(Topic ID: 130434)

Rob Zombie's Spook Show International


By Russell

4 years ago



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#8551 2 years ago

I just got 292, but I thought I was 295. Originally was 90, but traded down last year to buy time. I am trying to sell before I open it for only what I have into. If it doesn't sell in about a year, I will just keep it to play. I did not want to be one of the pre-orders that bailed on Chuck after GB and other shiny new titles came out.

RZ2 (resized).jpg

RZ1 (resized).jpg

#8552 2 years ago
Quoted from hooch333:

I just got 292, but I thought I was 295. Originally was 90, but traded down last year to buy time. I am trying to sell before I open it for only what I have into. If it doesn't sell in about a year, I will just keep it to play. I did not want to be one of the pre-orders that bailed on Chuck after GB and other shiny new titles came out.

I am amazed at your patience. No way I could just have a pin hanging out a box for potentially a year. Doubt I'd make a week.

#8553 2 years ago

Might as well open it and play it. Get some enjoyment out of it. I dont think keeping it in the box will add much value for this title, Plus warranty is for first buyer only, If it has issues, get them fixed now.

#8554 2 years ago
Quoted from foxtj24:

Might as well open it and play it. Get some enjoyment out of it. I dont think keeping it in the box will add much value for this title, Plus warranty is for first buyer only, If it has issues, get them fixed now.

Not true warranty is for the game not the buyer. I looked into this before purchasing my RZ HUO.

#8555 2 years ago

I agree with Foxtj24. You waited this long and spent big money on it. Open that puppy and enjoy it first. The only sure thing to come from keeping it boxed is lost opportunity to enjoy it.

#8556 2 years ago
Quoted from Leachdude:

Not true warranty is for the game not the buyer. I looked into this before purchasing my RZ HUO.

I had issues with mine, Had to buy the parts myself as a 2nd owner. They may cover some main boards, but not everything. My game was under warranty time frame, but was told original owner only.

#8557 2 years ago
Quoted from hooch333:

I just got 292, but I thought I was 295. Originally was 90, but traded down last year to buy time. I am trying to sell before I open it for only what I have into. If it doesn't sell in about a year, I will just keep it to play. I did not want to be one of the pre-orders that bailed on Chuck after GB and other shiny new titles came out.

Personally, I'd crack her open and play a little bit. The game currently seems to be a $5500-$5800 game + or - open or not. So many people waiting on the sidelines to sell once the new code drops that it maybe some time before you see a value higher than that. If the code is good and you wait long enough, you may get out of it without too much of a loss. I couldn't stomach the loss right now either, so I put mine off in an extra bedroom for a showpiece. Looks damn nice and with new code my hope is she'll play that way as well. Lots of hope for V20, the first major update in some time. Can't wait.

#8558 2 years ago
Quoted from sparechange1974:

you may get out of it without too much of a loss. I couldn't stomach the loss right now either

Get used to that ... I think you're going to see all games falling in price from now on (just like it used to be!) because the market is saturated with options.

Not only do you have multiple NIB options, you also have 1000s of tidy, restored used games competing for the same dollar.

So the days of buying any NIB game, and hopefully selling it for more than what you paid... I think those days are largely gone.

rd

#8559 2 years ago
Quoted from rotordave:

Get used to that ... I think you're going to see all games falling in price from now on (just like it used to be!) because the market is saturated with options.
Not only do you have multiple NIB options, you also have 1000s of tidy, restored used games competing for the same dollar.
So the days of buying any NIB game, and hopefully selling it for more than what you paid... I think those days are largely gone.
rd

Yeah, I agree. This one is no ones fault but mine, bought into the hype above M.S.R.P without playing and seeing. I usually figure a 10-12% + or - loss on NIB. Many times there has been almost no loss but this ones going to sting a bit. I'm still holding on for some new code, love the theme and the looks. Might as well get some plays and have some fun before I cash out down the line.

#8560 2 years ago

Crack it open man! I'm on day 3 of ownership and I feel it's a blast to play. Looking forward to new code though. The game is tough as hell for me. If i get through a couple modes a game I feel accomplished. It's a punisher if you don't no make your shots.

And it just looks cool as hell!

#8561 2 years ago

I finished the design and built the first run for the Red Hot Arrow Sign Mod and Murder Ride Sign Mod. Both are now available on my website. www.timspinballmods.com

#8562 2 years ago
Quoted from outcida:

I finished the design and built the first run for the Red Hot Arrow Sign Mod and Murder Ride Sign Mod. Both are now available on my website. http://www.timspinballmods.com

been waiting for this ... just sent my order in

#8563 2 years ago
Quoted from sparechange1974:

Yeah, I agree. This one is no ones fault but mine, bought into the hype above M.S.R.P without playing and seeing. I usually figure a 10-12% + or - loss on NIB. Many times there has been almost no loss but this ones going to sting a bit. I'm still holding on for some new code, love the theme and the looks. Might as well get some plays and have some fun before I cash out down the line.

As with many games, code is what makes or breaks a game.

Whilst the code is still being worked on there is hope that the game improves big time.

Right now the game whilst fun, isn't really that rewarding.

Looking forward to V20 as sounds like some big changes

#8564 2 years ago
Quoted from sparechange1974:

The game currently seems to be a $5500-$5800 game

Yeah, one just sold in the city next to me last month for $4500!! I have never sold a pin before, and still have every game I ever bought. I never intended on selling this, but I am building an addition to my arcade, and could use the cash. Even if I can't sell it the addition is being built, and I will just open it when I 'm done and have more space. I refuse to take a loss on it though, so it is no big deal, but that is why I will never pre-order again.
Life changes in two years, and everything seems to eventually be available anyway (even cheaper), no matter how rare it is. I just turned down buying an 8k MB that I have been asking my friend for 5 years for. And even though Alice Cooper is my all time dream theme, I won't be getting it now either. I know it will be available either new or HUO for years to come.

Quoted from rotordave:

Get used to that ... I think you're going to see all games falling in price from now on (just like it used to be!) because the market is saturated with options.

I couldn't agree more. I'm not a "when is the bubble gonna burst" guy, but I have to say that it is obvious the market is way too saturated for the amount of people in the hobby able to afford all these new games. This is going to be an interesting year for every pinball companies, big or small.

#8565 2 years ago
Quoted from hooch333:

Yeah, one just sold in the city next to me last month for $4500!!

Okay after hearing that, $5500 is now sounding pretty good

#8566 2 years ago

I saw an LE not long ago go for $5600 or $5700. But for this title not really a big deal as the changes were merely cosmetic and I personally like the standard back glass more.

#8567 2 years ago
Quoted from outcida:

I finished the design and built the first run for the Red Hot Arrow Sign Mod and Murder Ride Sign Mod. Both are now available on my website. http://www.timspinballmods.com

Just sent in my order, really like what you did with the sign. Very neat addition to the game.

#8568 2 years ago
Quoted from outcida:

I finished the design and built the first run for the Red Hot Arrow Sign Mod and Murder Ride Sign Mod. Both are now available on my website. http://www.timspinballmods.com

Nice work Tim! I have your upper playfield light and just ordered the other two!

#8569 2 years ago
Quoted from hooch333:

Yeah, one just sold in the city next to me last month for $4500!!

I was the lucky recipient of that one

#8570 2 years ago

V20 may be released tonight.

spookyv20 (resized).JPG

#8571 2 years ago

Awesome news! Turn that code loose... great way to start the holiday weekend (for the US at least)!

14
#8572 2 years ago

Charlie and team are 100% committed to making RZ and all Spooky titles awesome games for their loyal customers.

New code looks awesome ... can't wait for the download.

There have been some Spooky nay-sayers on the forum and podcasts recently. Everyone is entitled to an opinion, but some of the things they are saying are just wrong. I'm proud to be a Spooky customer and the products have been 100% reliable, first rate quality wise and always a blast to play, and the biggest hits whenever I have pinball parties at my apartment.

rd

IMG_6382 (resized).JPG

#8573 2 years ago

All I can say is....if you're are into pinball for an investment that's not good. Go visit a financial advisor and let him make you some money. RZ, imho is a great game in that it allows the not very experienced player have fun. Easy to start Add A Ball. For tournament play....maybe not, but most of my friends are not pin heads and they dig it.

Let's see the new code Fawzma!!

#8574 2 years ago

And in addition to speculate the pinball market good luck! I bought a minty Baywatch, 18 months ago for $1000.

#8575 2 years ago
Quoted from bridgeman:

RZ, imho is a great game in that it allows the not very experienced player have fun

I would have thought the opposite, RZ will kick that players ass!!

However, if they know that the LDG targets will start a multiball, it's a good area of the PF to flail at.

I think in the new code, the LDG multiball will be gimped so you can't just play that all day long. You'll have to re-qualify it by playing a mode or something.

rd

#8576 2 years ago

Just listed a huo RZ on Pinside today for a friend in Fox Lake, IL. Good deal at just over 5. Fwiw.

#8577 2 years ago

My read on the price situation with RZ is that it is greatly influenced by the disproportionate number of speculators who got in on this pin solely on the idea of making big money on a quick flip. When early flippers failed to attract super inflated prices, others panicked and more or less flooded the market. All while the game was still in production. What I imagine will happen is that as the last few production games get delivered, and the glut of second hand sales eventually land in the homes of collectors who really want the game, the price on RZ will stabilize and probably even increase gradually.

I think the game is a whole lot of fun on v19, and v20 looks like it will really ramp up the software to a whole new level. Spooky has demonstrated with AMH and now RZ that they are committed to making their games as good as they can be. People will come to realize that. Yes, there will always be those who just don't get RZ's gameplay, but the chaotic nature of the game was one of the things that got me to order in the first place. I applaud Spooky for doing something different, something a little retro, and a hell of a lot of fun.

#8578 2 years ago
Quoted from zombywoof:

My read on the price situation with RZ is that it is greatly influenced by the disproportionate number of speculators who got in on this pin solely on the idea of making big money on a quick flip.... etc

Yep, that's exactly what happened. another case of greed in action.

Now that Charlie is implementing the no-refund deposits, that should knock that on the head, hopefully.

What you say is right, RZs will fall into the collections of people who appreciate the game for what it is, and stay there long term.

rd

#8579 2 years ago

Spooky website has a V20 download link right not but a broken link at the moment. So must not be much longer before this thing goes live!

#8580 2 years ago
Quoted from davijc02:

Spooky website has a V20 download link right not but a broken link at the moment. So must not be much longer before this thing goes live!

Don't tell anyone I told you, but they are hoping to get it out today.

Just some last minute testing going on.

Spooky is doing the business for their customers.

rd

#8581 2 years ago

RD is always in the know!

#8582 2 years ago

Eagerly refreshing page..

#8583 2 years ago
Quoted from GhostThruster:

Eagerly refreshing page..

lol glad im not the only one

#8584 2 years ago

oh damn its live.

#8585 2 years ago

Downloaded zip 501,368KB

#8586 2 years ago

Damn,Now I have to find someone with a computer to fix me up on this new release!Enjoy guys,At least I'll have something to look forward too!

#8587 2 years ago

make sure you refresh the spooky page, if it saw www.fawzma that's the old link.. change it to download.fawzma

#8588 2 years ago

Dropping code at 11:00 Pm on Friday. That's commitment!

Thank you!

#8589 2 years ago

And of course, I'm away from my machine for a week and a half. Hahaha

rd

#8590 2 years ago

Infected mode is fun as hell!

#8591 2 years ago

Anyone else have this issue? When I shoot mode VUK, I can select modes with flipper and there is the audio but there is no DMD display telling me what I'm doing. It just shows the main score image instead of Mode Select image.

I have adult video and audio turned on as well as infected modes.

EDIT: I turned off Infection Modes and now I can see the Mode Select images. Must be a bug. fawzmagames

#8592 2 years ago

Yep, same experience w/infected and mode start, sent dave PM.

#8593 2 years ago

Yeah mine is the same way. Had to select modes by looking at the playfield. With infected mode on it only showed which modes had been completed. I also had several times where multiple things were happening at once and the DMD was lagging behind or display the information in a weird way that was barely readable.

Overall the sounds and other things were nice. As I said before I really like the "infected" mode. Once all the code is finished I can see maybe another video from Charlie explaining all the rules and how they are initiated and completed.

On the topic of the DMD I love the fact that its color, however, I wish the images were of higher resolution. Many of them look very pixelated 8-bitish. Is this the look that they are going for or a hardware issue. Any plans to later make everything hi res? I have the machine set to Hi Res but only helps a little.

#8594 2 years ago

Is there a change log?

#8595 2 years ago

i found this, but maybe there are other additional improvements :

Fixed - Start to hold feature (when disabled) would end a game as soon as it was started
Fixed - Added more checks to resave settings when loaded settings are outside the normal value
Fixed - Ball save video plays when save activates on outside lanes
Fixed - Mode select flipper handling improvements. Much easier to use both flippers to select a mode
Fixed - Drop target will reset to correct position at the end of modes
Fixed - CHOP lane shifts works properly
Fixed - Using a space in your last initial works properly now
Fixed - Added a delay between nane entry and match to help prevent match animation from not playing
Fixed - Reduced time between drain and extra ball eject and shows "PLAY AGAIN" instead of full animation
Fixed - Boombox switch was giving way to many points
Fixed - Ball search makes it through complete cycle witout triggering a switch by mistake, deadswitch check increased with relation to search time set
Fixed - PF animation would hang during last score info
Fixed - added rampup debounce to VUK switch
Fixed - added rampup debounce to Drop Target
Fixed - LDG, Rob Zombie would say to hit targets 2 times to complete, when in fact you had to do it 3 times
Fixed - If you drain with drop target down and didn't lock ball, sneeking in behind drop target would gives
a lock credit on your next ball, then bug out the mode so you couldn't progress.
Fixed - Jackpot value increases now account for the multiplier
Fixed - Dead City, Some switches did not award point in MB
Fixed - Upper right sling did not award point if its the first switch hit in skill shot
Fixed - What! mode time refreshes when you roll over UPF switch.
Fixed - What! in bash mode, clips from first part of mode would play when the shouldn't
Fixed - What! mode total was being added to score when mode finished, effectively doubling your points in error
Fixed - Center ramp is worthless once superjackpot is ready, this includes the left inner lane, prevents ramp spamming in tourny
Fixed - Nasty scoring bug squashed that prevented points from being awarded.
Fixed - Infected mode, killer cards were being collected
Fixed - SuperBeast, player score now shown
Fixed - Music loops
Fixed - Extra ball only lights on 3rd ball and low score if tournament mode is off
Fixed - Match knocker moved to after reveal
Added - *NEW* mode start hurryup "Quick Lightning" light up lightning targets outside of a main mode to start timer. Get to VUK to start a mode in time to collect points reward
Added - Stop post added to ball search routine
Added - When game ends, the screen is dumped to last scores
Added - Menu setting to turn off/on the free play text - Main Menu
Added - Ballsearch time adjustable between 8 and 20 seconds. - Main Menu
Added - Last game score(s) now are part of the score tables as you hit the right flipper in attract mode
Added - PF RGB flashes when ball save is activated
Added - Game can be played with missing balls. Machine has to have at least 2 balls in the trough
Added - Game Over clip + music
Added - Dragula videomode into lightshow
Added - Shaker goes off with the Rev's in video mode intro
Added - Shaker when demon mode ends
Added - What! movie screen countdown added to start of mode, plus something extra
Added - Callout, if start pressed and no coins inserted (family and adult versions)
Added - Demonoid, voice countdown starts at 5 seconds remaining
Added - Demonoid, voices at certain points in time
Added - Lighning switches, causes lightning effect on lower RGB
Added - Shaker on thunder effect
Added - When in a mode, VUK triggers Spauldings entrance vocals
Added - Murder ride callouts for starting, and when collecting
Added - Replay value increases each game if a player reaches replay value. Replay value resets to nomal when last game doesn't reach goal.
Added - Custom messages, 10..15..20..25..30 second custom message graphics. in "Operator Menu"
Added - Infected mode is back in. Infected flippers will not be used at this time.
Added - Search routine into infect drain routine
Added - Killer cards, after collecting card, value is now flashed
Added - Goober Mode, starts if you get the 6th ramp hand.. stopping short gived you points
Added - Muder Ride bonus mode for collecting all killer cards
Updated - Extraball - 1 knock, Replay - 2 knocks
Updated - Super pops changes to "Pop Your Top!" or "Move your Bra"
Updated - LDG, coffin light goes solid instead of off when collecting
Updated - Dirty pool logic cleaned up
Updated - Backbox pulses green with PF RGB
Updated - Replay value option in Game Settings, increases by 5 million instead of 10 million
Updated - Upper flipper temporary disabled when you get the JP multiplier to 4.
Updated - Drop target raised faster after LDG ends
Updated - Chop animation would play even if lane was already set, animation will play only if the lane wasn't completed already
Updated - Servos are powered down during drain to help reduce chatter
Updated - What! mode instructions play completely at first start of mode
Updated - SuperPop animation priority lowered
Updated - Inner right obit switch added to What! mode complete check
Updated - Dragula pf lights updated to only show what shots are required for mode
Updated - Dragula ramp light blinks when one ramp is left to hit
Updated - Dragula, 3,2,1 more to go callouts added
Updated - Dragula video mode now has a car rev'ing/taking off SFX with running engine sound
Updated - Dragula Added timer to videomode/jackpot selection piece of the mode.
Updated - Dragula MB, jackpots are claimed but center ramp and stops when SJP is ready
Super jackpots start on center ramp then move around the next round
Once SPJ is claimed, parts colelcted resets.
Super jackpot activation takes more and more jackpot shots to get to the next round
Updated - Reduced drop target power in ball search. This will prevent the target from resetting all the way when it should be down
Updated - Dragula, MB score display now shows jackpot value, ball#, score
Updated - Dragula overtime, collecting parts advanced jackpot. ceter ramp collects.
Updated - Dragula overtime, coffin targets now collect car parts.
Updated - Dragula, milliseconds increased per second, and takes "13" seconds
Updated - Player initials autopopulated and set to end position for each score table
Updated - Deadcity, which target to hit animatin added
Updated - Deadcity, MB score display now shows jackpot value, ball#, score
Updated - Deadcity, little rocker added as a collectble in MB
Updated - Deadcity, MB mode lights updated to stay on instead of going out when targets are hit
Updated - What! mode rewrite. After collecting RH or time running out on RH, mode goes into spaulding hurryup (if not collected). 30 seconds to collect displayed value.
Updated - What! MB now shows current jackpot. Advance jackpot multiplier on coffin switches. Increase jackpot by shooting through spauling gate
Updated - Demonoid, remove upper playfield switch requirement. Only 15 switches required.
Updated - Demonoid, in MB jackpot advanced on each switch hit. center ramp collects displayed value. Super jackpot resets switches
Updated - Demonoid, jackpot multiplier advancement added to start of mode. Increase your jackpot multiplier before getting into MB.
Updated - Demonoid, add a ball light changed to blink instead of pulse
Updated - Superbeast, Rob calls out superbeast sneak attack MB if used instead of normal MB callout
Updated - Superbeast, SJP locations limited to outer orbits and center ramp
Updated - SuperBeast, in MB, advance jackpot but dropping drop target. Timer starts up and you have 20 amount of seconds to increase JP value by completing rigt inner orbit
Updated - Superbeast, MB JP starts at JP multiplierx2 due to difficult of increasing jackpots
Updated - Superbeast, updated the same as previous modes when in MB. shows JP values..etc. jackpot collected from center ramp, supers from random places
Updated - SuperBeast, animations updated with progress indicator
Updated - American Witch, updated the same as previous modes when in MB. shows JP values..etc. jackpot collected from center ramp, supers from random places
Updated - American Witch, in adult mode, dancing witches are only used.
Updated - Mode start flashes along with arrow instead of strobing when you are out of a main mode
Updated - Killer cards, when a card is ready to collect, that card blinks. doesn't strobe anymore
Updated - Killer cards, score values incremet after Satan is collected
Updated - Spaulding hurryup blinks instead of strobes
Updated - Robot servo disabled on skillshot start to reduce wear. Enables when needed.
Updated - Rattle voice priority set to lowest
Updatad - Rob calls MB for all modes except What!, Sid calls out instead.
Updated - If mode is complete and not in infected mode, mode selected shows mode complete version or clip

#8596 2 years ago

Having some weirdness with modes... figured I'd just post here since I'm sure Dave is checking the thread, and to share and see what others are finding.

Infected is disabled. Played a few modes in the game, finished superbeast and couldn't start a new mode after its multiball. Mode start was flashing but shots to the VUK would simply turn the robot and kick out to the upper playfield, where I could shoot and complete the rollovers, but that's it. I eventually started the G.OBER mode and finished it, then was able to start a left-orbit mode again. Picked American Witch and finished it, got the multiball and eventually drained out. Game acknowledged MB end ("That's it!") but would still say "shoot ramp/right orbit for jackpot." Now shots to the (lit) mode start would turn the robot, and score lightning bonus if lit, but no ability to start mode and ball sat in hole til ballsearch. Drained trying to start LDG to see if that would change anything.

Gotta say, despite the couple bugs, this code is a HUGE_ leap forward. Bunches of new features, almost too much to shoot for and keep track of, the sounds and grafx are much, MUCH improved.. shooter groove loops are seamless, tons more voices and effects, game filled with unique target/lane/bumper sounds to let you know what you hit w/o looking at the display (essential during LDG and modes) .. new grafx for lots of the features, much better scoring balance, good movement of Supers to eliminate ramp looping... and some massive knockers to boot. Not the replay variety either! This game is finally playing like it should be, and rates right along Stern's current lineup in terms of polish and quality. Don't hesitate to upgrade despite the issues mentioned here, it's WELL worth it.

#8597 2 years ago

Another issue I've had is where I shoot mode start and ball will just sit in VUK until ball search. No mode start or anything. Only way I've been able to resolve it is by turning the game off and back on.

Even with the bugs, this update is sooo good. Totally new experience. Love the new Super Pops!

Anyone figure out how to build the robot army and what exactly it does? I've managed to build it once by seemingly hitting unlit orbits and then it lit the extra ball. All the new modes are a lot of fun. I am a big fan of demonoid change and the updated displays during modes.

#8598 2 years ago
Quoted from GhostThruster:

Another issue I've had is where I shoot mode start and ball will just sit in VUK until ball search. No mode start or anything. Only way I've been able to resolve it is by turning the game off and back on.

Yea, I finished my last game at 30M and started a new one, and was in the same situation. Power cycle clears problem. No biggie, need this debugging time to figure out all the new features anyway.

#8599 2 years ago
Quoted from spandol:

Is there a change log?

Check the what'snew file in the zip

#8600 2 years ago
Quoted from metallik:

Yea, I finished my last game at 30M and started a new one, and was in the same situation. Power cycle clears problem. No biggie, need this debugging time to figure out all the new features anyway.

Did you turn on infected by any chance?

Also try a factory reset in the main menu.

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