(Topic ID: 244179)

Oktoberfest owners 1.0

By Gilboys

4 years ago


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#1351 1 year ago
Quoted from SLicK350:

So the beta is out... how long before an official version release?

Uh... @ferret... they're starting to price shop pitchforks and torches.

#1352 1 year ago
Quoted from Scoot:

On LOV the left scoop shot during a battle "adds more time" to that battle. Houdini also has an "add more time" by hitting the orbits. Maybe the 180 shot could be similar? If you are about to time out on the mode, hitting the 180 will add more time when you need it. As Big_Whoopin said, I too struggle hitting that shot.

I’m not sure if an “add time” shot on the 180 would interfere with the magnab people need to collect. I suppose if there was some other triggering event that occurred first to make the “add time” a special when lit shot on the 180 that could work. Two consecutive shots within a set timeframe on the 180? First = Mag, Second = Time (if hit back to back within ~15sec)?

I like the exit the tent idea better with an “unlimited” amount of time to wager your points based on the duration you can keep the ball in play up until the “drunken flippers” take over and you eventually get “cut off” and your flippers drop like Red Line Mania on HW.

#1353 1 year ago
Quoted from Scoot:

If you are about to time out on the mode, hitting the 180 will add more time when you need it.

This is kinda already in the game. For those who weren't aware, while a tent mode is running, collecting T-E-N-T letters on the inlanes/outlanes adds some time to the mode... and of course, shooting the right ramp is a great way to feed an inlane. Pro tip #1: the amount of time added by a T-E-N-T lane is inversely related to the amount of time left on the clock... so pounding out 4 quick right ramps at the start of a tent mode only adds a modest amount of time, but if you wait until time is running low, each T-E-N-T lane adds considerably more time. Pro tip #2: T-E-N-T letters you collect during a tent mode stay lit when the tent mode ends, putting you on the fast track for your next tent mode.

Quoted from SLicK350:

So the beta is out... how long before an official version release?

We'll have a second beta release in the next few days, with a goal for general release mid-August.

#1354 1 year ago

Curious if anyone has heard whether any of the machines that went on the line in May have made it out the door yet?

#1355 1 year ago
Quoted from domvertorix:

Curious if anyone has heard whether any of the machines that went on the line in May have made it out the door yet?

Pretty sure they did. Supposed to have one shipped in a week and a half. Could have had one shipped the next day but was told it would only be a 2 week wait if I wanted a shaker and knocker added.

#1356 1 year ago
Quoted from Ballderdash:

Could any of you OKT owners tell me if this game has any combo shots? I’ve only played it once on location and have watched some play through videos but can’t recall if any jackpots or modes etc require a combination or if most tents are single targets items. Looper, corkscrew, duck hunt, etc. Thanks!

It has the "Picard Maneuver" for one. with a great call out.

Combos

Left orbit -> Beer Barrel ramp: Worth increasing points and spots a PROST letter.

Left orbit -> High Striker: Awards a MagNab regardless if it is lit at the High Striker or not, as well a small increasing point award.

Left orbit -> Bar door: Awards increasing points and immediately opens the bar.
Also tent modes reward repeat combo shots based on the tent.
Skill Shots

There are four skill shots in Oktoberfest:

Bar: The Bar door will open and close; time your plunge to send the ball inside. Scores 10K and awards a beer stein.

Tent Scoop: Scores 20K and automatically starts a Tent Mode.

? Target: Scores 75K and advances OKTOBERFEST target completion.

Left inlane: Scores 20K and lights a one-shot Super Skill Shot at the right ramp to score.

Beer Steins

“Choose a stein! Lots of choices - each one has its own benefits!” ~ Otto

In single-ball play, shooting the Bar hole (either as a skill shot or after hitting the Bar doors enough times) lets you select a beer stein with the flippers.

Each stein does two things:

Makes a game feature easier to obtain or more valuable.

Increases a particular Tent Mode’s score multiplier by 1X.

Steins carry over from ball to ball. Also, you can collect the same stein multiple times; each time, the stein’s “power” is improved, and the score multiplier of its respective Tent Mode increases by another 1X. You can collect the same stein up to 3 times.

List of Steins (from top to bottom, left to right):

Mender Stout (Increases Playfield X Time & Rotor Boost)
Reclab Redrum Stout (Gives More Bonus X & Stein Race Boost)
FreakShow Rooster (Higher Corkscrew Multiball Jackpots & Target Shooting Boost)
Frosty Ferret (Higher Beer Barrel Multiball Jackpots & Duck Hunt Boost)
Ish Pale Ale (Easier to Collect Steins & Sky Slide Boost)
Sloshed Rosh Lager (Easier to Collect OKTOBERFEST Letters & Looper Boost)
Kernenmeister (Easier to Light Outlane Ball Saves & Rockin’ Xpress Boost)
Castrated Monkey (Gives More Tilt Warnings & Ring Toss Boost)
Engler Pale Ale (Gives More Time in Tents & Chugging Boost)
Not’n Roht’n (Easier to Collect Tent Letters & Juggling Boost)
Buschbrau (Gives More MagNabs & Füd Frenzy Boost)
Collecting all Steins starts Stein Slinging wizard mode!

Tent Modes

Complete “TENT” via the inlanes/outlanes to light a Tent Mode at the scoop. Scroll through the 13 modes available with the flippers; select one by hitting both.

With the exception of Juggling, which is a multiball, all Tent Modes run on a 46-second timer [?]. Each mode has a specific goal–usually making enough lit shots.

Completing a mode yields “confetti” effects on the display. However, you can keep making shots until the time expires. Otherwise, you can replay failed modes by spelling “TENT” and shooting the scoop again.

Every Tent Mode is associated with a beer stein. If you play a mode with its associated stein, all scoring is doubled. Furthermore, a stein can be collected up to two more times, which triple and finally quadruple mode scoring.

Ring Toss: Hit the OKTOBER and FEST banks to score points. The target banks alternate with each hit; you can’t shoot the same target bank twice. The “OKTOBERFEST” letters will light up to indicate your progress towards winning the mode at 11 shots.

Stein Race: The game switches to one handed play; you can only use the right two flipper buttons. Make lit shots to score. Shots you’ve already made turn red; shooting them spills your beer and lowers the point value. Complete all three legs of the race with three well-made shots to finish the mode.

Chugging: Make sequences of lit shots to beat your opponents. A two-shot sequence beats Inga, a three shot sequence beats Otto, and a more difficult sequence in the re-match (need more specifics?). Beating Otto wins the mode.

Looper: Keep shooting the left ramp over and over. 5 shots to complete. If hit without missing, value is much larger.

Juggler: A two-ball multiball. Completing sequences of lit shots adds up to two more balls into play. Completes after 4 shots (?)

Target Shooting: The PROST targets begin roving; hitting any lit target scores points. Make three lit target shots to win the mode.

Duck Hunt: Score points by hitting the four duck targets around the playfield and the center kicker. You can’t hit the same duck twice. Find five ducks to complete the mode! (Note that this mode can increase your end of ball bonus by a lot because the ducks collected still count towards it.)

Rockin Express: The spinner scores points, with the value increased by shooting the alternating lit orbit. Make 50 spins to complete the mode.

Rotor: Two Shots are lit at a time, moving from left to right and then back again.

Füd Frenzy: A frenzy mode. All switches score points. Every unique switch increases the value–in other words, the value doesn’t increase if you hit the same switch twice in a row.

Bumper Cars: Hit pop bumpers and slingshots for big points. Shooting the side ramp will increase the value of each hit. Complete the mode by collecting 30 total hits.

Sky Slide — Hit the drop target, then shoot the Food Stand saucer before the target raises again. Each saucer shot scores. Make 3 shots to finish the mode.

Tap-It! — A video mode like Tapper. Otto is standing behind his bar, which is approached by customers. Use the flippers to move Otto left and right. Hold the MagNab button to fill a customer’s stein with beer. The faster you serve a customer, the more points you get. Serve 20 customers total without missing a maximum of 4 to win the mode. Customer values typically start at 2K, 3K, or 4K.

Complete all 13 Tent Modes for the “Flipper Miestro” wizard mode.

Food Stand Modes

Center drop target hits and spinner spins qualify Food Stand Modes at the center scoop. There are five Food Stand Modes. Each has a timer that can be reset by shooting back into the center scoop.

These modes give you calories which increase multiball scoring. The order you play them in is as follows:

Pretzels (orbits) — 5k base + 2.5k each orbit
Cake (slings and pops) — 500 base + 250 each hit (?)
Ice Cream (ramps) — 7.5k base (?)
Sausage (combination of the 3 previous modes)
5th: Food Coma. Flippers go weak and you have to shoot the spinner to work off the calories and make the flippers stronger.
You can stack food modes into tents and multiball (must start in single ball play)

Note that the number of calories you start the multiball with is locked in for that multiball, so bringing in a food mode into a multiball may give you lots of calories for a future multiball, but will not increase your current multiball.

Beer Barrel Multiball

Complete the PROST standup bank to light locks on the side ramp. Locking three balls starts Beer Barrel Multiball. (Locks are shared between players. Be careful!) Locks can also hold over between games.

During multiball, lit shots score jackpots. Locking a ball in the Beer Barrel holds it there for 20 seconds (configurable). While a ball is locked in the Beer Barrel, the next jackpot is scored at 2X, the next at 3X, and so on. Each lock shot and PROST bank completion resets the timer. PROST bank also relights all jackpots. Locking a second ball scores the Super Jackpot. Locking a third ball scores a Double Super Jackpot.

Corkscrew Multiball

Spell OKTOBERFEST via the left and right standup banks to light locks. The left ramp will lower over the left loop; locking three balls in the Corkscrew lock starts multiball.

During multiball, lit shots score jackpots. Only a few will be lit and they will move around the playfield, starting on the left, and moving to the right. Spelling OKTOBER or FEST lights the left ramp for a super jackpot.

If you drain down to one ball without scoring a super jackpot, the left ramp briefly stays down for a “last chance” super.

Ducks and Duck Derby

Ducks collected throughout the game increase mode values and end-of-ball bonus. Earn ducks by one of the following:

Hitting the four duck standups on the playfield.
Mystery awards.
Completing Tent Modes. You get 5 ducks for the first mode you win on a ball, then 10 for the next, then 15, ect.
Every 50 ducks lights Duck Derby at the Tent scoop; Tent Modes are unavailable until Duck Derby has ended.

Duck Derby is a two-ball multiball. Green shots score points based on your duck count, and advance your duck in the race. Hitting a duck standup target will “select” the corresponding duck, causing any lit shot to advance that duck. When your duck is selected, all shots are green; when an opponent duck is selected, all shots are red (and you should promptly shoot your duck’s green standup target to re-select your duck). Every few seconds, the furthest back opponent duck will advance, even if you didn’t make a red shot.

Win the race, and you start a Victory Lap phase that lasts until the end of the multiball. All duck targets and lit shots score. You can make the same shot multiple times. Lose the race, and the Derby ends: flippers will be disabled until at least one ball drains. A ball saver is provided until single ball play is re-established.

Mystery

Hit all four ducks and shoot the Tent scoop to collect a Mystery award. Some awards include:

Complete OKTOBER (lights the Corkscrew Multiball Lock instantly)
Add 2 MagNab Grabs
Visit Tent
Hold Bonus Multipliers
Advance Bonus Multipliers
Collect Stein
Reset Tilt Warnings (!)

Super Striker

After enough pop bumper hits, hit the High Striker captive ball when the ball exits to the upper right flipper for a point award. The harder you hit the ball, the more points you get.

End of Ball Bonus

The bonus awarded at the end of each ball is held between balls and is comprised of:

Steins Collected x 4,000
Tents Visited x 4,000
Ducks Collected x 200
Everything is then multiplied by the Bonus X.

#1357 1 year ago
Quoted from Pyromedic:

It has the "Picard Maneuver" for one. with a great call out.
Combos
Left orbit -> Beer Barrel ramp: Worth increasing points and spots a PROST letter.
Left orbit -> High Striker: Awards a MagNab regardless if it is lit at the High Striker or not, as well a small increasing point award.
Left orbit -> Bar door: Awards increasing points and immediately opens the bar.
Also tent modes reward repeat combo shots based on the tent.
Skill Shots
There are four skill shots in Oktoberfest:
Bar: The Bar door will open and close; time your plunge to send the ball inside. Scores 10K and awards a beer stein.
Tent Scoop: Scores 20K and automatically starts a Tent Mode.
? Target: Scores 75K and advances OKTOBERFEST target completion.
Left inlane: Scores 20K and lights a one-shot Super Skill Shot at the right ramp to score.
Beer Steins
“Choose a stein! Lots of choices - each one has its own benefits!” ~ Otto
In single-ball play, shooting the Bar hole (either as a skill shot or after hitting the Bar doors enough times) lets you select a beer stein with the flippers.
Each stein does two things:
Makes a game feature easier to obtain or more valuable.
Increases a particular Tent Mode’s score multiplier by 1X.
Steins carry over from ball to ball. Also, you can collect the same stein multiple times; each time, the stein’s “power” is improved, and the score multiplier of its respective Tent Mode increases by another 1X. You can collect the same stein up to 3 times.
List of Steins (from top to bottom, left to right):
Mender Stout (Increases Playfield X Time & Rotor Boost)
Reclab Redrum Stout (Gives More Bonus X & Stein Race Boost)
FreakShow Rooster (Higher Corkscrew Multiball Jackpots & Target Shooting Boost)
Frosty Ferret (Higher Beer Barrel Multiball Jackpots & Duck Hunt Boost)
Ish Pale Ale (Easier to Collect Steins & Sky Slide Boost)
Sloshed Rosh Lager (Easier to Collect OKTOBERFEST Letters & Looper Boost)
Kernenmeister (Easier to Light Outlane Ball Saves & Rockin’ Xpress Boost)
Castrated Monkey (Gives More Tilt Warnings & Ring Toss Boost)
Engler Pale Ale (Gives More Time in Tents & Chugging Boost)
Not’n Roht’n (Easier to Collect Tent Letters & Juggling Boost)
Buschbrau (Gives More MagNabs & Füd Frenzy Boost)
Collecting all Steins starts Stein Slinging wizard mode!
Tent Modes
Complete “TENT” via the inlanes/outlanes to light a Tent Mode at the scoop. Scroll through the 13 modes available with the flippers; select one by hitting both.
With the exception of Juggling, which is a multiball, all Tent Modes run on a 46-second timer [?]. Each mode has a specific goal–usually making enough lit shots.
Completing a mode yields “confetti” effects on the display. However, you can keep making shots until the time expires. Otherwise, you can replay failed modes by spelling “TENT” and shooting the scoop again.
Every Tent Mode is associated with a beer stein. If you play a mode with its associated stein, all scoring is doubled. Furthermore, a stein can be collected up to two more times, which triple and finally quadruple mode scoring.
Ring Toss: Hit the OKTOBER and FEST banks to score points. The target banks alternate with each hit; you can’t shoot the same target bank twice. The “OKTOBERFEST” letters will light up to indicate your progress towards winning the mode at 11 shots.
Stein Race: The game switches to one handed play; you can only use the right two flipper buttons. Make lit shots to score. Shots you’ve already made turn red; shooting them spills your beer and lowers the point value. Complete all three legs of the race with three well-made shots to finish the mode.
Chugging: Make sequences of lit shots to beat your opponents. A two-shot sequence beats Inga, a three shot sequence beats Otto, and a more difficult sequence in the re-match (need more specifics?). Beating Otto wins the mode.
Looper: Keep shooting the left ramp over and over. 5 shots to complete. If hit without missing, value is much larger.
Juggler: A two-ball multiball. Completing sequences of lit shots adds up to two more balls into play. Completes after 4 shots (?)
Target Shooting: The PROST targets begin roving; hitting any lit target scores points. Make three lit target shots to win the mode.
Duck Hunt: Score points by hitting the four duck targets around the playfield and the center kicker. You can’t hit the same duck twice. Find five ducks to complete the mode! (Note that this mode can increase your end of ball bonus by a lot because the ducks collected still count towards it.)
Rockin Express: The spinner scores points, with the value increased by shooting the alternating lit orbit. Make 50 spins to complete the mode.
Rotor: Two Shots are lit at a time, moving from left to right and then back again.
Füd Frenzy: A frenzy mode. All switches score points. Every unique switch increases the value–in other words, the value doesn’t increase if you hit the same switch twice in a row.
Bumper Cars: Hit pop bumpers and slingshots for big points. Shooting the side ramp will increase the value of each hit. Complete the mode by collecting 30 total hits.
Sky Slide — Hit the drop target, then shoot the Food Stand saucer before the target raises again. Each saucer shot scores. Make 3 shots to finish the mode.
Tap-It! — A video mode like Tapper. Otto is standing behind his bar, which is approached by customers. Use the flippers to move Otto left and right. Hold the MagNab button to fill a customer’s stein with beer. The faster you serve a customer, the more points you get. Serve 20 customers total without missing a maximum of 4 to win the mode. Customer values typically start at 2K, 3K, or 4K.
Complete all 13 Tent Modes for the “Flipper Miestro” wizard mode.
Food Stand Modes
Center drop target hits and spinner spins qualify Food Stand Modes at the center scoop. There are five Food Stand Modes. Each has a timer that can be reset by shooting back into the center scoop.
These modes give you calories which increase multiball scoring. The order you play them in is as follows:
Pretzels (orbits) — 5k base + 2.5k each orbit
Cake (slings and pops) — 500 base + 250 each hit (?)
Ice Cream (ramps) — 7.5k base (?)
Sausage (combination of the 3 previous modes)
5th: Food Coma. Flippers go weak and you have to shoot the spinner to work off the calories and make the flippers stronger.
You can stack food modes into tents and multiball (must start in single ball play)
Note that the number of calories you start the multiball with is locked in for that multiball, so bringing in a food mode into a multiball may give you lots of calories for a future multiball, but will not increase your current multiball.
Beer Barrel Multiball
Complete the PROST standup bank to light locks on the side ramp. Locking three balls starts Beer Barrel Multiball. (Locks are shared between players. Be careful!) Locks can also hold over between games.
During multiball, lit shots score jackpots. Locking a ball in the Beer Barrel holds it there for 20 seconds (configurable). While a ball is locked in the Beer Barrel, the next jackpot is scored at 2X, the next at 3X, and so on. Each lock shot and PROST bank completion resets the timer. PROST bank also relights all jackpots. Locking a second ball scores the Super Jackpot. Locking a third ball scores a Double Super Jackpot.
Corkscrew Multiball
Spell OKTOBERFEST via the left and right standup banks to light locks. The left ramp will lower over the left loop; locking three balls in the Corkscrew lock starts multiball.
During multiball, lit shots score jackpots. Only a few will be lit and they will move around the playfield, starting on the left, and moving to the right. Spelling OKTOBER or FEST lights the left ramp for a super jackpot.
If you drain down to one ball without scoring a super jackpot, the left ramp briefly stays down for a “last chance” super.
Ducks and Duck Derby
Ducks collected throughout the game increase mode values and end-of-ball bonus. Earn ducks by one of the following:
Hitting the four duck standups on the playfield.
Mystery awards.
Completing Tent Modes. You get 5 ducks for the first mode you win on a ball, then 10 for the next, then 15, ect.
Every 50 ducks lights Duck Derby at the Tent scoop; Tent Modes are unavailable until Duck Derby has ended.
Duck Derby is a two-ball multiball. Green shots score points based on your duck count, and advance your duck in the race. Hitting a duck standup target will “select” the corresponding duck, causing any lit shot to advance that duck. When your duck is selected, all shots are green; when an opponent duck is selected, all shots are red (and you should promptly shoot your duck’s green standup target to re-select your duck). Every few seconds, the furthest back opponent duck will advance, even if you didn’t make a red shot.
Win the race, and you start a Victory Lap phase that lasts until the end of the multiball. All duck targets and lit shots score. You can make the same shot multiple times. Lose the race, and the Derby ends: flippers will be disabled until at least one ball drains. A ball saver is provided until single ball play is re-established.
Mystery
Hit all four ducks and shoot the Tent scoop to collect a Mystery award. Some awards include:
Complete OKTOBER (lights the Corkscrew Multiball Lock instantly)
Add 2 MagNab Grabs
Visit Tent
Hold Bonus Multipliers
Advance Bonus Multipliers
Collect Stein
Reset Tilt Warnings (!)
Super Striker
After enough pop bumper hits, hit the High Striker captive ball when the ball exits to the upper right flipper for a point award. The harder you hit the ball, the more points you get.
End of Ball Bonus
The bonus awarded at the end of each ball is held between balls and is comprised of:
Steins Collected x 4,000
Tents Visited x 4,000
Ducks Collected x 200
Everything is then multiplied by the Bonus X.

...yeah, that about sums it up.

#1358 1 year ago

With me gone, Ferret has his hands full, so would not expect significant changes to the code in the future.

Quoted from Pyromedic:

Castrated Monkey (Gives More Tilt Warnings & Ring Toss Boost)

Castrated Monkey becomes Thor's Hammer Ale when Family Friendly is set to YES

Quoted from Pyromedic:

Steins Collected x 4,000
Tents Visited x 4,000
Ducks Collected x 200
Everything is then multiplied by the Bonus X.

Victories in tents on the current ball, also has a significant bonus component, where number of tents completed is a multiplier against the points on those tents, I believe it is 10% of points earned in tent * tents won. If you have won a tent or two, good time to pick up the reclab stein to increase bonus multiplier.

#1359 1 year ago

Another combo of sorts is PROST targets -> bar ... this immediately opens the bar.

#1360 1 year ago
Quoted from Big_Whoopin:

Uh... Ferret... they're starting to price shop pitchforks and torches.

Nah...

sharpening-pitchfork (resized).jpgsharpening-pitchfork (resized).jpg
#1361 1 year ago

Question for owners? How many games does it take you to get 3 balls in the barrel for multiball? I am an above average player and have had the coil stop installed and it takes me about 8-10 games. Only once in the many years I have owned this game have I gotten it in 1 game. It's very frustrating and I think a poor design. Most of the time it rattles around the ramp and doesnt make it up. The sweet spot is so minute it pretty much takes away from this being a location game. The barrel is the most prominent and attracting thing when you walk up to it and its nearly impossible. Any ideas on adjustments? I have no idea how this was approved. Lawler got it right in Wonka and other games but Balcer's ball trajectory is not possible on a consistant basis on this game.

#1362 1 year ago
Quoted from Viggin900:

Question for owners? How many games does it take you to get 3 balls in the barrel for multiball? I am an above average player and have had the coil stop installed and it takes me about 8-10 games. Only once in the many years I have owned this game have I gotten it in 1 game. It's very frustrating and I think a poor design. Most of the time it rattles around the ramp and doesnt make it up. The sweet spot is so minute it pretty much takes away from this being a location game. The barrel is the most prominent and attracting thing when you walk up to it and its nearly impossible. Any ideas on adjustments? I have no idea how this was approved. Lawler got it right in Wonka and other games but Balcer's ball trajectory is not possible on a consistant basis on this game.

Mines dialed in good, as a slightly above average player while I cant do it every game, if I'm focused I would say every 2-3 games I can get it once. Once maybe twice I've pulled off twice in a game while in the zone. not easy, but so rewarding!

#1363 1 year ago

Sorry to hear your beer barrel ramp is such a pain,I find working hard for multi balls one of the great qualities of this game but I don’t have your problem with hitting it,I find it very satisfying and can hit it from a stop 50 percent and moving not so much but when I do make a Picard maneuver I smile ear to ear!

I find the reverse ramp harder to make!

#1364 1 year ago

Its difficult to make but my problem is when I do make it 3/4 of the time it rattles around on the slope and doesn't mske it around the bar. I have the power dialed in but something is off in the trajectory. I'm thinking some wax in that area would help but shouldnt have to do. I'm going to check the screws too and make sure they arent sitting up. When I purchased my game one of the screws was not in all the way and I had a similiar problem for months.

#1365 1 year ago

I believe traditional gum rubber makes a huge difference on the upper Flipper in making that ramp.

Also I suggest loosening or just removing the ramp entrance screws. The ramp will still be held in place without them, and it will make the entrance a bit smoother.

#1366 1 year ago

The more posts I read, the more I can’t wait for my game to come!!!!
Prost!

#1367 1 year ago
Quoted from Viggin900:

Question for owners? How many games does it take you to get 3 balls in the barrel for multiball? I am an above average player and have had the coil stop installed and it takes me about 8-10 games. Only once in the many years I have owned this game have I gotten it in 1 game. It's very frustrating and I think a poor design. Most of the time it rattles around the ramp and doesnt make it up. The sweet spot is so minute it pretty much takes away from this being a location game. The barrel is the most prominent and attracting thing when you walk up to it and its nearly impossible. Any ideas on adjustments? I have no idea how this was approved. Lawler got it right in Wonka and other games but Balcer's ball trajectory is not possible on a consistant basis on this game.

I also have an issue with the ball rattling around upon entering the beer barrel ramp. Not sure what causes it, as that sight line is blocked. I’m pretty sure it happens when it’s about halfway up the ramp. Usually happens from a ball that’s rolling to the flipper, versus a ball being dropped from the magnab. This has been an issue for the 3 years that I’ve owned my machine, but I’m pretty much just accepted the fact that this is the way it is on my machine. It’s definitely not a great design for a ramp entry. I also had to add lexan to the top of the ramp where it curves as the ball used to launch out of the top and get stuck. I’ve played around with the coil strength and haven’t found anything that helps it become more consistent. Lower coil strength works better for a ball on the move, but makes it more difficult to make it to the top for a ball being dropped from the magnab. I haven’t tried what Rosh said about loosing or removing the ramp screws, so maybe I’ll give that a try.

#1368 1 year ago

That Beer Barrel ramp reminds me a lot of Whirlwind’s Millions Plus ramp. Not easy, but feels good when you make it.

I was just play testing last night for the beta refresh and got a couple Beer Barrel MBs over a few games. It’s really not bad at all on my particular machine, but YMMV.

#1369 1 year ago

I just had a strange occurrence. I was playing a game and locked my first ball in the roller-coaster ramp and soon after the game locked up. Everything froze and the flippers went dead. I gave it a few moments and then I cycled the game. When the game booted back up I could not start a game. Thinking it was the ball still stuck up into the coaster lock I went into service mode to try and release the ball. No coils would work. Fearing the worst, I stuck a USB into the machine to capture some logs. Then I rebooted the game again. This time everything worked as expected and had a killer game. Running the latest beta. The game has never locked up on me before.

#1370 1 year ago

Definitely logs, please. Can’t imagine what that might possibly be (especially surviving across a reboot!) but that’s what testing is for.

#1371 1 year ago
Quoted from Scoot:

I just had a strange occurrence. I was playing a game and locked my first ball in the roller-coaster ramp and soon after the game locked up. Everything froze and the flippers went dead. I gave it a few moments and then I cycled the game. When the game booted back up I could not start a game. Thinking it was the ball still stuck up into the coaster lock I went into service mode to try and release the ball. No coils would work. Fearing the worst, I stuck a USB into the machine to capture some logs. Then I rebooted the game again. This time everything worked as expected and had a killer game. Running the latest beta. The game has never locked up on me before.

I haven't experienced this yet, but will see if I can duplicate hit (hopefully not) tonight on mine.

#1372 1 year ago

A quick power cycle can result in the high power protection kicking in and the game not having high power. That would explain the “carry over”, of not being able to start a game. When power cycling always wait a few seconds before turning on.

Why it froze. Ferret will have to figure that out.

#1373 1 year ago
Quoted from rosh:

When power cycling always wait a few seconds before turning on.

Good advice for any electronic / electrical device.

#1374 1 year ago

Have been running the 7-22 update for just over two weeks. Only difference I have noticed (and it is an improvement) is the absence of the annoying “Extra Ball” notification that completely obscured the bar scene in Tap It.
Re the niggles with the barrel ramp mentioned above, there has been lots written on the subject but the only tweaking I have done are: 1) dial down the upper flipper coil power a few ticks and 2) widen the metal chute entrance to the barrel opening with pliers. Haven’t had a single ball fly off the beer barrel ramp or habit trail since making these adjustments.

#1375 1 year ago
Quoted from rcb5588:

I also have an issue with the ball rattling around upon entering the beer barrel ramp. Not sure what causes it, as that sight line is blocked. I’m pretty sure it happens when it’s about halfway up the ramp. Usually happens from a ball that’s rolling to the flipper, versus a ball being dropped from the magnab. This has been an issue for the 3 years that I’ve owned my machine, but I’m pretty much just accepted the fact that this is the way it is on my machine. It’s definitely not a great design for a ramp entry. I also had to add lexan to the top of the ramp where it curves as the ball used to launch out of the top and get stuck. I’ve played around with the coil strength and haven’t found anything that helps it become more consistent. Lower coil strength works better for a ball on the move, but makes it more difficult to make it to the top for a ball being dropped from the magnab. I haven’t tried what Rosh said about loosing or removing the ramp screws, so maybe I’ll give that a try.

This is exactly, I mean exactly what I have been dealing with for the past 3 years myself. I just played Batman forever for the first time and it has the same shot, got it 3 times in one game no problem. I like a challenge as anyone but this is just off, especially a player like me. Ill give this loose ramp a "Shot" this week.

#1376 1 year ago
Quoted from Viggin900:

This is exactly, I mean exactly what I have been dealing with for the past 3 years myself. I just played Batman forever for the first time and it has the same shot, got it 3 times in one game no problem. I like a challenge as anyone but this is just off, especially a player like me. Ill give this loose ramp a "Shot" this week.

Funny this is the exact opposite of my experience,I had a batman forever and hated that ramp but love the one in Octoberfest.

11
#1377 1 year ago

"Fest-Haus" Otto is in the house. Rosh did an Outstanding job in this new "animated" Otto rendition...the original Otto reminded me too much of the Burle Ives Snowman from Rudolf the Red Nosed Reindeer...only dressed in "Lederhosen". Nice work Rosh!! It's a beautiful enhancement to one of my favorite machines. I now need to get a light on him so he and his bar stand out a bit more.

Otto 1 (resized).jpgOtto 1 (resized).jpgOtto 2 (resized).jpgOtto 2 (resized).jpgOtto 3 (resized).jpgOtto 3 (resized).jpg

#1378 1 year ago

Sweet,I'm guessing adding a spot light somewhere. I have never done that but post pics if you do.

#1379 1 year ago
Quoted from FtrMech:

I now need to get a light on him so he and his bar stand out a bit more.

I'm thinking maybe something could be mounted using one of the screws on the back of the beer barrel, then have the wiring routed down with the barrel lock harness?

But man that new Otto looks great! I'm still working on getting protective stuff on my pins first before going with cosmetics, but damn do I want that Otto!

#1380 1 year ago
Quoted from Big_Whoopin:

I'm thinking maybe something could be mounted using one of the screws on the back of the beer barrel, then have the wiring routed down with the barrel lock harness?
But man that new Otto looks great! I'm still working on getting protective stuff on my pins first before going with cosmetics, but damn do I want that Otto!

I am thinking something mounted on the other side of the playfield directed at Otto's bar, it is out of the way and I can light up both Otto and his bar...heck, I didn't even know there was something written across his bar "Pinball on Tap" until I upgraded Otto and looked at it closer...but you are right, the back of the beer barrel was my first thought and is a good spot as well.

#1381 1 year ago

Poor Otto has no home yet. For now he can lead the duck parade.

16601637118974423917606107576953 (resized).jpg16601637118974423917606107576953 (resized).jpg
#1382 1 year ago
Quoted from jaytrem:

Poor Otto has no home yet. For now he can lead the duck parade.
[quoted image]

I can put it in my machine while you wait...

#1383 1 year ago

A friend just got their Oktoberfest that they ordered (paid in full) well over a year ago... so they're making their way into the homes of buyers again!

#1384 1 year ago

#Ftrmech
Otto’s in Eden, too and works like a charm. OTF is under good lighting and has Magic Glass so won’t be needing to install additional lighting. Josh did excellent work on the new Otto.

EA3C5DCA-D123-465E-BD0C-876E89F1BFB9 (resized).jpegEA3C5DCA-D123-465E-BD0C-876E89F1BFB9 (resized).jpeg
#1385 1 year ago
Quoted from Filimurz:

#Ftrmech
Otto’s in Eden, too and works like a charm. OTF is under good lighting and has Magic Glass so won’t be needing to install additional lighting. Josh did excellent work on the new Otto.
[quoted image]

Spaten...another excellent Bavarian Bier!!

#1386 1 year ago

Y’all need to come to Frankenmuth, Michigan!

#1387 1 year ago
Quoted from Ballderdash:

Y’all need to come to Frankenmuth, Michigan!

Some members from our German Klub, Germania Society make it up to Frankenmuth, I have yet to go...I need to make a point of getting up there. Our Klub's Oktoberfest is 26 to 28 August, Germaniasociety.com here in Cincinnati...it is our 50th O'Fest anniversary...we tend to have many great German biers available...we average 500 kegs plus over a 3-day weekend. Also, this year we ordered 500 each 1 liter salt-glazed lidded beer mugs from Rastal in Germany with the Germania logo impressed into them...So, if you are in the area, stop in.

#1388 1 year ago
Quoted from FtrMech:

Spaten...another excellent Bavarian Bier!!

Ayinger is my personal favorite. Brewed in the village of Aying, just outside of Munich, so it doesn't qualify as an official Oktoberfest bier.

Ayinger does have a bierhaus in Munich near the famous Hofbrauhaus. Got to visit it this summer - food was delicious.

20220813_092458 (resized).jpg20220813_092458 (resized).jpg
#1389 1 year ago

Walking around the local fair reminded me of Oktoberfest pinball.

20220811_220327 (resized).jpg20220811_220327 (resized).jpg20220811_220339 (resized).jpg20220811_220339 (resized).jpg20220811_220550 (resized).jpg20220811_220550 (resized).jpg
#1390 1 year ago

Does anyone know where I can find 5v and ground somewhere near the beer barrel on the underside of the playfield for a spot light?

#1391 1 year ago

Here Ferret I got a treat for you…F9644646-18BE-41E9-840B-5AFE4094505E.jpegF9644646-18BE-41E9-840B-5AFE4094505E.jpeg

#1392 1 year ago

While I am eagerly awaiting for the new Otto to be available from rosh (soon pretty please!), I have decided to add some extra flood lighting to the bar area. I tapped into the 12v and put a spot over the PROST island.
20220819_193117 (resized).jpg20220819_193117 (resized).jpg
I then decided to just add some spots to the playfield and in the trough. It looks a little harsh on the photo but in person it looks great.
20220819_194437 (resized).jpg20220819_194437 (resized).jpg
I love this game!

#1393 1 year ago
Quoted from Scoot:

While I am eagerly awaiting for the new Otto to be available from rosh (soon pretty please!),

Two batches have gone out. I just got back from being out of town for a couple of weeks, so the next batch will be started shortly.

#1394 1 year ago
Okto code post (4) (resized).pngOkto code post (4) (resized).png
#1395 1 year ago

Dave, Any changes to the July Beta release?

#1396 1 year ago

Looks like some changes in August. Here is the changelog, perhaps you would know which item was new since July.

https://drive.google.com/file/d/12NHhMbFkfvuo-Fmn6fgtI6rSEWRm_Avk/view

Quoted from Filimurz:

Dave, Any changes to the July Beta release?

#1397 1 year ago
Quoted from Filimurz:

Any changes to the July Beta release?

There are a few bug fixes and bits of polish in the official release as compared to the original July beta. I didn’t comment on them separately since only a few people had the July beta.

Hope everyone enjoys the new code!

#1398 1 year ago

Our German Club's Oktoberfest is this weekend. We had a ton of folks last night, back at it at noon today...I will have to wait until Monday to download and enjoy the new code...

O'fest (resized).jpgO'fest (resized).jpg
#1399 1 year ago
Quoted from Ferret:

There are a few bug fixes and bits of polish in the official release as compared to the original July beta. I didn’t comment on them separately since only a few people had the July beta.
Hope everyone enjoys the new code!

First game on the new code; I locked the third ball on the Looper and another ball kick out of the trough. It stayed confused the rest of the game. I had an extra ball, which was awarded while the 3rd of my 4 ball mb drained. So I still had two balls in play. When one of those drained, it crashed and reset.

#1400 1 year ago
Quoted from RebelGuitars:

… it crashed and reset.

Pull the logs and send them in!

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