(Topic ID: 264334)

Hot Wheels -- Challenge Accepted!

By rosh

1 year ago


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  • 3,223 posts
  • 306 Pinsiders participating
  • Latest reply 2 hours ago by Txcoastal1
  • Topic is favorited by 98 Pinsiders

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There are 3223 posts in this topic. You are on page 64 of 65.
#3151 22 days ago
Quoted from PokerJake:

It's from the factory

Appreciate it!

#3152 21 days ago

Joined today, but haven't set it up yet... so just like everyone on Pinside does, I spent the day ordering mods.

#3153 20 days ago

Just got my Hot Wheels a few days ago. I really like it but holy crap I’m just shooting bricks constantly. Ha, any tips on the settings to make it most playable? Perhaps I need to just play more and get used to it. Also, what pitch is recommended for it to be set?

#3154 20 days ago

TheBeefSupreme ... 6 Degrees is the recommended setting .. it's important. To dial down the difficulty, go in to settings, go to presets and select ExtraEasy. Medium is the default.

#3155 20 days ago

I set mine to 6.5 and like how it plays.
You may have to tone down power to flippers to reduce air balls!

#3156 20 days ago
Quoted from pinballonthemark:

I am happy to say I am a proud owner of a Hot Wheels. Thanks to Zach Meny for having 1 left in stock from Flip-N-Out Pinball. I should have it delivered in a week! So excited to join this club. The more I do research the more I see people loving this game. Now I get to experience the fun and excitement owning and playing this game. Thanks for all your advice and feedback before making the decision to purchase my first NIB. All that is left is buying the thicker foam and a shaker motor. Then I am all set! Knocker and Magic glass will be later down the road.

Get PinStadium's in this...They look incredible with MagicGlass on top of them.

This is a fast, two flipper fan layout with tons of depth, it is very non-linear, but not confusing...I love it...Enjoy

#3157 20 days ago
Quoted from dsmoke1986:

Get PinStadium's in this...They look incredible with MagicGlass on top of them.
This is a fast, two flipper fan layout with tons of depth, it is very non-linear, but not confusing...I love it...Enjoy

Ha I know you love it. So much you just couldn’t let it go. Ha I ended up getting one anyway because I had already gotten my kid excited for it. It is a lot of fun. Gonna look into some pin stadiums. I have them on two other games and really like the look.

#3158 20 days ago
Quoted from TheBeefSupreme:

Just got my Hot Wheels a few days ago. I really like it but holy crap I’m just shooting bricks constantly. Ha, any tips on the settings to make it most playable? Perhaps I need to just play more and get used to it. Also, what pitch is recommended for it to be set?

[edit: I'm covering a lot of basics for those reading this thread that might be newer to pinball/home ownership that may not have learned these things already. I'm definitely not meaning to offend you or sound condescending to someone that owns six tables and knows all this stuff already! ]

Hot Wheels requires a little higher shot accuracy since most of the shots and ramps don't have flared openings and shots are a little tighter (Not nearly as challenging as Houdini, though).

I suggest sticking with the six degree pitch API recommends, and make sure the playfield is level side to side as best you can. Buy a digital inclinometer if you don't have one already; bubbles don't have enough accuracy in my opinion.

If your table still has the gray target backing foam and you don't have a suitable roll of weatherstripping foam already, you really need to get replacement foam like this for all of the car and R-P-M stand-ups:

https://store.american-pinball.com/products/stand-up-target-backing-foam-10-pieces-kit0008-00

They will make a significant positive impact in how the table feels and they will drastically reduce, if not eliminate, air balls.

I can backhand all of the shots except for the right ramp and right orbit. The left orbit and turbo/kickback shots are a little tight to backhand, although doable. I generally don't go after the R-P-M targets from the left flipper since it tends to rebound poorly, maybe the "M" stand-up since it's more of a glancing shot that will deflect into the pop exit area.

The other thing I recommend in general for improving shooting accuracy is to watch where the ball is at on the flipper when shooting, and don't follow the typical "keep your eye on the ball at all times" habit. For Hot Wheels, see if there is a line or checkered stripe on the flipper topper sticker that lines up with a successful shot.

-1
#3160 20 days ago
Quoted from Flipstream:[edit: I'm covering a lot of basics for those reading this thread that might be newer to pinball/home ownership that may not have learned these things already. I'm definitely not meaning to offend you or sound condescending to someone that owns six tables and knows all this stuff already! ]
Hot Wheels requires a little higher shot accuracy since most of the shots and ramps don't have flared openings and shots are a little tighter (Not nearly as challenging as Houdini, though).
I suggest sticking with the six degree pitch API recommends, and make sure the playfield is level side to side as best you can. Buy a digital inclinometer if you don't have one already; bubbles don't have enough accuracy in my opinion.
If your table still has the gray target backing foam and you don't have a suitable roll of weatherstripping foam already, you really need to get replacement foam like this for all of the car and R-P-M stand-ups:
https://store.american-pinball.com/products/stand-up-target-backing-foam-10-pieces-kit0008-00
They will make a significant positive impact in how the table feels and they will drastically reduce, if not eliminate, air balls.
I can backhand all of the shots except for the right ramp and right orbit. The left orbit and turbo/kickback shots are a little tight to backhand, although doable. I generally don't go after the R-P-M targets from the left flipper since it tends to rebound poorly, maybe the "M" stand-up since it's more of a glancing shot that will deflect into the pop exit area.
The other thing I recommend in general for improving shooting accuracy is to watch where the ball is at on the flipper when shooting, and don't follow the typical "keep your eye on the ball at all times" habit. For Hot Wheels, see if there is a line or checkered stripe on the flipper topper sticker that lines up with a successful shot.

Thanks for the advices ! Great ! Like to see the game played from many different people, i'am still learning it !

#3161 20 days ago

It came today... thanks Daniel for the Draven Tower file! Got it printed, now I just need to paint it.

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#3162 20 days ago

Does the left saucer gate replacement (https://store.american-pinball.com/products/one-way-gate-wireform-1-09-wrf0007-00?variant=32123432370274) fix rejections on early models (mine was built in Oct 2020)? I tried bending the gate a bit but it’s still rejecting (bouncing against the back wall and coming back) a lot. I don’t have the macgyver abilities some folks have to create a little stop to keep the gate from opening too far. I reckon I could try fashioning something out of a paperclip.

#3163 19 days ago

It looks like a standard one to me.

Robert

#3164 19 days ago

I'm late to the party, but what weatherstripping foam are we using to replace the factory backing? I should have seen this sooner with my Mod order from API and had them put it all in the same box. 2.65$ with 11$ S&H I'm going to see if I can just go the weatherstripping route. My model is from Aug 21' ...so reallllll new. Does this have different backing by chance already? I really haven't seen too many flying balls.

#3165 19 days ago

For the backing foam kit for the stand ups which I ordered with my shaker motor, do I place it over the existing foam or remove the old one for Hot Wheels? Is it easy for a newbie and are there instructions provided? American Pinball recommended having all four leg levelers screwed in. If that is the case, what pitch is it set at? Can you go steeper for the game to play a little faster. I don’t want it to be a float fest. What flipper strength with the new backing foam kit? Anything else I need to know as my first NIB?

My delivery date for receiving at my home is today. Just waiting for FedEx Freight to give me a call to arrange a delivery time. Getting super stoked! I’ll post pics to make it official to be a proud owner in the club. And of course hoping no damage to the box. I will inspect it thoroughly upon delivery. Any other advice greatly appreciated.

#3166 19 days ago
Quoted from BrandonLaw:

I'm late to the party, but what weatherstripping foam are we using to replace the factory backing? I should have seen this sooner with my Mod order from API and had them put it all in the same box. 2.65$ with 11$ S&H I'm going to see if I can just go the weatherstripping route. My model is from Aug 21' ...so reallllll new. Does this have different backing by chance already? I really haven't seen too many flying balls.

The foam to replace was a light gray color on mine, and had almost no firmness to it.

Quoted from pinballonthemark:

For the backing foam kit for the stand ups which I ordered with my shaker motor, do I place it over the existing foam or remove the old one for Hot Wheels? Is it easy for a newbie and are there instructions provided?

Definitely remove the old foam, it just peels right off the metal and the new foam gets stuck on in it's place. It might be easier to lift the playfield and remove the switches one at a time so you aren't trying to work around playfield guides or plastic. Each one has two wood screws, it's a really simple process overall.

Quoted from pinballonthemark:

American Pinball recommended having all four leg levelers screwed in. If that is the case, what pitch is it set at? Can you go steeper for the game to play a little faster. I don’t want it to be a float fest. What flipper strength with the new backing foam kit? Anything else I need to know as my first NIB?

Levelers all the way in is supposed to be a six degree pitch, per the manual. I'd check anyway, and make sure it's level side to side. You can go steeper, although I'd try six first to see how it plays. Going steeper will speed up the game, although it might make the ramps harder and require tweaking the flipper power. Other than switching to free play mode, you shouldn't need to tweak much (if anything) out of the box. Follow the setup instructions and have fun!

#3167 18 days ago

These are invaluable at <>15$.

Also, API...best I can do with my laziness kicking in.

IMG_4098 (resized).jpg

#3168 18 days ago

My hot take is that this game is too slow at 6.0. I think I am at 6.5 or 6.7, but much higher and I'll have to amp up the flippers and get too many airballs. But I like a little more speed.

#3169 17 days ago

Why Pinside ratings suck - Hot Wheels at 59, Centaur at 57. Centaur sucks - you could not pay me enough to have Centaur in my lineup (I rented it for 3 months). How Centaur could be rated ahead of Hot Wheels is mind boggling...

#3170 17 days ago
Quoted from WarriorPin:

Why Pinside ratings suck - Hot Wheels at 59, Centaur at 57. Centaur sucks - you could not pay me enough to have Centaur in my lineup (I rented it for 3 months). How Centaur could be rated ahead of Hot Wheels is mind boggling...

I like how Centaur sounds and the artwork is unique. It's a classic pin, so has it's appeal. I'd like to own one. But ya, Pinside rating system suffers from hype and honeymoon ratings as well as owners not being objective. A games rating is meaningless until it's been out for several years and acquires a much larger sample of votes. So Hotwheels position in the top 100 is to be taken lightly at this point. But hey, it's not doing bad at all! It's actually rated higher than some other great games!

#3171 17 days ago
Quoted from WarriorPin:

Why Pinside ratings suck - Hot Wheels at 59, Centaur at 57. Centaur sucks - you could not pay me enough to have Centaur in my lineup (I rented it for 3 months). How Centaur could be rated ahead of Hot Wheels is mind boggling...

Centaur was awesome for it's time. But I agree, Hot Wheels is a much better game.

#3172 17 days ago

Great USPS day !

yellow protector set and Hurst plunger set

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#3173 15 days ago

Proud dad moment, my three year old just whooped me and ended up breaking 200M.

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#3174 14 days ago

Ordered a nib from jj Game exchange dont have a clue about anything on this pin but one thing i know I played it had to have it super fast super fun

#3175 14 days ago

Ferret
rosh
brenna98
Vegas9

Any cool code updates coming?

#3176 14 days ago
Quoted from KingPinGames:

Power supply swapped. Game is 100% now.

Is there a secret to getting these screws out? I have only managed to get 2 of the 4 out with my socket wrench. Since they are so close to the enclosure, it's hard to get to them.

#3177 14 days ago

A very long extension bar or a stack of shorter extension bars will help.

#3178 14 days ago

So what the difference between a Weazel and a Ferret ??

#3179 13 days ago

A Ferret is smarter and a highly unsung hero of the HW coding department. He works diligently to apply polish to the code. That is, analyse code problems, devise fixes or workarounds and incorporate all fixes , new enhancements in to a new release of code after compiling and creating an executable code that we install on our machines. So a big shoutout to Joe Schober of API. He does an amazing job and has extensive experience in the pinball and coding industry.

A Weasel provides Ferret with code problems we find and keeps the HW machines hardware always running, in the far away land of Aus. He tries to be helpful on the forum with his extensive experience as an electrical engineer and former IT educator, specialist in HW and SW.

#3180 13 days ago
Quoted from Txcoastal1:

Any cool code updates coming?

Yep!

Thanks for the kind words Weazel ! However, I’ll dispute the part about Ferret being smarter.

14
#3181 13 days ago

I am happy to say I am now officially part of the club. Received my Hot Wheels NIB on Thursday last week. The game didn’t have a scratch on it thanks to the superb packing. The light show is mesmerizing, the rules are fun, the shot geometry is tight in some places, but still makable. The modes and rule sets are so clever and well thought out, yet challenging and rewarding at the same time. Red Line Mania is highly addictive and a rush when you start it.

This game is off the charts a joy to play! I can’t get over the adrenaline I feel playing this game. I love all the Multiball modes, the battle for the creatures are all unique with different shots and I feel immersed in the action.

The build quality of the cabinet, playfield, parts, and backglass are stellar!

Fantastic game and happy to be part of this owners club! I am happy to say that the newer run games have the the thick black foam backing and I experience no airballs. My game’s pitch is set at 6.5 with flipper strength for left and right flipper at 26. Increased VUK by one notch to keep the ball from falling out of the loop. It shoots great and the left orbit to blue ramp is so satisfying.

Another thing I want to note is the LCD has great resolution compared to other manufacturers. The screen more on the left side does not bother me at all. I like how it is incorporated into the artwork as a scoreboard with scaffolding around it. The artwork pops with many colors and the light show makes me yearn for more.

American Pinball has the best customer support bar none! They immediately get back to you in less than 12 hours to answer any questions people have. They even text to customers almost immediately. Very impressed.

Here is another thing that occurred to me. Hot Wheels is a game that is a compilation of all the best pinball games. Let me explain in a simple list:

Hot Wheels has an element of Whitewater where the music changes and progresses as you get further in the game such as the race in hot wheels compared to the rafts.

Hot Wheels has a ruleset similar to Jurassic Park during Escape to Nublar where you have to shoot targets to add gas to complete the mode successfully. This is very important during monster battles. Love it instead of time it is a gas gauge. Super clever!

Hot Wheels has in-line drop targets to give homage to early Bally games such as Flash Gordon.

Hot wheels has two standup targets on the right side of the playfield to start Epic in almost the same position as Game of Thrones when qualifying a lock.

Hot wheels requires a player to spell BATTLE to qualify a battle mode just like Deadpool requires a player to spell DEAD To qualify the battle scoop.

Hot Wheels has a RGB light show and color palette comparable to Wizard of Oz from Jersey Jack with flashes of color everywhere in the inserts and GI.

Hot Wheels has a similar layout shooting the left orbit to right blue ramp similar to the shot in Stranger Things from left orbit to ramp. What a satisfying shot!!

Hot Wheels has a set of 3 standup targets in a staggered step design to build up the multiplier similar to Star Wars with the 3 standup targets to build the multiplier. Hot Wheels does it better because it takes a lot of work to earn it and it stays for the rest of the game.

Hot Wheels has Red Line Mania similar to Cherry Bomb Multiball with a 45 second timer to make all the shots and possibly get super jackpot.

I could go on and on. The bottom line is Hot Wheels is the best game for the price point that includes awesome features of other games in one neat package. So happy I made the decision to get this game as my first NIB.

The more I talk about it the more jazzed people get and decide to purchase one for themselves. It is a fantastic game all around and I can’t wait to keep playing it more and more. Awesome job American Pinball! You have a sleeper that soon will be hitting the top 40 on Pinside and maybe even ranked higher. So excited for all of you who have one to play! Keep the code coming with more surprises to make the game even deeper in ruleset.

Now it’s time to attempt to get to that final wizard goal. Challenge accepted!

#3182 12 days ago

Had a killer game with the race. Shots were all dialed in during this game. Started Red Line Mania twice. Really tough to get to 3rd gear. Trying to figure out the fastest way to speed up the tachometer. Is the kickback the best strategy for turbo boost? Is it best to build up the tach during multi-ball?

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#3183 12 days ago
Quoted from pinballonthemark:

Had a killer game with the race. Shots were all dialed in during this game. Started Red Line Mania twice. Really tough to get to 3rd gear. Trying to figure out the fastest way to speed up the tachometer. Is the kickback the best strategy for turbo boost? Is it best to build up the tach during multi-ball?
[quoted image][quoted image]

Hi pinballonthemark - glad you are loving your machine.
Yes, I did what you are doing when I first got the machine.
To get better at RPM generation - set the game to 5 balls, and practice hitting and wearing down the RPM tags and practice getting your Turbo Boost.
Don't focus on anything else for about a week - maybe a month . Seriously, it is practice and a great and fast way to "ramp up" in points.

I gotta go - trying to get take out from Hot Wheels City but all they serve is pizza and traffic is always jammed with dinosaurs all over the place. Car insurance here is higher than California. .

#3184 11 days ago
Quoted from pinballonthemark:

Had a killer game with the race. Shots were all dialed in during this game.

Pretty dang good time! I think my best is 1:34.

Quoted from pinballonthemark:

Started Red Line Mania twice. Really tough to get to 3rd gear.

Yes, the RPMs decay faster in higher gears, so it keeps getting harder to get back into RLM.

Quoted from pinballonthemark:

Trying to figure out the fastest way to speed up the tachometer.

Any shot will add to the tach value, although RPM targets give the biggest boost. They also provide a benefit of temporarily stopping the value decline.

Quoted from pinballonthemark:

Is the kickback the best strategy for turbo boost?

The kick-back is the only way to start turbo boost (Only one boost per gear). The boost is charged by the pop bumpers.

Quoted from pinballonthemark:

Is it best to build up the tach during multi-ball?

If you're after higher scores it's a requirement to keep the tach value built up all the time, get into higher gears (Raises the baseline tach/score value), or both.

#3185 11 days ago
Quoted from Flipstream:

Yes, the RPMs decay faster in higher gears, so it keeps getting harder to get back into RLM.
Any shot will add to the tach value, although RPM targets give the biggest boost. They also provide a benefit of temporarily stopping the value decline.

After 3rd gear the risk / reward ratio of constantly hitting RPM goes way up. Mashing RPM constantly will eventually result in a bad bounce SDTM or off a sling into an outlane. The strategy I've adopted after 3rd gear is trying to hit more of the peripheral shots to build up the tach while less frequently using RPM to keep the tach from dropping. This approach loads the tach slower, but is also less risky. I'm getting into 4th gear more consistently this way. 5th gear... I'm not sure I have the patience for that.

#3186 11 days ago

So now that people have been using them for a while can anyone say definitively that modding the rails of the left loop reduces rattling shots and makes it a little easier to make? And if so, which mod did you use?

After nearly 500 plays the left loop rattle is the only shot that still causes me the most consistent trouble.

#3187 10 days ago

David Fix said on Kaneda's podcast they could potentially release physical mods for Hot Wheels, and he specifically hypothesized a jump ramp.

A) This sounds fantastic.
B) I stared at my machine for several minutes and, for the life of me, could not figure out where a jump ramp would go that wouldn't impact other key shots. Thoughts?

#3188 10 days ago
Quoted from RYE_:

So now that people have been using them for a while can anyone say definitively that modding the rails of the left loop reduces rattling shots and makes it a little easier to make? And if so, which mod did you use?
After nearly 500 plays the left loop rattle is the only shot that still causes me the most consistent trouble.

I bought the 3d printed wedge that stiffened up the rails and it does seem to help. Now if I could only stop the ball from bouncing out in the track builder shot...

#3190 10 days ago

It is amazing ! I love the AP manual... Houdini and Hot Wheels...

Can't wait to get the updates... Really excited !

#3191 10 days ago

Check out the latest The Spinner is Lit Podcast for in-depth first-impressions review of Hot Wheels from new customer pinballonthemark.

Thanks Mark - we love your enthusiasm for the game. Happy Flipping!

https://soundcloud.app.goo.gl/xd5hMoMFLJuGP2cb9

#3192 10 days ago

A week ago I posted this plunger. Turns out my wonderful wife also ordered one as a surprise for me.

Now I own two. Instead of returning or selling it.... and because I'm in a great mood this week.

I'll make it a Free Friday Giveaway to a lucky Hot Wheels owner.

Rules:
One guess per owner.
Pick a number between 1 and 15 and post it here
First HWO that guesses the number wins.

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#3193 10 days ago

10

#3194 10 days ago

12

#3197 9 days ago

.

There are 3223 posts in this topic. You are on page 64 of 65.

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