(Topic ID: 258046)

Stranger Things Club. Join our Party!

By chuckwurt

4 years ago


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  • 22,218 posts
  • 974 Pinsiders participating
  • Latest reply 2 minutes ago by blizz81
  • Topic is favorited by 397 Pinsiders

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“Which game are you getting?”

  • Pro 215 votes
    37%
  • Premium 233 votes
    40%
  • LE 132 votes
    23%

(580 votes)

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

There are 22,218 posts in this topic. You are on page 144 of 445.
#7151 3 years ago
Quoted from smokinhos:

No.. its pretty random.. like the game thinks I've lost a ball. Actually says "ball saved" and kicks another out. Then we end up with 2 balls and registers both. Its odd for sure.

Make sure you don’t have an outlane switch that is randomly registering. If so, just need to adjust it so it not as sensitive.

#7152 3 years ago

I have joined the Club with a NIB Stranger Things LE on Christmas.

What a great pinball machine

Have already made a few tweaks
Big thanks chuckwurt for sharing the tweaks

Added some Mods
- Playfield + shooterlane protector
- Stern glowing Dice Shooter
- Stern UV-Kit
- CLIP blue plastics Pinball Universe
- external Volume control
- Dig Dug Arcade
- Hawkins signs Ulekstore
- Friends dont lie Flipper Bat Toppers Ulekstore
- Billys Camaro
- Hoppers Chevy Blazer

I am still looking for the iluminated spinning Arcade Sign from Mezel Mods.
Unfortunately this is sold out and not available.

Does anyone have an idea where I can get this?

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#7153 3 years ago

The Stern Dice Shooter is veeery nice

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#7154 3 years ago

Cointaker has a interactive spinning sign in stock

#7155 3 years ago
Quoted from SpinnerAddict:

Cointaker has a interactive spinning sign in stock

Thanks, that is the spinning sign from Lermods.
I like the Mezel Mods one better.

#7156 3 years ago
Quoted from chuckwurt:

Make sure you don’t have an outlane switch that is randomly registering. If so, just need to adjust it so it not as sensitive.

Ok.. I adjusted the outlane switches. One did seem pretty sensitive. Didnt take much to register. Couple games in and so far so good. If it doesn't work, may replace both. Being a novice, how dies the center drain register? It seems like the game gives a ball save before it makes it to the trough and I don't see and optos.. thanks for the help.

#7157 3 years ago
Quoted from smokinhos:

Ok.. I adjusted the outlane switches. One did seem pretty sensitive. Didnt take much to register. Couple games in and so far so good. If it doesn't work, may replace both. Being a novice, how dies the center drain register? It seems like the game gives a ball save before it makes it to the trough and I don't see and optos.. thanks for the help.

If it drains via an outlane while the ball save is still flashing the new ball is immediately served into play. The outlane switch triggers it.

End of ball drains are triggered by the trough switches.

#7158 3 years ago

Added some lights today. I tried blacklights first, but they just weren't bright enough. May need ro rearrange a few games to avoid the Christmas colors.

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#7159 3 years ago
Quoted from brerspidur:

Added some lights today. I tried blacklights first, but they just weren't bright enough. May need ro rearrange a few games to avoid the Christmas colors.
[quoted image][quoted image]

green and red definitely do not go well together other than Christmas. Anyway to turn the intensity down on the lights.

#7160 3 years ago

I installed speaker lights today, the badging backer, blue flipper rubber, and clear everywhere else. Have the fans to cmgo on next and finally found a uv kit (on order). We are loving it so far.

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#7161 3 years ago
Quoted from brerspidur:

Added some lights today. I tried blacklights first, but they just weren't bright enough. May need ro rearrange a few games to avoid the Christmas colors.
[quoted image][quoted image]

with these colors, if you let them f***, for sure you'll get soon a TMNT !!!

#7162 3 years ago

I got my TK working much better last night. I tightened up the black hex nut holding the metal actuator (can see through the ramp) with needle nose pliers and I finally got some balls to stick. I’m not completely dialed in but it’s way better and when my fans arrive, I will continue to work with it. The black screw was incredibly loose and the whole metal sections was wobbling around.

Now I need to work on my demogorgan that I eland hit the bottom of.

#7163 3 years ago

I am so glad I went with the pro. Bought a demo unit from Colorado Game Exchange with 1900 plays on it and have had no issues thankfully.

Sorry you premium/LE owners are having TK and demogorgon problems. Mine had a 12/19 build date also.

I added blue LEDs in the back after removing the white ones. Highly recommended it. It’s not as dark as in the pics.

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#7164 3 years ago

One more update !

LE/PRE V1.02 - January 6, 2020
=====================

- Added game play tutorial videos to the attract mode.
- Added a Swipe-A-Ball award lamp effect and shaker effect.
- Added logic to allow the Swipe-A-Ball and Demogorgon Bomb display effects
to kill each other when awarded with 2 qualified lock down bar button presses.
- Added logic to disallow the lock down bar button from querying/awarding the
Swipe-A-Ball and Demogorgon Bomb rules during non-game play events,
i.e. bonus, test mode, attract mode, etc...
- Increased the volume of the Swipe-A-Ball award SFX.
- Added logic to disallow Demogorgon Bombs from being awarded during Final
Showdown Challenge.
- Added a new Swipe-A-Ball Display/SFX.
- Added logic to the lockdown bar button to independently handle multiple awards
at once, i.e. if both Swipe-A-Ball and Demogorgon Bombs are available at the
same time the game will recognize a quick button press as a Demogorgon Bomb
and a long button press as a Swipe-A-Ball award.
- Added logic to allow the lockdown bar button to flash LIGHT BLUE to reflect
the availability of the Swipe-A-Ball rule. (LE/Prem Only).
- Fixed a bug where some Demogorgons were not killed by a Demogorgon Bomb.
- Added a Demogorgon Bomb rule. This rule allows the player to kill the
Demogorgon, when available, by pressing the flashing RED lockdown bar button.
This feature is available once per game.
- Added speech to the Swipe-A-Ball event.
- Removed an unused adjustment.
- Added a new Swipe-A-Ball rule. This rule allows the player to "unlock" any
Telekinesis locked balls they have accumulated prior to starting Telekinesis
Multiball. Release the locked ball(s) by pressing the lockdown bar button
during a multiball event (and Snow Ball Dance).
- Note: Telekinesis rule ball lock progress is reset upon each Swipe-A-Ball use.
- Added a Swipe-A-Ball rule adjustment. Default setting = "Any Locked Ball".
Setting are:
"Off" - The rule is disabled.
"Physically Locked Balls" - Only balls physically locked on the back panel
by the player are added into play.
"Any Locked Balls" - Any balls locked (either on the back panel or trough)
by the player are added into play.
"Physically Locked Balls + Stealing" - Only balls physically locked on the back
panel by any player are added into play.
"Any Locked Balls + Stealing" - Any balls physically locked on the back panel
by any player, or balls in the trough are added
into play.
Note: A Ball Saver starts at the beginning of Swipe-A-Ball that will save any
earned locked balls, i.e. any stolen or unearned balls that are released/unlocked
are not saved upon draining. (this is a LE/Prem ONLY feature).
- Added topper light shows for modes/features.
- Fixed several topper lightshows.
- Fixed a problem that could occur where the background display effect would
be seen for one frame as the Mystery Award display effect finished and
transitioned to showing the given award display animation.
- Fixed a bug where the Mystery Advance Dart award was playing the wrong Dart
evolution sound effect.
- Fixed a bug where the game was playing the wrong pop bumper Dart evolution
sound effect.

#7166 3 years ago
Quoted from Peanuts:

One more update !
LE/PRE V1.02 - January 6, 2020
=====================
- Added game play tutorial videos to the attract mode.
- Added a Swipe-A-Ball award lamp effect and shaker effect.
- Added logic to allow the Swipe-A-Ball and Demogorgon Bomb display effects
to kill each other when awarded with 2 qualified lock down bar button presses.
- Added logic to disallow the lock down bar button from querying/awarding the
Swipe-A-Ball and Demogorgon Bomb rules during non-game play events,
i.e. bonus, test mode, attract mode, etc...
- Increased the volume of the Swipe-A-Ball award SFX.
- Added logic to disallow Demogorgon Bombs from being awarded during Final
Showdown Challenge.
- Added a new Swipe-A-Ball Display/SFX.
- Added logic to the lockdown bar button to independently handle multiple awards
at once, i.e. if both Swipe-A-Ball and Demogorgon Bombs are available at the
same time the game will recognize a quick button press as a Demogorgon Bomb
and a long button press as a Swipe-A-Ball award.
- Added logic to allow the lockdown bar button to flash LIGHT BLUE to reflect
the availability of the Swipe-A-Ball rule. (LE/Prem Only).
- Fixed a bug where some Demogorgons were not killed by a Demogorgon Bomb.
- Added a Demogorgon Bomb rule. This rule allows the player to kill the
Demogorgon, when available, by pressing the flashing RED lockdown bar button.
This feature is available once per game.
- Added speech to the Swipe-A-Ball event.
- Removed an unused adjustment.
- Added a new Swipe-A-Ball rule. This rule allows the player to "unlock" any
Telekinesis locked balls they have accumulated prior to starting Telekinesis
Multiball. Release the locked ball(s) by pressing the lockdown bar button
during a multiball event (and Snow Ball Dance).
- Note: Telekinesis rule ball lock progress is reset upon each Swipe-A-Ball use.
- Added a Swipe-A-Ball rule adjustment. Default setting = "Any Locked Ball".
Setting are:
"Off" - The rule is disabled.
"Physically Locked Balls" - Only balls physically locked on the back panel
by the player are added into play.
"Any Locked Balls" - Any balls locked (either on the back panel or trough)
by the player are added into play.
"Physically Locked Balls + Stealing" - Only balls physically locked on the back
panel by any player are added into play.
"Any Locked Balls + Stealing" - Any balls physically locked on the back panel
by any player, or balls in the trough are added
into play.
Note: A Ball Saver starts at the beginning of Swipe-A-Ball that will save any
earned locked balls, i.e. any stolen or unearned balls that are released/unlocked
are not saved upon draining. (this is a LE/Prem ONLY feature).
- Added topper light shows for modes/features.
- Fixed several topper lightshows.
- Fixed a problem that could occur where the background display effect would
be seen for one frame as the Mystery Award display effect finished and
transitioned to showing the given award display animation.
- Fixed a bug where the Mystery Advance Dart award was playing the wrong Dart
evolution sound effect.
- Fixed a bug where the game was playing the wrong pop bumper Dart evolution
sound effect.

...and somewhere, cleland just jumped off a roof...

#7167 3 years ago

I'm surprised they added lockbar button stuff. Can't say anything I've been wanting but cool none the less. The swipe feature is LE only. Pro's just get the bomb

#7168 3 years ago
Quoted from beelzeboob:

...and somewhere, cleland just jumped off a roof...

Pretty much
I will check it out when I get home this evening. Hopefully, Pinball Browser can open it. Still bummed no video mode. Seems less and less likely we will get that

#7169 3 years ago
Quoted from cleland:

Pretty much
I will check it out when I get home this evening. Hopefully, Pinball Browser can open it. Still bummed no video mode. Seems less and less likely we will get that

Damn dude! I feel for ya but I’ll def be waiting on you’re update.

#7170 3 years ago
Quoted from cleland:

Pretty much
I will check it out when I get home this evening. Hopefully, Pinball Browser can open it. Still bummed no video mode. Seems less and less likely we will get that

I just tried opening it in PB 7.70 and there is no sounds tab.

#7171 3 years ago

As a pro owner, I am happy with this one. It makes sense the Prem/LE gets the swipe, thinking this will add a little risk/reward in some cases during TK MB. Love the progression for this machine. Just when you think it is done, bam more code comes! Now it's time to see the topper for the last money drain for my machine!!

#7172 3 years ago

Awesome news!

#7173 3 years ago

And still making code changes for topper. .. .
- Added topper light shows for modes/features.
- Fixed several topper lightshows.

#7174 3 years ago
Quoted from DrDoom:

Thanks, that is the spinning sign from Lermods.
I like the Mezel Mods one better.

Yes - i`m looking for the Mezel Arcade Sign too...maybe they can do another run?

#7175 3 years ago

I just got the total isolation mode for the first time and unlocked the Oh Shit (or something like that) mystery. So awesome. Would love to know how to unlock the total isolation mode again. This game is unreal!

#7176 3 years ago

first total isolation comes from start 2 modes in each chapter for a total of 4 modes. You don't have to complete them just start them. You get an extra ball at 3 modes started.

TI2 is 4 modes for each chapter. Then there are the chapter wizard modes which require you to complete all 6 modes for a chapter. 2 more after TI2 for that chapters wizard mode. Complete those 2 wizard modes plus demodog, the 5 shot combo, and all demogorgon modes for final showdown total wizard mode.

#7177 3 years ago
Quoted from PinPickle:

I just got the total isolation mode for the first time and unlocked the Oh Shit (or something like that) mystery. So awesome. Would love to know how to unlock the total isolation mode again. This game is unreal!

This page hasn't been updated in a while, but most of the rules are there.

http://tiltforums.com/t/stranger-things-rulesheet-wip/6093

#7178 3 years ago

Played a number of games and it looks like on the pro the one demo bomb kills 1 demogorgon only and is worth only 10 mil. Tried it on the first, third, and fourth demo modes and never saw higher than 10 mill. Definitely don't use it on the third as that is a waste. Going to try the second one. If locking in the super quick with the second that may be worth it.

Other than that I don't see any reason to save it for later.

#7179 3 years ago

My thoughts were to use it on the multiball modes to lock in the super jackpot value or collect the maxed out 200 million super on Cant stop this.

#7180 3 years ago

Ha I might just use it to stop the blinking. My munsters and star wars have taught me that when that button flashes you smash it.

Honestly though, if there is a setting to turn it off I may do that. Not really liking that addition

#7181 3 years ago

Anyone know where I can find the tutorial to dial in the TK magnetic ball lock? I can't seem to locate it.

#7182 3 years ago
Quoted from C0untDeM0net:

Ha I might just use it to stop the blinking. My munsters and star wars have taught me that when that button flashes you smash it.
Honestly though, if there is a setting to turn it off I may do that. Not really liking that addition

It’s awesome.

The new features are fun. I had two really fun games using both the swipe a ball and demo bomb in demogorgon 2.

You can use that demo bomb to lock in the jackpot values right away or press your luck and wait until you’re at the super and lock that in. The animation and callout when you use the swipe a ball is cool too.

#7183 3 years ago
Quoted from FlawlessJS:

Anyone know where I can find the tutorial to dial in the TK magnetic ball lock? I can't seem to locate it.

Up top under the key posts link.

Read the whole post. Not just the pdf link.

#7184 3 years ago
Quoted from C0untDeM0net:

Played a number of games and it looks like on the pro the one demo bomb kills 1 demogorgon only and is worth only 10 mil. Tried it on the first, third, and fourth demo modes and never saw higher than 10 mill. Definitely don't use it on the third as that is a waste. Going to try the second one. If locking in the super quick with the second that may be worth it.
Other than that I don't see any reason to save it for later.

This is all foreign to me. I need to do some reading. It’s my first pin and I’m not where what’s a mode and what’s a chapter. I will bookmark this and comeback to read it when I understand the differences.

#7185 3 years ago

The chapters are the modes.

There’s two seasons that the game covers from the show:

Season 1- orange modes on the left side of the playfield.

Season 2 - yellow modes on the right side of the playfield.

To start a season one mode, shoot the left orbit or left ramp 3 times.

To start a season 2 mode shoot the right ramp or right orbit 3 times. The inserts on the playfield tell you how many shots are needed to start a mode via that shot.

#7186 3 years ago
Quoted from chuckwurt:

It’s awesome.
The new features are fun. I had two really fun games using both the swipe a ball and demo bomb in demogorgon 2.
You can use that demo bomb to lock in the jackpot values right away or press your luck and wait until you’re at the super and lock that in. The animation and callout when you use the swipe a ball is cool too.

I can see how the swipe is useful but the bombs feel like they were under pressure to use the button for anything and did the quickest thing they could think of. It's just not a worthwhile addition for me. Glad you like it

#7187 3 years ago
Quoted from C0untDeM0net:

I can see how the swipe is useful but the bombs feel like they were under pressure to use the button for anything and did the quickest thing they could think of. It's just not a worthwhile addition for me. Glad you like it

Can you earn more bombs or just the one per ball? I need to update when I have some spare time.

#7188 3 years ago

As far as I can tell you get one bomb per game. No earning it you get it for free.

And the issues I have been seeing, which most of which I now believe to be software issues, have not been addressed. I've seen them all in the games I've played tonight.

#7189 3 years ago

I’m really loving this game. So underrated. I sold JP and kept this one if that says anything!

#7190 3 years ago
Quoted from EricHadley:

I’m really loving this game. So underrated. I sold JP and kept this one if that says anything!

I just did the same thing.

#7191 3 years ago
Quoted from finnflash:

I just did the same thing.

Ditto

#7192 3 years ago
Quoted from Wildbill327:

Can you earn more bombs or just the one per ball? I need to update when I have some spare time.

Once per game. No way to earn another one. Use it wisely.

#7193 3 years ago

Add me to the sold JP and loving ST club!

#7194 3 years ago
Quoted from C0untDeM0net:

As far as I can tell you get one bomb per game. No earning it you get it for free.
And the issues I have been seeing, which most of which I now believe to be software issues, have not been addressed. I've seen them all in the games I've played tonight.

I just don’t know how it could be software based when the couple pros on location here have never had this issue and they’ve been out since launch. I’ve played both of them a lot.

#7195 3 years ago
Quoted from chuckwurt:

I just don’t know how it could be software based when the couple pros on location here have never had this issue and they’ve been out since launch. I’ve played both of them a lot.

It seems like it can't be code or all pros would have the same issues, and they do not. Sucks he's having issues, but I do not see how it could be code related.

#7196 3 years ago
Quoted from chuckwurt:

Up top under the key posts link.
Read the whole post. Not just the pdf link.

Tried adjusting it several times, but to no avail....

#7197 3 years ago
Quoted from Jediturtle:

It seems like it can't be code or all pros would have the same issues, and they do not. Sucks he's having issues, but I do not see how it could be code related.

I'm not the only one seeing the problems and I'm glad to know that that I am not. I've had a number of messages outside the forum about it. My guess is most people are just not noticing the issues. I also play in a very specific way that I don't see people doing on the streams which would certainly show the issue more often.

I can tell you exactly what is wrong with the code.

For the double up post pops... There is very little debounce of the 2 optos at the up post so if the ball hits it fast and bounces back the code gets confused and does a release.of the up post without the flasher and sound effects. Some time s the ball can sneak past if it's moving fast. The code needs to be able to handle the ball bouncing back and triggering in this way

For the double word completion/ word completed demo start situations... There can be some crazy spin on the ball which can cause the ball to bounce around under the demo sometimes. I notice this a lot because I like to sneak past the drops constantly. I'll never attempt to clear the drops. If the ball is spinning or moving slow through the under demogorgon area it can cause a double trigger. Simple debounce fix here as well or even to ignore a second demogorgon exit opto when nothing else has been triggered

The only issue I am still having trouble finding a physical issue that could be fixed by code are the missed triggers. I've seen it with the demo exit opto and mystery target. This issue is not as common in the last 2 releases and may have been fixed.... Now that I say that I'll see it lol

Stern has been no help with these issues. I have spent hours studying slow motion video, regular play video, and testing. All of this info sent to stern. Not to mention taking the machine apart more times than I would have ever have liked to. I'm convinced the top 2 are code issues now. Engineering is still yet to get back to me on the switch test problems.

#7198 3 years ago
Quoted from FlawlessJS:

Tried adjusting it several times, but to no avail....

Contact stern and ask for the adjustable left ramp cover. That may help you. This takes patience and persistence. You’ll get it. Took me months and months of trying.

#7199 3 years ago
Quoted from C0untDeM0net:

I'm not the only one seeing the problems and I'm glad to know that that I am not. I've had a number of messages outside the forum about it. My guess is most people are just not noticing the issues. I also play in a very specific way that I don't see people doing on the streams which would certainly show the issue more often.
I can tell you exactly what is wrong with the code.
For the double up post pops... There is very little debounce of the 2 optos at the up post so if the ball hits it fast and bounces back the code gets confused and does a release.of the up post without the flasher and sound effects. Some time s the ball can sneak past if it's moving fast. The code needs to be able to handle the ball bouncing back and triggering in this way
For the double word completion/ word completed demo start situations... There can be some crazy spin on the ball which can cause the ball to bounce around under the demo sometimes. I notice this a lot because I like to sneak past the drops constantly. I'll never attempt to clear the drops. If the ball is spinning or moving slow through the under demogorgon area it can cause a double trigger. Simple debounce fix here as well or even to ignore a second demogorgon exit opto when nothing else has been triggered
The only issue I am still having trouble finding a physical issue that could be fixed by code are the missed triggers. I've seen it with the demo exit opto and mystery target. This issue is not as common in the last 2 releases and may have been fixed.... Now that I say that I'll see it lol
Stern has been no help with these issues. I have spent hours studying slow motion video, regular play video, and testing. All of this info sent to stern. Not to mention taking the machine apart more times than I would have ever have liked to. I'm convinced the top 2 are code issues now. Engineering is still yet to get back to me on the switch test problems.

Your switch issue is definitely a weird one. I’ve watched some of the videos you posted a while back. Don’t you even get word completions when the ball isn’t even around that switch? I think I saw you hit the post near the drops or something and a word completed.

I have only seen a double word completion on a single shot if I happen to drop the final letter of a word to get one then the opto gives me another one as it passes by the opto afterwards. Pro or LE. Same thing.

I get the double post pop ups too but it’s never caused things to score or start that shouldn’t have. Once the ball settles on the post, it sees it, and releases it like normal.

#7200 3 years ago
Quoted from chuckwurt:

Your switch issue is definitely a weird one. I’ve watched some of the videos you posted a while back. Don’t you even get word completions when the ball isn’t even around that switch? I think I saw you hit the post near the drops or something and a word completed.
I have only seen a double word completion on a single shot if I happen to drop the final letter of a word to get one then the opto gives me another one as it passes by the opto afterwards. Pro or LE. Same thing.
I get the double post pop ups too but it’s never caused things to score or start that shouldn’t have. Once the ball settles on the post, it sees it, and releases it like normal.

I don't get word completions like that. It has to go under the demogorgon and it's due to a double trigger of the long throw opto right before the one way gate. For a while we (stern support and I) thought that opto was intermittent but I've replaced it twice and swapped my node boards and the issue persists. When you see the double word completion you can watch the ball slowly role down past the one way gate after the word is competed. I like to knock the second drop down and sneak the ball past the other 3 and I think that's hitting the rail in such a way that it's causing tremendous spin on the ball. One thing I've been thinking of doing is waxing the rail under the demogorgon to try and reduce the spin but the reality is the code is allowing that opto to be triggered twice in a row without any other switching being triggered. Seems like it would be a simple fix.

The double up post is definitely related to fast balls hitting the post and bouncing there as well. This could also be fixed by fixing those two optos to handle this scenario. Not as game breaking as the first issue.

I have no reason for when I shoot the mystery shot and it doesn't register or shoot under the demo to start the mode and that doesn't register.

None of these are game breaking but they are annoying as hell. I also play for hours a night on this machine and have well over 3k games on it just me playing (that was back in early December) so that might also be a reason I see it more often than others.

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Mooshue's Market
Other
From: $ 17.99
From: $ 8.00
Cabinet - Other
NO GOUGE PINBALL™
Other
$ 18.00
Playfield - Protection
Volcano Pinball
Protection
$ 6,999.00
Pinball Machine
Classic Game Rooms
Pinball Machine
$ 60.00
Tools
Performance Pinball
Tools
$ 50.00
Playfield - Protection
Duke Pinball
Protection
From: $ 25.00
Cabinet - Sound/Speakers
Space Coast Pinball
Sound/Speakers
$ 54.99
Cabinet - Shooter Rods
Lighted Pinball Mods
Shooter rods
From: $ 15.00
Cabinet - Other
Rocket City Pinball
Other
$ 6,995.00
Pinball Machine
Pinball Alley
Pinball Machine
Hey modders!
Your shop name here
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