Ghostbusters Code Version 1.10

The E rollover flickers now. Distracting bug.

https://goo.gl/photos/JFyVQcRHaU6BJecu9

Where is the add a ball shot during mb?

Same place it’s always been I assume, at the left scoop/ saucer. Now you don’t need to hit the left captive two or three times to light it. It’s lit at the start of MB.

I guess it doesn’t matter anymore, but what was the actual number of times you had to hit the captive ball to light add-a-ball? Did it have to do with the number of times hit during multiball or the number of balls that were hit over to the other side?

I’m finding lots of bugs in this update as I keep playing. Latest one is certain awards collected via pops not being awarded. I’m also having the ball saver light come on at incorrect times. I’ve heard that reported before, but I had never seen it until now. Basically this update makes the game lie to you a lot with all the false info on the DMD, inserts flashing improperly, and timing on the kickout sounds a little off.

I don’t plan on playing with mode continuation on or the new mode timeout feature. Remove those, and the new code actually introduced more bugs than features.

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I’m gonna stream the new code today. The game is modded to have a center post. Do I go all out and get the operator to turn on the 60 second ball saver as well? :smiley:

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I’m seeing the same bugs as @jeff_rivera on my pro. The mis-timing of the kickouts is super annoying.

I also need to disable the mode continuation as it made the game much easier than before. Pre-update I wasn’t even able to get Mass Hysteria (I know I suck…working on playing better…) but in just one evening on the new code I got to it twice! I’m pretty certain it has to do with the add a ball being lit at the start of multiball and I’m pretty certain they upped the default amount of ball save time while in storage facility multiball too.

Will check my E rollover tonight too to see if it’s flickering also.

Programming is hard :slight_smile:

Sincerely (a software Engineer by trade… ),

-David

Summary of the big changes (with my opinions):

  • Modes can be timed out for completion (good for location/novice play, but bad for competition). Thankfully, there’s an adjustment for it. Default is ON.

  • Modes continue after ball drain without having to re-qualify your mode start (very good for location play, and once again not preferred for competition). Also adjustable, with default to ON.

  • Gozer the Gozerian mode contribution to SJP is drastically reduced. (A good idea, but it’s now swung too far the other direction. This and He Slimed Me impact on the SJP was one of the few cool interaction factors between modes and big scoring.) He Slimed Me seems to have retained its impact, and is now the go-to strategy on this.

  • Add-a-ball available immediately with one shot. (Once again, this change makes things too easy.)

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well MB doesn’t bring much pts and is usually over pretty fast so adding the AAB easier would help make it more interesting compare to mode all day I assume?

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The scoop shot isn’t a gimme either

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Sadly, for SFMB, no. Providing an AAB doesn’t make that MB any better. :frowning:

disable the drops :slight_smile:

EDIT: trent has it set up this way for Expo

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I only got to play 2 games today on the new code just with factory settings. The center post really upped the game time on the one I played but with all the left ramp rejects and pop feeds I did not mind at all and it kept me from needing to slide save across the room like I usually do. Will probably try to get op to disable the drops (or get him to give me the keys and do it myself) because unless somebody knows a way to make them less stiff, reject-y, and airball-y I don’t know why they’re there tbh.

Unfortunately Time Warner had some guy spill coffee on the internet so wasn’t able to stream today. Hopefully I can Sunday though

Chris Bucci told me that he had changed out the springs with some sort of pinball life fix.

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I got the Pinball Life upgrade springs for the drop targets for the one I op. They are a little on the too strong side. Left drop wouldn’t stay up at all with them but the right drop target works much better now. I’m also going to guess the stronger springs are going to put a lot more wear on the target and assembly.

Ghostbusters 1.10: This Game Is A Coin Flip POS So We Just Made It Really Easy Edition.

Good changes but I don’t think you can salvage that layout sadly. :frowning:

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I’d like to hear from some competitive players out there- does ghostbusters make a decent tournament game? Any recommended settings (like tournament mode) to make the game better for competitive play?

Is the luck factor in GB still too high to be a good tournament game in the long run? Or is it still in an “acceptable range”?

Oh thank god, I hate qualifying modes on this game.

I’ve been playing GB at a couple of locations for our little monthly tournaments and most recently at PATL. There haven’t been any issues, mostly people just griping that they have to play it (I feel like that happens for every game tho). Scores have been pretty even, 50-500 mil range as expected. Tournament mode makes tobin’s pay out the same for everyone so that helps. Maybe waiting a million years for everyone to soft plunge is annoying but perhaps new code will take care of it.

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There was a premium GB set up for main Flip-Out tournament at Chicago Expo this year. It was using latest 1.10 code. The settings were:

  • Modes carry over if you drain
  • Drop targets were disabled
  • Outlanes set wide (don’t remember exactly)
  • No flipper angle adjustments at all
  • Left scoop fed left flipper
  • Right scoop was fast
  • Add a ball was turned on for each MB

Quite a few bil + games in the “A tourney”, Escher ended up winning a 1.6?bil to 1.2?bil game against Zach. Qualifying Scores are here.

Based on games I was able to see, the main strategy seemed to be go for left ramp/right orbit stacks, with WCWSWKIA making most points (Similarly to Hand of the King), with some working to ensure they have a multiplier going into that mode via left captive balls. I did not see anyone focus on Storage Facility. Most were short plunging.

One bug I saw happen was pops would award add-a-ball when WCWSWKIA was lit, but not started. It would not give you a ball, but probably used that option up. Its quite possible this bug existed before, but because modes were much harder to complete, nobody saw it/reported it.

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