(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 3 days 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)


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#2498 1 year ago

Excited to have our 5th Spooky pin in the lineup! Ultraman CE #290.... Had to move Rob Zombie out for a much needed shop job and upgrade session. Ultraman plays waaaaay better than I would have imagined from the videos. Such a fun and interesting game. The two upper spinners are fantastic!

The risers have taken getting used to. I agree it can be tough to hear the notification sound in a loud arcade when it's busy and all the machines are going at once (we have close to 40 pins on the floor). It's mainly an issue on multiball. When we are closed an I'm playing by myself, it's not much of an issue. Practice will help

Absolutely LOVE this game.

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#2502 1 year ago
Quoted from drypaint:

Excited to have our 5th Spooky pin in the lineup! Ultraman CE #290.... Had to move Rob Zombie out for a much needed shop job and upgrade session. Ultraman plays waaaaay better than I would have imagined from the videos. Such a fun and interesting game. The two upper spinners are fantastic!
The risers have taken getting used to. I agree it can be tough to hear the notification sound in a loud arcade when it's busy and all the machines are going at once (we have close to 40 pins on the floor). It's mainly an issue on multiball. When we are closed an I'm playing by myself, it's not much of an issue. Practice will help
Absolutely LOVE this game.
[quoted image]

I boosted the base and mids and you can hear the audible cue for the ball lift in every room... LOL.

#2527 1 year ago
Quoted from 2manyhobbies:

Has the latest codes caused some glitches? Just was playing a game, had a very long multi ball, then all of a sudden flippers went dead, the store came up, had to choose something fast started the game going again then 3 balls got stuck in the inner lane pop ups. Game would not do a ball search and just froze up.
Another glitch I am seeing from a operator perspective, is both Ultra Man and Halloween will not award a free play when some one reaches the value.
One other glitch. I try to make the replay value 25mil, but with Ultraman as soon as you power off and back on it goes to 5 mil. Halloween holds the 25mil but not Ultraman. But again neither will award a free play.
Hoping some new code is going to address these issues.

I asked Spooky and apparently the replay issue and service credits will be in the next update.

4 months later
#3298 1 year ago
Quoted from Crile1:

I had to replace a Baltan servo this morning. Quick and important tip!!! You DO NOT have to remove any plastics or wireform. There is a ton of slack on the servo wires if you snip the zip ties under the playfield. This allows you to pull all the servo cord and connectors up through the hole in the plastic under the left rail. Just pop off a building, unscrew the Baltan from the servo, swap the servo and you are done. Zip tie the slack the way it was before you began. If you know this trick, should take only 5 minutes.
[quoted image][quoted image]

Very good to know. I have two that stopped working and have not had time/wanted to deal with them. My Rob Zombie had the servo on the robot die 5 times. I disconnected it after that. The clown servo died twice, but you need that one. On Alice Cooper the guillotine servo blew the week I got it, fortunately it's a novelty so I just disconnected it. The Frankenstein servo on ACNC has blown 4 times, but it's a must have and also a complete pain in the ass to fix.

Glad to hear this sounds like it is quicker. Boy do I hate servos in pinball.

5 months later
#3950 11 months ago
Quoted from rotordave:

Once you get going …yeah.
But at the start … some more instruction would be better.
“Select your skill shot with the flippers” “lock shot is worth way more” “drop centre target to access upper playfield” .. they could be appearing on the screen.
“Hit the ramp x times to access the xxx playfield!”
“Hit the ramp x times to light a mode!” Needs the “hit the wamps” guy from GZ lol. Nah, please not that guy.
Owners like the game once it’s in the home and they get some time on it ... whereas the casual player finds it hard to get into it.
That’s just my observation watching 30 people playing it for the first time during a 7 hour event a few weeks ago.
rd

Agree 100%. Mine is in the arcade and I see this every day. In fact it is not just casual players, it's the seasoned players too. Because it is different and there are negative connotations around Spooky games (especially from tournament players), many players don't want to give it a chance. And when they do, there is a lack of instruction from the game.

1 month later
#4097 10 months ago

Super Jazzed for this, just installed!!!

9 months later
#4922 29 days ago

I am so miffed by all of the talk about the scoop being hard to hit without modifying it. I have mine in my arcade (so it gets plenty of play) and I find the scoop easier to hit than many others.

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