Quoted from SilverballNut:I like the idea of a shorter chop save and longer normal ball save. That'd be a great addition.
fair enough
Quoted from SilverballNut:I like the idea of a shorter chop save and longer normal ball save. That'd be a great addition.
fair enough
Be good to adjust chop and ball save times in the settings.( 2 different adjustments).
This game is freaking difficult and i'm happy to have a few easy modes (superbeast dragula,what), its common to get the multiball the lose all the balls at the end. I only ever complete 2 modes in any 1 game.
Just posted this morning, a new Pinball Mayhem video showing the installation of a knocker in Rob Zombie. Man is that knocker loud! Fortytwo did the install, I did the filming & RustyLizard did the lighting. We hope you like it.
Subscribe, comment, & share the vid thanks
Quoted from PM_Jeremy:Just posted this morning, a new Pinball Mayhem video showing the installation of a knocker in Rob Zombie. Man is that knocker loud! fortytwo did the install, I did the filming & rustylizard did the lighting. We hope you like it.
» YouTube video
Subscribe, comment, & share the vid thanks
nice video. do you mind if i use this for tech support for people?
Quoted from KingPinGames:nice video. do you mind if i use this for tech support for people?
Thank you for the great compliment! Yes, that would be excellent if you referred people to the video.
Quoted from KingPinGames:nice video. do you mind if i use this for tech support for people?
No problem. And thanks again.
We are always open to suggestions for future videos. let us know if there's anything you would like us to video.
Quoted from jgentry:Pinstadium kit arrived. Game is pretty dark but with the kit the playfield really pops. Gi and flasher integration is awesome!!!
Wow! That looks great. What color flasher did you go with? Any chance you can take a pick of how it connects to the GI? I've been on the fence on this, but now that they are finally getting into people's hands, I may have made up my mind.
Quoted from jgentry:Pinstadium kit arrived. Game is pretty dark but with the kit the playfield really pops. Gi and flasher integration is awesome!!!
Man, that looks great. Can the brightness be adjusted up or down?
Quoted from zombywoof:Wow! That looks great. What color flasher did you go with? Any chance you can take a pick of how it connects to the GI? I've been on the fence on this, but now that they are finally getting into people's hands, I may have made up my mind.
I went with red flasher. Just alligator clip to any gi and to the flasher of your choice. Super easy to install.
Quoted from Hougie:Man, that looks great. Can the brightness be adjusted up or down?
Yes, all can be controlled super easy through an app on your phone.
Quoted from jgentry:Pinstadium kit arrived. Game is pretty dark but with the kit the playfield really pops. Gi and flasher integration is awesome!!!
Really makes the playfield a bunch brighter. Looks really nice in the photo.
I honestly like the dark playfield and even like dimming the lights and playing it in a darker room - im sure its easier to see with the brighter lights but i like the darkness of the dark theme
Quoted from xbmanx:I honestly like the dark playfield and even like dimming the lights and playing it in a darker room - im sure its easier to see with the brighter lights but i like the darkness of the dark theme
Theme wise that's a very valid point. I'm sure that was thought about during the game build process.
Lit Either way is good !
For my preference it was way to dark. What good is Alex Horley art if you can't even see it. I really like the pinstadium kits, but they won't be for everyone.
I added a couple of spotlights along with super bright insert LEDs. Still dark, but manageable. I'm used to the blinding light of modern Sterns.
Possibly a dumb question or request, but here goes...
What about a spinner by the RHPL loop? I was able to add spinners to Met Pro without a problem, and though they didn't tie into code, spinners are awesome.
Doesn't seem like it would be too hard from a hardware or software standpoint, and it sure would help during HO1KC.
Just a thought.
Over the weekend I installed the apron mod and it looks great. The directions provided were well documented and easy to follow. I ended up taking off the plastic hangers and mounted it directly to the back box. For those interested, I put it off to the right and took two photos in case you were thinking about where to mount it. (Sorry the one is blurry)
Nice clean install!
For those interested Pinball Mayhem did an install video on the mod and another video on the gameplay on
Fortytwo s machine.
https://pinside.com/pinball/forum/topic/rob-zombies-spook-show-international/page/184#post-3948730
Quoted from mackey256:Over the weekend I installed the apron mod and it looks great. The directions provided were well documented and easy to follow. I ended up taking off the plastic hangers and mounted it directly to the back box. For those interested, I put it off to the right and took two photos in case you were thinking about where to mount it. (Sorry the one is blurry)
I like your mounting location. It allows better cable management. No worry about running out of cable length. FawzmaGames did good by us here.
I had to replace a flipper spring so I took the opportunity to made a few quick mods to Rob Zombie.
I will admit both of these are incredible nit picky but I figured someone else might like how these turned out so I thought I would share.
First was to add a 90 degree adapter to the FawzmaGames apron mod.
As you can see the the HDMI cable casts a shadow under the apron which was bugging me. So I added an adapter like so. (example adapter https://www.amazon.com/Twisted-Veins-Degree-Connectors-Adapters/dp/B00DDULUIA/ref=sr_1_3)
2017-09-19 17.25.26 (resized).jpg
2017-09-19 17.26.23 (resized).jpg
Boom problem solved! Here is the before and after.
sidebyside-after (resized).jpg
Next I decided to fight the light bleed behind the apron logo.
I tackled this with some double sided tape and cardboard.
Boom second problem solved!! <-- two problems solved = two exclamation points.
light-sidebyside (resized).jpg
Like I said, totally a nitpick thing but maybe it will inspire someone.
Quoted from mackey256:I had to replace a flipper spring so I took the opportunity to made a few quick mods to Rob Zombie.
I will admit both of these are incredible nit picky but I figured someone else might like how these turned out so I thought I would share.
First was to add a 90 degree adapter to the fawzmagames apron mod.
I was thinking about going the 90 degree route. I made the mistake of buying 50 of those HDMI cables without seeing how they fit. I never thought about the base of the connector turning out the way it did. I was fortunate that the insert area had to be moved down from the original location which gave it just enough room to fit.
I'll find a supply of those adapters and start including it.
V21 is being moved out of beta. If you have the apron mod and didn't use the latest beta, v21 fixes the mode/drain freeze issue.
The next version to come will be dedicated to an "instant info" type screen when you hold the flippers. I finally have a system worked out that doesn't screw everything up.
RZ UPDATE V21 - 8/31/2017
Fixed - show last score routine would interfere with starting a new game. start button handled at end of routine to allow for last score display to function properly
Fixed - AV now at V008, random read error
Fixed - shooting vuk after ball launch and not hitting any switches would flake out the mode select routine
Fixed - mode select now works when using infected mode
Fixed - LDG gets progressively harder after getting to the 4th round
Update - If allow match was off, game would try to play a game over clip that didn't exist
Update - VUK fires 3 times at normal power, if eject fails power reduced to 3 to attempts a light jog/unjam. If eject fails again, VUK kicks will pause for 8 seconds so not to overpower the fuse.
Update - Shaker only fired one time on VUK eject and won't trigger again for 10 seconds. This is to reduce stress on the fuse.
Update - servo adjustments going down would roll to 255 instead of 12
Update - drain switch logic was setting plunge timer to fire before a ball was ready on trough switch 1
Update - upper flippers will be forced off anytime they aren't needed
Update - Save light forced off after collecting 500 corpse in 1000c
Update - Balls search on start up kicks ball from lane instantly
Updated - "move your bra" removed. only uses "pop your top".
Updated - Robot now moves in ball search
Updated - Lightning mode strobes left orbit instead of blinking the hurryup
Added - Corpse mode, when all balls drained at same time. Corpse count display timer was being killed when it shouldn't be
Quoted from FawzmaGames:V21 is being moved out of beta. If you have the apron mod and didn't use the latest beta, v21 fixes the mode/drain freeze issue.
The next version to come will be dedicated to an "instant info" type screen when you hold the flippers. I finally have a system worked out that doesn't screw everything up.
RZ UPDATE V21 - 8/31/2017
Fixed - show last score routine would interfere with starting a new game. start button handled at end of routine to allow for last score display to function properly
Fixed - AV now at V008, random read error
Fixed - shooting vuk after ball launch and not hitting any switches would flake out the mode select routine
Fixed - mode select now works when using infected mode
Fixed - LDG gets progressively harder after getting to the 4th round
Update - If allow match was off, game would try to play a game over clip that didn't exist
Update - VUK fires 3 times at normal power, if eject fails power reduced to 3 to attempts a light jog/unjam. If eject fails again, VUK kicks will pause for 8 seconds so not to overpower the fuse.
Update - Shaker only fired one time on VUK eject and won't trigger again for 10 seconds. This is to reduce stress on the fuse.
Update - servo adjustments going down would roll to 255 instead of 12
Update - drain switch logic was setting plunge timer to fire before a ball was ready on trough switch 1
Update - upper flippers will be forced off anytime they aren't needed
Update - Save light forced off after collecting 500 corpse in 1000c
Update - Balls search on start up kicks ball from lane instantly
Updated - "move your bra" removed. only uses "pop your top".
Updated - Robot now moves in ball search
Updated - Lightning mode strobes left orbit instead of blinking the hurryup
Added - Corpse mode, when all balls drained at same time. Corpse count display timer was being killed when it shouldn't be
Great! I was already planning on playing mine for my Sunday stream and now I get to do it with new code.
Quoted from FawzmaGames:V21 is being moved out of beta. If you have the apron mod and didn't use the latest beta, v21 fixes the mode/drain freeze issue.
The next version to come will be dedicated to an "instant info" type screen when you hold the flippers. I finally have a system worked out that doesn't screw everything up.
RZ UPDATE V21 - 8/31/2017
Fixed - show last score routine would interfere with starting a new game. start button handled at end of routine to allow for last score display to function properly
Fixed - AV now at V008, random read error
Fixed - shooting vuk after ball launch and not hitting any switches would flake out the mode select routine
Fixed - mode select now works when using infected mode
Fixed - LDG gets progressively harder after getting to the 4th round
Update - If allow match was off, game would try to play a game over clip that didn't exist
Update - VUK fires 3 times at normal power, if eject fails power reduced to 3 to attempts a light jog/unjam. If eject fails again, VUK kicks will pause for 8 seconds so not to overpower the fuse.
Update - Shaker only fired one time on VUK eject and won't trigger again for 10 seconds. This is to reduce stress on the fuse.
Update - servo adjustments going down would roll to 255 instead of 12
Update - drain switch logic was setting plunge timer to fire before a ball was ready on trough switch 1
Update - upper flippers will be forced off anytime they aren't needed
Update - Save light forced off after collecting 500 corpse in 1000c
Update - Balls search on start up kicks ball from lane instantly
Updated - "move your bra" removed. only uses "pop your top".
Updated - Robot now moves in ball search
Updated - Lightning mode strobes left orbit instead of blinking the hurryup
Added - Corpse mode, when all balls drained at same time. Corpse count display timer was being killed when it shouldn't be
Is it just the “move your bra” callout or the visuals too?
Quoted from GhostThruster:Is it just the “move your bra” callout or the visuals too?
its just the callout.. the girl is still there in adult mode
Quoted from FawzmaGames:its just the callout.. the girl is still there in adult mode
I didn't think you needed to remove that callout completely! I do like it, maybe it could be added back in at some point just less prevalent as it used to be.
Quoted from snakesnsparklers:I didn't think you needed to remove that callout completely! I do like it, maybe it could be added back in at some point just less prevalent as it used to be.
Yeah, it was funny once in a while, just not 27x per game.
Quoted from FawzmaGames:The next version to come will be dedicated to an "instant info" type screen when you hold the flippers. I finally have a system worked out that doesn't screw everything up.
Also included will be another video mode, 2 mini wizards modes, 153 more call outs, and more lighting effects right @fawzmagames?
Quoted from davijc02:Also included will be another video mode, 2 mini wizards modes, 153 more call outs, and more lighting effects right fawzmagames?
shhhhh
David you are the best,man I wish all new games had this level of support,not even close,it just keeps getting better.
Quoted from foxtj24:Any changes from the v21 beta version I have installed?
when did you last download?
Quoted from FawzmaGames:its just the callout.. the girl is still there in adult mode
Thank God that is gone. If it ever comes back I will never update from this code.
Quoted from bumgahdna:Is there a place that tells me the update procedure? Cheers!
http://www.spookypinball.com/wp-content/uploads/2014/09/PinHeck-Code-Update-Instructions.2.jpg
I'm in Vancouver for Flipout and some great person has brought their RZ out! Hopefully the operator can update the code so I don't have to wait until I'm home to try v21
Quoted from Dutts:Please release something not full of bugs for fuck sake!
I didn't even update with the v21. I have v20 and it seems to be working great. I'll wait until the next update and hopefully the bugs will be worked out.
Quoted from Dutts:Please release something not full of bugs for fuck sake!
I don't release anything with bugs. They are new features
Did you update to v21 and see something? Or, are you speaking in general?
Quoted from Dutts:Please release something not full of bugs for fuck sake!
Dude, if you’re going to post something like that, be specific. What version of the code? What were the bugs?
Quoted from Dutts:Please release something not full of bugs for fuck sake!
For anyone that has ever programmed or coded before you know how hard it can be. I remember trying to code a program to roll dice randomly. I cringed when submitting it to the compiler and seeing error messages. Hats off to anyone who does it.
Has anyone come up with a good way to protect that switch on the underside of the upper playfield so it doesn't get mashed by the ball until it shorts?
Thanks fawz v21 is a great improvement. I've ownly loaded it this morning and played a few games and to me it feels complete.
Like the strobe rather than that bass noise when starting WHAT. much better.
Awesome work fawz.
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