(Topic ID: 264334)

Hot Wheels -- Challenge Accepted!

By rosh

1 year ago


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  • 3,319 posts
  • 309 Pinsiders participating
  • Latest reply 1 hour ago by Ferret
  • Topic is favorited by 96 Pinsiders

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There are 3,319 posts in this topic. You are on page 67 of 67.
#3301 8 days ago

My game suddenly started doing this tonight. The number 4 stays on green when the rest of the numbers are out and doesn't light red or blue.

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#3302 8 days ago
Quoted from Photopin:

My game suddenly started doing this tonight. The number 4 stays on green when the rest of the numbers are out and doesn't light red or blue.
[quoted image][quoted image]

It’s a semi-common small bug, it goes away. I believe someone mentioned the new code reduces this, but I haven’t had the time to try it yet.

#3303 8 days ago

Yes. It's fundamentally caused by electrical interference -- you can verify that the connectors to your light boards are all nice and snug. The current beta code (available at <https://www.american-pinball.com/support/updates/> changes how the software drives the lamps to mitigate this ... early word from testers has been quite favorable.

#3304 5 days ago

Shifter knob added...

Robert

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#3305 5 days ago

Really nice !

#3306 4 days ago

Need something from the store?

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#3307 3 days ago

I recently bought the topper lighting kit for my Hot Wheels. I plugged the connector into the end of the daisy-chain as described online but it would not light. It appears the end connector is bad on the last back light. If I removed a connector from a different section of backlight and plug the topper light in there it works. Any suggestions on how to remedy this problem?

#3308 3 days ago
Quoted from Photopin:

I recently bought the topper lighting kit for my Hot Wheels. I plugged the connector into the end of the daisy-chain as described online but it would not light. It appears the end connector is bad on the last back light. If I removed a connector from a different section of backlight and plug the topper light in there it works. Any suggestions on how to remedy this problem?

Any chance that the connector is reversed and you just need to connect it "upside down"? I had to do that on my Hot Wheels. Or if you got it working elsewhere on the board, stick with that?

#3309 3 days ago
Quoted from pinball2020:

Any chance that the connector is reversed and you just need to connect it "upside down"? I had to do that on my Hot Wheels. Or if you got it working elsewhere on the board, stick with that?

I'd have to unplug a strip of backglass lights to make it work that way.

#3310 2 days ago
Quoted from Photopin:

I'd have to unplug a strip of backglass lights to make it work that way.

I have a make a revision to my video to show more detail on this.
If you look at your LED strip in the backbox, one end header pins has +left, -right
The other end has +right, -left

Look at the screen printing on the LED pcb in the backbox for the +/- markings.
Plug your topper light in so yellow is + and black is -

#3311 1 day ago
Quoted from brenna98:

I have a make a revision to my video to show more detail on this.
If you look at your LED strip in the backbox, one end header pins has +left, -right
The other end has +right, -left
Look at the screen printing on the LED pcb in the backbox for the +/- markings.
Plug your topper light in so yellow is + and black is -

Yes, apparently the plug on the topper strip was installed backwards. I had to break the tab on the strip in the backbox to make it fit, but it's working now. Thanks

#3312 18 hours ago

Does anyone else ever notice that when hitting the boost target when it’s lit, will not start the boost (no blinking tach and no fire around the tach on the lcd display)? And rather it will just restart the qualifying amount of pops needed to light the boost.

This seems to happen to me a lot (especially during a long game). Also, I know that when a ball drains the boost and pops qualification will restart, I get that. This issue usually doesn’t happen on the very first boost, but on the following boosts after that throughout a game. It’s hit or miss.

I’ve noticed whether I have 100m or 2b score. Whether I’m in single ball or multiball. It REALLY sucks when I have a good game going and stacked loop crash and victory lap multiballs together. And then hit the boost when it’s lit and it doesn’t start.

I thought at first maybe the 2nd or 3rd turbo boosts times out. But I don’t believe that’s the case.

Also, why is the boost insert sometimes lit green, red, or white with red letters? Is there a difference?

I’ve put a few hundred games on this machine, and have scored in the billions lots of times, so feel like I know it pretty well. So I’m trying to figure out if this is a code issue? Or I’m missing something about the boost?

#3313 18 hours ago

Good questions. I’ll pay more attention to it over the next few days. Boost is one of those funny things where it seems to happen with each ball without really trying so I’ve never really been sure how it accumulates and gets activated.

Lately though I’ve been thinking that the boost scoring is kind of unbalanced. I feel I can work my ass off making shots in the different multiballs for like a modest 50M-200M points. But wham, hit boost and all of a sudden a few orbit shots looped together add up to 500 million points. Or yes, stack it with a battle mode like snakes or trex and its lol 800M points. Don’t get me wrong, huge scores are fucking fun, casuals love it when they strike it rich by luck and circumstance, and I leverage the boost to routinely take games over 4 billion. But still seems a little too gimmicky relative to the skillful work you can put in on other modes for way less reward.

Also, i feel the callout needs to be way more in my face when boost is activated. I often miss it. Given the points in play its should be a red alert moment and all the lights should flash red for a second or something.

#3314 17 hours ago
Quoted from rcb5588:

I thought at first maybe the 2nd or 3rd turbo boosts times out. But I don’t believe that’s the case.
Also, why is the boost insert sometimes lit green, red, or white with red letters? Is there a difference?

Your questions may be related. With default settings, you only get one 10x Tachometer boost per gear. If you get another boost in the same gear, it will ratchet up your Tach value, but not give the 10x. The Boost insert will be red when it's ready for 10x Tach, or the gear color when it just gives an RPM increase.

Quoted from RYE_:

Lately though I’ve been thinking that the boost scoring is kind of unbalanced.

I mean... it kinda is. But it takes a bunch of planning and shot making to actually take advantage of the imbalance. Ideally, at the time you start Boost, you'll want to have several features going, and your Tach pretty high... then start Boost, then make as many shots as you can in the next few seconds. When you succeed, it feels great and is highly rewarding on the scoreboard. When you screw it up, it's one of those "dang it, it slipped through my fingers -- press Start again!" moments. At least, I think so.

Quoted from RYE_:

Given the points in play its should be a red alert moment and all the lights should flash red for a second or something

We do flash the entire Tachometer as long as 10x Boost is running. I guess that's not prominent enough, in your opinion?

#3315 8 hours ago
Quoted from Ferret:

Ideally, at the time you start Boost, you'll want to have several features going, and your Tach pretty high...

Why do you want your Tach to be high ? Don't you get 10x Tach from starting Boost ?

grts

#3316 6 hours ago

I would love to see a HW operated in a toy store and to know how well it does.
It really is a theme that links many generations in a way.

#3317 5 hours ago
Quoted from Bos007:

Why do you want your Tach to be high ? Don't you get 10x Tach from starting Boost ?

Yes. And 10x 900K is much better than 10x 100K.

#3318 5 hours ago
Quoted from Ferret:

Yes. And 10x 900K is much better than 10x 100K.

Aha !

so, starting boost gives you some instant points : (100K * current_tach_number) * 10
then everything is 10x for 15 seconds

is this assumption correct ?

#3319 1 hour ago

Yes, more or less. The important thing to remember is that almost all scoring in the game is based on the Tach value.

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