(Topic ID: 301220)

Ultraman Kaiju Rumble Club - Kaiju are near!

By Morinack

2 years ago


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  • 4,943 posts
  • 277 Pinsiders participating
  • Latest reply 56 minutes ago by Slogan1111
  • 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 (1 year ago)

Post #1744 Way to thread stripped playfield holes. Posted by Tranquilize (1 year 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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#620 2 years ago

Not that I ever expect to make money on pins but seeing these selling below msrp is a little depressing.

#632 2 years ago
Quoted from Chosen_S:

The monotonous waiting for the ball to go from the gobble hole scoop/right playfield to the subway to the right flipper takes way too long... in an intense battle of getting the ball to the upper right pf, then missing the ball with the upper right flipper, just to wait and go through the long process of getting the ball back up there is a grind of waiting on the subway and gear lift and programming , blech! I feel this coulb be sped up a lot with better attention to programming.

Still hoping for the first ball in the subway to becoming the staged ball.

#686 2 years ago
Quoted from TigerLaw:

I think they’ve said the staging is possible. I wonder if it’ll take some work being done to the machines though to add a switch or something.
Any guess on when the next code update will be released? I know they said it would be during the holidays, but that could easily mean any time through the new year.

There’s definitely an entrance switch. And though I don’t have my game yet, there has to be a switch at the lifter. With those two switches staging can be done.

#766 2 years ago
Quoted from TechnicalSteam:1. When preparing to plunge your skill shot. If you accidentally hit flipper button you loose your skill shot all together.

Go into switch test and smash the flipper button. Check to see if there’s a tight switch triggering from the flipper impact. That’s what this sounds like to me.

2 weeks later
#1006 2 years ago
Quoted from spandol:

Is ball staging even possible without changing hardware? If you turn the game on, how would it get the balls into the staging areas?

Of course it is. First ball in the subway becomes the staged ball and another ball is served into play. Ball enters subway, ball gets kicked out of the lift. Game over, kick all the balls out.

#1008 2 years ago
Quoted from spandol:

Ok, with that then, you’ll have a point in the beginning where you might have longer delay times.

By like 3 seconds on the first ball.

You asked if it was possible with current hardware.

12
#1072 2 years ago

Bowen is not involved.
Eric is not involved.

So what. You have 2 choices. Sell your game/preorder spot or ride this until the code is complete. It’s that easy.

#1121 2 years ago
Quoted from Lounge:

First ball in the subway becomes the staged ball and another ball is served into play. Ball enters subway, ball gets kicked out of the lift. Game over, kick all the balls out.

Quoted from lpeters82:

The game will find it's and menu settings can be increased, so players of varying skill levels can challenge themselves at their own skill levels.

On the subject of settings and as a (former) software engineer, I can see how you could have staging as a setting. That way, if you end up not being a fan of staging, you could simply turn it off and go back to waiting on the subways and lifters.

Just thinking out loud.

3 weeks later
#1289 2 years ago
Quoted from Wariodolby:

I’ve had none of these issues !
I think you took one for the team.
Thanks.
Mine works perfect out of the box.[quoted image]

Sweet game room!

1 month later
#1650 1 year ago

Just unboxed #87.

Does anybody else have this problem…

During Baltan multiball, the balls load in the shooter lane but don’t launch right away.

When the multiball starts, the trough kicks the ball into the shooter lane but doesn’t launch. Then it kicks another ball into the shooter lane until there’s about 4 balls in there then the auto launch tries to launch all 4 balls into play. Of course this doesn’t work so they just sit in the trough and get launched half way over and over.

Trough switch works and auto launch works.

Any ideas?

#1654 1 year ago
Quoted from mslow:

Make sure the trough switch is holding the balls up just above the shooter. Mine had this problem.

Quoted from happyclan:

Is the ejected ball sitting on top of the wire switch or leaning on it? Maybe some pics would help. Or just email spooky--super helpful and fast.

The ball is sitting in the shooter-lane, resting in the trough with a fully activated shooter-lane switch. The auto launch doesn’t fire until there are 4 balls in the lane.

It’s worth mentioning that the auto launch works perfectly when ball save is triggered and the machine is serving a replacement ball. This stacking of balls in the shooter-lane only happens during Baltan multiball.

I adjusted the shooter-lane switch a bit but that didn’t change anything.

Anyway - I’ll hit up Spooky.

1 week later
#1730 1 year ago

deleted

#1767 1 year ago

Been working with Spooky but posting here to see if anyone else has this issue and maybe has solved this issue….

https://drive.google.com/file/d/1TAyWBVmLf2-rLo0lKfAh7SpsQlDFVGca/view?usp=drivesdk

https://drive.google.com/file/d/1di2MxwsPj2GmxP_322KTSSVsAQdKTjm0/view?usp=drivesdk

Only happens with Baltan multiball. Switch test is good - stuck switch test is good too.

2 weeks later
#1878 1 year ago
Quoted from Gambeno:

Here is the weird situation my machine is in when trying to start Quick Battle from the scoop vs from the upper play-field. Doesn't start mode and has to ball search.

Also, I can't finish without going to the upper play-field during the end of the mode. The ball will feed from the subway unlike starting the mode.

I check all the switches and they all seem to work, but it seems the scoop switch sees the ball but doesn't start or stop the battle. It also doesn't start spacium rewards either.

Welcome to the club. I haven’t played one single full game on mine.

2 weeks later
#2070 1 year ago
Quoted from wolftownjeff:

I am on the fence about buying an UM le.
Thanks in advance.

I’ll sell you mine. One owner, zero plays.

Edit - zero complete games.

2 months later
#2765 1 year ago

Going to have to do some soldering tomorrow.

Can some one please post a pic of switch bank 7’s plug.

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#2766 1 year ago

{{{~ sigh ~}}}

And solenoid bank 2 - taking note of the stripe color on the orange wires.

TIA

Oh, and beware of the wiring crimps to the pins if you’re monkeying around with the board.

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#2768 1 year ago
Quoted from monkfe:

Hard to get to...this work?
[quoted image]

Thank you!!

4 weeks later
#2884 1 year ago
Quoted from vincz:

I have now Ultraman CE
for the next games made, would Spooky be so kind as to " ADD "connectors allowing the removal of the playfield rather than wires to be cut to remove the playfield !! I absolutely need to remove the playfield from the cabinet to be able to take the pinball down to my basement
it's not what a few connectors cost so please god hear me

Not an outrageous request but it isn’t too difficult to add your own with the right tools.

https://www.amazon.com/JRready-ST6329-12-Connectors-Waterproof-Connector/dp/B0B1ZLYJ17/ref=sr_1_16

https://www.amazon.com/dp/B09WHQQZKR

1 month later
#3054 1 year ago
Quoted from Frax:

Fantastic. Moved to a new house. Game won't play now. Sometimes it gives power to the solenoids, sometimes it just refuses to fucking do anything at all with them. No loose connections (But why the HELL are there 3 or 4 empty housings on the power distro board with no wires!? There's no missing wires that got pulled from these empty molex shells.), not isolated to any solenoid, it's either all or none. The 50v light on the pinotaur flashes on boot, and lights when I press the start button, but soon as I put the playfield back down and put balls in the trough, nothing works. *shrug*
Guess I own a 9k art piece now. Don't have the time or patience with everything going on with this new house, to troubleshoot it so unless someone has an off the cuff idea....I'm SOL for who knows how long.
Also...there's no high voltage interlock on these games? Seriously? That's just a disgusting cheap cop-out that sacrifices our safety for the manufacturer's convenience and profit margin. Absolutely inexcusable IMO.

I had trouble out of the box and had to replace my ‘pintaur’ board. Make sure the plugs are all seated - I had a few that were a little loose.

As per my email convo with Spooky Svc, the 48V circuit is only active in coil test or during a game. No interlock switch needed. Found this out when I fired up the new ‘pintaur’ board and saw the 48v circuit led not lit.

Finally, have a look at all the wires in the connectors. There are a bunch on the board. Mine had a ton of mediocre crimps that pulled out with the slightest of pressure.

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1 week later
#3105 1 year ago
Quoted from desertT1:

Got everything opened and set up nicely. With everyone sleeping it’s a little hard to have fun, but I did do a power up and I get this screen after it does the spooky-o-vision (close?) screen. Is this a loose cable that is causing this screen to stick on the display?
[quoted image]

Mine arrived DOA like this. Spooky had me re-image the drive from scratch twice and I was booting after that.

This is the link that Spooky sent: https://www.spookypinball.com/game-support/

Scroll down to the UM “restore instructions” link.

2 weeks later
#3249 1 year ago
Quoted from Frax:

Are these .125 pitch pins? I can't even remember what size trifurcons

I don’t know what size they are. The crimps were so weak I was able to reuse the original pins (+ a dab of solder).

I had a weird problem where at the start of milti-ball, balls would load up in the shooter lane but not launch until all balls were in the lane. Spooky sent out a new pinitaur board and it fixed the problem.

This was my second Spooky. I’m going to let the company ’mature’ a bit before I dip into another NIB Spooky. Congrats to those that have had a more positive experience.

2 weeks later
#3291 1 year ago
Quoted from Pinballer31520:

My Ultraman pin on boot up gets stuck on calibrating switches and playfield never lights up . All fuses are good . Ideas ?

They’re going to have you reflash the game. Mine arrived DOA and Spooky had me do this….

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

https://drive.google.com/file/d/178INNpCvgGjrFCT2ZVraPyE0TaPfNAm-/view

2 months later
#3652 1 year ago
Quoted from luckymoey:

Personally, I’d rather have a smooth shooting, unique game like Ultraman that still needs code development then some of the highly rated clunkfests out there or code messes like GnR.

And some people just want a pinball machine that works.

1 week later
#3681 1 year ago
ADCF8334-3AB1-48A1-9049-FF41414CB930.gifADCF8334-3AB1-48A1-9049-FF41414CB930.gif
3 months later
#4153 9 months ago
Quoted from Pinbolls:

Hi, I just picked up an Ultraman CE #7. When I start Baltan Multi-ball, the game kicks out three balls into the shooter lane and then the auto plunger isn't strong enough to get them out of the shooter lane. It seems the game ends up putting all seven balls in play. I thought Baltan was a 3 ball Multi-ball.

Mine did this out of the box. After a few back-and-forth emails with Spooky, a new Pintaur (sp?) board was sent out and swapped - it’s a lot of plugs. Problem solved.

7 months later
#4740 60 days ago
Quoted from GranpaDave:

Keeping my UM- so much to still explore and so fun to shoot. My LOTR- never got into it- bought it because everyone raves about it. Don’t care about making it to valley whatever so it needs to go. Congrats to those who have made it- tough to do. Fortunately LOTR has held its value- trading for a LT.

You’ll definitely get more for your LOTR than UM.

I can’t sell mine for $6k.

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