.

The way I see it, you shouldn't have a brutal game and deep rules and visa-versa you should have an easy game with shallow rules.

#924 4 years ago
Quoted from Who-Dey:

Every game isnt for everybody. I am in the same boat with BM66 as you are with Munsters. I want to love it so bad because its a dream theme for me but i just dont. If you aren’t feeling it you just aren’t feeling it.

I'm shocked about this one with you Who-Dey, I just picked a BM66 last weekend and with the new 1.03 code this game is freaking awesome and integrated with the TV show the way the Munster's should have been. If you hadn't tried BM66 with the latest code, give it a shot again. It's by far one of the better pins I have played plus it has Lyman behind it , win win situation.

#925 4 years ago
Quoted from DeathHimself:

I'm shocked about this one with you Who-Dey, I just picked a BM66 last weekend and with the new 1.03 code this game is freaking awesome and integrated with the TV show the way the Munster's should have been. If you hadn't tried BM66 with the latest code, give it a shot again. It's by far one of the better pins I have played plus it has Lyman behind it , win win situation.

I know that everyone loves it but im just not feeling it. I have put a lot of games on one but to be fair it was in a barcade and not someones house so i couldn't hear the sounds as well as i would have liked. I absolutely do not think the turntable is fun either, or the crane fir that matter. I wish i knew somebody that had one in their house so that i could play it in a quiet atmosphere. When you are in a loud barcade it usually ruins the experience of the game you are playing. I dont hate it, but i just dont love it enough to buy one. I would love to give it one more go around.

#926 4 years ago
Quoted from Wotto:

And yes - the LCD integration seems to be hit and miss - I mean the “Ball Saved’ animation is PERFECT with Herman ‘saving the ball’ in the baseball game - but I saw little else that was linked that same way ( granted you cant look up a lot , but I tried )
Ultimately I have to make a decision

Do yourself a favor and play Midnight Madness on this pin. It is the single best Midnight Madness mode I've played. Fantastic theme integration, and just spot-on. I set the machine we had on route (before it was sold off in under a month) to opposite time so people playing at noon could get it. DEFINITELY something you want to play.

That said, you made the right choice by passing on Munsters. Circle back in a year and see if a lot has changed to make it worth a buy.

#927 4 years ago
Quoted from DeathHimself:

I'm shocked about this one with you Who-Dey, I just picked a BM66 last weekend and with the new 1.03 code this game is freaking awesome and integrated with the TV show the way the Munster's should have been.

Without trying to turn a MUN thread to a BM66 thread I just wanna add a little to show why I think MUN could do with more depth ......

The thing with BM66 is there are different paths you can choose to take - in a super deep overall code ( yes it took years )
Rather than just going for Major Villians , I have recently been trying just to get the TV targets 1st and completing Bookworm, before anything else ( I realise I can do that WITH a Villian ) but i’m trying to start the game that way and THEN get FREEZE and THEN start Villians, which makes MY game a little harder.
I don’t do this every game but I can choose ‘whatever’ I want to do.
I also am able to set the individual stand up GADGET targets so they score separately (not by hitting the adjacent target) - same with TV targets - again making gameplay that little tougher as I have to actually aim for one or two of the last GADGET letters individually.
OR I can just forget everything else and try for Season1, 2 or 3 Minor Villians -whatever I want to do.
All of this and no matter how I approach it leads to the end of the game eventually but I choose along the way how I play it AND I have decent ‘side’ modes as well along the way ( Bat Turn and Multiball )

My point is THIS style of depth / choices and settings and various approaches to how you play a game is something that would be great and MUN could have integrated into the gameplay - and its an attraction for many players today, at todays prices.
When playing MUN I felt that I would ‘be handed ’ Lily, then work a little for GP and Herman, then work for Spot and Raven and thats it - linear play when compared - BUT to its great credit , the playfield on MUN is WAY smoother and faster than BM66.

Yes I know..............theyre two different designs - just sayin

#928 4 years ago
Quoted from Wotto:

My point is THIS style of depth / choices and settings and various approaches to how you play a game is something that would be great and MUN could have integrated into the gameplay

I think it's fair to say BM66 is a bit of unicorn from a code point of view - there's not many games that can match it in terms of clever strategy and theme integration. Most games will fail if you hold that as the benchmark. The potential is definitely there for Munsters. We'll see I guess.

#929 4 years ago

I am absolutely in love with this game.

My only gripes at this point are with the display:
* I can barely read the Super Jackpot numbers or the meters.
* There are random fonts used that don't fit the theme (why is the Deadpool font used for the skill shot scoring?)
* The rendered graphics for Lily and Spot are so horrible that I have to think they are placeholder for clips from the show. (Been in the video game industry for over 20 years and those models and animations are embarrassingly bad to the point that I hope Stern didn't pay an artist to make them and it was temporary programmer art from Dwight.)

#930 4 years ago
Quoted from tpir:

I am absolutely in love with this game.
My only gripes at this point are with the display:
* I can barely read the Super Jackpot numbers or the meters.
* There are random fonts used that don't fit the theme (why is the Deadpool font used for the skill shot scoring?)
* The rendered graphics for Lily and Spot are so horrible that I have to think they are placeholder for clips from the show. (Been in the video game industry for over 20 years and those models and animations are embarrassingly bad to the point that I hope Stern didn't pay an artist to make them and it was temporary programmer art from Dwight.)

100% agree with all these. Whatever anyone thinks about the overall code style, these things are inexcusable (even for Who-Dey I’d imagine).

#931 4 years ago
Quoted from tpir:

I am absolutely in love with this game.
My only gripes at this point are with the display:
* I can barely read the Super Jackpot numbers or the meters.
* There are random fonts used that don't fit the theme (why is the Deadpool font used for the skill shot scoring?)
* The rendered graphics for Lily and Spot are so horrible that I have to think they are placeholder for clips from the show. (Been in the video game industry for over 20 years and those models and animations are embarrassingly bad to the point that I hope Stern didn't pay an artist to make them and it was temporary programmer art from Dwight.)

Quoted from cooked71:

100% agree with all these. Whatever anyone thinks about the overall code style, these things are inexcusable (even for who-dey I’d imagine).

Thank you for bringing this up.

I find the displays and meters and everything else hard to read. I have 67 year old eyes; I wish they were 20 year old eyes but they are not. I would be happy with the black and white graphics that display at the end of ball with nice big black and white lettering. And I would like if the scoring was displayed something more like The Beatles with nice big block lettering/numbering always being displayed.

#932 4 years ago
Quoted from cooked71:

100% agree with all these. Whatever anyone thinks about the overall code style, these things are inexcusable (even for who-dey I’d imagine).

The GUI is definitely lacking. I really hope they will take another look at that. As it is now it looks like something out of a high schoolers sketchbook.

#933 4 years ago
Quoted from Wotto:

I do understand there is ‘strategy’ to scoring the ‘right way' at the right times and utilising the Kitty shot , but its just too rinse and repeat.

Gary (aka "Sam" in this story) agrees that doing math to play pinball isn't fun:

15
#934 4 years ago
Quoted from Who-Dey:

I am in the same boat with BM66 as you are with Munsters. I want to love it so bad because its a dream theme for me but i just dont.

BM66 is everything Munsters should be.

BM66 succeeds despite its clunky layout. Munsters flows way better.

But Munsters will never evolve into BM66 ... because the code has gone in this direction, and it will never be changed. It may be polished ... maybe ...

I’m not one to bag anyone ... but my GOT Pro still has bad bugs 4 years after it was made (lost my last competition final on it because of the Lord of Light bug) and Ghostbusters ... well, let’s just say I was at a barcade the other night, and pinball players were constantly playing Rollergames, F14, Funhouse, STTNG, Whitewater ... and GB was just sitting there, unloved ....

If you buy a Munsters and expect anything to change, let’s just say you’re being very optimistic indeed.

rd

#935 4 years ago
Quoted from rotordave:

If you buy a Munsters and expect anything to change, let’s just say you’re being very optimistic indeed.

So you’re saying Munsters won’t have its dolphin polished?

#936 4 years ago
Quoted from Aurich:

So you’re saying Munsters won’t have its dolphin polished?

You know someone will be waxing the dolphin ...

rd

#937 4 years ago
Quoted from rotordave:

BM66 is everything Munsters should be.
BM66 succeeds despite its clunky layout. Munsters flows way better.
But Munsters will never evolve into BM66 ... because the code has gone in this direction, and it will never be changed. It may be polished ... maybe ...
I’m not one to bag anyone ... but my GOT Pro still has bad bugs 4 years after it was made (lost my last competition final on it because of the Lord of Light bug) and Ghostbusters ... well, let’s just say I was at a barcade the other night, and pinball players were constantly playing Rollergames, F14, Funhouse, STTNG, Whitewater ... and GB was just sitting there, unloved ....
If you buy a Munsters and expect anything to change, let’s just say you’re being very optimistic indeed.
rd

My thinking is, if Stern wants to continue to sell Munsters over the next 3+ years, they’ll do more with the code. It’s the law of supply and demand that will come into play. That’s the biggest motivator to get it much better and the same reason Bat66 became what it is today and now selling much better than it did years ago when first came on the market.

Never forget being excited to have just purchased Bat66 and a pinball operator I met while at dinner that night, said I just purchased a box of manure (he didn’t use that word) and lights (code was so bad). I was deflated when I went back to our table and everyone asked, so what does he think of your new table? I didn’t want to give them his answer.

It turned into a stellar game. Confident Munsters will too, because Stern wants to sell many more. Just as they’ve done with DP also. Low sales volume speaks louder than people give credit to improve code. Big motivator for Stern.

#938 4 years ago
Quoted from Thunderbird:

My thinking is, if Stern wants to continue to sell Munsters over the next 3+ years, they’ll do more with the code. It’s the law of supply and demand that will come into play. That’s the biggest motivator to get it much better and the same reason Bat66 became what it is today.

I outlined the reasons why that isn’t likely to happen above. Over to you if you think something different will happen.

The main problem with your reasoning is that there is a different dude doing the code. Compare their track records.

Stern are pumping out so many titles these days, it’s “get them to 1.0” and then it’s on to the next hype train. They know that people will just keep buying them regardless.

Lyman’s games are different. Because ... Lyman.

rd

#939 4 years ago
Quoted from rotordave:

I outlined the reasons why that isn’t likely to happen above.
Over to you if you think something different will happen.
Stern are pumping out so many titles these days, it’s “get them to 1.0” and then it’s on to the next hype train. They know that people will just keep buying them regardless.
rd

I really hope, they don’t start thinking that way. Stellar wide appealing licenses like the Munsters are hard to come by.

#940 4 years ago

Those wishing for Munsters depth (oxymoron) shouldn't be comparing it against BM66. That's a ridiculously deep game that really has nothing in common except a theme from the same era.

What's a game that got good polish after the fact but isn't deep at all? GOTG? That's probably too deep. Not sure of another one (that was not Lyman).

#941 4 years ago
Quoted from Thunderbird:

It turned into a stellar game. Confident Munsters will too, because Stern wants to sell many more. Just as they’ve done with DP also. Low sales volume speaks louder than people give credit to improve code. Big motivator for Stern.

Unfortunately the difference between BM66 & Munsters is less to do with Stern and more to do with who’s coding each game.

Comparing Dwight to Lyman is like comparing apples and oranges. And DP has turned into ana amazing game thanks to Tanio wanting to knock his first code lead out the park which he’s done with a grand slam hit on DP.

Munsters doesn’t need the depth BM66 has but it sure as shit deserves the attention to detail and theme integration that BM66 has, the theme and the Munsters characters seemed perfect for an episodic format like BM66 that are tightly woven into the theme and relating episodes, Lily for example is completely throw away. I’d love to see Munsters get some theme and code love, but I’m far less confident it will actually happen.

#942 4 years ago

I'm hoping Deadpool sales will improve to the point that Stern takes a hint on the importance of code. If Dwight doesn't have it any more, maybe it would behoove Stern to move in from him and develop more new talent like they have done with Tanio. Stern really needs to look into embracing some new layout ideas like they did with Maiden. More maiden, less fan and "2 ramp Borg" style layouts. Less Dwight and more Lyman/Tanio.

#943 4 years ago
Quoted from Guinnesstime:

Those wishing for Munsters depth (oxymoron) shouldn't be comparing it against BM66. That's a ridiculously deep game that really has nothing in common except a theme from the same era.
What's a game that got good polish after the fact but isn't deep at all? GOTG? That's probably too deep. Not sure of another one (that was not Lyman).

Exactly. BM66 had nothing coded in it when it was released, but I'm quite certain Lyman already had a vision for what he wanted to do with this game from the very start, and just took him a that long to fully implement it. Same goes with Dwight on Munsters.. he knew what he wanted to do with it and did it, which is another reason I would be shocked if there was any major changes to it in the future.

#944 4 years ago
Quoted from rotordave:

I was at a barcade the other night, and pinball players were constantly playing Rollergames, F14, Funhouse, STTNG, Whitewater ... and GB was just sitting there, unloved

I have not played Rollergames but I have played the others and I got to liking GB. The others do not interest me. If I had some extra space, I would like to have a GB but what I am reading here is that GB suffers from coding problems, as well. Strange.

#945 4 years ago
Quoted from cooked71:

100% agree with all these. Whatever anyone thinks about the overall code style, these things are inexcusable (even for who-dey I’d imagine).

These are things that can be tweaked and polished. More clips from the show would cover lots of holes in the presentation.

Not sure what to say to people who want this game to become Batman 66. Munsters is fast and smooth with bursts of chaos and explosive scoring. It was not designed to be a deep game, so if deep=fun to you then this isn't your machine!

#946 4 years ago
Quoted from Guinnesstime:

Those wishing for Munsters depth (oxymoron) shouldn't be comparing it against BM66. That's a ridiculously deep game that really has nothing in common except a theme from the same era.

The comparison is obvious because, having had both from launch, BM'66 and Munsters have started with almost exactly the same level of extremely shallow, almost nothing-to-do code. There's almost literally a direct correlation of limited things to do.

However, Batman started getting better 18 months later. I don't think Munsters will improve that much because historically Dwight leaves his machines and moves on. GoT and Ghostbusters are still bug-fests years after release, and Munsters is much less involved than either of those at launch. If he goes back and does a Lyman-like overhaul it will be the first time in history. Seems very unlikely.

#947 4 years ago

I spoke with a local operator yesterday at a tournament and he said his Munsters Prem just isn't earning on location and he will probably be moving it out soon.

We have had our pro in the house since release and I can understand why Munsters isn't earning well. It isn't a beginners game as in it's not a forgiving shooter the modes aren't really self explanatory, the action button is always flashing for no apparent reason and points are not easy to come by so why would a new player pump quarters into it?

As far as more experienced players go it is a rinse and repeat game you start modes that don't earn points until you collect the jackpots from those modes. So every single game that is what you do, start a mode try to get supers built from the mode save your supers, collect your zaps, build your multiplier and collect. You have three shots on the game that really don't do anything in the grand scheme of things "both the Lilly and Dragula standup bars and the dragula shot itself other than your jackpot collect" and to a point I guess you could say the Eddie loops are the same.

#948 4 years ago
Quoted from Ven:

You have three shots on the game that really don't do anything in the grand scheme of things "both the Lilly and Dragula standup bars and the dragula shot itself other than your jackpot collect" and to a point I guess you could say the Eddie loops are the same.

Lily isn't "do nothing" it's is actually a VERY easy way to do the first step to qualify the initial kitty multiplier target. Basically they should have just called Munsters "Kitty" because that's key to getting the multipliers maxed and getting score. Keep getting kitty lit, keep hitting kitty keep skipping super jackpots until you have them all, then collect.

Problem is, none of it is fun after a while. Zero. It's just a boring grind with super-poor theme integration. We had the same experience as your operator friend on the route I help with. It was gone in less than a month. Fastest in and out for a machine since I've been helping him. N00bs hated it, experienced players were bored. It earned really bad. It's not the theme, it's the terrible software. Plenty of people sampled it when we had it out, but few came back to it.

#949 4 years ago
Quoted from valgalder:

Exactly. BM66 had nothing coded in it when it was released, but I'm quite certain Lyman already had a vision for what he wanted to do with this game from the very start, and just took him a that long to fully implement it. Same goes with Dwight on Munsters.. he knew what he wanted to do with it and did it, which is another reason I would be shocked if there was any major changes to it in the future.

Definitely agree with you that munsters wont be changing but from what I recall regarding BM66 I believe Lyman took a while to get the code rolling as he took a step back to completely re-think his approach to the code.

I could be wrong but I’m sure from memory he said on a podcast he wasn’t sure how to approach the game and hit a brick wall. Anyway back to Munsters and fingers crossed Dwight decides to give this game the time and love it needs to truly make the theme shine!

#950 4 years ago

there are 2 things i can hope for at this point

1. total revamp of the game
2. hope that the layout and ramps are reused in another theme

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