(Topic ID: 256899)

Rick & Morty Pinball from Spooky!

By ThePinballCo-op

4 years ago


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  • 780 Pinsiders participating
  • Latest reply 1 year ago by jonesjb
  • Topic is favorited by 197 Pinsiders

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40 key posts have been marked in this topic, showing the first 10 items. (Show topic index)

There are 12,289 posts in this topic. You are on page 120 of 246.
17
#5951 4 years ago
Quoted from Skyemont:

If this pinball had a major toy in the upper middle area in lieu of a VUK, I would have gotten this pin.

Cool story bro.

#5952 4 years ago
Quoted from Skyemont:

If this pinball had a major toy in the upper middle area in lieu of a VUK, I would have gotten this pin.

Isn’t the Danesi lock 2.0/space ship/scoop a major toy...on top of that, the Danesi 2.0 is pretty revolutionary. Nothing like it in pinball that I know of.

#5953 4 years ago
Quoted from dnapac:

Isn’t the Danesi lock 2.0/space ship/scoop a major toy...on top of that, the Danesi 2.0 is pretty revolutionary. Nothing like it in pinball that I know of.

Yeah. Huge toy, interacts with balls, multiple active locks.

He is just trolling

#5954 4 years ago
Quoted from Whysnow:

Yeah. Huge toy, interacts with balls, multiple active locks.
He is just trolling

I’m not trolling. I think the pin looks good. Just telling my thoughts about it. Sorry to say one thing that pisses off you guys. Again, I like pins that have a major toy in it. Just one is fine. Am I missing something? If so, please do tell.

#5955 4 years ago
Quoted from Skyemont:

Again, I like pins that have a major toy in it

define major toy

#5956 4 years ago
Quoted from toyotaboy:

define major toy

I like the ramp lowering in Stranger Things and hitting the ball into the Demogorgon.

I like hitting the draw bridge in MM and it lowering to destroy the castle.

Again just a major thing that is the main focus in a game.

#5957 4 years ago

Maybe you'll like the main mech in the middle. Not a "sculpt " toy but looks to be very interactive with a lot of code potential.

17
#5958 4 years ago
Quoted from Skyemont:

I like the ramp lowering in Stranger Things and hitting the ball into the Demogorgon.
I like hitting the draw bridge in MM and it lowering to destroy the castle.
Again just a major thing that is the main focus in a game.

Like a horseshoe triple ball lock mech that can juggle balls around, open up, deflect balls, has two controlled drop targets, and presumably an AFM type space ship that shakes along with all this?

As for stranger things, I gotta be honest. That toy pretty much blows. The big wide panel opens to be a ramp to blast balls all over the place, the toy is very tough to get a ball in it, and currently it does nothing. No interaction, no shaking, just a hole.

As far as toys go, it is pretty lame.

#5959 4 years ago
Quoted from Skyemont:

I like the ramp lowering in Stranger Things and hitting the ball into the Demogorgon.
I like hitting the draw bridge in MM and it lowering to destroy the castle.
Again just a major thing that is the main focus in a game.

What about a bash toy?

#5960 4 years ago
Quoted from Whysnow:

Like a horseshoe triple ball lock mech that can juggle balls around, open up, deflect balls, has two controlled drop targets, and presumably an AFM type space ship that shakes along with all this?
As for stranger things, I gotta be honest. That toy pretty much blows. The big wide panel opens to be a ramp to blast balls all over the place, the toy is very tough to get a ball in it, and currently it does nothing. No interaction, no shaking, just a hole.
As far as toys go, it is pretty lame.

I see your point. I guess the upper VUK area just looks empty to me. Everything else I like. Pop bumper in lieu of slingshot is cool. I like the risk they took with that.

#5961 4 years ago
Quoted from Skyemont:

I see your point. I guess the upper VUK area just looks empty to me. Everything else I like. Pop bumper in lieu of slingshot is cool. I like the risk they took with that.

Then you should try to buy one, they are hard to get a hold of though.

Here is a breakdown of how versatile it is: https://pinside.com/pinball/forum/topic/rick-amp-morty-pinball-from-spooky/page/115#post-5371166

#5962 4 years ago
Quoted from Whysnow:

Like a horseshoe triple ball lock mech that can juggle balls around, open up, deflect balls, has two controlled drop targets, and presumably an AFM type space ship that shakes along with all this?
As for stranger things, I gotta be honest. That toy pretty much blows. The big wide panel opens to be a ramp to blast balls all over the place, the toy is very tough to get a ball in it, and currently it does nothing. No interaction, no shaking, just a hole.
As far as toys go, it is pretty lame.

It’s a bash toy and a hole and moves on the premium / LE. It’s a great toy.

#5963 4 years ago

-3
#5964 4 years ago

I get what you are saying, due to that lock mech it does make the pf seem kind of meager compared to other games with lots of toys and a big bash toy in the middle of the pf. I guess it's important to realize though that the lock mech appears to be very versatile. This game appears to be in the same design scheme as TNA. I would assume if you don't like TNA, you may not like this game.

#5965 4 years ago

I see this game as a throw back to the old, yet infusing modern/original mechs. Not only are the toys cool, but they will heavily rely on code...something that is very modern. I think this game will be very revolutionary to the pin community.

#5966 4 years ago
Quoted from Zablon:

I get what you are saying, due to that lock mech it does make the pf seem kind of meager compared to other games with lots of toys and a big bash toy in the middle of the pf. I guess it's important to realize though that the lock mech appears to be very versatile. This game appears to be in the same design scheme as TNA. I would assume if you don't like TNA, you may not like this game.

Quoted from dnapac:

I see this game as a throw back to the old, yet infusing modern/original mechs. Not only are the toys cool, but they will heavily rely on code...something that is very modern. I think this game will be very revolutionary to the pin community.

Both great points. Not a big fan of TNA. I like AMH, Alice Cooper.

#5967 4 years ago

Buy a toy, drill a hole bottom middle. Then mount above vuk! Done make it a mod.

12
#5968 4 years ago

I am pretty happy there isn't a Bash Toy. I tend to think most of those are pretty lame.

#5969 4 years ago
Quoted from Mitch:

Bug a toy, drill a hole bottom middle. Then mount above vuk! Done make it a mod.

That’s what I was going to say - most toys are just usually standard mechs or even just switches with some sort of sculpt or plastic around them. If that Danesi mech and scoop had a sculpt around it would be a very complicated and interactive toy. Danesi stated earlier that he preferred to use his BOM budget on things that actually affect gameplay and make for a better pinball experience - like second ball troughs, Danesi locks, divertors, incredible rgb everywhere.

#5970 4 years ago
Quoted from Skyemont:

Both great points. Not a big fan of TNA. I like AMH, Alice Cooper.

You've owned so many games but never a Spooky pin.

#5971 4 years ago

Having owned a KISS LE with a POS large toy that loved to malfunction that big toy allure should not be the end all be all. I have PTSD so if this had a giant ball eating Rick head I would have been out.

#5972 4 years ago
Quoted from arzoo:

Keep in mind that the drops are stock parts so they can't be locked in the up position. But they can drop and immediately reset, so that's basically the same effect.

They can certainly be made to "not drop". The opto in front can trigger "up" solenoid before the ball even hits the target. It does not have to be dropped for the raise coil to be able to "force" the targets to stay up. So they definately can be locked or forced to Stay in the up position, in that way. This can even be done with plain drops that do not have the auto drop feature (providing there is a switch in front of it).

#5973 4 years ago
Quoted from razorsedge:

They can certainly be made to "not drop". The opto in front can trigger "up" solenoid before the ball even hits the target. It does not have to be dropped for the raise coil to be able to "force" the targets to stay up. So they definately can be locked or forced to Stay in the up position, in that way. This can even be done with plain drops that do not have the auto drop feature (providing there is a switch in front of it).

That might work! Would probably need an EOS switch like a flipper coil just to be safe.

I'm just happy this thread got going again, I was so bored this afternoon I started reading the Stranger Things thread, ugh.

#5974 4 years ago

the drops have to be able to stay up because it's said the lock can be used as a captive ball so that you can send the ball around to the other side. (Or am I missing something?).

#5975 4 years ago
Quoted from rai:

the drops have to be able to stay up because it's said the lock can be used as a captive ball so that you can send the ball around to the other side. (Or am I missing something?).

We'll need Spooky to chime in on how the drops work, forced to stay up or drop and immediately reset. But either way the locked ball could be knocked to the other side.

#5976 4 years ago
Quoted from Zablon:

This game appears to be in the same design scheme as TNA. I would assume if you don't like TNA, you may not like this game.

No. This game has ramps. Not even the same at all. It also has a looping shot, etc. This game is not TNA like at all outside of scott mother fucking danesi is the designer.

#5977 4 years ago

on TNA when you've locked the first ball the drop target locks in the up position allowing you to lock the 2nd ball. you can even kinda visually see it engage. so yes these should function the same

#5978 4 years ago

Here's another possibility with the Danesi lock - if a ball is locked, and the center post is down, and the target is in a mode where it is not forced to stay up, then a solid hit would transfer the ball to the other side, but a glancing hit would release it.

#5979 4 years ago

Not sure what is planned, but sooooo many options. Like I said, revolutionary.

#5980 4 years ago
Quoted from dnapac:

Not sure what is planned, but sooooo many options. Like I said, revolutionary.

Quoted from arzoo:

Here's another possibility with the Danesi lock - if a ball is locked, and the center post is down, and the target is in a mode where it is not forced to stay up, then a solid hit would transfer the ball to the other side, but a glancing hit would release it.

Quoted from arzoo:

We'll need Spooky to chime in on how the drops work, forced to stay up or drop and immediately reset. But either way the locked ball could be knocked to the other side.

From Scott:

Sure!
The locking mechanism is not that complicated. It is a horse shoe loop with 2 drop targets at the openings. There is a center post right int he middle of the horseshoe. There are 2 sets of optos on each side of the mech behind the drop targets and one set of long throw optos in the front of the drop targets and the scoop. The long throw opto set is there to give the software a heads up that there is an incoming ball at high speed. It's actually a super cool assembly that uses all off the shelf parts, which I am a huge fan of. In this configuration, you can load 3 balls into the lock.
The phases of the lock mech can be this:
Open Loop:
Both drop targets down, with no attempt to capture a ball. This will act as a super high speed turn around from both directions.
Ready to capture 1 ball:
When a lock is qualified, the mech will still leave both drop targets down. A ball can be captured by shooting the lock in either direction. This will capture the ball on one side.
1 ball in lock, but number 2 not qualified:
This is a cool situation, both drop targets will be up in this case and will allow you to transfer the ball from one side to another, or use it as a captive ball by putting center post up.
1 Ball in lock, ball 2 lock qualified:
The first locked ball in this case will act as a captive ball and ball 2 can be locked on the opposite side. The drop will be open and ready for the second lock on the opposite side of where ball 1 is captured.
2 balls in lock:
After ball 2 is locked, the balls can act as 2 separate captive balls in 2 separate locks by the up post keeping them separate. Another thing I was thinking about, but is going to make Eric kill me, is that we could allow someone to put a 3rd ball in the lock by hitting one of the locked balls and letting it double stack on the other side with the other ball. Then open up the empty side and ready it for lock 3. This is just an idea at the moment, and not sure if we will use it. This also opens up other cool ways of separating the balls again into a 2 locked scenario.
There are a bunch of possibilities with this thing and we are working hard on making it as fun as possible. Right now, it is very fun to play and has been very reliable. Eric knows his shit. This is just one of the super exciting mechanical aspects of this layout that I love. Well, I hope that was enough for you guys to digest for a while.
--Scott

https://pinside.com/pinball/forum/topic/rick-amp-morty-pinball-from-spooky/page/115#post-5371166

#5981 4 years ago
Quoted from arzoo:

We'll need Spooky to chime in on how the drops work, forced to stay up or drop and immediately reset. But either way the locked ball could be knocked to the other side.

Remember, one of the things different about DL2.0 compared with TNA is that TNA does not have an opto in front of (before) the first target. It is this long opto that makes it possible to have the target "forced up" (before the ball actually strikes it).

Not sure what you mean about "EOS switch like a flipper coil"? ... unless you mean a switch to show position of drop... but all drops, even basic type, have a switch to indicate if target is up or down...

#5982 4 years ago
Quoted from arzoo:

That might work! Would probably need an EOS switch like a flipper coil just to be safe.
I'm just happy this thread got going again, I was so bored this afternoon I started reading the Stranger Things thread, ugh.

I created a thread to tide the time where people can suggest different Rick and Morty dimension ideas to tweak the gameplay experience. Check it out...

https://pinside.com/pinball/forum/topic/rick-and-morty-dimension-ideas#post-5374896

#5983 4 years ago
Quoted from cooked71:

From Scott:
Sure!
The locking mechanism is not that complicated. It is a horse shoe loop with 2 drop targets at the openings. There is a center post right int he middle of the horseshoe. There are 2 sets of optos on each side of the mech behind the drop targets and one set of long throw optos in the front of the drop targets and the scoop. The long throw opto set is there to give the software a heads up that there is an incoming ball at high speed. It's actually a super cool assembly that uses all off the shelf parts, which I am a huge fan of. In this configuration, you can load 3 balls into the lock.
The phases of the lock mech can be this:
Open Loop:

Both drop targets down, with no attempt to capture a ball. This will act as a super high speed turn around from both directions.
Ready to capture 1 ball:
When a lock is qualified, the mech will still leave both drop targets down. A ball can be captured by shooting the lock in either direction. This will capture the ball on one side.
1 ball in lock, but number 2 not qualified:
This is a cool situation, both drop targets will be up in this case and will allow you to transfer the ball from one side to another, or use it as a captive ball by putting center post up.
1 Ball in lock, ball 2 lock qualified:
The first locked ball in this case will act as a captive ball and ball 2 can be locked on the opposite side. The drop will be open and ready for the second lock on the opposite side of where ball 1 is captured.
2 balls in lock:
After ball 2 is locked, the balls can act as 2 separate captive balls in 2 separate locks by the up post keeping them separate. Another thing I was thinking about, but is going to make Eric kill me, is that we could allow someone to put a 3rd ball in the lock by hitting one of the locked balls and letting it double stack on the other side with the other ball. Then open up the empty side and ready it for lock 3. This is just an idea at the moment, and not sure if we will use it. This also opens up other cool ways of separating the balls again into a 2 locked scenario.
There are a bunch of possibilities with this thing and we are working hard on making it as fun as possible. Right now, it is very fun to play and has been very reliable. Eric knows his shit. This is just one of the super exciting mechanical aspects of this layout that I love. Well, I hope that was enough for you guys to digest for a while.
--Scott
https://pinside.com/pinball/forum/topic/rick-amp-morty-pinball-from-spooky/page/115#post-5371166

This mech has many unknown updates. I look forward to them all.

#5984 4 years ago
Quoted from Zablon:

LOL. after watching all the 'pro' videos I think there should be a mode that limits time to cradle to like 1-2 seconds.

and in 1 ball play stop timers when holding ball os you can't timeout modes.

LOTR two towers multi ball Gives more points for makeing lots of shots fast.

#5985 4 years ago
Quoted from Chitownpinball:

No. This game has ramps. Not even the same at all. It also has a looping shot, etc. This game is not TNA like at all outside of scott mother fucking danesi is the designer.

Understand that, but it does remind me of it quite a bit. (which makes sense).

#5986 4 years ago

I'm 1961 - 440

Quoted from jahbarron:

BSEs (95)
----- 051-059 pinball star
----- 082 nitro
----- 083 nitro
----- 084 nitro
----- 111
——- 114
----- 115
----- 118
1790 120
1791 121
1792 122
1794 123
1802 128
1804 130
1805 131
1809 134
1812 ---
1816 141
1818 143
----- 146
----- 148
----- 170
----- 186
----- 253
----- 255
1823 258
1824 259
1827 262
----- 270
1839 273
1841 274
1849 282
1853 284
1855 286
1856 287
1859 294
1860 295
1862 297
----- 303
----- 351
1867 355
1869 357
1873 360
1875 362
1882 369
1886 373
1887 374
1893 379
1894 380
----- 376
1900 386
1906 390
1910 393
1912 395
1917 399
----- 420
----- 422
1931 413
----- 414
1940 423
1944 427
1946 429
1956 435
1959 438
----- 440
1977 476
1980 457
----- 459
1982 458
1986 461
2010 483
2012 484
2018 488
----- 493
2034 498
----- 576 lockwhenlit
2041 653
2046 658
2057 666
2065 670
2091 683
2099 689
2107 695
2121 705
2127 709
2128 710
----- 711
charity 750
STANDARDS (13)
1793 712
1815 717
----- 719
----- 721
1847 722
1870 725
1908 727
----- 733
1981 736
----- 737
2000 739
----- 740
2075 749

10
#5987 4 years ago
Quoted from cooked71:

Danesi stated earlier that he preferred to use his BOM budget on things that actually affect gameplay and make for a better pinball experience - like second ball troughs, Danesi locks, divertors, incredible rgb everywhere.

Exactly, we can put in whatever mods and plastic figures we want on our respective games. I’ve never understood why people feel the need to do this, but more power to them if an action figure here or there puts a smile on their face. Scott made the 100% right call not worrying about molded toys on the playfield in my opinion...it’s a waste of BOM to have molded toys made.

If the light show on R&M matches the light show on TNA I’ll be super impressed. In my opinion the best light shows in pinball history are (in order) TNA, WOZ, ST (LE/Prem) and MBrLE. After those four there is a significant drop off before you reach the next tier (led by Tron). Someone earlier asked about mirror blades vs artwork, usually I go with mirror blades in games but will wait for Scott’s recommendation on this game.

#5988 4 years ago
Quoted from TigerLaw:

If the light show on R&M matches the light show on TNA I’ll be super impressed.

Matches? I think I read somewhere that Scott thinks R&M will be superior to TNA in all aspects... as hard to imagine as that is.

55
#5989 4 years ago

I am working very hard on the lightshows and music, I think you will not be disappointed.
--Scott

21
#5990 4 years ago

And, yes, you guys figured out how we are able to keep the drops from falling when hit on TNA and R&M. It is pretty easy actually. There is an opto in front of the drop as far away as I could physically get it that acts as a warning for an incoming ball. Once this opto is triggered it will hold up the drop target by using a pulsed signal (to not overheat the coil) for x amount of seconds, or whatever is needed. This can be used for many things. When capturing a ball on TNA, I left the drops in a held state until the ball settles as to make sure there were minimal lock failures.
--Scott

#5991 4 years ago
Quoted from TheNoTrashCougar:

I am working very hard on the lightshows and music, I think you will not be disappointed.
--Scott

Full RGB is my favorite feature and one I think a lot of people don’t realize how much they enjoy as it’s occurring. I think all modern games should be full RGB at the prices we are paying, it should be table stakes. Love loge love that it’s being focused on here.

#5992 4 years ago
Quoted from cooked71:

Another thing I was thinking about, but is going to make Eric kill me, is that we could allow someone to put a 3rd ball in the lock by hitting one of the locked balls and letting it double stack on the other side with the other ball. Then open up the empty side and ready it for lock 3. This is just an idea at the moment, and not sure if we will use it. This also opens up other cool ways of separating the balls again into a 2 locked scenario.

I incorrectly assumed (shouldn’t do that) when I heard there were two optos on each side that a three ball lock was part of the original design intent. To hear that’s it’s just an idea at this point and not sure it will be implemented is a minor letdown. But I’m sure I won’t miss it if it doesn’t make it to the final code. In any case, I’m not sure when the last time I was this excited about playing a new release. Great job guys!!

#5993 4 years ago
Quoted from ATLpb:

Full RGB is my favorite feature and one I think a lot of people don’t realize how much they enjoy as it’s occurring. I think all modern games should be full RGB at the prices we are paying, it should be table stakes. Love loge love that it’s being focused on here.

Couldn't agree more. The ability to change the theme's color on the spot makes for an entirely new experience during gameplay. It's like you're playing a completely different pin when the colors switch over to something else. I love how TNA switches to different colors during multiball. It changes the feel of the game on the spot. MBr does this too but not to the same degree.

It's crazy how something so simple has such a big effect overall. More companies need to do this. IMO the lighting & sounds have the greatest impact on a pin, so Spooky & Scott in general are doing it right by investing so heavily in these areas.

#5994 4 years ago
Quoted from ATLpb:

Full RGB is my favorite feature and one I think a lot of people don’t realize how much they enjoy as it’s occurring. I think all modern games should be full RGB at the prices we are paying, it should be table stakes. Love loge love that it’s being focused on here.

Agreed, it’s table stakes for me these days. Seeing it first on JJP tables with some very nice light shows on Hobbit, and then done REALLY well on TNA, a game would have to be incredible for me to buy without RGB lighting.

#5995 4 years ago

Really hope we get a gameplay video soon.

#5996 4 years ago
Quoted from CKrueger:

Agreed, it’s table stakes for me these days. Seeing it first on JJP tables with some very nice light shows on Hobbit, and then done REALLY well on TNA, a game would have to be incredible for me to buy without RGB lighting.

It is all about the implementation also. With great RGB power comes great responsibility. Don't make it into a competition on how many skittles you can cram on a playfield. We don't need to worry though because Scott obviously gets it.

#5997 4 years ago
Quoted from jonesjb:

I created a thread to tide the time where people can suggest different Rick and Morty dimension ideas to tweak the gameplay experience. Check it out...
https://pinside.com/pinball/forum/topic/rick-and-morty-dimension-ideas#post-5374896

It’s almost
Like that thread didn’t need to be created and could have just been discussed here.

#5998 4 years ago
Quoted from CrazyLevi:

It’s almost
Like that thread didn’t need to be created and could have just been discussed here.

No... you’re wrong... it’s EXACTLY like that.

17
#5999 4 years ago
Quoted from kermit24:

It is all about the implementation also. With great RGB power comes great responsibility. Don't make it into a competition on how many skittles you can cram on a playfield. We don't need to worry though because Scott obviously gets it.

You are 100% correct. You need to use it when it counts to have the highest impact. I cannot stress this enough and it was one of the few major things I wanted to prove on TNA along side the fact that you can make an ass kicker game with no ramps.
--Scott

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