Also I do have the tan wire on the non banded side of the diode. So in my switch matrix, everything tests fine, even when I hold in one of the through switches. I’ve been in switch test and trying what was mentioned in the video before and also playing the game with the glass off trying to figure out what’s causing the issue on my game. For example if you wanted to play the 2-ball multiball evil clones mode and there were already two balls locked physically in the lock for nightmare multi-ball you would have to have one of those balls released in order to start evil clones, but then when that mode was done you would only have one ball physically locked up top for Nightmare.ĭetailed instructions on to how to play or going to be released in the next day or two, where this and other things like it are discussed. The reason that there aren't three balls that lock in Nightmare multi-ball is because you still have the potential to start another multiball mode before you lock all three balls for nightmare multi-ball. The fix for this has been done and will be released in the new code. Thanks again to everyone on the team for all your hard work!Ī page or 2 back in this thread was the steps being missed on the 3rd try was addressed. Not a big deal at all, just figured I'd mention that in most games it does allow you to go backwards. Example my initials are BAY so I have to B enter A enter and instead of going backwards to Y it makes you go all through the alphabet to get to Y. And also when entering initials you can't go backwards like you can in other games. Usually it will only show scores of people playing IE 0's wouldn't be there. I've not seen that in other pinball machines. Also noticed when you play a 1 player game at the end it will always show as if you played a 4 player game example it'll show player 1's score and have 3 sets of 0's for the other players. With there being a lack of auto-plunger I'm wondering why you wouldn't hold the locks and maybe activate multiball like in the original Funhouse of hitting his mouth? That way would make it not necessary to manually plunge balls into play for multiball. How come when you lock a ball it releases it each time and then after you lock 3 multiball starts and you have to manually plunge two balls into play. And I have a question about the Nightmare Multiball. I've confirmed that in multiple games that I've played. But if I activate it after that it always lights the Funhouse Frenzy when lit light on the steps and every time it's hit it says missed. I've noticed that my steps works great for the 1st and 2nd time (when you melt the clown). I have noticed something and have a question or two about the coding while attempting to find my issue. Although I haven't figured out what's causing my game to sometimes get the tilt warnings when hitting the "E" Steps switch, I'm confident I will find it with your help. I fixed my post sorry for the confusion because whoever wired that switch up ran one wire from the two wires to the switch. That is correct I also have two 2 tan wires.
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