(Topic ID: 253442)

WoZ Upgraded Munchkinland Huts & Interactive Lighting by PMC

By harryhoudini

4 years ago


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#1 4 years ago

It's been an eyesore for a long time and we've been working on an ultimate solution for months. We didn't want to just make a quality direct replacement, we wanted to plus it up a bit. So aside from being a direct, plug and play solution which should be installed in moments, there are a few unique features which we think really makes this shine.

- Munchkin hut molded details including windows and doors
- Textured and tinted window glass
- Extended footprint to cover more of the exposed mechs in the game including major extension to the rear to cover more of the dead space
- Molded wire covers to hide both the front and rear exposed wire harnesses
- Extended front block wall to cover brackets and mounting screws, textured with painted 3d bricks to match the movie
- Newly added rear trellis with planter to include vines, trailing plants and poppies hand crafted from individual leaves and vines matching the movie
- Translucent sparkly gumdrop roof toppers
- Hand painted trim
- Center planted garden area
- Thick and strong PLA+ printed parts in high detail
- Textured wall coating for realistic finish
- Textured roof thatching

Now to the interactivity. While this is an optional add-on, I think it will be a want for most people:
- Fully customizable interactive lighting controller with 4 button keypad for setting many options
- Direct plug and play, no splicing, joining wires, soldering or modifications to the existing game at all
- Addressable 5050 RGB LEDs positioned within each window and roof gumdrop
- Default state with be dimly lit sparkling windows and gumdrops, showing the munchkins are home
- With each ball lock successive windows light up bright emerald green (or another selected color) and each roof gumdrop topper lights up and sparkles

Here is a rendering of our current model, probably version 8 or so. You aren't seeing a lot of the textures, flowers, etc which are being added or hand created on finished pieces. We are printing out version 9 now and working on the lighting placement. Once it is painted and we take some pics I will get pricing released and ordering open. This will be slow to make, 9 or 10 printed parts, I think, maybe more. Hand glued individual flowers, lighting installation, painting, etc.

As with other complex mods we will open up a discounted pre-order so we can order parts in bulk and save some money on economies of scale. We have 2 or 3 other WOZ mods that are being designed at the same time so stay tuned for a nice upgrade package coming around the bend.

If you have questions or thoughts, now's a good time so we can incorporate any changes before full production.
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1 month later
#5 4 years ago

Hi Guys & Gals,

Here is an updated prototype. These take, let me stress this, FOREVER to produce lol. There is a ton of really fine detail and they are very large. In fact, we had to slice it up in to individual sections to even fit on the printers. This is the main hut structure, roof and clear "drops" on the roofs. We have a small amount of tweaking to do with mounts for lighting and the controller but it's coming along in-between other projects.

As you can see the roof has been throughly detailed and modeled to match the movie. The drops are clear and will be lit from under, reacting to ball movement in the game, same with the windows. Next step is to refine the few functional issues and print a final version and paint. We have lots of cool details that will be added. These will be fairly expensive as they take literally days to print and will require a lot of hand finishing and detail work but they will be worth it. It adds a huge piece that is missing from the game.

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1 month later
#13 4 years ago

For all you patient people, first completely printed prototype. Missing the dots on top, I forgot to grab them. They are clear resin. Need to make a few functional changes for light mounting and controller mounting (it's all self-contained) but I think we'll finish this one so we can have a completed prototype and work out the look. We have some cool items in store for the finish.

Did I mention it mounts with magnets? No screws or posts to install.

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#14 4 years ago

Woops, might have not cropped this tight enough.

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#16 4 years ago

Hey Mike, I'll post a link here when we're ready to start taking orders and we'll process them in order of purchase, so stay tuned

2 weeks later
#17 4 years ago

Working on color selections and window adornments. Still to install are plants and grass. Then to program the lighting effects.

A shot I haven't posted clearly elsewhere, special for followers of the thread. Still gotta keep some things to the imagination!

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#21 4 years ago

Heh, the reality is this is a rough printed prototype and has been painted over a few times while choosing colors and such. Once I get it all clean and finished I'll post the focused pic. Doing some planting today. Testing window decoration, this is the prototype. Waiting on material to print it as a single piece on translucent plastic. Gotta let the lighting effects shine through

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#23 4 years ago

Well... maybe there are a few others?

Throne Room just announced:
https://pinside.com/pinball/forum/topic/woz-enhanced-interactive-throne-room-by-pmc

Two other mods in the works still, maybe 3 or 4 depending on how it goes.

#25 4 years ago
Quoted from coz6:

Wow and I was excited about the crystal ball mod I ordered can I just get on a recurring payment schedule with you and get them all.

Mod of the month club?

Just printed the latest CB, we redesigned the tilt mechanism and it's much better. Making a few small changes to fit and I think that will be it!

#28 4 years ago

Doing some light position testing. Just random test patterns. I did get a new cell phone with a better camera but still looks shitty for this kind of thing. I also got a gopro but the audio adapter didn't work so I'm waiting on a replacement. Hopefully I'll have some better video capacity soon!

#30 4 years ago

Maybe you guys can chime in on the functions here. Probably many people here who know the flow of the game better than I. There are 3 optos I can read for each of the 3 locked balls. Of course that ball count isn't always correct for the player due to the virtual ball lock. I think I can figure out if a ball was just locked or not and if multiball is starting. I was thinking it might be cool to do a bit of a "chase" of the lights through the huts when the ball goes through. I'd need an additional switch or opto for that since there is no opto before the huts and I can't read existing matrixed switches.

So here's what I am sort of planning. Starting with no balls in lock:

- 1st opto triggers (for .5-1 sec, whatever we use for debounce and making sure the ball isn't just being released, in other words the timeout confirms that a ball did lock and not just "pass through" the lock) and we know that one ball is locked, do animation.
- 2nd opto triggers. We don't know if this is a further ball lock for the same player or not, but we know a ball was just locked so we can do animation.
- 3rd opto triggers, I believe this would indicate multiball (if reaching the timeout and the ball isn't released for no-lock) so we can do a multiball animation.

If an opto triggers but then releases right away the ball is passing through the lock and not being locked, we can ignore this for any lock related animation.

If there are 2 balls in the lock and another ball is added but then the first is released this could be another lock or could just be passing through. I think the delay between those events would give enough of a signal to know which is which, but I'm not 100% on that. I think a ball comes in and if the game is going to release one even if an actual lock occurs (because I think the game only physically locks 2 balls at a time) then there will be a bit of a delay (while animation plays, although this can be skipped) versus the very quick timing of the release of the first ball if it is a "passing through" situation. I need to get my game adjusted a bit before I can turn it on and test this so I'm going off memory.

If I add an opto or switch before the hut then I can know when a ball is entering (and we can start a chase sequence) and we can interrupt that sequence if we notice the lock happens. Likely the timing is such that they won't overlap. The time it takes the chase to happen (ball passing through the huts) is probably way less than the debounce to know a lock happened.

Initially I was going to light the windows based on the ball lock count but with the virtual lock there is no way I can easily know the lock count for each player.

Open to any other thoughts or ideas but this is how I am currently programming it.

#33 4 years ago

Good point. I could give settings via a key pad. So you can turn some features on or off. Wasn't sure there was enough functionality to offer choices. So color and brightness become options then.

#37 4 years ago

I can easily make one of the modes "We're home!" and just have the window lights dim flicker. Could be another option to turn on and off the "effect" when a ball locks so if you don't want the flash for that it could be disabled.

Re: paint color, it's a tough choice. That's the 4th color scheme I worked on. The problem is what is used in the game (on the original) doesn't fully relate to the movie and what is used in the ride (I know, but the pictures are really high quality and an artist interpreted the aesthetic so I'd use their input over mine, lol). I am not convinced about what is on there, I'm looking in to a more muted option.

1 week later
#42 4 years ago

Each hut gets their own set of window screens!

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Really each hut gets custom window paint covers so none of the textured finish gets on the window trim. These little things take a long time.

#44 4 years ago
Quoted from thewool:

Just a question, but have you thought about your mod from a player's perspective? A lot of the cool detail might be lost....

Tell me more... ?

#46 4 years ago
Quoted from Rager170:

This mod is coming along nicely also. I am not sure if I feel the lights on the top are needed. Or maybe only come on when you get 3 balls locked.. lots of ideas..
Also another fun idea, not sure if possible.. but you have three windows that are lit up. If those could be connected to how many balls are locked... 1 window lit, for 1 ball in lock, 2 lit for 2 balls locked....

Yup, that was the initial idea with the windows but at the bottom of this post I note why it won't work:

https://pinside.com/pinball/forum/topic/wizard-of-oz-upgraded-munchkinland-huts-amp-lock-ball-add-on#post-5457021

If we are able to get further software integration with the game, something we're working on, then we could possibly be able to tell how many balls are virtually locked for each player. But I doubt that would happen anytime soon so I think this will need to be released with some more basic lighting features.

I could offer the mod without lighting all together, if people want as well.

#48 4 years ago
Quoted from thewool:

When playing teh game you are viewing the huts from the long end, so don't really see the detail on the fronts.

Oh, I didn't realize!

10 months later
#54 3 years ago

Heh, it is. It has taken a long path. We actually have about 30 produced already. The "interactivity" part of it is what we've been working on. Since we have several other mods either out or coming out which need similar functions we ended up making our own PCB which controls mods. With that we've been waiting for v1 to be fully ready (we're on rev 3 beta right now) so we could sell this complete. However, since people have posted I'd love to hear what you think. Interactive means the hut knows when balls either lock or go right through (don't get locked) and lights up accordingly. The alternative is just some ambient lighting in the little top kisses on the huts and maybe in the windows.

On one hand, it's a really cool feature. On the other hand, if people don't want to wait we can sell them as they are now either without lighting or with static lighting. Let's hear your input.

This mod controller also relates to the throne room mod and the related topper (same situation, have a lot produced but haven't put them for sale since the board isn't complete). There are a few others which we haven't announced which will use the same board. I think we're going to release the ramp sign without the interactivity. So static lighting with selections (colors, effects, brightness) but it won't know when the ball goes through the ramp and hits the hut or the munchkinland loop.

How important is that interactivity to everyone? It is possible it can be an add-on later if that makes a difference in your "vote".

#57 3 years ago

Cool, that's sort of what we were leaning towards. I haven't figured out price yet. There is a lot of hand finishing that is going in to these so we'll have to go back and figure out the hours involved. I think we're going to get the ramp sign out there first and then we can get this and the throne room out as well. Stand by

#61 3 years ago

Sure, I'll post pics as soon as we have it done. We're doing the last bit on the ramp signs now. Been testing paints to get the icons just right

#68 3 years ago

Ok, on it

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#71 3 years ago
Quoted from Rager170:

Im still interested in that topper that you teased a while back...

Yeah, that's part of the throne room situation. But it sounds like people are ok with the option for interactivity later so we can do the same with that.

#72 3 years ago

Working on the lighting options now. Color choices, effects on or off, brightness.

We'll start finish work on the 30 or so we have ready next week and open up sales once I get this one in my game and pics taken.

#73 3 years ago

Getting close.

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#79 3 years ago
Quoted from etnfrd67:

Can we start a list on here first then open it up on your website if any are left? Let this forum have first crack at it?

I actually owe a heads up to our Witch Mod purchasers. Some of them have coupons for this mod. Once they are notified (I'll be sending an email) I'll post here, likely tomorrow or next day with a link. I don't really have a way to manage "pre-order" lists automatically except to let you order on our site. So, once I get it listed on the site I'll post here and you can sign up there. Looks like we'll have 15 in the first batch and another 15 already in the production process.

#80 3 years ago
Quoted from meSz:

Harry, just a thought .... is there a way to use blackout paint on the inside of the house so only the windows light up as opposed to the window and part of the house around the window. Just looks like the light is bleeding into the house. Just a thought.
Certainly in on one!

I'll play around with that a bit, had the same thoughts. I blacked out the door specifically with some opaque plastic and I thought the outer paint coats might keep it solid but not quite. Definitely something we can do since they are not fully assembled yet.

#81 3 years ago

If you've purchased before, watch your email. If not, watch here.
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Still playing with plants and paint colors. I think the front block wall should be darker and the planter box with the lattice should be as well. But, I know you're all champing at the bit to get in line so I'll post the link in the next day or so.

#85 3 years ago
Quoted from delt31:

looks great! I'm in assuming it's not priced crazy

That's an interesting assumption. What's your definition of crazy?

#88 3 years ago
Quoted from meSz:

29.99 and if I order within the next hour I get another one for free (additional shipping and handling charges applied).

Correct, that is crazy

#97 3 years ago

Already had someone ask about pinstadiums. I don't have them so I can't say but I imagine they would not fit at all. We use our lighting upgrade kit so I can't help there. If we can make a modification to our mod to let it work with pinstadiums then I'd be open to seeing what that would need to be.

I'll check on the tornado, forgot I don't have that on my ECLE. I'll dig up some images of my RR and confirm, but the prototype was made around my RR which had the tornado so I can't imagine it would be an issue.

#99 3 years ago
Quoted from Yelobird:

I think it looks rather nice. I am certain there would be no issue with the tornado as it's fairly clear to the center so likely fine. As for Pinstadium which many have currently for this dark theme it might fit. Attached a picture for clearance value. Basically you just need 1/8" clearance to the side art of the cabinet and for reference the PS lights stick out 3/4" x 1/8" from the absolute top edge of the glass rail bottom. Can't tell from your picture but looks like it would work. Liking the look of this.
[quoted image][quoted image]

Thanks Dave, I'll get some measurements and see if I can confirm.

#101 3 years ago

Thanks for patiently waiting! The link is here to get in on the ordering. I'll wait a bit before publicizing to anyone else, appreciate everyone following along with this and checking back in. Price is set to an early adopter level and will go up after the first 30 are gone. I think the site will let you keep ordering even in future batches (it will not say "in stock" anymore) but you can still get in on the price if you're quick enough before I post this around in a day or so.

https://pinballmods.co/munchkinland-upgrade-wizard-of-oz

#103 3 years ago

I have materials here to make a pinstadium mockup so I'll see what kind of space is needed. Might be able to mod the roof, which is fairly easy compared to the rest of it) to give space for the lighting.

#105 3 years ago
Quoted from thewool:

Beautiful looking mod, but for some reason their scale makes the spinning house look silly.
How much bigger are they than the stock houses?

I mean, that would be the scale in the movie, right?

In some dimensions no larger (can't be much closer to the house than the original) and in other directions (front to back) quite a bit (maybe double).

#108 3 years ago

Nice. Thanks for that. I'll see if we can put a channel/slot/trough through the roof. That seems like the only possibility.

#111 3 years ago

Uploading a video now. Are you guys using the magnetic strip ones or the plastic vertical mount ones? Those sit different locations or approximately the same?

#113 3 years ago

Did I understand the need properly? Does this video help?

#115 3 years ago
Quoted from Kkoss24:

Not trying to be a nag Harry but I’m just curious of the ramp sign because it’s in the picture .Just wondering if it comes with or if it’s available to offer both together .I haven’t seen it on your site and I think it’s a great add . Thanks bud

Not yet. That, throne room and topper are all coming down the pipeline. We're working on some finishing touches for the sign, that one is say v0.8 or so. A few more revisions and we should be ready. Stay tuned!

#116 3 years ago

Planting roses today

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#118 3 years ago
Quoted from delt31:

So if it doesn't fit can we return? I wouldn't mind trying it out

Yeah, if it is in new condition you can return anything. If one of the early adopters is here I'd hope they would be able to test first. If someone ordered early and has pinstadium let me know and I'll get one to you to test.

#119 3 years ago

For those asking about size comparison. Yes, it has size. All of it.

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#121 3 years ago
Quoted from Calfdemon:

You know I did and do... lol
Always happy to help.

Thanks, sorry haven't watched the orders. Wasn't remembering if you were asking or if ordered. I'll get yours to you ASAP so we can know. TY

#124 3 years ago
Quoted from Calfdemon:

You know I did and do... lol
Always happy to help.

Looking at your pics in the WoZ club thread I don't think I placed my angle low enough for your kind of pinstadiums. I don't know where the magnet people install them (if they put them as high up as possible) but your LED L-channel is about 5-8mm lower than I had mine in the video, I think. Would you be able to take a pic both vertically (looking straight down at the huts/pinstadiums) and then from the side (horizontally so I can see just what vertical elevation the LED channel is at)?

Still possible to make something custom for both versions.

#129 3 years ago

Thanks folks! Production is going full steam and I'm looking into the pinstadium clearances.

1 week later
#130 3 years ago

Programming is done. Here are the options:

Button 1 - Color, 5 choices which change the depth/saturation of the kisses and hue of the windows.
Button 2 - Brightness, 10 levels which affect windows and kisses as well as "off"
Button 3 - Effect, 9 different options which give a combination between kisses on/off, windows on/off and either/both flickering randomly or synced (so either each kiss flickers on it's own or they are sycned in their flickering). For example, setting 1 is kisses flickering randomly and windows off. Setting 4 is kisses and windows flickering randomly. It's basically every combination of on/off, random/synced/steady on.
Button 4 - Speed, 5 levels of randomness/effect frequency. From a slow, every second or so flicker to something that happens 4-5x a second.

We will be planting flowers and installing the roofs this week. Hope to ship the first batch by the end of the week.

#133 3 years ago

Correct. There will be an add-on module which will allow interactivity with the ball locks and balls running through the house. This will be an add-on to this version and newer versions, meaning it will be the same amount of work and cost. We just don't have your PCBs back from the factory and tested. Once those arrive and we can validate and program them then we will have the option for complete integration.

Same with our Throne Room, Topper and Ramp Sign.

Quoted from etien:

Hello, am I rigth to understand that the ligthing of the houses will be interactive in the V2?

#135 3 years ago
Quoted from etien:

Sound very good, I better start saving as you may have a returning customer for the Throne Room, ramp sign and Munchkinland. ( happy customer of your witch )
Just a point, something that has frustrated me with the illuminated "transparent drop target mod" since I installed it is the bright green light in the middle over an ever changing RGB color schemes of the playfield which makes the WOZ so special. (the transparent drop target mod is cool still). This should not be an issue for the Throne Room as it stays green all the time already, same for the ramp sign the 3 small leds should be discreet enough, the illumination of the Munchkinland may be more visible though. Don’t know it is possible, but what could be great if it could follow the RGB color scheme nuances of the GI around it. Some cheap color sensors exit that could be used for this effect.

Hi Etien!

A few thoughts. There are RGB color changing lights that could be used for random color rotation for the drop target. That being said we are in-fact working on solutions for this. The control board which would provide interactivity to the Munchkinland hut will also work for the Throne Room and Ramp Sign (as well as mods on other JJP games) to provide more interaction with the game. Lighting is one of those integrations. Being able to read an existing light color should be able to be accomplished and mimicking that on output should also be doable.

With the Munchkinland huts there isn't any location that really suffers from this because the top "kisses" are all painted a color and the windows have a "glow" to them (very unsaturated light of yellow/amber/greenish selections) to mimic a house interior. But I do agree with the drop target, we may something coming out for that later this year, as well.

We do have your Crystal Ball mod sitting here waiting to be shipped. You'll be getting the first throne room

#136 3 years ago

House construction continues over the weekend.

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#138 3 years ago

Assembly is happening. First batch expected to be shipping out in the next day or so. I think we have close to 30-35 hours in to each hut when it is all said and done. So many tiny details. 5 coats of paint, two coats of clear. Hand painted windows, planted plants, grass. 5 individual magnets epoxied. 7 lights hand soldered and glued. It's a chore but they look great!

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#139 3 years ago

2nd batch is sold out, we're looking at 8-12 weeks now for new orders.

#142 3 years ago

We're going to delay shipping just a bit. As we were doing final testing of the first batch I didn't like how the front wall fit around the cable that comes out of the ball lock. We made a change to the front wall and are reproducing them now. We'll start shipping in the next few days. Thanks for your patience while we make sure these are the best.

#143 3 years ago

Going in boxes, delivered by twister to your doorstep.

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#145 3 years ago

Well, you would know if you got a tracking number last week that you were in the first batch, but it seems like our store is having an issue sending tracking emails right now I'm looking in to it now. If you message me your order number I can check and let you know. We should have the 2nd batch out in the next 2 weeks. When you ordered on our site if you saw 2-3 weeks as the timeline then you were in the 1st or 2nd. If you saw 4-6 weeks then you were in the 3rd and anyone after that will see 8-12 weeks as we get caught up. I think we'll have all of the orders out by the 2nd week of March no matter when you ordered. We've managed to make a bunch of other parts while finishing the first batch and have been able to streamline a lot of small, tedious parts.

Working on the install video and I'll post that shortly.

#146 3 years ago

Here is the install video. For those who watch it preemptively please let me know if anything isn't clear. Still processing the HD versions but should be done soon.

#149 3 years ago

Looks great! Thanks for the feedback in email as well, I will incorporate that with the install video.

Looks like we got enough doubled up on that everyone in 2nd and 3rd batches will be taken care of next week. Then we're taking a break for a while so we can focus on ramp signs and throne rooms. You can still order on the site, but we won't be producing for a few months since they take so much time, room in our shop and focus.

#150 3 years ago

Thanks to some early owners of this mod we have some feedback on the install. Suggestion is to remove the pins from the connector to fit through the area needed. Personally I fished the connector through being careful of the area but there is a switch there and a diode which can get in the way. If you remove the wires from the 3 pin JST connector it would be much easier to get it through. Here is a video on removing those pins.

1 week later
#151 3 years ago

3rd batch is going out now, stand by for tracking numbers in your email!

Thanks to everyone for supporting our adventure with this mod. Stay tuned for Ramp Signs and Throne Rooms!

2 weeks later
2 months later
#158 2 years ago

Thanks everyone! We are finally caught up on the crazy amount of Munchkinland Huts and Ramp Signs that you all ordered. After some time to rest we'll be back with some new ones!

4 weeks later
#159 2 years ago

We're starting another batch of orders now if anyone wants to get their order in to make it with this latest batch.

Purchase here to get on the list:
https://pinballmods.co/munchkinland-upgrade-wizard-of-oz?search=munch

2 weeks later
#160 2 years ago

Getting ready for roofs. Then on to happy homes!

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