My take is that the BS edition is limited to the Fang Club preference. Theoretically, if there are 750 people in the Fang Club, and all of them buy a RaM pin, and all of them opt for the Blood Sucker Edition, then all RaM pins would be Blood Suckers.
Quoted from SpookyCharlie:
For those of you who don't listen to our podcast, let's step back and explain some of this like we did on the show a few months ago.
Spooky has the "take care of those who take care of us" attitude and always offered game sales to previous customers first. When TnA took off and with ACNC right behind it being our #1 and #2 best sellers EVER, our customer base went from about 500 to OVER 1,200.
When you can basically make 500 games a year, that becomes a problem. Good problem, but still a problem.
So, we came up with the Fang Club for those who support us to have a way to be more of a part of all this. Help grow our company, get some cool stuff for your $45 including shipping membership, do special events, cool merch, get some great exclusive video content for you, AND HAVE FUN! Bang for the buck... and FUN!!! Good right?
And yes of course, you can add cool upgrades to games... NOT LEs... Not "standard vs pro vs collectors vs ..." ... whatever. We don't want to do that. Every game you get from us will play exactly the same. If you want to jazz it up some cosmetically, GREAT! We appreciate the support and are happy to do that. (Wait until you see this dimension in BUTTER!!!)
The Blood Sucker, or BS edition (funny initials huh?... kinda like TnA! These things might be on purpose.) is simply a cool upgrade package that we feel is going to give one hell of a bang for your buck and look incredible! Can't wait for you all to see it, and I can't say more yet.
So IF we get to 750 Fang Club members and 750 decide to take the BS edition... there will be 750 BS editions. GREAT! 750 happy people! If 100 BS versions exist and 650 are "just" Rick and Morty games... GREAT! You'll love playing that too. Scott Danesi is an awesome designer and you'll all be happy with what we've done here at team Spooky!
So is it possible we sell more Fang Club memberships than we have games? Sure! Hope it happens... come on in and lets see where this little company starting it's 7th year in business goes! We'll all share the ride and use the money to improve quality even more here and HAVE FUN DOING IT.
Reality is you HAVEN'T SEEN THE GAME YET! Many of you will love it... some of you will walk away... AND THAT'S FINE! It happens on every new game. We really hope 750 of you find this exactly what you hoped it would be from a Scott Danesi / Rick and Morty Pinball machine and it exceeds your expectations in every way. We've done our best to make sure it does!
Spooky's business model is 500 games a year... we're committing 18 months to make these 750 games because we feel that's about the limit of buyers patience to wait should this be a sell out. There's some honest reality.
We're happy, we're healthy, we're glad we have a game coming very soon that excites so many people. 750 units is 250 more than we've ever sold of any title. Big jump up, thrilled at the prospect of that happening.
PEACE (among worlds) LOVE AND ALL THINGS PINBALL... Charlie
Great philosophy. This is the type of business I'd like to support with my money.
Quoted from PinPatch:
Spooky pinball is a business, that would have to make a profit on every machine sold. Why don't they expand their capacity as Rick and Morty done well could easily sell more than 750 units. World wide into the thousands
This is a license that will appeal to non pin heads.
Spooky will regret this low number in the future.
It’s about sustainability. Not a quick buck.
Quoted from razorsedge:
Pay 1k and the game is Yours and gets built. Not refundable, but if you change your mind you can pass that deposit/order to someone else.
Once Your game is in a box, pay the ballance. Your game is then shipped.
Is it easier/just as easy to transfer your game to someone else if you buy from Spooky vs a Distributor?
I’d be curious to see which percentage of those interested in the Rick and Morty pin:
-Watched the show prior to the announcement
-Just started watching the show, since the announcement
-Didn’t watch the show, and have no plans to
Quoted from lpeters82:
Now if they can just add a half ramp bonus.
Isn't this a Deeproot feature?
Quoted from chuckwurt:
Please have lots of callouts and sound effects to help the player with different dimensions. Sounds great!
And the different color lighting effects with the LED's. I could see some innovative idea coming to live with the different dimension rules.
This game will be a flow monster.
Right ramp > left ramp > upper right flipper to outer left orbit > inner right orbit to upper right flipper to inner left orbit > throw in some horseshoe loops and some outer right orbits to mix things up!
Quoted from lpeters82:
Cosmetically you can do whatever, but based on what's on this version of the playfield the spinner charges up the "portal" which is used to change dimensions with a shot to the garage. Based on the video from Charlie you can change dimensions even when you are in a mode, so to me the garage is the portal. The center shot is the ship which seems to be used to start the adventure modes. Either way, a portal mod would likely need to tap into the top light on the "Charge Level" or the green piece on the toy portal gun -- voiding your warranty.
PS: I hope they can get creative with the scoring for the dimensions, so there isn't a cookie cutter way to play the game.
spookycharlie and his team interact and listen with fans, there may be opportunities to continuously add dimensions with fun and creative rules. So many permutations with lighting (colors, brightness, movement, flashing), scoring (multipliers/dividers), unique playfield elements (loop or main bumper), combo opportunities.
-Imagine a water world where all lights pulsates blue and cyan and you have to stay alive by hitting switch within 10 seconds to breath while the center top counter counts down your oxygen.... All the while trying to charge the spinner to activate the portal so you can escape to the next dimension.
-Or screaming sun dimension where the playfield is completely dark for one minute, and gradually illuminates the playfield yellow from left to right for another minute while the sun rises and sets over 2-minute days.
-Or a heavy gravity dimension where flipper strength is weakened until you can activate a Meeseeks.
- You could even have a portal chase, where you have to hit the portal many times to escape Gromflomites.
I'm sure many here could think of much better ideas!
How does the antigravity (magnasave) device work? Is it....
A. Once charged, you can push it to activate the magnasave, where it turn on and holds the ball for a fixed period of time (like 4 seconds)?
B. You charge it up like a battery, and stays on when you hold the button in as long as there is charge while it drains? If you press it for half a second it pulses using just one bar of the charge, if you hold in for 3 seconds, it holds the ball and uses most of the charge.
Quoted from epthegeek:
That's the plan. Though, at least so far, the dimensions alter the game, but don't have a lot of interactive rules of their own.
There is a water world dimension, with an animated blue light show and it's own music -- but as mentioned, thus far, the dimensions aren't interactive (ie: shoot shots to stay alive)
Right now, the dimensions fall into three basic groups: Points increased somehow (Ramps 2x, Spinner 3x, etc), Game function affected (Pop bumper disabled, flipper function altered) and Feature/Fun dimensions that just do fun/silly things - like Water world.
All subject to change, of course.
This sounds great, a time distortion dimension would also work, where all timers count down much slower. Slow Mobius!!
Quoted from TheNoTrashCougar:
The Anti-gravity Device (magnasave) works in a really cool old school way on this game. You charge the anti-gravity device using the captive ball (Flooble Crank Post). If you need to use the magnet to save a ball from the outlane, you can tap or hold the secondary button on the right side of the cabinet. The magnet will activate for as long as you hold it and as long as you have charge left. It is 100% time to charge based. You can conserve the charge by tapping, but if you get in a bad situation, you can press and hold and attempt to gain control and drop it down the inlane. This is my personal favorite way that magnasaves are implemented and I have not seen it done like this in a while. There is no exposed core, so pressing and holding is not a guarantee that you will save the ball. I usually just tap it away from the outlane and some of the time, it will flip back up and over the sling back into play.
Sorry for the lengthy responses.
I was hoping this would be the answer, such a fun approach that will really add an additional dimension to play.
Quoted from ripple:
1816 = 141 . No complaints from me.
Me neither. Sure the system isn’t perfect, but it’s not too unreasonable, and I’m sure The Spooky team has the best of intentions, first 50 to partners (internal, Cartoon Network, etc), second 50 to distributors. I was probably one of the first 50 to buy on the site and my number is 143. Seems to add up.
Quoted from donkadelic:
Don't take this wrong way I'm not trying to be offensive here, just looking for an honest explanation as the one you've given just doesn't make any sense. If you're saying we're just lying about the numbers and shut up and take it that's totally fine but let's be reasonable here....the numbers don't lie.
Between order 1818 at 143, order 1827 at 262 and order 1875 at 362.....what is going on in the middle there?
Are you really saying you're shipping out other peoples 2nd games before people get their 1st?
He answered your question... and it seems reasonable and transparent.
“foreign customers, container shipping, loyal distributors, locations who buy every game, cartoon network team game amounts, spooky team games like oh idk the designer of the game, customers who have bought all 7 titles, shows, charity events“
Quoted from donkadelic:
Order #1 or so online is #120 in line.
Order #31 or so online is #258 in line
Order #75 or so online is #350 in line
Look, I'm really not trying to complain here, but this is the reality of the situation and just doesn't jive with the original statements about how the line was going to form.
The fact is you were at a HUGE disadvantage if you bought through spooky's website, as far as getting an early number.
Spooky was not up front about how these games would be distributed.
Are you still in our have you claimed your refund from Spooky they offered you?
Quoted from Groo:
I'm perfectly fine with the preorder situation. I had a very low number at 1812 but knew there would be many more before me. I'm a little relieved actually that they'll have over 100 done by the time they do mine and may have any kinks worked out if there are any. I bought the Fang club membership in the hopes of just getting a machine, not just getting to the front of the queue. It gives me more time to decide on some of the upgrades.
Exactly neighbor. I have 1818, and feel the same way. I'd prefer to not have one of the very first pins too. Here's to a fun spring!
Quoted from WindRaidor:
I’m assuming the Morty Adventure cards are individual RGB lights. It would be kind of cool if the adventure you closed had an associated color that would light up the card in that way. Instead of just white. I was looking at that section and wishing it were a display capable of displaying a logo/icon instead of a light but I guess that would be more expensive for little gain.
I’d rather see different color led stamps used to represent mode scoring performance that comes into play later in the wizard mode(s).
I feel like there's not enough discussion/speculation on this Danesi 2.0. Can each target be lowered by code, or do they need to be hit by the ball to drop - My understanding is that drop targets can't be lowered without being hit by the ball, but I could be wrong? EDIT: Maybe they can be lowered automatically, when I boot my shadow, the wall and battlefield entrance target lower and raise once before the first game as a test.
It seems to be such an innovative idea, much more than the latest bash toy. There is so much potential for different uses across modes, especially when you take into effect variables like...
-Drop target state (just left, just right, both, none).
-Timing: for example the right stays up left is open, and you have to shoot the first ball in (where it is trapped behind the right target), and you have 10 seconds to trap the second behind it, otherwise the right ejects the first ball and you have to start over.
This opens the mech up to so much potential. I think someone said it earlier, but this is the Swiss army knife of pinball toys...Add in the light effects, and moving ufo and this thing will be something to experience.
Add in dimension effects, an innovative flow layout with some genius design, clips from the show, custom-call outs, and it's no wonder it sold out. These components create a foundation canvas for a pinball masterpiece of code, light shows, and gameplay rules.
Quoted from tbutler6:
Anyone else thing mirror blades are the way to go on this game with the darker spacey art on the back end? Leaning that way, but the artblades were absolutely the way to go on ACNC IMO
I'm going to hold off to see what Scott does with the light shows, it's very possible that there are some very nuanced and directional effects which may be affected by having mirrored effects. Something like the black mirror blades might work better. Lots of time to see and decide.
Quoted from TheNoTrashCougar:
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.
This mech sounds so clever and versatile - with so many combinations of software and elements of the lock.
For example, it could even be used in a mode as a two ball multiball mode, where you after locking the first ball and it's in the state above (center post down), you have to hit the ball to transfer the ball to the other side, and then automatically open the second drop (releasing it into play). Hitting shots to prime your score prior to releasing the ball and starting 2 ball multiball could increase the value of two ball jackpot shots.
Quoted from djsoup:
How are you all getting the build numbers? Is Spooky emailing you this? I havent seen anything in my emails regarding build numbers.
Did you order from Spooky? If so, yes you should have gotten a confirmation shortly after ordering with your invoice number, than late last week, they emailed with your pin build number.
Quoted from Fytr:
It's the upper right flipper shot, so yeah, more difficult. I just mean that when you nail it it should do something impressive to make you feel like you did something. Hopefully it's fully visible to the player too and not hidden.
This can easily be implemented by having pulsing light show waves originating from the back left corner across the playfield with different greens.
Quoted from PinballSTAR:
Hey guys anyone asking about me - I’m here - hoped to get numbers to everyone by yesterday but still sorting a few things out. Please realize people switching from standards to LEs and other things make figuring the slotting challenging. Standards are at end of the line so when someone switches it then puts them back into the LE population and I’m being very strident to do my best to put folks in order they paid their deposit. So I had to give the standard folks one deadline to say I want an LE and my original position to be fair or they stay a standard and if they move to LE then after the deadline they can still switch up to 12/30 but their spot will be end of the LE line. Only fair way for me to manage this. Again, I’m taking it seriously as I know everyone is anxious about their spot in line. I’d rather take the extra day or two and ensure it’s fair to everyone vs rushing and having everyone mad at the process. At least I can hang my hat on the equality and fairness of my process.
So that was one delay... my other distraction I’ve mentioned to a few folks last week as my ‘emergency’ was we had a support beam in my office building parking garage rust out and partially collapse. By the grace of God the beam stayed straight up and down and didn’t kick out or my entire 8000 square foot building with my offices and tenants would have totally collapsed and with it possible deaths of 15 people who were inside. So I had two days of hell with fire department, code enforcement condemning my building (meaning I couldn’t go in until it was shored up 2 days later), engineers, iron workers, displaced tenants who’s businesses were shut down. We are all good now and ready for permanent repairs, but a very rough few days realizing I could have been involved with many deaths. Not a fun feeling. Pinball was secondary for 2 days folks. My apologies.
So... I hope to get game number assignment to everyone in a few days. I’m going to spend a day with my family for Xmas then be back at it ! Thanks for you patience.
Here’s a pic and good gosh how did that thing hold the weight a building that way ? I got a guardian angel huh ?
Merry Christmas everyone and THANK YOU for your pinball passion, I wouldn’t want it any other way !
Joe / PinballSTAR
[quoted image][quoted image][quoted image][quoted image]
Hi Joe, I bought direct from Spooky so I’m not waiting on any numbers from your team... Just wanted to say I’m glad you guys are all okay! Such a close accident. Have a great Christmas and New Year!
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
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...
Quoted from CrazyLevi:
Like that thread didn’t need to be created and could have just been discussed here.
Looks like we have a Pinside Thread Maester.
Fair point, I incorrectly suspected people may have lots of ideas, which doesn’t seem to be the case. You really seem have a thing for thread quotas and unnecessary posts... whatever, but really, there is no need to be so curmudgeonly.
Either way, I hope you’re enjoying your holiday, getting some fun pinball in and have a great new year.
Quoted from CrazyLevi:
new ones just get ignored regardless of how brilliant the questions they pose may be. At this stage of the game this is the one stop shop for all things Rick and Morty. Until there’s clear coat issues or whatever.
Yes, that’s actually a good point, especially this early in the release.
It's subtly clever how the sets of shots inserts correspond to a different bolt of lightning from the central Morty Adventure Card contraption.
-Every insert is white; 3 balls in play.
-Imagine the pinball is coated in blue paint. As you hit switches, RGB lights associated with each shot changes from white to blue. The goal is to make the whole playfield blue.
-Once the playfield is completely blue, lights all pulse, and escape through the portal.
-An add-a-ball is added to play, now you have to make all lights green, repeat until only one ball is left.
Quoted from TherealDroopy:
Very curious what the lighting is for the effect of the portal is currently if the leds just turn green or if the clear garage floor affects the lighting? I made a cheap infinity mirror with two way mirror window film and el wire. Could put mirrored film on garage floor and put a small infinity mirror in the ceiling of the garage?
[quoted image][quoted image]
So it looks like there is essentially a plexiglass sheet midway height of the garage that the ball goes under?
Quoted from drfrightner:
I have to say it... Spooky vs Stern. New game vs new game. Who wins Rick and Morty or Stranger Things.
First off we all have to admit Stranger Things is a much bigger license so Stern wins there. But if you're a fan of Stranger Things did Stern deliver the game you were hoping for? Did Spooky? After playing Stranger Things and just based on the videos for Rick and Morty... I think Spooky SLAYED the dragon.
I think if you're a fan of Rick and Morty you're ecstatic about the pinball game. Spooky knocked a home run and made the Rick and Morty fans overjoyed. If you're a fan of Stranger Things, you're now probably wishing Spooky had the license because Stern laid an egg. Stern likes to do this a lot... rain on someone's parade by releasing new code when another manufacturer releases their new game, or in this case a new game over the top of another new game.
They usually win... but Spooky did such a great job Stern loses big league. Congrats to Spooky you went head to head and won you're now a giant killer.
Rick and Morty has a unique layout with lots of clever flow and chaining of shots. This hasn't been made obvious yet, but you'll see. I sense a strong degree of focus, dedication and passion with Spooky; I'd prefer a company wring the maximum amount possibility from something instead of focusing on many irons in the fire.
Stern is kickings ass with how it's making the most of Jurassic Park. There was so much potential from the Goggles in Ghostbusters, the LCD in Star Wars, but were these used to its fullest? Will the Stranger Things projector and the Elvira trailer feature be used to its max potential? I hope so!
Quoted from Mrawesome44:
If the numbers aren't such a big deal why has it been so difficult for people to get numbers in the first place? If numbers aren't a big deal then why did Spooky wait till after everyone bought their spots to tell us the first 100 were already taken. The numbers are a big deal and if you don't want yours then that's on you. I spoke on the issue of letting people switch and in the process holding everyone else up who knew what they wanted to purchase ahead of time. I understand about the support beams but if people think that's the only reason numbers continue to be delayed than people are dead wrong. If the spots were refundable i'm sure he'd move a lot quicker but they aren't so he doesn't have to move any faster than he wants to. Like i said I'm looking forward to the next response from him explaining why numbers are getting delayed once again
That's why i wrote "I don't think holding everyone up for people that knew way ahead of time the difference between the 2 and paid for a standard is right" Do you think he's switching people around and dealing with all this trouble for free. The answer is hell no and the reason is bigger kickback.
Perhaps you may have some luck selling your spot to another person in this thread?
Quoted from razorsedge:
My bet is (by the arangment of the garage) that this could have even been something that was being considered for inclusion in the game. The garage arangment is conducive to having a Portal graphic spinning in the actual playfield portal. Easy to see how it could blow out the BOM though as well.
Can someone please get harryhoudini on this?
Quoted from Mrawesome44:
I did but a lot of people in my area who have received NIB recently and the issue seems to be resolved. If tmnt comes out and they are still having qc issues. I'll buy something else no big deal.
I've never insulted Joe nor have i said he was a bad distributor. I like Joe and I bought from him because i wanted to support him and I'll buy from him in the future if our paths align. My critique has been about the switching of spots causing a logjam and that spot numbers arent going to be given out fairly which we know they aren't. The other points were addressed
From the minute Rick and Morty was revealed Spooky and Distros stressed "FIRST COME FIRST SERVE".
Do you think it's fair that Spooky had everyone fighting over spots that weren't even available at launch?
Do you think it's fair that if someone willingly bought a standard then switched to a BSE(before Deadline)they would jump in front of everyone who ordered behind them even though they bought a bse?
Do you think it's fair that another Distro(I wont name names)sold spots to returning customers and made new and first time customers wait an entire day before they could get thier chance to buy. A point that even SpookyLuke talked about.
Do any of the above scenarios truly scream "FIRST COME FIRST SERVE"? So please spare me the notion of Everyone had a fair and equal shot at all 750 machines
I ordered direct from Spooky, had my confirmation within minutes and my pin build allotment in a matter of days. It is the holiday period, they are probably spending time with family and all should be resolved in a week.
Here's an interesting piece of info from the Slap Save pinball podcast: You will be playing as Morty, there will actually be different versions of Morty that will be randomly assigned (Lizard Morty, Dancer Morty, etc). These won't impact scoring and are mainly for cosmetic purposes.
Quoted from estrader:
This sucks in the mid 500s...repeat spooky customer and purchased from a distributor who I had previously purchased games. Whatever happened to spooky giving priority to the people who got them where they are today? I took the risk on a bse when others before me chose the standard and now they get to take their time in selecting without moving to the bottom of the bse line?
I think they would do first come first serve by supplier (Spooky, distributor A, distributor B, etc).
Quoted from o-din:
Not sure if this has been brought up or not. Something I've been thinking about though.
Although it looks stylish and cool, how are these cutouts around the flipper buttons going to be on the fingers that are not on the flipper buttons?[quoted image]
It’ll be fine. Worst case scenario, someone will come out with plexiglass mod cutouts that fit and level the surface.
Quoted from fumbleflippers:
The real capitalism kicks in when folks start eBaying the early NIB’s as they get them. Better to pay $1000-1500 over for a spot or 3k+ over for an available NIB? Or should they wait for the used market years from now?
I’m kinda kicking myself for not getting a standard also. Potentially those that bought both could flip the BS to pay for the standard. There’s no telling what these will go for atm.
Looks like they are already attracting a premium.
Scott mentioned on the podcast that his favorite Rick and Morty Episode is the one where there the aliens create a simulation within a simulation: M. Night Shaym-Aliens (Season 1, episode 4).
How fun would it be for a mode require you to make shots to try to clog the processing power of the simulation, which then glitches out your actual Rick and Morty pinball machine:
-Slowing and looping audio
-Making lights flash, and shudder
-LCD having video glitches
-repeating callouts, etc
Then dimming/turning off most lights, and you have to hit the scoop within 30 seconds to escape the simulation before the pin reboots.
Quoted from Zablon:
Gives me an idea for a crazy mode. Bleep mode. Rick starts into one of his tirades (with extra sauce) and every ball hit (target) bleeps over what he's saying. Make the objective simply bleep as much of the tirade as you can in that time. Score tallied by % of tirade bleeped.
Sounds like a midnight madness mode!
Quoted from Whysnow:
don't worry... they dont
If they did, it would be sold already. Then again, when games in the early 100s have sold for 1k premium over deposit... do you really expect to get anything extra for a spot that is more than 1/2 year out at best?
For anyone shopping, there are distributors with spots still available for no premium.
My guess is once a more comprehensive gameplay video streams and people have a chance to play it, the premium over the deposit will drop by half or at least double. Reception will dictate the trajectory.
Quoted from PoMC:
No it is not trolling. He talked smacked to me, then an hour later the game designer tells him he is flat out wrong about his comment on the memory leak fix. So I'll smack talk back. That is not trolling....I did not bait him into any comment, he did that on his own. And he ALWAYS does that.
Whysnow should change his handle to Mando....always getting shit wrong, because it is the way.
What number Rick and Morty did you get?
Quoted from Chisox:
So I put a couple games on this today picking up my ACNC. It’s totally badass. Very unique layout and the theme is just so perfect for pinball. My brother and I were talking about it for our full 3 hr car ride. Well done guys.
Is there anything you can share about the gameplay or objectives?
Quoted from Lounge:
This thread is becoming unbearable....
“I want a pinball machine based on a show where the main character is a crass drunk that blurts out inappropriate comments.... but only between the hours of 10pm and 6am.... and only at 70% of what the show would normally have.... unless it’s Friday or Saturday.... or when my kids are at their mom’s for the weekend... unless it’s a holiday.... but not during Christmas or Easter.”
Can we just say, if you don’t want your kids watching the show, then this probably isn’t the game you want in your house.
...unless you bought a standard from a distributor at 10:04:28 and your build number is lower than the BSE that another guy bought from Spooky at 10:05:17 from the website that wasn’t a Fang Club member but owns a TNA.
What in the serious fuck is going on here?!?
100%. Finally, some reason.
Quoted from mbasnight:
I have a 5 year old. I’d like to parlay some conversations for a few years. So I’m going to take advantage of this feature.
So y’all single sweaty men without kids or divorced sweaty men without kids at your house can deal w the fact that some people have small kids at their house and still like rick and morty.
My kids will watch the show. I will watch it with them. Just not in March when I get my machine.
I appreciate the value in being able to limit content and disable swear words, but within reason. The feature already looks quite sophisticated, which is great (I'll likely have it dialed in to 1-30%). But wouldn't time be better invested continuing to code other elements of the game, rather than trying to map out the absurd permutations of requests to the feature.
Bowen discusses the Megaseeds and how they function in gameplay on the latest Special When Lit Pinball podcast. He says seeds are found across the dimensions and essentially work as a multiplier that adds 5% of score per seed at each bonus.
This got me wondering about inserts... In particular the inserts that indicate both the Megaseeds and Meeseeks simultaneously. I’m curious how the insert will indicate whether a Megaseed or Meeseek is lit. How does this work?
Quoted from dnapac:
Just a guess, but with full RGB leds I’d expect a different color depending on what it is.
This was what I was suspecting, but I wonder if it’s something clever/unique like the colors will fade out the non-relevant insert (As with how 3D glasses work). If the light is cyan, Megaseeds are purple and Meeseeks are blank blue. If the light is magenta, Megaseeds are blank pink and Meeseeks are purple.
Or a led that lights up on two halves. Could both Megaseeds and Meeseeks shots be lit?
Quoted from Calfdemon:
He also ran to the Alice Cooper thread and stated that everyone here got mad at him for simply asking a question. I tried correcting him there as well and he got very smug.
It’s pretty insincere if PoMC is going around feigning being a victim when it seems he’s trying to instigate.
Quoted from Calfdemon:
Here is what he posted in the ACNC thread and I called him out 9 posts later. He is obviously a "last word" kind of guy as he carried it on to the next page. I just stopped giving him the attention he craved.
That’s a shame.
Three things I noticed from the video that I don't believe have been mentioned:
Noob Noob shot is right in the sweet spot of the upper flipper. I wonder if it is a subtle, humorous dig at the players lack of skill getting either of the two more difficult shots.
There is quite an amount of detail in the garage.
The odd phallic plants from the games appear as a post holding up the right ramp.
Quoted from screaminr:
I'm assuming if he ordered through spooky I guess he just got his spot like anyone else . Obviously I don't know but I wouldn't just assume he got special treatment
Spooky took phone orders in addition to its online store. Phone orders would probably get a speed advantage since the order would go through while everyone else was ordering through the congested web traffic through the site. No reason to look for drama.
Quoted from hawkmoon:
Looking at the play field photos,I see that on the approach to the right ramp,there is a stand up length of naked steel on the left side of the ramp!! there is no rubber on it! When you go for the right ramp,hitting bare metal doesn't seem right!!Can any body comment on that????
Oh, it’s so much more than right! That’s the Flooble Crank, which is essentially a sort of captive ball. When you hit the metal post it transfers the kinetic energy to a captive ball behind it, charging the Magna save, I believe it can also qualify locks. It just goes to show how Spooky is adding toys to this pin that make clever use for space and impact gameplay.
Could be cool, although if I went with a glo ball, I’d go with white, as seems more associated with energy/electricity. Also it would be a blank canvas to reflect the different colors of the light show off of. Not sure how visible it would be though.
Quoted from Coyohtay:
I was thinking about the comments on the metal flooblecrank putting rubber on it to protect it. could you combine it with rubber on the post, and use the powerball from a TZ to reduce the inertia needed to activate the crank? Thereby making it just as effective as the metal on metal impact?
I was considering that too! Very possible. I like the look of the powerball, but I’ll wait until I get my game to test.
Quoted from mbasnight:
I was considering removing the top flipper, as well as putting Kleenex on one side of the danesi lock 2.0. I think this will be the best experience on this machine I’ve seen 2 pics of. Might also add a LED strip to the center of the playfield just stuck right to it, at roughly a 50 degree angle. Thoughts?
Needs a projector.
Quoted from jeffspinballpalace:
Yep so 20 seeds is 100% boost, similar to a 2x multiplier and it carries over to remaining balls. 100 seeds is the max and is similar to a 5x multiplier. I like this method of linking the seeds to multiplier, applying it to your total score and carrying it over. Won’t be long now til we see first game delivered and can watch game play footage. Maybe Spooky will honor us with a stream that shows who has game -> pitting Scott D, Eric P, David vE, Bowen K and Justin R.
Agree, it makes the playfield multiplier less exploitable, and based more on playing better. It essentially removes the huge outliers and in some cases luck (like getting 40X multiplier on a key shot on Star Wars).
I'm also guessing that there will be well more than 10 adventures then (otherwise, what's the point of getting to choose one, if you will end up playing the full roster anyway)! I like that Rick's adventures are completely random.
Great that there are no huge playfield multipliers, although I’d love to see a feature similar to The Shadow, where during Multiball if shoot a ball in the left half of the horseshoe it holds it for 10 seconds doubles your next jackpot shot AND if you can lock a second ball in the right half during the 10 seconds, it triples the jackpot.
So many ways this toy can be used when combined with gameplay, rules, and ingenuity!
Quoted from OnTheSnap:
You missed my point. And yes, your behavior is bullying and it should stop. Nice that you view this as your private pissing ground and could care less about opinions of fellow hobbyists.
You pay $8K for a finished game. Including complete code. Then the development stops once that commitment is fulfilled. You got the game you paid for. It's done. All the s/w engineers have moved on to make money on the next project.
The not so new idea is to have the s/w engineers continue beyond that point to make our games have fresh content. Increasing the value and enjoyment vs having them be stagnant objects.
I understand the situation the industry is in with Machines shipping code incomplete. Therefore we are all worried about how companies will draw the line between what's owed and what is bonus. That's all fine.
But if there is a point when a company has a title which greatly expands over time as a feature, I'm in.
More interesting stuff happening now. Don't care.
Quoted from razorsedge:
As I asked earlier: Is the poster a representation of the topper in any way?
Doubtful. Random side note... I find this image slightly off putting, something about the red behind the Morty’s eyes showing. Am I the only one?
I’m not talking about Fulci’s Zombi 2 or Green Inferno level disturbing... just a little.
Quoted from donkadelic:
You must not care about sound quality and love to recharge things unnecessarily. But hey, to each their own.
And yes, I know you think they sound great.
Wireless headphones are so much more convenient for exercise, working out in the gym, and running though. I’d prefer reduced sound quality to cumbersome wires.
Back to Rick and Morty pinball talk...
I wonder if dimensions will get progressively more difficult to traverse? As I understand, each dimension will allow you to collect 3 mega seeds. Up to a max of 99.
This would mean you could travel 33 dimensions across one very effective game (could be more, I’m guessing you can dimension jump before collecting the 3 seeds?). The spinner charges the dimension gun, so as you get further and further, does the gun require more spinner energy? This, could make for some challenging gameplay, similar to how reactors get more and more difficult to activate in TNA (Dimension hopper award!)
The spinner will be pretty important it seems - It’s great that each lower flipper has a shot that lines up the upper flipper shot.
I respectfully disagree. While it sounds neat, it would get old and slow the game down. It’d also dampen the effect of having the ball disappear and teleport immediately to the bottom left flipper.
Or an innovative Swiss army like toy that can be used in countless ways
Or a magnasave that can be used to finesse the ball
Or a teleporting portal that takes you to different dimensions.
Or an incredible light show
Quoted from cavalier88z24:
I played the prototype on Wednesday. If you liked the music on TNA then your going to love it in this game! The modes have the best music and you can tell right away it was scotts music and it fits the theme. It's not out of place. When you start a mode the beat drops and it just fits what you are doing in that certain mode. you know where the music immerses you in game sort of thing. just like TNA
Anything else you can share?
Quoted from twhtalm:
It has the same system as ACNC so quality is amazing. The music and callouts are what you would expect from watching show, it's R&M in pinball form. Scott's music blends seamlessly and I can't tell one from another. Unfortunately the callouts were in full family mode so we didn't get the full Rick experience. Understandable for Eric to turn it off after all this time with Rick. What we did hear was funny and let you know exactly what to do. The upgraded screen shines and has perfect video playback, no tearing like ACNC. Scenes are full featured and fit well with each mode. There was so much to take in that it became overwhelming and this was just the prototype. Firsthand with a production unit will be amazing and that's why I want to keep this simple.
How did the portal light show look?
Quoted from jeffspinballpalace:
So all this hubbub about an ability to lock four balls in order to have a glorious 5 ball mb and how it can be done but won’t be done. Why doesn’t Spooky add one $15 opto in their design and then turn Eric loose on creating magic?
Probably excessive and wouldn't add to gameplay - if there needs to be some wizard five ball multiball the pin could just put into play from the shooter, like most other games.
The issue with the logic (IMO) is that the pin would need to deduce that there is a third ball on a side due to an opto being activated on the other side, then no longer being activated. However, if there is a glitch, and the drop target on the opposite transferring side inadvertently lowers for a moment, releasing the ball, there would be no way to verify if the third ball transferred correctly or the ball fell out of the horseshoe. Yes, theoretically it could work, but given the unpredictability of pinball in the real world there would need to be controls in place to verify.
I'm just hoping that three balls can get locked for a multiball. That would make me happy!
I'm hoping Team Spooky can explore some sort of portal multiball where balls are locked in the portal trough (even if just a 2-ball multi). That would make me happy! Can anyone from Spooky provide detail on which optos exist in the portal trough?
Quoted from f3honda4me:
Spooky fang club swag. The poster is huge.[quoted image][quoted image]
From a marketing standpoint, it’s very impressive how Spooky has created a family business culture, at a global scale with no shopfront but relying on online and distribution. It’s no easy feat, and the team there should feel proud and are to be commended.
Quoted from screaminr:
You should enjoy this period of time . Once gameplay has been showen there could be negativity , if it's not what you wanted . Just like the total shitshow stranger things is . So far there is not a single complaint about how Rick and Morty shoots or any faults with the game .
Agree, I like how everything has been going so far.
Quoted from epthegeek:
"Adventures" and "Dimensions" are independent. You could be on a single adventure and change dimensions multiple times.
In general, the Adventures are like standard pinball modes - rules/shots to accomplish, and Dimensions change details about the game as a whole (this worth more points, that worth less points, etc).
Number of dimensions x Number of modes = Many gameplay experiences.
Quoted from andrewket:
Butter or not to butter, that’s the question. Normally I don’t think it’s worth it, but I’m tempted to try it. I haven’t seen one in person and pictures just don’t do it.
Butter may help resale (if you change pins often).
I’m getting butter because I envision be keeping this for a long time.
Okay, so poor logic, but the key takeaway is: Butter.
Can anyone at Spooky please indulge us with an estimate of how many adventures might make it in the game when released? Is it...
Quoted from cooked71:
If anything the butter cabinet makes it more delicate and likely more prone to chipping. Can’t re-decal it and almost impossible to “touch up. It’s like a clear coated cabinet. To the point that Spooky take no responsibility on butter cabs if they’re shipped - which is fair enough.
Why can’t they be touched up? I’d guess a gloss Gamvar over paint match would work no?
Quoted from mbasnight:
I hope we get snide comments from Rick when we hit that target after flipping the upper flip.
I like that, it would be clever if Rick complimented you or gave catchphrases when you hit the Rick target, and gives snide comments as you say when you hit Noob Noob.
Quoted from Zablon:
based on the wiring...I think it is just those 2 flashers. First mod might be to add a few small white led's in between the portal and behind rick and morty...but we've not seen a video of it in action yet so hard to say what it looks like.
It would be cool if the portal starts spinning only when it’s been charged and activated in game in the garage.
Given Spooky is saying they want code fairly complete at launch, so given that how many adventures do you think there will be at first?
At an over/under for 15 adventures....
Who's guessing 15 or more?
Who's guessing less than 15?
Put me down for 1 guess at 15 or more. What do other's think, guess before the reveal.
Quoted from Palmer:
Meeseeks are also timed multipliers on shots that decrease the longer it takes to hit that shot...to the point where the shot is worth less than normal.
Love this. Seems like an innovative way to incorporate shot multipliers and the theme.
A frenzy mode could be fun...Meeseeks multiball Frenzy!
Quoted from epthegeek:
They're not totally locked down yet.
This is wrong. Add-a-ball in multiball is done with the flooble crank.
This is sort of what they do now. Specifically:
- If there is a meeseeks on a shot, that shot is multiplied or divided
- If it's a "good" meeseeks, it's value X (the number of active meeseeks)
- If it's a "bad" meeseeks (been alive too long) it's value / (the number of active BAD meeseeks)
Current values are shown on the multiplier square inserts in the middle above the flippers, with the good and the bad indicated by color (good = Blue, Bad = Purple).
Also, during Roy, the meeseeks does a little something else.
NOTE: This is just how they CURRENTLY work, everything is still sort of fluid rules wise at this point. Everything subject to possible change.
Your Meeseeks rules sound great, any possibility on a Meeseeks Frenzy Multiball epthegeek?
Quoted from Zablon:
Well they did say the spinner was misaligned which was causing issues with that shot. I also noticed no one made the garage from the left orbit, but just looking at it, it looks like there is no direct line to it except from the upper flipper so timing will be key, and it looks to be pretty tight off that left ramp.[quoted image]
I wondered if the spinner was misaligned... So I went and rewatched the video and I think this may not be the case, it might be something else: I'm sharing the below in hopes that it may be some help:
There appeared to be:
-12 legitimate shots to the upper inner loop
-2 were slightly not accurate and actually hit a rubber killing the shot
-2 were too weak and wouldn't have made it
There were 8 clean shots:
-0 hit the spinner and lost momentum from doing so
-3 shots were successful
-And here's the interesting one... 5 shots hit the wall at it's vertical portion, absorbing the momentum before it could be transferred to vertical trajectory, making the orbit shot fail.
What does this mean? Around 40% of clean shots to the orbit made it around successfully (limited sample obviously). It looks like when the shot goes higher in the entrance it hits the wall and is unsuccessful, when it goes lower, momentum is retained, transferred upwards and the shot is successful. I don't know, maybe adding more curve to the top portion of the wall could help?
You can see what I'm talking about here:
I'm in on one of these and am want this to be a huge success, sharing in the spirit of hoping this info may be of use.
Quoted from pinballinreno:
Im a expert at hitting post bumpers.
No matter how narrow or hidden.
2.5" or 3" wide gaping ramp entrances elude me.
Hitting post bumpers is my super power.
Im a pinball shortstop.
Its all about the infield lighting fast drains and 15 second ball times...
That's my jam.
It’s gonna be all ball locks and magnasave for you on this game then my friend.
I’m really looking forward to reading all the field research on how the game plays and functions on location the next couple of weeks.
Quoted from Whysnow:
to be completely transparent
There were a few various code bugs in this BETA code. They will be squantched tonight and Eric will likely have me new code on Sunday to load.
For physical things, the glass came off due to stuck balls on a switch up on top right of pf that was sitting slightly proud. Post stream I bent it down in 3 seconds and all good. During stream I could not lift pf easily with all the camera and stream gear so we left it be.
The ball launch going past skill shot was the launch wireform. Again, 2 seconds and bent it down a notch and all good. Minor tweak.
The shots are all great. Appropriately make-able and correctly challenging. Trust me; just go play the game and it is a blast!
That upper inner orbit w spinner is butter when you hit is right. It is natural to go for the sweet spot on the flipper and noob noob it. once you find it, it screams. post stream I adjusted one inner orbit ball guide and the shot screams even more!
whysnow Thanks again for sharing this stream, and bringing the world along on a Day-1 celebration of this incredible looking pin.
Quoted from Whysnow:
This game really is super fun!
So happy for Scott, Eric, David, and team spooky. This game is seriously great.
Fun mech use combined with great shot geometry, art is great, lights and sound are beyond good, even beta code is super fun and pretty well balanced already.
This PF is the best quality I have seen to date. Crazy but no dimples at all yet. I have never seen that before.
Theme integration and immersion is possibly the best ever. May have taken over TAF as best immersion of all time. Really is that good. Once code is polished... WOWwwweeeee
Also, I’ve been wondering is is Why-Snow, or Whys-Now?