Quoted from Psw757:My thoughts as well
I thought that setting was for how frequent the shaker was used. Not the power of the shaker itself.
Quoted from Psw757:My thoughts as well
I thought that setting was for how frequent the shaker was used. Not the power of the shaker itself.
Quoted from japespin:Except they have before. TSPP.
Exactly, many of their games (TSPP, LOTR, IM, AC/DC, etc.) have these crazy, hard to reach levels that 99% of the people don't reach, but the idea that it's there is what matters to many. I know it's a pipe dream, but it's my dream anyway...
The settings in the rom setup do nothing for controlling the intensity of the shake. They control the number of events that shake.
If you want to calm down the shaker, install a PWM controller.
Quoted from Psw757:My thoughts as well
I was agreeing that there doesn’t seem to be a ton of shaker activity coded into the game. The biggest shake I notice is end of game death star action. Gives a good rumble but rest of game i find to be very subtle even when blowing up Death Star. I wish it would be a little more active when you achieve this because sometimes it’s so crazy you don’t even know it’s happening.
Yes I do have it set on maximal use as well.
Quoted from Groo:New patch is good, but I've pretty much retired it and listed my pro on the market. Had to put a deposit down on IMDN Premium after playing the Pro. Still had a blast with SW for the past 11 months.
That's one reason why I think it's better to buy the game about a year after it comes out. You can see how the code matures before you get it and enjoy the game in its prime with it still being fresh. I just got my SW Premium a couple days after the 1.03 code came out. I'm loving the game -- what an adrenaline rush.
Quoted from D-Gottlieb:Why not just remove some material from the weights?
If your shakers are crazy strong a simple and free fix is to find an allen wrench and just change the offset of the weights. You can rotate them all the way to a balanced position where you won't feel a thing and then move incrementally from there until you get to a spot where the shake is right for you. I've done this on a number of shakers that were just too overpowering.
Or add the board which is probably more robust and safer for your game overall.
Quoted from pauloz:No but I had problems with the ball save gate staying open after it used and should close. No amount of adjusting fixed the problem so I removed the gate and the game gives a virtual ball save. Problem solved and I guess that would solve your problem as well.
Anyone else having this problem with the ball save gate? Mine started acting up intermittently, but now stays stuck open everytime, and wont jiggle closed eventually like it did at first. Anyone have a different fix? I'd hate to have to remove the gate entirely as a fix, but it is unplayable as is.
I did something a little different on my game. I added some Tie Fighters chasing the Falcon through the asteroid field like in the Empire Strikes Back movie. Asteroids tend to look better in person, but I thought I'd share the idea for those that like to mod. I'm still playing around with it but this will give you the basic idea. I also added the Star Destroy and Slave 1. I like the Star Destroyer. I'm still playing around with the Slave 1 and how to balance the right side of the playfield a bit more.
Quoted from T-800:If your shakers are crazy strong a simple and free fix is to find an allen wrench and just change the offset of the weights. You can rotate them all the way to a balanced position where you won't feel a thing and then move incrementally from there until you get to a spot where the shake is right for you. I've done this on a number of shakers that were just too overpowering.
Or add the board which is probably more robust and safer for your game overall.
I even tried them in another spike 2 game and it wasn’t as violent. Just in SW. I remember something similar with my Kiss years ago and it corrected after the first code update. No big deal. Shaker free in this game for now. Thanks for all the suggestions.
Quoted from TKDalumni:video mode has some decent shake to it
Only if you hit the asteroids
Quoted from Psw757:Only if you hit the asteroids
yeah. shakers usually shake when you hit something
Has the game improved much since the last code update?
I really love the theme and think the LE looks magnificent!
I've seen many come up for sale in Australia and thats a little worrying.
When I ask sellers why they are offloading its usually replied with "The game is just too bare"..
Tron is also bare but everyones loves it.
I'd rather ask experienced owners/players who have had their game for awhile their thoughts.
Quoted from Riffbear:Has the game improved much since the last code update?
I really love the theme and think the LE looks magnificent!
I've seen many come up for sale in Australia and thats a little worrying.
When I ask sellers why they are offloading its usually replied with "The game is just too bare"..
Tron is also bare but everyones loves it.
I'd rather ask experienced owners/players their thoughts.
The game has come a long way but like any game its personal taste. Some love it and some don't. I have a pro and everyone that plays it loves it.
A lot of people are selling games in Australia at the moment to fund their purchase of IMDN.
Quoted from Alby:The game has come a long way but like any game its personal taste. Some love it and some don't. I have a pro and everyone that plays it loves it.
A lot of people are selling games in Australia at the moment to fund their purchase of IMDN.
Fair enough. And yes true regarding Iron Maiden.
I like the Pinball Life shaker. It actually shakes the machine rather than turning it into a violent vibrator. The PWM is the best way to tame on SAM games..
Quoted from D-Gottlieb:Why not just remove some material from the weights?
That seems like a good solution but it actually does zero! I cut a ton off of a Cointaker weight set and didn't notice the slightest difference. I think it's because its a DC motor so it spins up faster faster with less weight.
Edit: deleted PWM talk for SPIKE.
Quoted from John_I:I like the Pinball Life shaker. It actually shakes the machine rather than turning it into a violent vibrator. The PWM is the best way to tame the others.
DO NOT use an additional board on Spike games. You will fry your cabinet node board.
I agree with the idea of not adding a PWM board to the Spike system. What about fabricating a rubber mount for the shaker motor?
Quoted from Riffbear:....
When I ask sellers why they are offloading its usually replied with "The game is just too bare"..
Tron is also bare but everyones loves it.
I'd rather ask experienced owners/players who have had their game for awhile their thoughts.
The Premium is not bare. The hyperspace loop adds a lot to the game both physically and in terms of game playing experience. Sure, I added some spaceships to the game to dress it up a bit since there are some very high quality ones available, but I wouldn't have counted the Premium version as bare. I think SW is a ton of fun to play and it gives me an adrenaline rush. Even when playing badly, I want to try one more time. Like any game, there are fans and haters.
I do like IMDN and think it is a lot of fun to play; I don't care for the theme so I won't buy it but I'll certainly play it anywhere I find it.
Quoted from tbanthony:The Premium is not bare. The hyperspace loop adds a lot to the game both physically and in terms of game playing experience. Sure, I added some spaceships to the game to dress it up a bit since there are some very high quality ones available, but I wouldn't have counted the Premium version as bare. I think SW is a ton of fun to play and it gives me an adrenaline rush. Even when playing badly, I want to try one more time.
+1
Also, there are great movie clips on the LCD that add a lot, as well as great audio with character call-outs and John Williams scores. Not to mention a really good light LED light show! And I agree, a few added mods/toys/ships, etc for fun and per preference...This game is a total winner for me.
Quoted from tbanthony:I did something a little different on my game. I added some Tie Fighters chasing the Falcon through the asteroid field like in the Empire Strikes Back movie. Asteroids tend to look better in person, but I thought I'd share the idea for those that like to mod. I'm still playing around with it but this will give you the basic idea. I also added the Star Destroy and Slave 1. I like the Star Destroyer. I'm still playing around with the Slave 1 and how to balance the right side of the playfield a bit more.
Well done. This is probably the best toy implementation I've seen yet on this machine. Mind me asking where you got the asteroids and Tie Fighters from?
Quoted from tbanthony:I did something a little different on my game. I added some Tie Fighters chasing the Falcon through the asteroid field like in the Empire Strikes Back movie. Asteroids tend to look better in person, but I thought I'd share the idea for those that like to mod. I'm still playing around with it but this will give you the basic idea. I also added the Star Destroy and Slave 1. I like the Star Destroyer. I'm still playing around with the Slave 1 and how to balance the right side of the playfield a bit more.
That's a seriously awesome effect you got with the asteroids and clever idea with the chase against the tie fighters. Just a suggestion, mirror blades would make it look like twice the amount of asteroids and may even give a deeper dimension to that idea. But regardless, well done sir, well done. Looks cool.
Does anyone still feel the pops are needed? True, I've never gone out of my way to try to cash in on some rewards given, so I don't know how lucrative they are, but there game doesn't really ask for it much like GOT.
What say you?
Quoted from TheLaw:Does anyone still feel the pops are needed? True, I've never gone out of my way to try to cash in on some rewards given, so I don't know how lucrative they are, but there game doesn't really ask for it much like GOT.
What say you?
I was wondering the same thing are they useless or did the new code help with that issue or not. Do any of the modes use them?
Quoted from Pinballpal:I was wondering the same thing are they useless or did the new code help with that issue or not. Do any of the modes use them?
Not that I know of.
Quoted from TheLaw:Does anyone still feel the pops are needed? True, I've never gone out of my way to try to cash in on some rewards given, so I don't know how lucrative they are, but there game doesn't really ask for it much like GOT.
What say you?
On those games where the ball is a non-stop blur on the playfield, I appreciate the pops because they give me a moment to get my bearings and catch my breath.
Quoted from Pinballpal:I was wondering the same thing are they useless or did the new code help with that issue or not. Do any of the modes use them?
Feels like nothing more than a slot machine behind the LCD to me.
Quoted from Nickbtx:On those games where the ball is a non-stop blur on the playfield, I appreciate the pops because they give me a moment to get my bearings and catch my breath.
Ha wow I never even thought of this till you mention it, but does the scoop hold the ball for a few seconds like in some other SR games during MB?
The pops can be very rewarding sometimes. I quite often get Jedi training, which saves me a lot of time trying to do it through hitting the stand up targets around the playfield. Hit the orbits when they aren’t lit for anything and the gates should send the ball into the pops.
The more I practice shooting for orbits, the more pop rewards I get. They can also light any of your planets to start a mode, bump your multipliers, destroy tie fighters, etc. Start to work it into your strategy and you’ll shortcut yourself to finishing your objectives for Jedi Multiball easier.
Quoted from JoshODBrown:I quite often get Jedi training...
Jedi training is a good one yeah.
Quoted from TheLaw:Does anyone still feel the pops are needed? True, I've never gone out of my way to try to cash in on some rewards given, so I don't know how lucrative they are, but there game doesn't really ask for it much like GOT.
What say you?
It's too bad none of the missions use the pops. The spinner is also under utilized in this game I think (I wish it was like GoT spinner, can be multiplied)
Rob
Quoted from Rob_G:It's too bad none of the missions use the pops
Never thought about that, but true. It would be a nice one to have, too.
Quoted from Psw757:Anyone buy the Stern shooter yet?
Wondering what it looks like installed.
Found this pic of one installed....
Quoted from Rob_G:It's too bad none of the missions use the pops. The spinner is also under utilized in this game I think (I wish it was like GoT spinner, can be multiplied)
Rob
Right, spinner is used in only 1 mode or so?
Finally finally experienced what its like to blow up the Death Star after all these years. I did this Endor thing, then after the death star exploded man this machine went nuts.. victory multiball, tie fighter multiball, I didnt even know what was happening. At least I know now my death star works!
Finally!
Mo
Quoted from Oneangrymo:Finally finally experienced what its like to blow up the Death Star after all these years. I did this Endor thing, then after the death star exploded man this machine went nuts.. victory multiball, tie fighter multiball, I didnt even know what was happening. At least I know now my death star works!
Finally!
Mo
How many years?
Quoted from Riffbear:When I ask sellers why they are offloading its usually replied with "The game is just too bare"..
I find it hard to believe that anyone who really took the time to learn the game would say that. This isn't really the type of game that you play a couple times and "get", it really is designed almost entirely to be a home machine. There is so much depth to the code and an incredible amount of "soft" variety. If all one does it look at the playfield or find themselves frustrated after a few games without really learning it, then yeah they might get the impression that it is "bare". But take the time to learn it and you realize the "bare" playfield is there to allow for incredibly fast, accurate, punishing gameplay that facilitates a "not even remotely bare" set of rules.
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