(Topic ID: 331850)

The Foo Fighters "There goes my Hero" Hype Thread

By Fsdre

1 year ago


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  • 4,920 posts
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  • Latest reply 81 days ago by JH315
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“The Foo Fighters "There goes my Hero" Hype Thread ”

  • FOO Yeah! 430 votes
    49%
  • FOO No! 202 votes
    23%
  • Oh FOO please no more music pins! 97 votes
    11%
  • Need More InFOOmation 146 votes
    17%

(875 votes)

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Post #4277 RULES: Foo Fighters Mode Chart Posted by pinbuoy (1 year ago)

Post #4688 Dead post adjustments Posted by WildRover (11 months ago)


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15
#323 1 year ago
Quoted from beltking:

Email from one distributor
The next game is going to be Foo Fighters and you are near the top of the waitlist, so we will definitely have an LE for you if you want it. We are charging $13,399 (the MSRP is $12,999), and this time Stern says you can pick #2-9 for a $1,000 fee, and #10-1000 for a $500 fee. The deposit is $1,000 and is non-refundable. Tuesday is the official release so if you want to wait to see the details we'll need to know pretty quickly on Tuesday if you want to reserve a game.

FOMO fighters

#572 1 year ago
Quoted from Zablon:

Just because you can play doesn't mean you can design.

True, but he had a creative studio prior to pinball and now has a 10-year deep dive into pinball. So he has a solid creative background plus a good feel for what makes a game fun.

Now add to it that he built a homebrew, and with his background and homebrew design Gomez chose him to be the next Stern design. I’d trust Gomez’s judgment on who to hire as a designer. Pretty good track record so far.

Nothing is guaranteed but I think, with all that, there’s a better than good chance he’ll do well designing games.

#1244 1 year ago
Quoted from Capn12:

You mean the part Jack had on his homebrew, 3+ years ago, and posted about, a couple of years ago?
I mean...at some point, hasn't everything in pinball been tried? Only so much you can do, if it was even inspired by the metal bit in your post.
[quoted image]

And this looks nothing like the other design. This is a standard outlane design with a mechanical post to sometimes give the chance at a save vs. a curved ball guide in the outlane always offering the chance at a save.

#1249 1 year ago
Quoted from shaub:

Not quite standard, it's curved to give it the extra speed to help pop back into play. Though, based on my previous comments, it's clear that I agree that this is "not stolen."

Yep, and the curve is only where the ball turns the corner. And the length of ball guide leading up to the post is a standard straight outlane setup vs the deeply curved design for the entire outlane guide in the other one.

#1722 1 year ago

Can't wait to see this. Layout looks like tons of fun with good flow & combos. Left Ramp to Right Ramp to Crossover Ramp to Upper Loop to Middle Ramp and repeat back to Left Ramp. Should be a fun one!

#1891 1 year ago
Quoted from gandamack:

Can somebody please explain the numbering system regarding code updates? Why is always decimal then some number? Why not just number 0 to 10. Zero being nothing and 10 being the final update? What does the decimal represent and why are the numbers carried two decimal places. Thx

There isn’t any science to it. Version 1.0 usually means all main modes and features have been put into the game and usually anything after that will be bug fixes or other maintenance items. Version numbers leading up to that are fairly meaningless but usually give a progressive idea as to how close they are to having all features in, but again it depends on the programmer or company as to how they number it.

#2190 1 year ago
Quoted from cooked71:

Was there anything coded for the upper pf on the LE yesterday?

Quoted from cooked71:

I really hope they code some interesting stuff for the upper playfield. My biggest gripe about the Stern 2/3 tier model is the extra PF features on the PreLE are usually code afterthoughts in an effort to keep the code mostly similar over the 2 tiers. Particularly noticeable with upper PF's because there is so much you could do which rarely, if ever, happens.

Area 51 MB on the LE last night was:
1) hit the two lock targets on the upper playfield
2) then hit the upper playfield inner orbit to light MB
3) then started MB at the target on the outer loop of the upper playfield that gets exposed by the diverter that lifts up

Jack said he didn't want the upper playfield to be a grind where you feel like you're living on the upper playfield so he's deliberately kept it pretty quick and clean.

#2815 1 year ago
Quoted from ThePinballCo-op:

Gameplay is slow.
Rules are confusing. Everything is lit! If everything is lit, then nothing is lit.
The screen is chaotic.
For a music pin there is NO MUSIC until you start a mode... if you can even start one.
Multiballs galore with no real explanation as to why.
Flippers are weak / soft.
========================
That said, I would like to have this game in my home collection some day just to figure out the rules and crank up the music. On the few games I've played, I enjoyed it, but I'm petrified to try to sell it when I'm done. With so many on the market and being in a location that's far away from most civilizations, resale would be nearly impossible. Plus, as a location owner, nobody has really clamored for one. I had a Dialed In here and everyone avoided it. "Too confusing" was the main complaint. I feel that would happen again with GnR. There's no real incentive for me to buy one just yet.

Yep, all those points are spot on. GnR looks good to the eye. But playing it is a different story. The upper right flipper is almost not even necessary to have in the game. I decided to never buy another JJP again after the playfield issues and lack of code support on POTC, but even if that weren't the case I wouldn't want GNR at home with the way the code and the flippers play.

I'm really looking forward to fighting some foo in my basement though.

#3107 1 year ago
Quoted from CrazyLevi:

You Foo Hypers are a hearty bunch, love to see it!
It’s been a nonstop barrage of hype artillery coming from all sides and you’ve withstood it, and maybe even come out stronger.
It’s inspiring!

We've got spirit, yes we do!!! We've got spirit, how 'bout you??? lol

Super exclusive ad from the Pinside Marketplace!
#3109 1 year ago

Perfect!!!

#3124 1 year ago
Quoted from NoDisclaimer:

You should ask your distributor mine gives you three percent off with a wire transfer plus he gets it immediately sent off.

^^^ This. The best answer you'll get will be the one from asking your distributor what your options are.

#3140 1 year ago
Quoted from MikeS:

I think what's more likely is that Stern will see that that there is demand for single level games and put out a single level game at the Pro price point to try and cut into CGC's sales. I could see an unlicensed game with great art and a tweaked Bond 60th layout doing really well at the $7k price-point.

Yep, I think the market message seems to be that a pin primarily needs to be fun above all else. I'm looking forward to getting my Foo because it looks like a blast to play with the license freedom they had in creating it. Pulp has access to all movie audio clips and the handful of songs you really would want in the game to make it fun to play. Make a game fun with good rules, good layout, and a package of entertaining callouts and people will want it.

#3178 1 year ago

PSA for future fighters of foo. Looks like the wire returns drop the ball directly onto the inlane switch slots. Can cause chipping in that spot over time. I have a couple of these for protection when mine arrives. Here's a link to the item on Pinball Life, but it looks like they're currently sold out.

https://www.pinballlife.com/universal-cliffy-slot-switch-protector.html

#3183 1 year ago
Quoted from snakesnsparklers:

Those are nice but I've had good success with a piece of mylar in these locations as well and it's much cheaper.

Yep that can work too. Point is to think about protecting that spot.

#3392 1 year ago
Quoted from yancy:

I feel like some of these guys are just making games to challenge Karl. Like you said, if even Los is questioning the mode length, jesus.

Yeah I think I’m remembering on stream Raymond saying something like 12 or 14 shots for the modes. If it is then that seems like a lot. Maybe it will play shorter with a van powerup though. I think one of the powers is fewer mode shots.

#3517 1 year ago

Foo code update .91

V0.91.0 - March 23rd, 2023
=============================

= BUG FIXES =
-Fix bug where van modes didn't reset properly
-Fix overlord lock light effects in Overlord 2 and Overlord 3
-Fix final shot animation when you completed the mode with 0 seconds on the timer.
-Fix bug where area51 and overlord lights would flash during Austin or DC when their multiballs couldn't actually be started
-Fix bug where bot targets would be disabled during Area51 Multiball
-Fix overdrive behavior during multiball: it will now instantly save it upon hitting left outlane switch.
-Fix bug with Rock-O-Meter being lit when it shouldn't
-Fix display issue where the penultimate mode shot would not display its award animation
-Fix bug in roswell where the "too slow" animation would sometimes play after the mode was finished
-Fix UI items showing on screen during Match sequence
-Improve overlord lock device behavior

= RULE TWEAKS =

SKILL SHOT
-add instant mystery award when you get the radio targets skill shot
-left inlane, right inlane, right outlane, Rock-O-Meter now instantly validate playfield
-change Rock-O-Meter skillshot:
level 1 = 1x value
level 2 = 2x value + 1 Rock-O-Meter advancement
level 3 = 3x value + 2 Rock-O-Meter advancement
advancement means turn a light that is off into a blinking light, or a blinking light into a solid light

VAN MODES
-Every van mode now can get one shot awarded from the upper playfield inner loop and upper playfield outer loop.
-When you make the first shot in a city, 6 units of progress are awarded instead of 1.
This number decreases by one for each van mode you have completed.
-Roughly double the scoring in all van modes
-Tweak NY Van Mode so that the spinner value doesn't reset between collects
-NY Van Mode now lights the upper spinner to always build value.
-Tweak Final Shot scoring so completing it with less than 10 seconds on the timer will score a guaranteed minimum award value
-New award display added to Chicago

OVERLORD Multiball
-Change re-lock feature to only bump the jackpot (no longer awards a double jackpot)
-The Right Arm Foobot part will now be awarded upon playing Overlord 2 or Overlord 3 (in addition to getting a super jackpot in Overlord 1)

UFO
-Fixed UFO Button Tractor Beam calculations to more accurately find the most valuable shot
-Do not allow progress towards UFO Buttons on captive ball during multiballs
-UFO base value now 250k
-UFO bonus now lit via the left crossover complete (all the way through to upper flipper) shot, 2x if hit from the upper flipper

DC
-you can now visit DC upon saving 3 cities. If you do this, Austin will be available once you save the other 3.
-add a ball in DC each time you get a unique super jackpot

AUSTIN
-change / balance rules and scoring:
-each red shot increases the multiplier on the blue shot (super jackpot)
-the first time you score a 7x super jackpot, add a ball
-each super increases jackpots by 100k
-new formula for starting jackpot value: 1,000,000 + 500,000 per van mode completed on the
-The Overlord shot will always be lit for 250k and change the location of the blue "bot" shot

COMBOTRON
-tweak Combotron scoring
+10k per band member combo made this ball
+5k per band member combo made this game

AREA 51
-add text over area 51 advance animations so you know the award value

SOUND
-add some missing switch and shot sounds
-add some missing display sequence sounds

LIGHTNING
-reset lightning value after the lightning mode ends
-add display effect for lightning awards
-lightning mode no longer raises shot value with each hit. value is determined by how many lightning shots made up until mode was started
-lightning mode timer 30 seconds --> 40 seconds

MYSTERY
-Allow van mods to be given as mystery awards if you're in a van mode
It will act as though you cleared the drop targets instantly (either adding time, value, or progress in the current mode you are in)
-Fixed Advance Spinner mystery award
-added some missing mystery audits
-add competition mystery award sequence in this order:
-2.5M, Engine Upgraded, Raise Spinner, Speakers Upgraded, Max Tractor Beam, Bomb Upgraded, 5 mil, Bonus X, Light Ball Save, Light Extra Ball
-if it can't award a van mod because you are in a wizard mode, 250k will be awarded instead

BOT FRENZY
-allow Austin and DC to start at the same time as Bot Frenzy or while Bot Frenzy is running.

OVERDRIVE
-the Overdrive points award is now disabled during multiball. The Overdrive post save will still activate.

EXTRA BALL
- When Extra Ball is disabled, Extra Ball consolation points increased from 500,000 --> 10,000,000
This value is affected by Playfield and Raygun Multipliers.
Show consolation points in text on top of the extra ball video

MULTIPLIERS
-Playfield X and Raygun X apply to ALL scores

= ADJUSTMENTS ADDED =
ROCK O METER DIFFICULTY,
-add adjustment ROCK O METER DIFFICULTY, difficulty will go up each time you end a playfield x session, default EXTRA EASY:
Extra Easy: Battery (right orbit) always lit
Easy: Hit the Mod-ulator paddle (target behind the drops) to light battery, battery stays lit until playfield timer expires
Medium: Hit the Mod-ulator paddle to light battery, hitting battery turns it off, unless playfield x timer is running
Hard: Same as Medium but battery is on a 30 second timer, unless playfield x timer is running
Extra hard: Same as Hard but battery on a 15 second timer, unless playfield x timer is running

ADJUSTMENT: PLAYFIELD X SECONDS
-Added adjustment PLAYFIELD X SECONDS, default 40, competition install 30
-Added competition mode adjustment back to standard adjustments
-Added target game time back to standard adjustments
-added adjustment "NUM VAN SHOTS SPOTTED" default 5
-added adjustment "VAN MODE STARTING TIME" default 40 seconds
-added adjustment "TIME ADDED PER VAN SHOT" default 3 seconds

- SYSTEM 3.35

1 week later
#3840 1 year ago
Quoted from yamangold:

Is there anything needed to make the insider connect work on a Premium (sd card or kit)? Or do the machines come with everything needed? Also assuming I do not need a paying account to get my machine connected?
Just want to be ready when it shows up!

New machines come with it installed. No paying account needed.

4 months later
#4918 8 months ago
Quoted from Nw55555:

Alright y’all, what pitch is your FF set at? I’ve tried everything from 5.9-7.1, level L to R every step and still can’t get the auto plunge to make the ramp more than 51% of the time… Drivin me up a wall…

Have you tried adjusting the end of the ball guide on the launch lane? It's designed to be adjusted.

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