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Quoted from KoolFingers:Definitely dirty. Your machine?
The amusement company I work for owns it. It's the one that needs plastics.
Quoted from renodakota:Hey Crash I just noticed that yours has a post under the left upper flipper but is also missing the spotlight on the guillotine targets. were there multiple models of this game? Who else has a post under their flipper, mine has no signs that one was ever there.
Just curious.
It was like that when we started. Fixed it. Is there supposed to be a second spotlight above the targets?
Quoted from Prosedsp:That would be awesome, I am not sure, but after we copile all the missing pieces I will ask.
Not to mention the factory protectors. Mine are trashed.
Done with the project! Back on location next week.
http://pinside.com/pinball/forum/topic/pinsiders-in-the-nashville-tn-area/page/82#post-1106811
Quoted from brad808:Can someone do me a favor and measure the voltage on their gi bulbs in the playfiel? Mine appear a bit dim and only measure in at around 2v not sure if that's normal or not.
Should be 6.3v. Check your backbox connectors.
I find Data East bumpers easy to rebuild, like with the flippers. It's just 2 ring screws and 2 base screws. With Williams bumpers don't you have to struggle to make sure the yoke etc. is all lined up?
I don't believe they are, just prototype machines probably. It should also have the fully detailed door knocker.
Holy crap, this update fixes so much it's hard to keep track of! I've been hesitant to fix the gate switch on the right ramp because of all the cackling, now with that cut down significantly and the improved "trick shot" callout looks like I have some work to do! I love the simplification of the left ramp. It used to remind me of the confusing combination of solid and blinking inserts of the Frankenstein lock. Silencing the guillotine skill shot was much needed as it gets annoying real quick if someone walks away. I appreciate the creative use of the timing as well, but ball one speed feels a bit too easy to me. That's probably my only complaint throughout the whole release. The unused callouts are by far my favorite addition.
Keep in mind that if you have important high scores or settings saved, write them down before upgrading. Not knowing this they had a tournament running on a location and didn't realize the scores would get wiped. Whoops! Fortunately the owner didn't mind this but it should be pointed out on the website.
Quoted from PoMC:This is the burner I bought and it is the cheapest I've found and will serve all your burning needs.
amazon.com link »
You'll also need a UV eraser to erase your existing EPROMs if you're just re-using your existing ROMs and not buying blanks.
ebay.com link
They pay for themselves if you frequently buy or trade pins and need to upgrade ROMs since it's an average of $15-$20 to buy ROMs from someone.
I just wiped my existing ROMs and burned the new code to them, so you just need an eraser instead of buying blanks.
These are the exact things I use. Both work great. Compatibility and ease of use with the MiniPro is fantastic. I would strongly recommend it to anyone as finding a USB burner that doesn't drop out or corrupt ROMs is difficult these days. Works without problems with Windows 7 and the software automatically loads preconfigured criteria for pretty much any EPROM under the sun. Couldn't be happier!
The UV light box works, but the timer hardly moves. I suppose it runs on Chinese minutes. The chips usually blank within 10 minutes and that's all that matters really. Just be sure to scrape off any label residue or the light won't reach the window sufficiently.
Were the pointers for these sounds present in the ROMs or did you have to map them manually? I assume yes since the sound ROMs were not updated.
Wow, I never noticed that! Did you mention it in your change log? What sound plays during this animation?
Just played the new Skull Crackin' mode and like the direction you went with in making it a hybrid 2-ball mode. For anyone unfamiliar when you start the mode you now get two balls up front, but it's not 2-ball play in the traditional sense of the word. Meaning if you drain one ball the mode will continue and you still have the chance to hit the captive ball within the time limit and add a ball, bringing you back to two ball, three ball, etc. However, if you manage to hit the captive ball at all, then the mode rules change. Now the timer is stopped and if you drain and are left with one, the mode will end. In a nutshell the mode turns into a proper multiball mode with no timer if you make the shot. Very creative!
I already brought up Hook as a suggestion and I think he's still trying to find one. There's so much that can be improved upon in that game. It's so shallow and unbalanced and because of that it gets a bad rap, but it's a great shooter's game!
Does anyone have a suggestion for reinforcing the left spotlight? It sits on a tall hex post that just attaches to that small triangular guillotine plastic. One smack of the ball and there goes the plastic (again). It's going on location and can't have air balls ruining my new set.
Quoted from davebart5:How often do you have air balls? My flippers are STRONG (almost too strong) and nearly every hit of the drop targets makes it fly. I'm very concerned about plastics and the PF taking the brunt of the ball. Was thinking of reducing the flipper power slightly, but if this is the way this game goes regardless of what you do, then so be it.
Not sure. Haven't played it since I rebuilt the flippers and still working on assembly. Just happened to notice that fragile connection. I really should try to mount that spotlight to a different post I suppose, but don't see one nearby that would be fitting.
That happens from time to time, occasionally 2 or 3 times in a row. What did you adjust, the shooter solenoid angle?
Just finished putting my game together. I remade 3 plastics and was lucky to find the rest that needed replacing. I also installed Titan silicone rings everywhere, this game plays mean now! I think it plays faster than it ever has even when new. I'll have to make sure I keep the airballs under control. Looks sharp with the colored post sleeves!
Is anyone getting a switch #61 notification in playfield status? Says it's not used, but I don't see that switch closed in the active switch test.
Quoted from davebart5:Hey guys, quick question if anyone has any insight on this. When I first turn on my TFTC, the keeper goes "no pay", but doesn't really finish the word pay. I think he's supposed to say "no payem no gayem", right?
Anyone else have this issue or know what's causing this to not fully say the line?
The sound board plays a callout upon power-up. Every game does this. This callout plays until the CPU board boots and tells the sound board to shut up. This is normal and indicates your CPU board is booting quickly, which is good.
Print on sticker paper at 7/8" x 1".
http://www.mediafire.com/file/2d2119j05bai25m/guillotine.png
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