(Topic ID: 331168)

Scooby Doo, Where Are You Club - Ruh Roh!

By u2sean

1 year ago


Topic Heartbeat

Topic Stats

  • 12,550 posts
  • 664 Pinsiders participating
  • Latest reply 53 minutes ago by MacDeeMac
  • Topic is favorited by 298 Pinsiders

You

Linked Games

Topic Gallery

View topic image gallery

Capt Cutler (resized).jpg
PXL_20240909_223144206 (resized).jpg
pasted_image (resized).png
pasted_image (resized).png
pasted_image (resized).png
IMG_2247 (resized).jpeg
IMG_0801 (resized).JPG
IMG_2205 (resized).jpeg
IMG_2204 (resized).jpeg
IMG_9449 (resized).jpeg
IMG_9448 (resized).jpeg
pasted_image (resized).png
IMG_9445 (resized).jpeg
IMG_9444 (resized).jpeg
20240828_205706 (resized).jpg
20240828_190649 (resized).jpg

Topic index (key posts)

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

There are 12,550 posts in this topic. You are on page 199 of 251.
#9901 8 months ago
Quoted from BallyKISS1978:

I know off topic. So Stern is rumored to make another Marvel pin. I would love to see a DC pin based on the Dark knight Returns animated movie.
Watch the clip and it would be awesome to have that clip start Attack Mutants mode. Especially when Bats says “Mutants surrender or be destroyed.” Peter Wellers voice is awesome.
Also fighting Superman in the Bat armored suit. Build enough power for the suit to defeat Superman.
DC has not had much love over the years.

[quoted image][quoted image][quoted image]

Super off topic....and Batman needs to lay off the donuts with commissioner Gordon, damn! Maybe Scoob and the gang can figure out who's behind that cowl!?

#9902 8 months ago
Quoted from wastedthelight:

After playing through the game three times in a row and beating it on my first ball, I decided to make the game a little harder by removing the castle wall. My previous games I usually scored about 600 million (just can't break 700,000,000!). Now I'm barely getting 2 million! Total game changer for us serious players!! The only problem is the ball falls hard and is adding a lot of dents to the playfield. I've also been playing with the idea of cutting the playfield in half and making a moat so the ball falls "into the water", maybe a 3D printed alligator that comes out and eats the ball?? Thoughts? Would be cool to add a fishtank inside and you see the ball falls into it and then VUK it back up. Just need a VUK that can shoot up a foot or so, or maybe VUK to another VUK like an elevator? Hmm...
Castle is off because I'm working on a small issue
[quoted image]

That's cool and all but does the shark eat the ball?

#9903 8 months ago
Quoted from lpeters82:

It's a tribute to a dog who passed during the creation of the game. Obviously, I know who, but I'm not sure they want that information shared.

I’m sorry for their loss and if my question bought up emotions
It is a really nice tribute to have her name as GC on all the delivered machines.

#9904 8 months ago
Quoted from wastedthelight:

After playing through the game three times in a row and beating it on my first ball, I decided to make the game a little harder by removing the castle wall. My previous games I usually scored about 600 million (just can't break 700,000,000!). Now I'm barely getting 2 million! Total game changer for us serious players!! The only problem is the ball falls hard and is adding a lot of dents to the playfield. I've also been playing with the idea of cutting the playfield in half and making a moat so the ball falls "into the water", maybe a 3D printed alligator that comes out and eats the ball?? Thoughts? Would be cool to add a fishtank inside and you see the ball falls into it and then VUK it back up. Just need a VUK that can shoot up a foot or so, or maybe VUK to another VUK like an elevator? Hmm...
Castle is off because I'm working on a small issue
[quoted image]

Haha I actually believed you for a bit,I was thinking you are hard core!

#9905 8 months ago
Quoted from wastedthelight:

After playing through the game three times in a row and beating it on my first ball, I decided to make the game a little harder by removing the castle wall. My previous games I usually scored about 600 million (just can't break 700,000,000!). Now I'm barely getting 2 million! Total game changer for us serious players!! The only problem is the ball falls hard and is adding a lot of dents to the playfield. I've also been playing with the idea of cutting the playfield in half and making a moat so the ball falls "into the water", maybe a 3D printed alligator that comes out and eats the ball?? Thoughts? Would be cool to add a fishtank inside and you see the ball falls into it and then VUK it back up. Just need a VUK that can shoot up a foot or so, or maybe VUK to another VUK like an elevator? Hmm...
Castle is off because I'm working on a small issue
[quoted image]

Had me for a second, lol!

#9906 8 months ago

Downloaded the new code last night. Theres some pretty nice updates on this one. Wife really like that we can do Co-op as well.

#9907 8 months ago

Is the phrase "would you do it for a scooby snack" in this game? I cannot recall hearing it. Seems they need to add it more!

#9908 8 months ago
Quoted from wastedthelight:

After playing through the game three times in a row and beating it on my first ball, I decided to make the game a little harder by removing the castle wall. My previous games I usually scored about 600 million (just can't break 700,000,000!). Now I'm barely getting 2 million! Total game changer for us serious players!! The only problem is the ball falls hard and is adding a lot of dents to the playfield. I've also been playing with the idea of cutting the playfield in half and making a moat so the ball falls "into the water", maybe a 3D printed alligator that comes out and eats the ball?? Thoughts? Would be cool to add a fishtank inside and you see the ball falls into it and then VUK it back up. Just need a VUK that can shoot up a foot or so, or maybe VUK to another VUK like an elevator? Hmm...
Castle is off because I'm working on a small issue
[quoted image]

What are your outline posts set, do you have rubbers on them and what is your pitch? I agree I can keep a ball going on high outlines with rubbers on, but I'd love to see the log of a 600 mil game. Do your games take 3 hours?

#9909 8 months ago
Quoted from JustJared:

What are your outline posts set, do you have rubbers on them and what is your pitch? I agree I can keep a ball going on high outlines with rubbers on, but I'd love to see the log of a 600 mil game. Do your games take 3 hours?

Outlanes closed. 1inch center post between flippers. lol

#9910 8 months ago
Quoted from BobTheDegen:

Is the phrase "would you do it for a scooby snack" in this game? I cannot recall hearing it. Seems they need to add it more!

I know there is a "Would you do it for a Shaggy Snack?" callout with description of same.

RM

#9911 8 months ago

Is the new update good to download, or is it still buggy?

#9912 8 months ago

.deleted.

#9913 8 months ago
Quoted from RikeIsland:

Is the new update good to download, or is it still buggy?

Buggy

#9914 8 months ago
Quoted from RikeIsland:

Is the new update good to download, or is it still buggy?

Its good adds a lot but unfortunately there are some bugs which is a bummer

#9915 8 months ago
Quoted from RikeIsland:

Is the new update good to download, or is it still buggy?

I played a half a dozen games on the latest code drop and didn't see any bugs. Not sure what others saw.

#9916 8 months ago

I'm confused. Are SEs showing up already? What about BSE models? I'm still waiting on my #1800-something.

#9917 8 months ago

Would anyone care to list all the uses of the action button? I seem to hardly use it. I'm sure I read you can collect scooby snacks with it but it's never worked when I've tried it.

#9918 8 months ago
Quoted from RikeIsland:

Is the new update good to download, or is it still buggy?

Use the beta version that SpookyLuke posted in this thread, as long as you're okay with the caveats he included in that post - it's less buggy than the version posted on the support page.

#9919 8 months ago
Quoted from Kevlar:

Would anyone care to list all the uses of the action button? I seem to hardly use it. I'm sure I read you can collect scooby snacks with it but it's never worked when I've tried it.

I think they removed the ability to collect scooby snacks with the action button in the latest build.

#9920 8 months ago
Quoted from cheezywhiz:

I'm confused. Are SEs showing up already? What about BSE models? I'm still waiting on my #1800-something.

From what I was told by Spooky they are still building CEs at the moment and hope to get to the BSE or SE soon.

#9921 8 months ago
Quoted from Arcdeeth:

From what I was told by Spooky they are still building CEs at the moment and hope to get to the BSE or SE soon.

They've built at least one SE because it's posted in this thread. My guess is because it was part of a shipment going to Australia.

#9922 8 months ago
Quoted from bobukcat:

They've built at least one SE because it's posted in this thread. My guess is because it was part of a shipment going to Australia.

I saw that too. Your reasoning is the same as mine.

#9923 8 months ago
Quoted from bobukcat:

Use the beta version that SpookyLuke posted in this thread, as long as you're okay with the caveats he included in that post - it's less buggy than the version posted on the support page.

I would not do that unless you want the unfinished version. They updated the code on the website with a finalized version on the 7th, that should be the finalized version of the beta code SpookyLuke posted over the weekend.

#9924 8 months ago
Quoted from Kevlar:

Would anyone care to list all the uses of the action button? I seem to hardly use it. I'm sure I read you can collect scooby snacks with it but it's never worked when I've tried it.

- Select Character at Ball 1 Start

- spam button to regain "Paper" if stolen by Creeper during Creeper Mode

- Hit button to collect entire sandwich or spam button to regain dropped sandwich items during Shaggy Sandwich

- Start Fred's Plan once you have hit all lanes you want to; button also collects one lane for free if playing as Fred

- Hold button down to slow Frankenstein's movement during Run Daphne Run. If playing as Daphne, Hold button down to stop Frankenstein's movement completely

- I don't recall ever being able to collect Scooby Snacks with the Action Button

There is definitely more than this.

RussMyers

#9925 8 months ago
Quoted from JustJared:

What are your outline posts set, do you have rubbers on them and what is your pitch? I agree I can keep a ball going on high outlines with rubbers on, but I'd love to see the log of a 600 mil game. Do your games take 3 hours?

No outlane posts, took them right out, also installed shorter flippers to make the center drain wider by an extra inch. Games usually take 15mins to unmask all and make it over 500 million. Wish the game was more difficult.

#9926 8 months ago
Quoted from TheDadAbides:

Just wanted to thank you for figuring this out for the community. I did the same, but added UV in the upper corner and then did a purple strip behind the wall on the upper playfield (no ball interference). Thanks again. [quoted image][quoted image][quoted image]

Looks super spooky!nicely done.

#9927 8 months ago
Quoted from wastedthelight:

No outlane posts, took them out. Also installed shorter flippers to make the center drain wider by an extra inch.

That's weak! Real pros don't need flippers at all. Just put posts in the flipper openings and nudge to avoid drains.

#9928 8 months ago
Quoted from Var1AbL3:

I would not do that unless you want the unfinished version. They updated the code on the website with a finalized version on the 7th, that should be the finalized version of the beta code SpookyLuke posted over the weekend.

Actually it appears to be the same code, it's the same timestamp anyway. I didn't realize they had posted it on the support page.

#9929 8 months ago
Quoted from PinDeadHead:

Looks super spooky! Nicely done.

#9930 8 months ago
Quoted from wastedthelight:

No outlane posts, took them right out, also installed shorter flippers to make the center drain wider by an extra inch. Games usually take 15mins to unmask all and make it over 500 million. Wish the game was more difficult.

I’m not sure people are picking up on your sense of humor.

rd

11
#9931 8 months ago

I just wanted to say, I love the music on this game.

I love the Monster Song during CC multiball, just never get tired of it.

And the Run Daphe Run track is just rockin'.

RM

#9932 8 months ago
Quoted from RussMyers:

I just wanted to say, I love the music on this game.
I love the Monster Song during CC multiball, just never get tired of it.
And the Run Daphe Run track is just rockin'.
RM

The Daphne one is my favorite, I need to try to start it more often just for that!

#9933 8 months ago

Let me bounce this off of you all. I’m currently working with support and they’re thinking of a solution, but not sure what to do about this. Any good ideas?

IMG_0397 (resized).jpegIMG_0397 (resized).jpegIMG_0398 (resized).jpegIMG_0398 (resized).jpeg
#9934 8 months ago
Quoted from BobTheDegen:

Let me bounce this off of you all. I’m currently working with support and they’re thinking of a solution, but not sure what to do about this. Any good ideas?[quoted image][quoted image]

Man that is a PITA. Should never have gotten past QA/Inspection.

Sometimes I'd give almost anything for a short-focus pocket laser as a tool.

The "right" way is to take the entire ball guide out, cut 1/2 inch off the end and smooth it and re-install, but that sucker goes way under the upper playfield doesn't it?

Damn.

Let me think.

RM

#9935 8 months ago
Quoted from rotordave:

I’m not sure people are picking up on your sense of humor.
rd

Apparently not Rotor but I’ve been loving the comments that have comeback to Wasted’s post…LMAO here. Thought it was obvious. Well done wastedbythelight. Had a small house party New Year’s Eve. Folks just loving on both Scooby and Halloween all night … no need for any sharks in our future…maybe a chainsaw down the road

#9936 8 months ago
Quoted from BobTheDegen:

Let me bounce this off of you all. I’m currently working with support and they’re thinking of a solution, but not sure what to do about this. Any good ideas?[quoted image][quoted image]

OK, how about putting a super-fat post rubber on that metal post to fill up that gap as much as possible?

I think they make post sleeve rubbers like that.

Or a much fatter post.

You can't move the position of the ball guide too much, or put something over the end because it will affect ball travel

Maybe a double-ring plastic post there instead of the metal post with sleeve?

RM

#9937 8 months ago
Quoted from BobTheDegen:

Let me bounce this off of you all. I’m currently working with support and they’re thinking of a solution, but not sure what to do about this. Any good ideas?[quoted image][quoted image]

My solution:
https://pinside.com/pinball/forum/topic/scooby-doo-where-are-you-club-scooby-snacks-for-all/page/185#post-7936270

#9938 8 months ago

I've been meaning to try this, what did you use to glue it together and how is it holding up?

#9939 8 months ago

Thanks to pinsiders who helped make some improvements:

RussMyers - for the photos of making the outlane posts easily movable; this has made the game much more enjoyable with no more "hit a drop, drain a ball" action on that left side. I'm playing more frequently now. If left unchecked, this may lead to less sucky skills someday.

TSB_ - great low-cost improvement for the flipper button lighting; a few minutes made a huge difference.

Also for those who posted suggestions for cleaning up the speaker sound. Adding a shielded cable and audio extractor was easy and effective.

All three operations were straightforward and easy to accomplish, even for the mechanically inept.

SD FlipperButton (resized).jpgSD FlipperButton (resized).jpg
#9940 8 months ago

I like to see change history and Spooky hasn't provided it so I looked at the crawled versions of the page and grabbed what was available

Patch Notes:

v2024.01.07.12

Updates:
Character descriptions in Character Select updated
Fred: Begins with a virtual lock for Mystery Machine Multiball
Shaggy: Awarded 2x trap door ball saves when SD standing targets completed
Scooby: Starts each ball with one of the Ruh-Roh outlanes lit
Daphne: +5 seconds to all ballsave timers

Velma: Requires 2 fewer clues to qualify a case
Game starts with your characters mode qualified
Secret skillshot value increased from 20k to 100k
Spinner SFX play in ALL modes, instead of only base mode
Gratuitous Space Kook Laughter
Tournament Mode setting added
Qualified villain mode synchronizes between co-op players
Fixed bug that crashed game when player drains on 7th villain
Combo system now un-lights the most recently hit shot in the combo sequence
Tournament mode now correctly replaces all extra balls with points.
Shoot the blue habitrail thrice in rapid succession to start a hurry up at the upper passive sling during base gameplay. Completing the hurry up awards a jackpot, unless a bookcase topper is installed, in which case, the Haunted Topper video mode becomes lit at the left orbits
Co-op Mode:
Hold start button for 4 seconds when starting the game (or at first character select screen) to enter Co-op mode. Scores and the majority of game states will synchronize across all players.
(Co-op scores are not displayed on the High-Score list yet. This will be added in a future update)
Green Ghouls hurry up:
Slings in base mode advance on-screen clock. When clock strikes midnight, each green ghoul becomes lit at the inlanes. Rolling over either inlane spawns a ghoul who will roam across the playfield. Shoot the ghouls for points! Shoot both ghouls when they overlap at the same shot for a jackpot! If a ghoul makes it across the playfield without being hit, you’ll lose progress toward character modes that haven’t been qualified yet.

v2023.10.28.23

Updates:
Combo System! Shoot character orbits in rapid succession to build combos! Creating combos with unique permutations of characters awards “Let’s split up” combos. (Info screen to track progress to come)
Pirate Henchmen; Cutler bash will now start Pirate Henchmen mode after Captain Cutler Multiball. You must knock down both henchmen drop targets to re-qualify Captain Cutler Multiball.
More Extra Ball Opportunities! Unmask 2 villains, visit 5 villains, or collect 50 Scooby Snacks to Light Extra Ball at the Fred and Daphne orbits!

v2023.09.07.17

Updates:
Hold start to reset game
Scooby Mode
Auto-plunge option added to service menu
Minor bugfixes

v2023.08.01.21

Updates:
Daphne mode
Mystery machine mech sped up for subway shots (more improvements to come)
All menu settings save across updates
All audits save across updates
Audits can be cleared in the menu
Hitting start button will change LED color during individual LED test
Mystery Machine Ball Lock animations skippable
Mystery Machine Multiball intro skippable
Ball search sped up
Tapping flippers does not cancel ball search (holding flippers will cancel ball search)

(v2023.06.02.15)

Updates:
Added system menu option to disable upper flippers when upper PF is not active
Fixed: Cutler unmask bonus shot clips not playing
Fixed: sound effect missing for one of the drop targets
Added popup indicating when a case is locked with the launch button
Velma Character Mode
Fixed: Cutler MB progress no longer resets after completing a case
Fixed: Trap door save progress resets after each ball
Shots to qualify cutler MB increases by 2 shots per body part each time the mode is started
Foghorn SFX added to indicate a wave is coming in Cutler MB
Fixed: Character skillshot now qualifies character mode
Cutler Multiball song changeable in the Audio menu
Draining between flippers on upper playfield burns trap door save
Added idle callouts to base mode
Menu option to disable trap door ballsave (awards 10 second ballsave instead)
Unique character lightshows during character select

Added 180 days ago:

v2024.03.11.11
Release Notes:
Would Have Gotten Away With It Wizard Mode
Visit all Villain Modes to qualify Wizard Mode at Mystery Machine
Phase 1: Werewolf, Frankenstein, and Dracula subphases will begin one at a time (on-screen timer shows time before next subphase starts). Each subphase adds a ball, requires a number of shots to be completed, and lights a lock at the Mystery Machine once that subphases shots have been completed. This phase ends when all balls have been drained or locked. If at least one ball has been locked, Phase 2 begins when Phase 1 ends.
Phase 2: The monsters are back! This phase begins with multiball, (2 balls, plus one ball for each successful lock in Phase 1). First, accumulate the required number of switch hits (remaining hits displayed on-screen; all playfield switches count), at which point, one of 7 Monster Jackpots will be lit randomly. Collecting the jackpot will add a ball if there are fewer than 3 balls in play, and will reset the switch hit counter. Repeat the process to collect all 7 Monster Jackpots and complete the mode!
Mystery Awards
Collect Scooby Snacks to light mystery award at left orbit in base mode
Menu option to reduce frequency of Reverse Flippers mystery award
Vanity Awards
Show off your pinball prowess by with numerous new stats!

Added 175 days ago:

Latest Version: v2024.03.17.10
Release Notes:
Scoring bugfixes
Selective flipper control bugfixes
Unmasking bonus screen text bugfixes
Improved support for higher resolution displays
Menu option to reduce frequency of “Reverse Flippers” mystery award
Subsequent mystery awards require slightly more scooby snacks to qualify

#9941 8 months ago
Quoted from SpookyLuke:

I appreciate your knowledge of Spooky Lore

SpookyLuke When the coin door latch drama started, I thought someone was pranking Charlie.

#9942 8 months ago
Quoted from bobukcat:

They've built at least one SE because it's posted in this thread. My guess is because it was part of a shipment going to Australia.

Yep spot on.
All of The Australian orders got built together….CEs, BSEs, and SEs so they can be shipped all together.
Hence how I was so lucky to get my SE earlier!

#9943 8 months ago
Quoted from BOHICA:

Thanks to pinsiders who helped make some improvements:
RussMyers - for the photos of making the outlane posts easily movable; this has made the game much more enjoyable with no more "hit a drop, drain a ball" action on that left side. I'm playing more frequently now. If left unchecked, this may lead to less sucky skills someday.
TSB_ - great low-cost improvement for the flipper button lighting; a few minutes made a huge difference.
Also for those who posted suggestions for cleaning up the speaker sound. Adding a shielded cable and audio extractor was easy and effective.
All three operations were straightforward and easy to accomplish, even for the mechanically inept.
[quoted image]

Holy poop that shines brighter! I looked up the old post from him, did you make them yourself? If so could you be so kind as to share the .stl? Thanks

#9944 8 months ago

I'm noticing that the volume control after this update seems wonky - not enough granularity in the volume control. For me, between 6 and 7 bars on the volume meter is a large jump; 6 is too quiet and 7 is too loud.

#9945 8 months ago
Quoted from bobukcat:

I've been meaning to try this, what did you use to glue it together and how is it holding up?

Any shoe glue for leather, rubber etc. should be appropriate. After approximately 20 games all parts still in place with no wear

#9946 8 months ago

Ran into a bizarre bug today. Running code 106. I was in Super Shaggy Sandwich mode, on the upper playfield trying to spam the standup targets. Suddenly, the game added a second player. Super weird.

Anyway, really enjoying the new code. The update to the combo system (un-lighting the most recently hit character lane) was certainly a good one, though I miss shooting the center ramp and then flinging the ball to the loop, which would always count as two shots as it never had the momentum to go all the way around, so the ball would roll over the switch twice. Then I'd hit one of the habitrails and shoot the ball back up that center ramp to do it all again lol

#9947 8 months ago
Quoted from rotordave:

I’m not sure people are picking up on your sense of humor.
rd

I am, I was just running with it to see how deep the rabbit hole goes.

#9948 8 months ago
Quoted from kevster:

Ran into a bizarre bug today. Running code 106. I was in Super Shaggy Sandwich mode, on the upper playfield trying to spam the standup targets. Suddenly, the game added a second player. Super weird.

Please report to Spooky DJ. I've been experiencing this and false tilt warnings since the beginning (June 2023). Doesn't happen all that often, maybe once every 20+ games, but still happening. Most likely electrical noise problem, fix might be as simple as a slightly longer debounce period.

#9949 8 months ago
Quoted from Svenop:

I like to see change history and Spooky hasn't provided it so I looked at the crawled versions of the page and grabbed what was available
Patch Notes:
v2024.01.07.12
Updates:
Character descriptions in Character Select updated
Fred: Begins with a virtual lock for Mystery Machine Multiball
Shaggy: Awarded 2x trap door ball saves when SD standing targets completed
Scooby: Starts each ball with one of the Ruh-Roh outlanes lit
Daphne: +5 seconds to all ballsave timers
Velma: Requires 2 fewer clues to qualify a case
Game starts with your characters mode qualified
Secret skillshot value increased from 20k to 100k
Spinner SFX play in ALL modes, instead of only base mode
Gratuitous Space Kook Laughter
Tournament Mode setting added
Qualified villain mode synchronizes between co-op players
Fixed bug that crashed game when player drains on 7th villain
Combo system now un-lights the most recently hit shot in the combo sequence
Tournament mode now correctly replaces all extra balls with points.
Shoot the blue habitrail thrice in rapid succession to start a hurry up at the upper passive sling during base gameplay. Completing the hurry up awards a jackpot, unless a bookcase topper is installed, in which case, the Haunted Topper video mode becomes lit at the left orbits
Co-op Mode:
Hold start button for 4 seconds when starting the game (or at first character select screen) to enter Co-op mode. Scores and the majority of game states will synchronize across all players.
(Co-op scores are not displayed on the High-Score list yet. This will be added in a future update)
Green Ghouls hurry up:
Slings in base mode advance on-screen clock. When clock strikes midnight, each green ghoul becomes lit at the inlanes. Rolling over either inlane spawns a ghoul who will roam across the playfield. Shoot the ghouls for points! Shoot both ghouls when they overlap at the same shot for a jackpot! If a ghoul makes it across the playfield without being hit, you’ll lose progress toward character modes that haven’t been qualified yet.
v2023.10.28.23
Updates:
Combo System! Shoot character orbits in rapid succession to build combos! Creating combos with unique permutations of characters awards “Let’s split up” combos. (Info screen to track progress to come)
Pirate Henchmen; Cutler bash will now start Pirate Henchmen mode after Captain Cutler Multiball. You must knock down both henchmen drop targets to re-qualify Captain Cutler Multiball.
More Extra Ball Opportunities! Unmask 2 villains, visit 5 villains, or collect 50 Scooby Snacks to Light Extra Ball at the Fred and Daphne orbits!
v2023.09.07.17
Updates:
Hold start to reset game
Scooby Mode
Auto-plunge option added to service menu
Minor bugfixes
v2023.08.01.21
Updates:
Daphne mode
Mystery machine mech sped up for subway shots (more improvements to come)
All menu settings save across updates
All audits save across updates
Audits can be cleared in the menu
Hitting start button will change LED color during individual LED test
Mystery Machine Ball Lock animations skippable
Mystery Machine Multiball intro skippable
Ball search sped up
Tapping flippers does not cancel ball search (holding flippers will cancel ball search)
(v2023.06.02.15)
Updates:
Added system menu option to disable upper flippers when upper PF is not active
Fixed: Cutler unmask bonus shot clips not playing
Fixed: sound effect missing for one of the drop targets
Added popup indicating when a case is locked with the launch button
Velma Character Mode
Fixed: Cutler MB progress no longer resets after completing a case
Fixed: Trap door save progress resets after each ball
Shots to qualify cutler MB increases by 2 shots per body part each time the mode is started
Foghorn SFX added to indicate a wave is coming in Cutler MB
Fixed: Character skillshot now qualifies character mode
Cutler Multiball song changeable in the Audio menu
Draining between flippers on upper playfield burns trap door save
Added idle callouts to base mode
Menu option to disable trap door ballsave (awards 10 second ballsave instead)
Unique character lightshows during character select

This is good stuff, I've marked it as a key post so, if you're so inclined, you can continue to edit this post as new code drops, rather than create a new one each time.

#9950 8 months ago
Quoted from kevster:

Ran into a bizarre bug today. Running code 106. I was in Super Shaggy Sandwich mode, on the upper playfield trying to spam the standup targets. Suddenly, the game added a second player. Super weird.
Anyway, really enjoying the new code. The update to the combo system (un-lighting the most recently hit character lane) was certainly a good one, though I miss shooting the center ramp and then flinging the ball to the loop, which would always count as two shots as it never had the momentum to go all the way around, so the ball would roll over the switch twice. Then I'd hit one of the habitrails and shoot the ball back up that center ramp to do it all again lol

2024.01.07.12 has been posted on the support page, you should upgrade and see if the problem has been resolved.

Promoted items from Pinside Marketplace and Pinside Shops!
From: $ 10.00
$ 10.00
Cabinet - Other
Filament Printing
 
7,000 (Firm)
Machine - For Sale
Placentia, CA
From: $ 33.00
Gameroom - Decorations
Rocket City Pinball
 
$ 259.99
Lighting - Other
Lighted Pinball Mods
 
Wanted
Machine - Wanted
Bethany Beach, DE
$ 35.00
Playfield - Toys/Add-ons
Pinbald Mods
 
From: $ 20.00
Playfield - Toys/Add-ons
Pinbald Mods
 
$ 40.00
Lighting - Led
Pinbald Mods
 
$ 9,769.00
Pinball Machine
Classic Game Rooms
 
$ 35.00
Cabinet - Other
Rocket City Pinball
 
From: $ 20.00
Playfield - Other
Severedmods
 
$ 169.95
Lighting - Other
Hookedonpinball.com
 
€ 99.00
Lighting - Under Cabinet
Watssapen shop
 
$ 24.00
Playfield - Protection
Pinhead mods
 
$ 120.00
Gameroom - Decorations
Dijohn
 
Trade
From: $ 30.00
Cabinet - Other
Rocket City Pinball
 
$ 50.00
Playfield - Protection
Duke Pinball
 
From: $ 100.00
Playfield - Toys/Add-ons
Pinbald Mods
 
$ 49.99
Lighting - Other
Lighted Pinball Mods
 
$ 22.00
From: $ 35.00
Cabinet - Other
Rocket City Pinball
 
$ 9.00
Cabinet Parts
Mooshue's Market
 
$ 20.00
Playfield - Other
Nezzy's Pinball Prints
 
Great pinball charity
Pinball Edu
There are 12,550 posts in this topic. You are on page 199 of 251.

Reply

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

Hey there! Welcome to Pinside!

Donate to Pinside

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


This page was printed from and we tried optimising it for printing. Some page elements may have been deliberately hidden.

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