(Topic ID: 140430)

Wizard of Oz new Code coming soon


By tatapolus

3 years ago



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  • 66 posts
  • 38 Pinsiders participating
  • Latest reply 3 years ago by FalconPunch
  • Topic is favorited by 2 Pinsiders

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#1 3 years ago

Just found that announcment on JJP facebook page. They are Beta testing a new code update right now.

https://www.facebook.com/JerseyJackPinball/posts/1058120830873179

#2 3 years ago

This is awesome! Still improving the game after all this time is great.

#3 3 years ago

Sweet!

#4 3 years ago

Escpecially since the game was considered complete already!

#5 3 years ago

Hilarious that they added 11-letter high score name. 1 more just to 1-up Stern.

#6 3 years ago
Quoted from NightTrain:

Hilarious that they added 11-letter high score name. 1 more just to 1-up Stern.

Jersey_Jack
(11 spaces)

#7 3 years ago
Quoted from Crash:

Escpecially since the game was considered complete already!

The code is for there new pindemption

#8 3 years ago
Quoted from ek77:

The code is for there new pindemption

It's that and more... from jack:

"Beta Tesing New WOZ Code which will include the release of Pindemption™ Code, Multiball add-a-ball & resurrection, 2 different extra balls added, 11-letter high score names (ours goes to 11!), bug fixes, and more. Will be available for download very soon!"

17
#9 3 years ago

I really wish JJP would add something to "reset" the pinball machine. I have my WoZ at my work. People walk by, start up a game, play a ball or two and walk away. Now I have two choices....a) Turn machine on and off or b) fire the x number of balls left in the game. A simple button or some combination of what is on the machine already could be used to set the machine back to attract mode.

Btw, I know this is a problem in the homes as well. Kids often start games and then walk away.

#10 3 years ago
Quoted from ek77:

The code is for there new pindemption

This was posted on the JJP google group a while ago and it looks to be much more than just a pindeption update

==============================================================================
== Version 5.03 ==
==============================================================================

=== Game Code

* Attempt to kickstart Crystal Ball with every command sent now.
* Display bog removed when a LOT of replays/score awards are turned on.
* Capture Dorothy light now blinks when ball will be locked and is solid when
a ball is already locked and will kick out to upper playfield.
+ Asset protection.
+ Tweet-your-game ability via QR code after game ends. Code only shows up
for 5 minutes after a game, but the timer will be reset if there's activity
on the flipper buttons.
+ Social media attract screen.
* Winkie VUK now scores during Haunted Holes. Sorry about that.
+ Multiball resurrection via starting a new multiball during grace period of
an exiting one, or via a grace period Glinda Add-a-Ball award. Melt the
Witch and Somewhere Over the Rainbow do not resurrect any multiballs. Melt
the Witch cannot be resurrected via Add-a-Ball, but SOTR can. No other
multiball can resurrect those 2. Everything else should resurrect
everything else.
+ Fireball Frenzy audits.
+ Fireball Frenzy extra balls. This is controlled by 4 new adjustments:
- "First Extra Ball at" sets the # of successful (blue) shots to light extra
ball. Default is 10, range is 5-25.
- "EB Shot Add Amount" sets how many shots get added to light the next extra
ball. Default is 5, range is 3-50.
- "Maximum FBF Extra Balls" sets how many EBs are allowed to be awarded by
Fireball Frenzy. Default is 5, range is 0-10. If set to 0, no extra balls
will be possible from Fireball Frenzy.
- "FBF Extra Ball Memory" sets whether a FBF lit extra ball will survive to
the next ball or not. Default is ON.
* Edited game credits.
* Significantly reduced HSTD minimums. Note that if you change these, you'll
need to do a Reset High Scores to make the changes show up.
* Ramp lock insert is now subject to light shows.
+ Glinda can now award Add-a-Ball during multiball. This will work only once,
but if a new multiball is started after collecting it, it will be available
again.
+ Glinda can now award Munchkin(TM) time.
* Glinda's "change horses" award now has priority over points.
+ HOADC audits.
+ HOADC extra ball. This is controlled by 2 new adjustments:
- "Horse Extra Ball Level" sets how many horses you need to collect
successfully to light extra ball. Default is 5, can be 4, 5, 6, 7 or OFF.
- "Horse Extra Ball Memory" sets whether extra ball stays lit after draining
or not. Default is ON.
* Munchkin Modes now have grace periods and can be resurrected by Glinda
during that time.
* OZ top lane display will not show up during ECMB now except to show a
completed bonus X award.
* Fixed a bug where ECMB might not be relightable.
* Fixed an issue where a Haunted Mode would be "forgotten" if the Haunted
skill shot was made while a Haunted Mode was already running. What happens
now is that you get 30s more Haunted time and 2 value increases for the
current mode.
* Fixed an issue where someone might not get to enter initials for starting
SOTR.
* Melt the Witch will now kill every running mode upon start.

=== Pindemption(TM) Code

+ "Free Play Dispensing" adjustment: Allows tickets to dispense when game is
set to Free Play. Default is NO.
+ "Service Credit Dispensing" adjustment: Allows tickets to dispense when
game is playing off of a service credit. Default is NO.
+ "Service Credits Tickets" audit. Number of tickets dispensed from service
credit games (this is a subset of "Tickets Dispensed").

=== Core Code

* Fixed ball search during tilt issues - ball search paused on tilt start,
ball will force-end after 4 searches (unless Chase Ball is OFF).
+ Asset protection.
+ Log boot-ups.
+ Added Franken (Swiss Francs) to currency list.
* Fixed time over sound playing when ball had already drained.
* HSTD 5-8 default to 0 credits awarded.
* Fixed trough not taking settle time into account with regards to ball
savers.

=== OS

* Base version is now Ubuntu 14.04, should support gen 1 and gen 2
motherboards.

==============================================================================
== Version 5.00 ==
==============================================================================

=== Game Code

* Reduced max power setting for jet bumpers.
* Added switch numbers to trough test display.
* Removed TICKET option from Special Award.
* Attract mode altered when Pindemption(TM) is active.
* Fixed credit light sometimes staying on in diag.
* Score display shows time remaining instead of balls if timed game.
+ Timed-game-related choreography.
* No ball save speech during timed game.
* Castle door latch coil test time now matches time used in gameplay.
* Score now shows tickets won when set for Pindemption.
* Many display changes for Pindemption.
* No bonus screens for Pindemption.
+ Game over tickets won display for Pindemption.
* Updated intro movie and quad cross for Pindemption.
* "Shoot throne room" speech no longer fires in grace period.
* Disable status report in Pindemption.
* Melt the Witch altered for Pindemption.
+ Hits to raise Witch adjustment (default 3, range 1-3).
+ Hits to lower Witch adjustment (default 2, range 1-2).
+ YBR Spots adjustment (default 0, range 0-9). Controls how many free
advances on the Yellow Brick Road you get at the start of the game.
* Fixed card reader attract mode movie (wouldn't display more than once).
* Intro movie aborts if game is not active (e.g. entered diag).
+ Video now loops in diag on the Crystal Ball to show it's working.
+ Game Over Music adjustment (default ON).
+ Default payouts adjusted based on Desired Payout Percentage.
+ Attempt to kickstart Crystal Ball in case display had a power glitch and
is sitting in init.

=== Pindemption(TM) Code

+ Pindemption(TM) system.
+ Pindemption Rules adjustment. Controls how entire game operates (and
enables/disables further Pindemption settings).
+ Ticket value adjustment.
+ Total ticket payout adjustment.
+ Pindemption ticket histograms.

=== Core Code

* Added dedicated switches to Single Switch Test.
* Fixed ball search not running during tilt.
+ Monitor info on bootup.
* Fixed a bug where sounds might stay ducked if the ducker was killed.
* Improved opening of device drivers.
* Fixed switch test grid plotting problem that showed up on some monitors.
* A stuck-closed tilt now dispatches at ball start.
* Fixed an error in sorting for the Ordered LED Test.
+ Left and right flipper audits.
* Error dot defaults to OFF now. When on, moves every few seconds.
+ Ticket mech support.
* TICKET removed from possible award settings.
+ Game Play Type adjustment (BALLS or TIME).
+ Time Per Game adjustment (in seconds - default 45, range 30-300).
+ Timed Game Over Type adjustment. Can be set to:
- SUDDEN DEATH - game is over next time the ball drains.
- SUDDEN TIMER - game is over next drain or when extra timer is up.
- INSTANT DEATH - (default) game is over immediately.
+ Sudden Death Timer adjustment (in seconds - default 10, range 2-15).
* When Sound Test is in RUNNING state, the display now scrolls properly.
* Adjustment values now wrap around when editing.
+ Pindemption Preset.
+ Money Limit adjustment (maximum money game will hold at once).
+ Credit Limit adjustment (maximum credits that may be on game at once).
+ Money Eaten audit (overage lost to the Money Limit).
+ Credits Eaten audit (overage lost to the Credit Limit).
* Pricing levels that violate the Credit Limit aren't considered/honored.
+ Logical ticket accounting (specific values for programming analysis).
+ Money-in Auto-start adjustment (default OFF - controls whether game starts
immediately after sufficient money is inserted for a credit).
+ Flipper Auto-launch adjustment (default OFF, can be OFF, LEFT FLIPPER,
RIGHT FLIPPER, EITHER FLIPPER, BOTH FLIPPERS - controls what flippers can
cause the ball to launch if it is sitting in the shooter lane waiting to
be plunged by the player).
* Default trough fire strength is now 8 (was 18).

#11 3 years ago

Do JJP code updates kill your high scores like stern?

#12 3 years ago

"Asset protection." Finally some actual encryption of copyrighted files?

#13 3 years ago
Quoted from Crash:

"Asset protection." Finally some actual encryption of copyrighted files?

I also noticed that and want to know more

#14 3 years ago
Quoted from B9:

This was posted on the JJP google group a while ago and it looks to be much more than just a pindeption update
==============================================================================
== Version 5.03 ==
==============================================================================
=== Game Code
* Attempt to kickstart Crystal Ball with every command sent now.
* Display bog removed when a LOT of replays/score awards are turned on.
* Capture Dorothy light now blinks when ball will be locked and is solid when
a ball is already locked and will kick out to upper playfield.
+ Asset protection.
+ Tweet-your-game ability via QR code after game ends. Code only shows up
for 5 minutes after a game, but the timer will be reset if there's activity
on the flipper buttons.
+ Social media attract screen.
* Winkie VUK now scores during Haunted Holes. Sorry about that.
+ Multiball resurrection via starting a new multiball during grace period of
an exiting one, or via a grace period Glinda Add-a-Ball award. Melt the
Witch and Somewhere Over the Rainbow do not resurrect any multiballs. Melt
the Witch cannot be resurrected via Add-a-Ball, but SOTR can. No other
multiball can resurrect those 2. Everything else should resurrect
everything else.
+ Fireball Frenzy audits.
+ Fireball Frenzy extra balls. This is controlled by 4 new adjustments:
- "First Extra Ball at" sets the # of successful (blue) shots to light extra
ball. Default is 10, range is 5-25.
- "EB Shot Add Amount" sets how many shots get added to light the next extra
ball. Default is 5, range is 3-50.
- "Maximum FBF Extra Balls" sets how many EBs are allowed to be awarded by
Fireball Frenzy. Default is 5, range is 0-10. If set to 0, no extra balls
will be possible from Fireball Frenzy.
- "FBF Extra Ball Memory" sets whether a FBF lit extra ball will survive to
the next ball or not. Default is ON.
* Edited game credits.
* Significantly reduced HSTD minimums. Note that if you change these, you'll
need to do a Reset High Scores to make the changes show up.
* Ramp lock insert is now subject to light shows.
+ Glinda can now award Add-a-Ball during multiball. This will work only once,
but if a new multiball is started after collecting it, it will be available
again.
+ Glinda can now award Munchkin(TM) time.
* Glinda's "change horses" award now has priority over points.
+ HOADC audits.
+ HOADC extra ball. This is controlled by 2 new adjustments:
- "Horse Extra Ball Level" sets how many horses you need to collect
successfully to light extra ball. Default is 5, can be 4, 5, 6, 7 or OFF.
- "Horse Extra Ball Memory" sets whether extra ball stays lit after draining
or not. Default is ON.
* Munchkin Modes now have grace periods and can be resurrected by Glinda
during that time.
* OZ top lane display will not show up during ECMB now except to show a
completed bonus X award.
* Fixed a bug where ECMB might not be relightable.
* Fixed an issue where a Haunted Mode would be "forgotten" if the Haunted
skill shot was made while a Haunted Mode was already running. What happens
now is that you get 30s more Haunted time and 2 value increases for the
current mode.
* Fixed an issue where someone might not get to enter initials for starting
SOTR.
* Melt the Witch will now kill every running mode upon start.
=== Pindemption(TM) Code
+ "Free Play Dispensing" adjustment: Allows tickets to dispense when game is
set to Free Play. Default is NO.
+ "Service Credit Dispensing" adjustment: Allows tickets to dispense when
game is playing off of a service credit. Default is NO.
+ "Service Credits Tickets" audit. Number of tickets dispensed from service
credit games (this is a subset of "Tickets Dispensed").
=== Core Code
* Fixed ball search during tilt issues - ball search paused on tilt start,
ball will force-end after 4 searches (unless Chase Ball is OFF).
+ Asset protection.
+ Log boot-ups.
+ Added Franken (Swiss Francs) to currency list.
* Fixed time over sound playing when ball had already drained.
* HSTD 5-8 default to 0 credits awarded.
* Fixed trough not taking settle time into account with regards to ball
savers.
=== OS
* Base version is now Ubuntu 14.04, should support gen 1 and gen 2
motherboards.
==============================================================================
== Version 5.00 ==
==============================================================================
=== Game Code
* Reduced max power setting for jet bumpers.
* Added switch numbers to trough test display.
* Removed TICKET option from Special Award.
* Attract mode altered when Pindemption(TM) is active.
* Fixed credit light sometimes staying on in diag.
* Score display shows time remaining instead of balls if timed game.
+ Timed-game-related choreography.
* No ball save speech during timed game.
* Castle door latch coil test time now matches time used in gameplay.
* Score now shows tickets won when set for Pindemption.
* Many display changes for Pindemption.
* No bonus screens for Pindemption.
+ Game over tickets won display for Pindemption.
* Updated intro movie and quad cross for Pindemption.
* "Shoot throne room" speech no longer fires in grace period.
* Disable status report in Pindemption.
* Melt the Witch altered for Pindemption.
+ Hits to raise Witch adjustment (default 3, range 1-3).
+ Hits to lower Witch adjustment (default 2, range 1-2).
+ YBR Spots adjustment (default 0, range 0-9). Controls how many free
advances on the Yellow Brick Road you get at the start of the game.
* Fixed card reader attract mode movie (wouldn't display more than once).
* Intro movie aborts if game is not active (e.g. entered diag).
+ Video now loops in diag on the Crystal Ball to show it's working.
+ Game Over Music adjustment (default ON).
+ Default payouts adjusted based on Desired Payout Percentage.
+ Attempt to kickstart Crystal Ball in case display had a power glitch and
is sitting in init.
=== Pindemption(TM) Code
+ Pindemption(TM) system.
+ Pindemption Rules adjustment. Controls how entire game operates (and
enables/disables further Pindemption settings).
+ Ticket value adjustment.
+ Total ticket payout adjustment.
+ Pindemption ticket histograms.
=== Core Code
* Added dedicated switches to Single Switch Test.
* Fixed ball search not running during tilt.
+ Monitor info on bootup.
* Fixed a bug where sounds might stay ducked if the ducker was killed.
* Improved opening of device drivers.
* Fixed switch test grid plotting problem that showed up on some monitors.
* A stuck-closed tilt now dispatches at ball start.
* Fixed an error in sorting for the Ordered LED Test.
+ Left and right flipper audits.
* Error dot defaults to OFF now. When on, moves every few seconds.
+ Ticket mech support.
* TICKET removed from possible award settings.
+ Game Play Type adjustment (BALLS or TIME).
+ Time Per Game adjustment (in seconds - default 45, range 30-300).
+ Timed Game Over Type adjustment. Can be set to:
- SUDDEN DEATH - game is over next time the ball drains.
- SUDDEN TIMER - game is over next drain or when extra timer is up.
- INSTANT DEATH - (default) game is over immediately.
+ Sudden Death Timer adjustment (in seconds - default 10, range 2-15).
* When Sound Test is in RUNNING state, the display now scrolls properly.
* Adjustment values now wrap around when editing.
+ Pindemption Preset.
+ Money Limit adjustment (maximum money game will hold at once).
+ Credit Limit adjustment (maximum credits that may be on game at once).
+ Money Eaten audit (overage lost to the Money Limit).
+ Credits Eaten audit (overage lost to the Credit Limit).
* Pricing levels that violate the Credit Limit aren't considered/honored.
+ Logical ticket accounting (specific values for programming analysis).
+ Money-in Auto-start adjustment (default OFF - controls whether game starts
immediately after sufficient money is inserted for a credit).
+ Flipper Auto-launch adjustment (default OFF, can be OFF, LEFT FLIPPER,
RIGHT FLIPPER, EITHER FLIPPER, BOTH FLIPPERS - controls what flippers can
cause the ball to launch if it is sitting in the shooter lane waiting to
be plunged by the player).
* Default trough fire strength is now 8 (was 18).

You show two updates what is WOZ running on now

#15 3 years ago

The changelog includes internal releases that weren't made public. Actual update will include all of that.

#16 3 years ago

I like this.

#18 3 years ago
Quoted from ek77:

You show two updates what is WOZ running on now

4.11

http://support.jerseyjackpinball.com/downloads/woz/

#19 3 years ago

I really like the Extra Ball options on Fireball Frenzy and HOADC along with the Add-A-Ball during multiballs. This increases my chance of reaching SOTR from 1 in a million to 1 in a thousand! Yes!

#20 3 years ago
Quoted from NightTrain:

Hilarious that they added 11-letter high score name. 1 more just to 1-up Stern.

Quoted from 2manypins:

Jersey_Jack
(11 spaces)

or Christopher (since there are approximately 1.85 millions of us in just the United States).

#21 3 years ago
Quoted from iamabearsfan:

I really wish JJP would add something to "reset" the pinball machine. I have my WoZ at my work. People walk by, start up a game, play a ball or two and walk away. Now I have two choices....a) Turn machine on and off or b) fire the x number of balls left in the game. A simple button or some combination of what is on the machine already could be used to set the machine back to attract mode.
Btw, I know this is a problem in the homes as well. Kids often start games and then walk away.

Timed plunger. Set it as long as allowed. That way the game will launch them on its own and be reset in a few minutes.

#22 3 years ago
Quoted from iamabearsfan:

I really wish JJP would add something to "reset" the pinball machine. I have my WoZ at my work. People walk by, start up a game, play a ball or two and walk away. Now I have two choices....a) Turn machine on and off or b) fire the x number of balls left in the game. A simple button or some combination of what is on the machine already could be used to set the machine back to attract mode.
Btw, I know this is a problem in the homes as well. Kids often start games and then walk away.

Set the game to one ball, with extra balls at 10K and 40K or so. The lookie-loos will plunge their one ball, lose it and move on. Those who know how to operate flippers independently of each other will get the EB, and animation, and shoot again prompt when they try to split after the first ball.

#23 3 years ago
Quoted from iamabearsfan:

Btw, I know this is a problem in the homes as well. Kids often start games and then walk away.

Its not a problem. Setup timed plunger... just like all my Stern games.

#24 3 years ago

So...

What exactly is "social media attract screen"?

#25 3 years ago
Quoted from indypinhead:

So...
What exactly is "social media attract screen"?

could be a qr code, or a facebook/twitter link.

#26 3 years ago
Quoted from metallik:

Set the game to one ball, with extra balls at 10K and 40K or so. The lookie-loos will plunge their one ball, lose it and move on. Those who know how to operate flippers independently of each other will get the EB, and animation, and shoot again prompt when they try to split after the first ball.

That works, but really is a work around at best. So I have my game set on four balls....yes, we are not as good of pinball players as a bunch you guys!

So it is normally not pushing the start button once. It is pushing it several times. So we are looking at 4 X the number of games, plus that ball save timer. Or someone chooses the second player in error. Either way, I would love to just push a button (or a sequence and have it reset). I know, you can't get everything you want, but seems like we are getting closer and closer w/WoZ!

I for one am excited they are perfecting an almost perfect game. They are going up and above with this code base. Well done JJP!

Thanks!

#27 3 years ago
Quoted from iamabearsfan:

So it is normally not pushing the start button once. It is pushing it several times. So we are looking at 4 X the number of games, plus that ball save timer.

In another thread someone suggested going into service mode and back out as a quick way to reset, not sure if that works on a Woz.

#28 3 years ago
Quoted from iamabearsfan:

I would love to just push a button (or a sequence and have it reset).

I take it then that WOZ doesn't have the home-use setting as on B/W games where you can hold down Start after all players have played their first ball to reset the game?

#29 3 years ago
Quoted from fosaisu:

I take it then that WOZ doesn't have the home-use setting as on B/W games where you can hold down Start after all players have played their first ball to reset the game?

This is an option, but it resets to the beginning of a new game, not to the attract screen. I think this is the same on B/W games.

#30 3 years ago
Quoted from Jvspin:

This is an option, but it resets to the beginning of a new game, not to the attract screen. I think this is the same on B/W games.

True for B/W. I didn't read closely enough to see that he wanted to return to attract mode.

#31 3 years ago
Quoted from Chitownpinball:

Do JJP code updates kill your high scores like stern?

You can back up your settings, audits, high scores and custom message before doing the update. Then restore them afterwards.

#32 3 years ago
Quoted from rosh:

In another thread someone suggested going into service mode and back out as a quick way to reset, not sure if that works on a Woz.

This works on Oz.

I'll think about adding a timeout to reset the game. There already is a timeout to go to attract if you close the door and leave the game in the diagnostic mode.

#33 3 years ago

How do you plan on adding this feature?

#34 3 years ago

I don't recommend adding a timed game reset. It can very problematic in tournament play, and having it be disabled in tournament mode doesn't really fix the problem, because some tournaments are held on location games where the tournament director doesn't have access to the game settings, and so whatever the operator has it at (usually default everything) would be what goes.

A special combination of buttons or something when the game is on free play mode would probably be the best solution to that

#35 3 years ago

Cannot wait for add-a-ball feature. Hope they clean up the ball save grace period, if draining multiple balls it will often only kick one back in to play. I intentionally drain balls all the time to stack modes.

#36 3 years ago

Jack has graciously supplied me with the latest WizardOfOz-autobuild-v5.04. Thank you so much Jack!
I shall report back after installation

#37 3 years ago
Quoted from Jumbosinbad360:

Jack has graciously supplied me with the latest WizardOfOz-autobuild-v5.04.

Awesome! I looks forward to reading your early first impressions

#38 3 years ago
Quoted from Crash:

How do you plan on adding this feature?

He's one of the programmers.

#39 3 years ago

That's new to me. Good luck!

#40 3 years ago

WOZ is easily the best code supported pin of all time! This how code support for a new pinball machine should be.

#41 3 years ago
Quoted from Crash:

That's new to me. Good luck!

That's Ted

#42 3 years ago
Quoted from Jumbosinbad360:

Jack has graciously supplied me with the latest WizardOfOz-autobuild-v5.04. Thank you so much Jack!
I shall report back after installation

Through the FB post?

#43 3 years ago

Maybe by holding the right flipper button and press (and hold) the start button. Something as simple as that could trapped. A little funny, it is kind of how you work with your iphone

#44 3 years ago
Quoted from iamabearsfan:

Maybe by holding the right flipper button and press (and hold) the start button. Something as simple as that could trapped. A little funny, it is kind of how you work with your iphone

That seems like a good way to do it. Would be useful!

#45 3 years ago
Quoted from PanzerFreak:

WOZ is easily the best code supported pin of all time! This how code support for a new pinball machine should be.

I so agree!

#46 3 years ago

Hopefully the magnet error will disappear from my error log with the new code.
The magnet is working well but in the error log it is an active error.
If I remove the magnet and install it reversed, the error message is gone but the magnet dont work.

Strange .....

#47 3 years ago
Quoted from WaddleJrJr:

I don't recommend adding a timed game reset. It can very problematic in tournament play, and having it be disabled in tournament mode doesn't really fix the problem, because some tournaments are held on location games where the tournament director doesn't have access to the game settings, and so whatever the operator has it at (usually default everything) would be what goes.

Yes, I realize that such a feature has to be fully thought-out. That's why I said that I'd think about implementing it. Lots of ideas sound good at first blush, but turn out to be not so great after close examination. The devil is in the details!

#48 3 years ago

It is great to have programmers here taking into account user requests. I'm hoping to join this club very soon.

#49 3 years ago

check-switch.
during timed modes (witch hurry up) if the ball enters the throne room would it be possible to pause the hurry-up countdown as it does when the ball goes up to the castle rescue mini PF?

are the flippers always supposed to "click" everytime you start TNPLH? mine are every so often they do that.

#50 3 years ago
Quoted from ls1chris:

check-switch.

are the flippers always supposed to "click" everytime you start TNPLH? mine are every so often they do that.

No, every so often is the way Keith wants it to be.

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