(Topic ID: 301220)

Ultraman Kaiju Rumble Club - Kaiju are near!

By Morinack

2 years ago


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  • 5,002 posts
  • 277 Pinsiders participating
  • Latest reply 41 hours ago by pballinhd
  • Topic is favorited by 112 Pinsiders

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Topic index (key posts)

17 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #218 Detailed update from Luke on 11/29/21 Posted by SpookyLuke (2 years ago)

Post #278 New code is live. More code promised. Posted by SpookyBug (2 years ago)

Post #339 SpookyLuke discusses some pros and cons of Pinatar system. Posted by SpookyLuke (2 years ago)

Post #1026 Charlie comments Posted by SpookyCharlie (2 years ago)

Post #1112 Rule development planning. Posted by lpeters82 (2 years ago)

Post #1548 Links to fixes in Halloween that had not been shared in Ultraman thread Posted by paulbaptiste (2 years ago)

Post #1589 What the future holds for this title. Posted by lpeters82 (2 years ago)

Post #1686 Rule summary from rarehero Posted by Rarehero (2 years ago)

Post #1744 Way to thread stripped playfield holes. Posted by Tranquilize (2 years ago)

Post #1865 IPS screen install, 30 minutes. Posted by MT45 (1 year ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#1 2 years ago

Hey folks, As Ultraman has begun taking down Kaiju all over I thought it was time to open an owners group.
Super pumped for this title, as I know many of you are.

#4 2 years ago

I think KnockerPTSD was just providing the link for the tracker he is maintaining.

#7 2 years ago
Quoted from arzoo:

The Halloween owners thread hasn't had a post in seven days, everyone just seem to hang on the babysitters welcome thread.

Its up to folks to decide where they want to post.
Pinside Club threads have different rules to abide by and are intended for owners as members so less bashing and more collaboration.

#8 2 years ago

Woot!
Things just got real. Just responded to my order request for Ultraman #56.

#14 2 years ago

You are welcome Oaken . I've never had a problem with beta testing and field testing.
Some folks don't realize there is a difference.
I know Spooky will make sure my pin is every bit as great as yours at the end of the day.

BTW as dri noted on the other thread, be sure to pick up spare fuses for your machine.
The 5x20mm fuses are smaller than you think.
I grabbed a bunch of various Amp ratings for my TNA a while back from PinballLife.
You can get them from Mouser and other sources as well.

#20 2 years ago

Spooky's FB page today!

pasted_image (resized).pngpasted_image (resized).png
#21 2 years ago

Just repost of the link to Bug's comment on the coming code update.

https://pinside.com/pinball/forum/topic/spooky-ultraman/page/46#post-6537324

1 week later
#23 2 years ago

Just paid my invoice for #56!

Looks like shipping went up a little.
Flat $500 for liftgate service to CO

#40 2 years ago

Not sure the link was posted here yet.

https://new.spookypinball.com/game-support/

I did see a number of folks say the update is not working. Looks like a great features update.

#42 2 years ago

Looks like the code update has been temporarily disabled.

1 week later
#51 2 years ago
Quoted from Lateralus:

Why is everyone selling their pre order spot for the next run? I thought this game was amazing. I mean, I'm sure everyone has their own reason, but just seems like more than usual.

A lot can happen in 3 months time that forces some folks to sell.
Once the games start shipping it is not unusual to see folks selling their spots as the FOMO wears off.
8 machines out of 500 is not really a large number.

#58 2 years ago

~~~ SHUWATCH~~~!!!

Just heard from Squirrel that #56 is ready to roll.

#61 2 years ago
Quoted from oliviarium:

#57 is ready to roll also
Oct 1 - received questions about cab style, shipping
Oct 14 - final invoice
Oct 26 - Ship date
Obviously your experience may vary... but that might help get a sense of timing for those of you further down on the list.

Those are my dates as well.
I think this reflects the first realistic data we have on UM ship times.

I will try to put a little more truth into the date estimator today.

#62 2 years ago

FYI: The link for the code update for Ultraman is active again on the support page.

https://new.spookypinball.com/game-support/

#64 2 years ago

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#66 2 years ago

Had some odd behavior on first 10 games or so.
I decided to flash it with the latest code even though it was already running 1.02.
The game immediately behaved much better.

#69 2 years ago

Code is pretty early and will be for a while.
Keep in mind that v1.02 was just released for HWN while Ultraman has already been running their version of 1.02 for a bit now.
Mine shipped with it.

I am pretty sure Bug and Fawzma are fully aware of appearances of favoritism as well as learning the challenges of coding two machines at the same time.
Don't envy them on this, but they just need to stay heads down and not listen to the grumbling and whining.

For early code UM is a blast to play, I am self impressed that i broke 30M over the weekend.
I will add the caveat, that i am an Ultraman fanboy.

#77 2 years ago

I'll be "That Guy" for y'all today.
I wanted to move one of the RGB boards for better access to a screw. I did not expect these little boards to have locking thumb clips. So I summarily ripped it apart.

Fortunately Spooky threw a bunch in their Care Pack.

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#79 2 years ago

Considering it is 1.0 code it is quite enjoyable.
My buddy came by and was thoroughly impressed by the game, and really enjoyed shooting it.
I've found that flashing the game with the same code a few times has kicked some of the glitchy aspects out of it.
It seems almost like it is not unpacking the code properly. But I am not a programmer so i don't really know what i speak of.

If you have an Ultraman coming you should definitely watch all of the Ultraman episodes and the battles and modes make way more sense.
Someone unfamiliar with Ultraman may not catch on to what is happening.
Anyways, this game rocks even at this early of a date.

Happy kaiju hunting!

Brian #56

#82 2 years ago
Quoted from spooky_dj:

I'm going to be addressing this in the near future! But yeah, if you don't realize they have that retention latch, they don't stand a chance. Luckily these boards are inexpensive and easy to replace though!

Don't get me wrong, I am ecstatic you guys overcame the loose connection issue that goes all the wY back to TNA.

#86 2 years ago

Bug just posted on HWN forum to begin sending bug reports to his Pinside Inbox!

https://pinside.com/pinball/forum/topic/halloween-owners-threadhes-coming-home/page/24#post-6595571

1 week later
#95 2 years ago

FYSA,

I emailed Spooky this morning asking about the new style ramp and the beta capsule shooter rod.

They said they forwarded the request to Morgan to get "them" shipped out!

#106 2 years ago
Quoted from SpookyCharlie:

Glad ya like it! That numbers thing was on me. I had time to get the plaques made and cut, sent to Japan for Ultraman himself, Mr. Bin Furuya to sign them all.... or number them and miss that window.
I think it was worth it.

Totally worth it!
Thanks for thinking his one up @SpookyCharlie.
Love the pic with JD in the background.

#124 2 years ago

SHUWATCH! me eat this whole turkey!

Happy Thanksgiving everyone.

#144 2 years ago

For anyone interested I found a site full of Ultraman models.

This Beta Capsule replica for only $349.99 will actually turn you into Ultraman. YMMV

https://www.bigbadtoystore.com/Product/VariationDetails/135923

beta_capsule (resized).pngbeta_capsule (resized).png
#189 2 years ago

I adjusted my lower right DT a week ago. You may have to bend the angle a little to keep the top of the DT flat. This insures the ball won't hang on theDT after adjustment.

#213 2 years ago

For those of you posting about invoices and timing:
It is roughly a 2-3 weeks from payment to ship date, but I am #56 so the times likely are shorter.

#241 2 years ago
Quoted from Rarehero:

Da fuq does this mean?

Crypto talk

10
#244 2 years ago

These just arrived!
I can now become Ultraman.

Thanks Spooky, looking good.

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#272 2 years ago

New 1.04 code is up on the Game Support page!

#291 2 years ago
Quoted from paulbaptiste:

Just do not use a Mac for anything. It messes up the update. They will provide you an image to start over with.

Agreed, Windows only, greater than 4GB USB drive, reformat drive to FAT32, and then copy file.
Only thing on the drive should be the pkg file.

Now that it won't boot they may need to send you boot code.

#294 2 years ago

MACs add hidden files to a USB drive whenever it is plugged into and recognized by the MAC OS.

Anything other than a clean copy using Windows to a large enough USB drive is where issues have been seen.

I used a 32GB PNY drive today using a Windows Virtual Machine on my MAC today, and the game upgraded just fine.
Likely some workstation security issues as the user mentioned.

#296 2 years ago

Snuck one game in during work and it has big differences.

Be excited.

#303 2 years ago
Quoted from Rarehero:

I only use a Mac for everything. I've never had an issue updating R&M.
Is this Mac incompatibility something specific to the new boards used in UM? If that's the case, that's gonna suuuuuuuck for me!

Same with R&M. Not sure why this is an issue, but i have been following these recommendations to avoid the weird bricking issue.

#305 2 years ago
Quoted from Chosen_S:

Tried to update with a lexar 64gb drive inside the coin door, no dice
Plugged same lexar into computer directly (behind backbox). Worked just fine
There’s definitely more polish to some things and definitely more bugs to fix.
Many things are unclear as to what I’m doing.
How did I collect (spacium?) to buy stuff? How do I spend it exactly? Just seemed confusing, I guess it will be more clear the more I play the game.

If things seem buggy, when on 1.02 i found the game improved by flashing the machine multiple times with the same code same USB drive. The game became quite playable after the 3rd or 4th flash. I did play a game or two between flashing.

Spacium is collected by hitting the lit paddle targets. The little circular chakrams around the PF. When the store comes up you have the option to cycle thru shop items with flippers to spend based on how much you have earned. Press start to make the purchase. I have not figured out yet what triggers the store to come up.

#319 2 years ago

Morning!

Ok couple of new features, I've only played a few games. Sorry for glare on pics.

When selecting a skillshot the screen now shows the value before shooting: 50k, 100k, 250k, 500k, 100k, 1.5M, 100k in that order
20211204_083655 (resized).jpg20211204_083655 (resized).jpg

Jirahs Attacks!

Fewer ramp shots required to qualify Jirahs battle. (Upper PF)
The battle now has health meters.
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Purple spinners hurt Jirahs.
Red DT hurts Ultraman.
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As the screen pointed out the mid playfield paddle targets (lit green) can heal Ultraman.
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Once you've got Jirahs down (fully red health bar) the ramp DT changes color to purple.
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Then you need to shoot the DT and make the xover ramp to complete Jirahs for super Jackpot which also kicks off multiball.

#359 2 years ago

Hey Folks, i found a working solution using a Mac for upgrading Ultraman.

I knowingly tried to upgrade my machine using my Macbook Pro without using my Windows 10 VM.
This bricked the machine which i more or less expected. Spooky provided me with the necessary restore files to get me up and running again.

I tried multiple permutations to determine the cause(s) of the brick.

The best solution would still be to use a Windows machine for formatting and copying the pkg files to the USB drive.
That said here is the work around that i found that worked for using just my MBP.

I used the following:
Macbook Pro (Catalina) 10.15.7
4GB USB drive. (32GB is too big for MS-DOS (FAT))
Erase flash drive with Mac Disk Utility to MS-DOS (FAT) format
Copy code_UM.pkg to flash drive
Run “USB clean” on flash drive to remove all other hidden files
I used the extension cable in the cabinet for upgrade.

"USB clean" is a $4.99 app from the App Store. I am sure there are free solutions out there, but for the price of a beer... meh.

You can delete most of the hidden files but the .Trash remains even after emptying the Trash.
I even tried renaming the hidden trash file and that didn't work.

I used this method to upgrade and downgrade to 1.02 and back to 1.04.

#412 2 years ago

Did this over the weekend.
Thinking if I can add it to the PF somewhere.

Last pic for scale.

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#414 2 years ago

Hah! Honey where is my super suit?

#417 2 years ago
Quoted from Crile1:

Was thinking of getting this. Is it a snap or glue model?

It snaps together. As you can tell i grabbed some silver paint too.
The waterslide decals will be tough without fine tweezers.
Magnifier recommended.

#433 2 years ago

Congrats lpeters82 on joining the Spooky crew.!
Enjoy the ride.

#460 2 years ago

Heads up for folks waiting on their pins!

Screen Shot 2021-12-08 at 6.45.19 AM (resized).pngScreen Shot 2021-12-08 at 6.45.19 AM (resized).png
#477 2 years ago

Regarding the shooter rod and ramps, I am sure Morgan is swamped with requests.
I got lucky because i happened to send an email about a day before they announced availability.
Luke mentioned they are going to ship them out numerically by machine build number.

Losing balls in scoop: Check left to right pitch/level and overall game pitch, there is a metal bar in the scoop that makes the ball that comes from the MPF have to roll to the right a bit. If it is stalling it is likely not able to roll down hill.

I disassembled my DT pretty early on b/c it felt "sticky".
Deburring the DTs themselves and making sure they are clean and dry, then make sure the smooth side of the washers face the DT.
When it went back together it was much more sensitive and worked a lot more consistently.

#493 2 years ago
Quoted from Crile1:

My first UM mod. Unfortunately the side mirrors were lost to the carpet.

Just finished mine too!
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PF view
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Close up
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#495 2 years ago
Quoted from Crile1:

I was thinking of doing that, but couldn’t find a big enough rock. Seriously though, that looks great!

Thanks, it would be best if it were 3d printed. This I cast out of plaster. We'll see how it holds up. 1 well placed airball will likely destroy it.

I do like the look rather than the plexi.
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The road is from a piece of roof shingle.

#515 2 years ago
Quoted from RikeIsland:

I think the game is coming along nicely. I like the layout and the upper playfields but dang is that right orbit a bitch. I can’t wait for the big update this month.

I agree on the orbits being some of the tougher shots in the game. It seems I make them more when I am NOT trying to shoot them.

The game code is definitely improving. Not sure if I am...

#522 2 years ago
Quoted from smokinhos:

I couldn't agree with the comments more... is it early code? Yes. Was it a nice step forward 1.04b? Yes. Does it need more? Yes. There's a ton of potential.

With the crossover, you have to beat up Jirahs pretty good before the cross over counts.

As for the other kaiju, if you have not watched the original Ultraman series,

I highly encourage it.
Bug is clearly making each battle behave more or less according to the kaiju's fighting style.

Bemular is a good example of how the battles play out in the series.

SSSP battles the kaiju (unsuccessfully)
Ultraman appears
Kaiju is defeated

#549 2 years ago
Quoted from RikeIsland:

What pitch is everyone playing at? I am getting a lot of air balls.

I am at 6.55° - 6.65°.
Still get air balls. Game can get pretty fast at times.

#568 2 years ago
Quoted from SpookyLuke:

Cleared QC at about 10am! Will probably make it in a box yet today!
[quoted image]

Good thing you hired all those elves last minute.
They are very serious about deadlines.


#643 2 years ago

Seems like every time I break 30M there's an update.
Then all the scores get wiped.

Merry Christmas!

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1 week later
#887 2 years ago
Quoted from NightTrain:Can someone explain how the drop target above the right flipper is supposed to work? Mine works in test mode. I hit it all the time and it’s only locked a ball twice. Am I missing something?

Not sure if someone answered you NightTrain but the DT on the UPF should NOT lock a ball.
It should drop for you to shoot the ramp to crossover to the mag lock on the left. If the ball is locking behind the DT contact service.
The ball should roll back into play if you fail to make the ramp.

#891 2 years ago
Quoted from Mando:

I think he means the shot on the right , that will lock if you hit it on the plunge or after hitting it 5 times .
I suspect it's 5 times in one ball not per game as I never get it either .

Yep, I read it wrong.
Yeah other than the skill shot it is like 4 or 5 shots before it turns green and becomes an active ball lock in game.
Then lights go dark until next ball.
Got it one time ever.

#926 2 years ago
Quoted from manadams:

Does anyone know who did the callouts on this game?

The role of Fuji, the only female member of the SSSP is voiced by Miwako Heverly
20220110_131319 (resized).jpg20220110_131319 (resized).jpg

1 week later
#1147 2 years ago

<SIGH>

5 pages of posts about selling preorder spots and rehashing tired gripes.

Anyone in here wanna play some pinball?

3 weeks later
#1313 2 years ago
Quoted from TheBeefSupreme:

he always “accidentally” starts a four-player game.[quoted image]

Genius right there.

#1314 2 years ago
Quoted from hank527:

In the club. Not loving it yet, though need help with ball sticking lower right subway.
[quoted image]

Hopefully you have solved this one.

The only place the ball hangs up in the right subway (AFAIK) is the blade that is part of the underside of the scoop. It is too low for the ball to pass and prevents the ball from hitting the screws holding the scoop and posts in place. This is pitched at an angle so the ball will roll away but requires a pitch greater than 6-6.25°. The ball would only be hanging up if falling from the mid PF, as the scoop hole drops it on the other side of the metal bar.

If the ball is stuck waiting at the lifter it sounds (as folks noted) more like an opto or switch issue.

#1324 2 years ago

We should just start calling lpeters82 SpookyPete

3 weeks later
#1513 2 years ago
Quoted from Mrg50:

To Spooky
Ultraman should never die!!! Why not show Ultraman flying away to the right and add call-out stating”Ultraman needs to restore his strength.” Then you need to re-earn the mode.

Kaiju Zetton would like a word with you...

#1544 2 years ago
Quoted from jwilson:

I’ve noticed the beta scoop can be a bit sticky. What’s hanging up balls there?

I made an earlier post on this. There is a metal blade that divides the 2nd PF hole drop from the scoop hole. If the pitch is too shallow the ball can stall in the subway. If you increase pitch it should help. The metal is at an angle so the ball rolls to the right with enough pitch.

If you are having issues on scoop shots hanging up, give Spooky a call.

8 months later
#3288 1 year ago

Hi Pinsiders!

Been away for a bit, just catching up. Just popping in to wish everyone a happy Turkey Day!
Hope you all enjoy your pins over the long weekend.

Morinack

2 months later
#3623 1 year ago
Quoted from TigerLaw:

Glad it works that way for you. Each insurance company is certainly different with what they require from the insured. Mine, since it is an add on to my home insurance policy, unequivocally requires the machine serial number.

Not sure what machine you received but this is #56.

20230130_105720 (resized).jpg20230130_105720 (resized).jpg
2 weeks later
#3697 1 year ago

Just a guess out of context, but that red connector should go to the drop target for the Science Patrol and the other two look like LED connectors

#3699 1 year ago

Actually looking at mine, it looks like it goes to the drop target for Jirahs on the third playfield

20230219_175406 (resized).jpg20230219_175406 (resized).jpg
#3701 1 year ago

Servos start with 0 and go left to right

20230219_180013 (resized).jpg20230219_180013 (resized).jpg
#3704 1 year ago

Ahh, you mean the other end. Look for a bridge connector to the third playfield diverter servo

20230219_180501 (resized).jpg20230219_180501 (resized).jpg
#3710 1 year ago
Quoted from Happy81724:

Last one. I appreciate all your help! Where does this led go?
[quoted image]

Sorry but that one you are on your own as they are not numbered.
It will take your eyes, just looking for an open connector.

Actually you could perform an LED test and see which is not lit

11 months later
#4833 64 days ago
Quoted from RussMyers:

OK, I feel thick as a plank, but as I was doing some maintenance on my own games (waxing, leveling, etc) I noticed something.
The Stern games have their LCD screens at a noticeable backwards tilt, so the player (of average height I suppose) gets the screen fairly flat-on, but Spooky has their LCD panels flat/parallel to the backbox face, so the player of average height sees the display at a noticeable angle, and this is the cause of the display not looking as good, IMO (all other factors aside.)
Cannot be a coincidence.
RussMyers

Lots of discussions/solutions on this subject for Total Nuclear Annihilation .
Here is a link explaining pros/cons of TN vs IPS displays for viewing angles.
https://riverdi.com/blog/comparing-ips-panel-vs-tn-a-buyers-guide

I am 6'1" and found upgrading the display on my TNA made a world of difference without wedging the display for an angle change.

1 week later
#4838 55 days ago
Quoted from nogoodnames222:

Anyone know (or can any Spooky guys chime in), could I add RGB speaker lights to my standard UM, is the hardware for sale anywhere?

Call or email Morgan or Kayte Emery over at Spooky. They can likely hook you up.

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