(Topic ID: 13401)

Predator Pinball at Michigan Pinball Expo

By SkitBPinball

11 years ago


Topic Heartbeat

Topic Stats

  • 1,525 posts
  • 167 Pinsiders participating
  • Latest reply 9 years ago by Jetzxi
  • Topic is favorited by 14 Pinsiders

You

Linked Games

Topic Gallery

View topic image gallery

anim_27.gif
squirlbackrub.gif
hungry.com.gif
pipe.gif
Fem_Predator.jpg
animated-gifs-death-02.gif
Where_s_the_update.gif
Me_n_Pred.jpg
predator_stang.jpg
th_avatar109503_22.gif
baf9_inevitable_betrayal.jpg
th_alien_0011.gif
dancing_fruit.gif
3_predator_rage.gif
hulksmile.gif
Demon_2.gif

This topic is closed.

There are 1,525 posts in this topic. You are on page 28 of 31.
#1351 10 years ago

For instance, non profit rents a building. The non-profit owners own another for-profit corporation that owns the building. The owners of the for-profit set the rent at the end of every year for the prior year. What is the rent amount you ask? The exact amount of "surplus revenue" the non-profit generated. Used to in Arkansas liquor licenses had to be held by non-profits - this is how they did it back then. Gotta love the South

#1352 10 years ago
Quoted from Drano:

Wow, 35 unread posts when I logged in just now. I was REALLY excited for some relevant news.
Has anyone been in recent contact with SkitB? Anything?
PRED #3

The update I posted was from Skit-B themselves on Facebook.

#1353 10 years ago

Get to the Chopper...

#1354 10 years ago
Quoted from BigPhil:

The update I posted was from Skit-B themselves on Facebook.

Thanks. Didn't even notice it. It got lost in all the clutter
Well, I'm glad theyre at least posting on FB.

#1355 10 years ago

Labor day bump

Question: say they have pre-orders 1,2,3,4,5 ... 250 (all the numbers) then some people drop out here and there.

Say for example number 50, 97, 123, 185 (etc.) drops out. Would the numbers just skip or would later numbers for example 250, 249, 248 (etc..) be able to opt into the lower numbers?

I think, if possible, would rather have number sequence for example 1-200 with no skips (rather than number 1-250 but with 50 skips.

Thoughts?

Side note: say people drop out as the money is due, should other people (wait list) be able to pick those spots up or be transferred or sold (a-la WoZ spots)?

My wish is that the pre-orders are set and not sellable and if someone drops out the production run is just lower. However I would like to compress the skiped numbers so if 200 pins are produced there will be a set number 1-200 no skips.

I know the temptation is to say if people are on a wait list SkipB may as well build up to 250 to let more of the world enjoy the pin, but for me, the lower the production number the better have a rare pin.

#1356 10 years ago

I know they had said that if someone drops out, their machine doesn't get built. Who knows if that's what they will end up doing when it comes down to it. It seems like it would be in their best interest to sell as many as they could. Also, wouldn't they have to bulk purchase many of the components at a set # before production begins?

As far as compressing the serial numbers, something tells me they won't mess with trying to do that. They will have their hands full even more so than they do now and likely won't want to mess with getting all their customers to accept different numbers for no really good reason.

btw, SkitB posted a second FB comment about a new 'Reveal Mode', which they are very excited about, just the other day. Hopefully it won't be long before they 'reveal' some new details.

-Brian #46

10
#1357 10 years ago
Quoted from navajas:

Non-profits, by definition, can absolutely NOT make a profit, that's why they're called non-profits. They can make "surplus revenue" which are the assets that must be reinvested into the company. And obviously they can take a salary.

This is what it's all about, pretty much. We can take a salary, but it has to be documented and considered "reasonable" in comparison to the money flowing through the company, so while we will be able to survive, we won't be showing up to any shows with sexy foreign cars and slick suits or anything. My 15 year old American pickup truck and t-shirt-n-jeans will suit me just fine. For the people, by the people, I suppose...

Quoted from playboywillis:

E.g. The breast cancer "for the cure" one, that sues people for using "for the cure" by the way, only uses 40% of the money they make for the actual charity...(which I'm pretty sure is not finding the cure).

Don't get me started on this one... The only reason I knew a bit about how non-profits work to begin with is because I saw a slew of commercials about the American Cancer Society and wondered, "If you're spending all your proceeds on cancer research, who the hell is paying for these commercials?" Well, a little Googling and statistic checking reveals that these "charities" use more than half of their "donations" to raise awareness of the organization (commercials & promotions) and to maintain the organization itself (pay people who work for them). We never claimed to be a charity, that's for sure, but the business model seems to work for us just fine. Even if we had a couple million dollars of profit sitting around, we would blow it on more manufacturing equipment and tools and stuff anyways, I'm sure

Quoted from MrWizzo:

When I met Kevin at Pinfest, I suggested that the flipper buttons be metal, and an electric shock delivered through them on tilting.

Just yours, Dan

Quoted from BigPhil:

Another 100+ messages and no update

You guys are insatiable! We're trying to get everything to fall into place for a really big update in video form, but it's taking a bit longer than we thought it would. We've added a couple things to the playfield and gotten the shots tweaked to where we think they are just about perfect, so that means yet another playfield swap. Gotta have this new prototype as close to production quality as possible before the show in Chicago next month so we can finally have a chance to show the game to the public without having to explain a bunch of future changes (ramps!) over the players' shoulders.

Quoted from jlm33:

Oh yes **please**...give us details. You want us to beg?

If I told you all of the changes we've made since the last time the game was out in the wild, this would look like the changelog section of a shareware readme.txt file, so I'll just hit the high notes for now.

Changes:
1. Balanced scoring issues across a few of the modes. Each mode, when completed properly, awards points within a 15-30M window of one another. This doesn't exactly apply to Unload or Reveal, which are more dependent on how they are played and how long they are active for their scores. As a refresher to newcomers to this thread, Unload is a mode which lasts 30 seconds with all 4 balls out on the field with unlimited ballsave and all shots on the field are worth their initial value +1,000,000pts. If played well, this mode usually nets between 95-145M. Novices seem to average closer to 50 or 60M or so. Reveal is handled a little differently now, which I will get into in a second.
2. Completing H-U-N-T inlanes and outlanes now adds four hunt attempts instead of one. One just simply wasn't enough. Game now starts with 4 attempts available at outset, as well, which I'm admittedly worried about but doesn't seem to have posed any balance issues just yet.
3. Hunt Multiball has been revamped in both scoring and playstyle. Previously, it would select a random shot and light it for 5 seconds then change to another shot. This required a level of control that I simply do not possess, and caused a lot of other players to become a little disappointed when they achieved the Hunt Multiball and didn't see much of a score increase afterwards. After the revamp, Hunt Multiball now selects a random shot (out of the two ramps or two loops, for a total of four possible), waits 5 seconds and selects another, leaving the first one lit, as well. This process is repeated until all four shots are lit or a successful shot is made on a lit ramp or loop, at which point it resets. The player is rewarded for making the shots it selects first by decreasing the value of the shot based on how many have been made lit. In short, if you hit the first shot before it adds another one, you earn a big 40M, but if you wait until all four are lit, nailing one nets you a quick 10M. Can you control the madness? Your scores will definitely show it.
4. Mystery is now lit after making 8 collective shots on the loops (4 left and 4 right, 2 left and 6 right, etc) instead of one of each shot.
5. Showdown Wizard Mode is now worth quite a bit more points overall, and the sounds have been balanced better to be louder and more obnoxious. Your wives will thank me at 2am.

Additions:
1. Mystery now has a 1-in-5 chance of starting Quick Multiball; a simple, two-ball mode in which all major shots on the field are worth 10M apiece. This mode is also stackable with the standard Multiball and Hunt Multiball modes, but not Showdown, Unload or Reveal.
2. If you remember the old Reveal mode, then you are one of the few. Originally, the mode would pick a random shot and, when the shot was made, pick another random shot and ended after six shots were made. As a player, I'll admit that this mode was just very boring and...blah. That being said, it has been completely scrapped and has been totally redone. Reveal is now something of an add-a-ball mode in which the Jungle Hole, Left Eject and Right Eject are lit as the active shots. A ball is added to play when the mode starts, and once for the first time either of the ejects are hit, for a potential of 4 balls in play at a time. Each of the three shots are worth the same point value, which increases when another ball is added and decreases when a ball is lost. Mode is over when the player loses all but one ball. Ballsave is active for 9 seconds after each ball is added, and if you have already lost one of the added balls when you add another, you get both of them back. Of course, this mode stacks with Hunt Multiball and standard Multiball, but does not stack with Unload or Showdown.
3. Login is now operating as intended. Login is optional, of course, let's just get that out of the way. Instantiate the Login screen by holding the Login button (located where most games have a buy-in button under Start) while you press start. If you're not yet in the list, you simply select new user and enter your initials as if you had just gotten a high score. If you are in the list already, just page over to your initials with the flipper buttons and press start or ball launch. Repeat this process for any or all other players who wish to log their stats. The entire process seems to take about 2 seconds per person, and the novice players around here are just as quick on the process as the veteran players. The next video will cover this system very in-depth.
4. Stat tracking is coming along very nicely, as well, but is not quite finished yet. When outside of normal play (i.e. not in the middle of a game), you can hold the Login button and press the Ball Launch button to instantiate the stats screen. Once you do that, you are presented with a similar screen as if you were logging in, only no new users are allowed here, obviously. Page to your initials and press start or ball launch again to view your stats. The stats screen shows every little bit of information the game collects about you and how you play in a series of screens which pans vertically. Here you can see how many multiballs you've gotten, how many jackpots and super jackpots you've collected, and how many times you've reached the Showdown wizard mode, along with all the little details right down to how many left ramps, right loops, center drains, etc that you've ever had whilst logged in, along with how many Wizard Points you've achieved and much, much more.
5. Added the ability to check two different users' stats side-by-side. While checking your own stats as denoted above, simply press the ball launch button again to select another user's initials to add them to the stats screen. After selecting the other user, the stats will be presented the same way as before, in the vertically scrolling manner, except there will be a line through the horizontal center of the display which divides the first user and the second user. This way, you can directly compare blunders and achievements against a friend. I would like to note that, of the 15 or so regulars that play Predator here, I'm currently leading in a few departments
6. Mini wizard mode has entered final testing. This is another mode I am quickly falling in love with. Mode is accessed "passively" by making a number of shots during regular play. When the requisite has been fulfilled, the mode starts immediately, regardless of what is going on, making this stackable with any and all other multiball modes in the machine, including Unload, Reveal and even Showdown, not to mention standard multiball, quick multiball and hunt multiball. I won't give away the meat of the mode at this point, though I can say that the mode appears to be pretty straight forward at first, but only a real fan who has watched the movie a few times will truly figure out and understand how to get the most out of this mode.

Quoted from Drano:

I was REALLY excited for some relevant news.
Has anyone been in recent contact with SkitB? Anything?

How was that, Adriano?

#1358 10 years ago

HaHa....Finally an update...Thanks Guys

#1359 10 years ago

Saweeeet!

#1360 10 years ago

Nice sounds awesome

#45

#1361 10 years ago

Skit-B in the hooooouuussee!

Thanks for the update!!! Hunt mode hurry ups sound awesome!! As well as the rest of it! Wizard, mini wizard. I remember you guys talking about a lot of stackable opportunities but this sounds amazing. Can't wait to not watch a papa video and figure out the ins and outs myself on this one.

Keep up the good work you sons a bitches!

(oh and I promise no more politics)

#1362 10 years ago

Just got my confirmation tonight...#58! This game is gonna be awesome!

#1363 10 years ago

Dammit I was actually going to try to go to bed early (before 3) tonight. Not anymore man.

Pumped. Need a beer

#1364 10 years ago

Getting excited again...thanks for an update!
#107

#1365 10 years ago

Sweeeeeet! Can't wait to see it in action!

#1366 10 years ago

Tell us about the toysssssssssssss...

3_predator_rage.gif

#1367 10 years ago
Quoted from SkitBPinball:

Varied utterances of Awesome.

Fucking. A.

#166

#1368 10 years ago
Quoted from SkitBPinball:

How was that, Adriano?

Hey man... I just missed you guys is all
Glad to have you back.

I know that I speak for a lot of us here when I say I'd rather you guys got it done right than fast... but I'm just curious if you have an updated schedule outlined for production yet? Still not looking forward to a mid-winter drive to Michigan LOL!

#1369 10 years ago
Quoted from playboywillis:

Dammit I was actually going to try to go to bed early (before 3) tonight. Not anymore man.

I actually woke up early (5:50 am) and read this - That was sweet. You made my day!
#91

#1370 10 years ago

Waiting for the test location prototype.

#1371 10 years ago

Thanks for the update sounds like things are coming together nicely! This project is so fun to watch unfold. Best of luck to all of the Skit-B team can't wait to play your creation!

#1372 10 years ago

Wow. Big update. You guys are further along in your coding than anyone expected I believe. I had no idea y'all were this far along. Glad I'm in on this project!

#1373 10 years ago

This'll be my first NIB ever. And possibly the last. Decipher what you will from that statement but its intentions are rooted in flattery.

#216

#1374 10 years ago

Gezzz I hope one of these comes to Au

#1375 10 years ago

Annnnnndddd I am immediately pumped for this by 1000% again! Thank you Kevin!

Patience is a virtue guys.

This thing is going to kick so much ass!......hopefully (lol)

#1376 10 years ago

This thread should be slammin'!!! We've been clamoring for an update for weeks and we get one and only 10 posts?? Let go crazyy in here!! This thread needs some gifs. Where is my gif man at???

#60!!!!!

#1377 10 years ago

All the people that gave up checking this post are going to be mad when they realize there was an update.

WOO HOO!!!! Update, and a cool one that at. Seems I'm going to have to memorize this movie while waiting for the game to come out.

#1378 10 years ago

You got it!
#55

dancing_fruit.gif

#1379 10 years ago

Thanks for the Update Skit-b! I am seriously considering going to the pinexpo in chicago mainly to see predator and say hi to you guys!

#1380 10 years ago

This is going to be worth the wait. Looking forward to new video.

#1381 10 years ago
Quoted from playboywillis:

I promise no more politics

CIA got you pushing too many pencils?

Quoted from Drano:

Still not looking forward to a mid-winter drive to Michigan LOL!

I heard that. We have to live here LoL. You should have your game before it gets too bad

Quoted from GrueLurks:

Waiting for the test location prototype.

You guys will probably get the Chicago prototype after the show as long as nothing too major comes up with the hardware.

Quoted from TigerLaw:

You guys are further along in your coding than anyone expected I believe.

We have been focusing a lot on software in the last few months. Thanks to all of the suggestions and feedback we get, we are able to really nail down how we want the game to play and grind through the code to make it all happen.

Quoted from RGR:

Gezzz I hope one of these comes to Au

There are a few. I'm sure you'll be able to get in touch with some of the guys who get one.

It's V8 butter jelly time?

Quoted from vster23:

I am seriously considering going to the pinexpo in chicago mainly to see Predator and say hi to you guys!

If you are within reasonable distance, you should ALWAYS go to the Chicago show. Too much there to miss, if you ask me. PinBrawl is a blast for everyone, even novices and pros alike, the seminars are usually a lot of fun, devs and designers wander around the show floor all day and love to chat, the tournaments have giant payouts, the showroom has all of the wildest stuff in the world, and the casual game room is just full of great games in tip-top shape. I can't say enough good things about the show, honestly, I haven't missed the Chicago Expo in years. Oh, and we'll definitely hang out and play some pinball while you're there, as well

#1382 10 years ago
Quoted from SkitBPinball:

I heard that. We have to live here LoL. You should have your game before it gets too bad

No shit? Wow I better start savin doubletime

#1383 10 years ago

Where are you placing your preorders for this game? I haven't seen any info on their website regarding preorder and payment schedule

#1384 10 years ago

Just write to them and tell them you'll take any number available. Then wait. They will contact you when to send in half the loot. When machine is done, send in other half. They ship. You play. Nuff said.

#1385 10 years ago

@skit b Any movement on the hardware/artwork front?

#1386 10 years ago

Are you expecting to have early numbers shipping this year?

#1387 10 years ago

Super stoked and now don't feel like doing any work today! Thanks for the update Kevin / Aaron.

See you in Chicago next month.

Chris #4

#1388 10 years ago
Quoted from spfxted:

You got it!#55

How about a link for those of us in the dark ages?

#1389 10 years ago
Quoted from jeffspinballpalace:

How about a link for those of us in the dark ages?

[email protected]

Quoted from Shapeshifter:

Are you expecting to have early numbers shipping this year?

Quoted from SkitBPinball:

You guys are insatiable! We're trying to get everything to fall into place for a really big update in video form, but it's taking a bit longer than we thought it would. We've added a couple things to the playfield and gotten the shots tweaked to where we think they are just about perfect, so that means yet another playfield swap. Gotta have this new prototype as close to production quality as possible before the show in Chicago next month so we can finally have a chance to show the game to the public without having to explain a bunch of future changes (ramps!) over the players' shoulders.

I'm assuming this means that the big reveal will be at the Chicago show. If there are toys, artwork, any of that jazz --- we'll see it in video form at least by mid-October.

#1390 10 years ago

Super stoked and very tempted to make the trek to Chicago in October to see it in action.
#113

#1391 10 years ago

I'm still dying to know about Artwork and those playfield toys, did you get in touch with Matt from BAC?

#1392 10 years ago
Quoted from J85M:

I'm still dying to know about Artwork and those playfield toys

+1

#1394 10 years ago

Would we get the pinball machine or the topper first??

PREORDER
Estimated to Arrive
2nd Quarter 2013
Our Price: $329.99

#1396 10 years ago

Might have to go to chicago to see the next update.

"Get to da Expo"

#34

#1397 10 years ago

Hey, how about you guys give us a LONG update next time.

=)

Good work, and good to hear from you again...

Quoted from SkitBPinball:

This is what it's all about, pretty much. We can take a salary, but it has to be documented and considered "reasonable" in comparison to the money flowing through the company, so while we will be able to survive, we won't be showing up to any shows with sexy foreign cars and slick suits or anything. My 15 year old American pickup truck and t-shirt-n-jeans will suit me just fine. For the people, by the people, I suppose...

Don't get me started on this one... The only reason I knew a bit about how non-profits work to begin with is because I saw a slew of commercials about the American Cancer Society and wondered, "If you're spending all your proceeds on cancer research, who the hell is paying for these commercials?" Well, a little Googling and statistic checking reveals that these "charities" use more than half of their "donations" to raise awareness of the organization (commercials & promotions) and to maintain the organization itself (pay people who work for them). We never claimed to be a charity, that's for sure, but the business model seems to work for us just fine. Even if we had a couple million dollars of profit sitting around, we would blow it on more manufacturing equipment and tools and stuff anyways, I'm sure

Just yours, Dan

You guys are insatiable! We're trying to get everything to fall into place for a really big update in video form, but it's taking a bit longer than we thought it would. We've added a couple things to the playfield and gotten the shots tweaked to where we think they are just about perfect, so that means yet another playfield swap. Gotta have this new prototype as close to production quality as possible before the show in Chicago next month so we can finally have a chance to show the game to the public without having to explain a bunch of future changes (ramps!) over the players' shoulders.

If I told you all of the changes we've made since the last time the game was out in the wild, this would look like the changelog section of a shareware readme.txt file, so I'll just hit the high notes for now.
Changes:
1. Balanced scoring issues across a few of the modes. Each mode, when completed properly, awards points within a 15-30M window of one another. This doesn't exactly apply to Unload or Reveal, which are more dependent on how they are played and how long they are active for their scores. As a refresher to newcomers to this thread, Unload is a mode which lasts 30 seconds with all 4 balls out on the field with unlimited ballsave and all shots on the field are worth their initial value +1,000,000pts. If played well, this mode usually nets between 95-145M. Novices seem to average closer to 50 or 60M or so. Reveal is handled a little differently now, which I will get into in a second.
2. Completing H-U-N-T inlanes and outlanes now adds four hunt attempts instead of one. One just simply wasn't enough. Game now starts with 4 attempts available at outset, as well, which I'm admittedly worried about but doesn't seem to have posed any balance issues just yet.
3. Hunt Multiball has been revamped in both scoring and playstyle. Previously, it would select a random shot and light it for 5 seconds then change to another shot. This required a level of control that I simply do not possess, and caused a lot of other players to become a little disappointed when they achieved the Hunt Multiball and didn't see much of a score increase afterwards. After the revamp, Hunt Multiball now selects a random shot (out of the two ramps or two loops, for a total of four possible), waits 5 seconds and selects another, leaving the first one lit, as well. This process is repeated until all four shots are lit or a successful shot is made on a lit ramp or loop, at which point it resets. The player is rewarded for making the shots it selects first by decreasing the value of the shot based on how many have been made lit. In short, if you hit the first shot before it adds another one, you earn a big 40M, but if you wait until all four are lit, nailing one nets you a quick 10M. Can you control the madness? Your scores will definitely show it.
4. Mystery is now lit after making 8 collective shots on the loops (4 left and 4 right, 2 left and 6 right, etc) instead of one of each shot.
5. Showdown Wizard Mode is now worth quite a bit more points overall, and the sounds have been balanced better to be louder and more obnoxious. Your wives will thank me at 2am.
Additions:
1. Mystery now has a 1-in-5 chance of starting Quick Multiball; a simple, two-ball mode in which all major shots on the field are worth 10M apiece. This mode is also stackable with the standard Multiball and Hunt Multiball modes, but not Showdown, Unload or Reveal.
2. If you remember the old Reveal mode, then you are one of the few. Originally, the mode would pick a random shot and, when the shot was made, pick another random shot and ended after six shots were made. As a player, I'll admit that this mode was just very boring and...blah. That being said, it has been completely scrapped and has been totally redone. Reveal is now something of an add-a-ball mode in which the Jungle Hole, Left Eject and Right Eject are lit as the active shots. A ball is added to play when the mode starts, and once for the first time either of the ejects are hit, for a potential of 4 balls in play at a time. Each of the three shots are worth the same point value, which increases when another ball is added and decreases when a ball is lost. Mode is over when the player loses all but one ball. Ballsave is active for 9 seconds after each ball is added, and if you have already lost one of the added balls when you add another, you get both of them back. Of course, this mode stacks with Hunt Multiball and standard Multiball, but does not stack with Unload or Showdown.
3. Login is now operating as intended. Login is optional, of course, let's just get that out of the way. Instantiate the Login screen by holding the Login button (located where most games have a buy-in button under Start) while you press start. If you're not yet in the list, you simply select new user and enter your initials as if you had just gotten a high score. If you are in the list already, just page over to your initials with the flipper buttons and press start or ball launch. Repeat this process for any or all other players who wish to log their stats. The entire process seems to take about 2 seconds per person, and the novice players around here are just as quick on the process as the veteran players. The next video will cover this system very in-depth.
4. Stat tracking is coming along very nicely, as well, but is not quite finished yet. When outside of normal play (i.e. not in the middle of a game), you can hold the Login button and press the Ball Launch button to instantiate the stats screen. Once you do that, you are presented with a similar screen as if you were logging in, only no new users are allowed here, obviously. Page to your initials and press start or ball launch again to view your stats. The stats screen shows every little bit of information the game collects about you and how you play in a series of screens which pans vertically. Here you can see how many multiballs you've gotten, how many jackpots and super jackpots you've collected, and how many times you've reached the Showdown wizard mode, along with all the little details right down to how many left ramps, right loops, center drains, etc that you've ever had whilst logged in, along with how many Wizard Points you've achieved and much, much more.
5. Added the ability to check two different users' stats side-by-side. While checking your own stats as denoted above, simply press the ball launch button again to select another user's initials to add them to the stats screen. After selecting the other user, the stats will be presented the same way as before, in the vertically scrolling manner, except there will be a line through the horizontal center of the display which divides the first user and the second user. This way, you can directly compare blunders and achievements against a friend. I would like to note that, of the 15 or so regulars that play Predator here, I'm currently leading in a few departments
6. Mini wizard mode has entered final testing. This is another mode I am quickly falling in love with. Mode is accessed "passively" by making a number of shots during regular play. When the requisite has been fulfilled, the mode starts immediately, regardless of what is going on, making this stackable with any and all other multiball modes in the machine, including Unload, Reveal and even Showdown, not to mention standard multiball, quick multiball and hunt multiball. I won't give away the meat of the mode at this point, though I can say that the mode appears to be pretty straight forward at first, but only a real fan who has watched the movie a few times will truly figure out and understand how to get the most out of this mode.

How was that, Adriano?

#1398 10 years ago
Quoted from blondetall:

Would we get the pinball machine or the topper first??
PREORDER
Estimated to Arrive
2nd Quarter 2013
Our Price: $329.99

Wait what? Topper Pre-Order? Do Tell! Did i miss this somewhere?

#1399 10 years ago
Quoted from CptAwesomest:

Wait what? Topper Pre-Order? Do Tell! Did i miss this somewhere?

Just referring to the link above that post. Personally don't like it.

#1400 10 years ago

I was just replying to Ted, because his toy "topper" link isn't available until hopefully after we get the machines. There's no official topper, that I am aware of. Yet. We need an update on that too.

Promoted items from the Pinside Marketplace
$ 25.00
Apparel - Men
Pinside Shop
Men
$ 10.00
Lighting - Led
Pinballrom
Led
$ 7.49
Electronics
Yorktown Arcade Supply
Electronics
Hey modders!
Your shop name here
There are 1,525 posts in this topic. You are on page 28 of 31.

This topic is closed.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/predator-pinball-at-michigan-pinball-expo/page/28 and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.