Its archived on twitch you can watch it right now. deadflip\twitch.tv something like that....
Quoted from YZRider926:When does Jack usually put the streams on YouTube? Didn’t get a chance to check it out last night.
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Its archived on twitch you can watch it right now. deadflip\twitch.tv something like that....
Quoted from YZRider926:When does Jack usually put the streams on YouTube? Didn’t get a chance to check it out last night.
I'm really surprised nobody is talking about the game code. I thought this game was going to be deep with like 20 modes? All I hear about it one multiball and a couple of passing comments. Is the game fun to play? I have yet to find one locally to try.
That sounds good. thanks for the update on the gamecode!
Quoted from chuckwurt:Code is early still. Not much to talk about.
12 show modes - all there.
3 demo dog modes - they are there but very basic coding
5 demogorgon modes - codes decently well, but needs polish and damage kills and more fanfare( 3 of the 5 are MBs)
Telekinesis MB
2 total isolation mini wizard modes that are currently coded and are pretty damn fun and high scoring.
2 mini wizards for completing each seasons 6 modes (not coded at all)
Final wizard mode (not coded at all)
I count 26 modes in total that are clearly in the code one way or another.
Maybe more modes on the way, but they aren’t currently in the code that I can tell
Cleland will update the sounds in the stock file from Stern and would have to make the mod available, which I'm sure he will.
For now you can either play stock or the version you have with Cleland sound mod.
Quoted from dmieczko:Maybe a stupid question, but can you be running the Cleland code and update with the stock file from Stern? OR do I have to switch back to the Stern stock SD card and then run the update? I'm so hooked on the Cleland sounds, I really don't want to go back to stock.
Curious why don't other Stern games exhibit this overheating of the flipper coils? I would think this is friction related with this model or the coils are underspec;d. You shouldn't need fans on flipper coils. Kudos for your creative problem solving to enjoy the game with snappy flippers but I would think this is a parts issue that Stern needs to address. Did anyone contact support?
Quoted from PinMonk:It's an extreme case, but I played the game long and hard to really test the limits. 157 is where the left coil maxed out my probe, so it maybe could have gone even higher. But most people are probably hitting the 120-130s for mid-length games, and fade just starts to be perceptible in the 130s from my experiments.
But yeah with the cooling fans, getting even over 100F is very hard.
I agree and I would be surprised if the programmer didn't take this opportunity to use the button since it's there anyway. You can blink it different colors during modes, you can use it to select something, enable ball launch, add it to attract mode for petes sake. Come on programmer, use your imagination!
Quoted from chuckwurt:Actually buying lockbars in bulk with the button is most likely cheaper. Just like buying all their cabinets in bulk and never doing odd cabinets or wide-bodies.
Maybe the shooter lane switch or orbit is in the path of the combo. By taking the ball out the shooterlane its not going to hit the switch to make the sequence.
Quoted from Vitty:yeah i know, i'm literally moving the ball with my hands the entire time other than catching it from the shooter lane exit. No other switches or flipper buttons pushed. Very odd.
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