Unless you’re Sega.
Or data East.
In the 1.17 code you will get a max of one AAB from P.O.P.s per multiball if you have not had one yet. So you can get a max of two if you get one from P.O.P.s
so only 1 add-a-ball from left captive ball as well?
Phew, the best exploit remains intact! Let’s gooooooo!
I think they made it 10x more valuable supposedly
Hello everyone, on a other forum a user have listed a bug list from the new Code. He has allowed me to copy it here:
Ghostbusters Bug report 1.16 PRO-Model
- Add a alert sound for timers running out(Left captive balls)
- Music within „AYAG Victory laps“ is to dim. Can barely be heard due to the „louder“ sounds effects.
- Music is not properly stopped at the end of „AYAG“ victory laps. Plays during bonus count.
- Left orbit skill shot cheat does still work. If you plunge the ball soft so it just rolls over the loop switch but doesn´t make it trough the gate behind Marshmallow-Man and then rolls back again over the loop switch. The skill shot is then still being awarded. ONLY if skill shot doesnt start a scene.
- Add a sound effect for hurry-up time out for „light playfield multipliers“ at the captive balls.
- Add a sound effect for „light playfield multipliers“ awarded from captive balls.
- Extra ball light show shouldn´t play during multiballs. Even if it has a blow off. Balls are lost to easily.
- Spook Central hurry-up still starts to early if you blow off the start sequence.
- Add a flasher lightshow during Loopin supers. So the playfield is not so empty and dark.
Use the two red mars dome flashers at the ramp, they actually dont do much in the game. What about leting them each alternate double flash the whole time? - „light playfield multipliers“ being awarded incorrect from the captive balls.
If either „light storage facility“ or „light super jackpot“ timer has been started. And during either of those timers the „light playfield multipliers“ timer is being started via a ramp shot. If then „light storage facility“ or „light super jackpot“ timer times out and the balls are being reset, „light playfield multipliers“ is awarded when they shouldn´t be. - There are some lights missing at the start animation of Storage Facility multiball.
Library Lock Arrow(red)
Super Jackpot arrow(red)
Spinner Flasher(red)
Stay Puft(red) - During the swipe attract mode lamp effect and Bonus count. Some of the lights stay lit, when they should not be. Gear standup target light, depending on which were lit during gameplay.
- Use the middle Ghost ladder 20,40,60,80,100 during „WARTBY“ to indicate how much ghosts have been collected.
- Speed up the blink frequency of the right arrow light. When the „River of Slime“ timer runs out.
- Gear target, Captive ball(left and middle) and River of Slime timers are not properly held if ball is sitting in left scoop, left up-post or subway. For example the ball is being held at the subway to indicate 10 Ghosts collected Storage Facility is lit. The timers can run out.
- Rework multiball ball save feature. If balls are being kicked out at the left or right scoop. A ballsaver activates for a few seconds and saves drained balls. It´s possible to save multiple balls during one ballsave timer.
-Limit the amount of balls being saved to 1 ball per save.
-Limit the amount of ball saves started via scoops during multiball to 3 or make it adjustable. - God mode Adjustments.
-If Game mode is set to God mode, add an adjustment to disable this after a power cycle.
-Add an adjustment for starting God mode via key combination. Both flippers then start. So it can be played on location. Also would be nice to add a display advertisement lets say “Are you a God? Hold both flipperbuttons and press start. To proof you really are!” - „light playfield multipliers“ are being awarded via the captive balls, without shooting the captive ball around the loop. Just hitting the ball slightly is enough? Is this on purpose or an issue?
- Slimer slime is erasing River of Slime shots. If there were some River of Slime shots lit and you hit slimer. The purple slime gets exchanged by green slime? Is this on purpose? Or should both shots stay lit?
- Slimer is not ending skill shot. If the ghost target is hit to start slimer at the beginning of the ball. Skill shot is still available for collecting. Shouldn´t it end the skill shot?
- (PRO only) Right ramp registering two hits instead of one, if a ball is being shoot up the right ramp slowly. One of the 3 inline switches registers a hit, if the ball starts then rolling slowly back down the lower exit switch registers another hit.
- Add a little Slimer multiball. If in Mainplay and ladders are ready to start a mission. Hit the Ghost target 4 times to spell Ghost (G always spelled) and start a little two ball multiball. Without add-a-balls.
- Librarian mini mode should not be allowed to start during active scenes.
- There are some lights missing at the extra ball awarded animation.
Stay Puft(Green)
Stay Puft(White) - Left captive balls award „light Storage Facility“ even when the final Storage Facility shot is already lit.
-“light Storage Facility“ timer also keeps running during SF multiball if “light Storage Facility“ timer has been started before SF Multiball start. “light Storage Facility“ can be awarded during multiball. - Pict-o-pops do award add time when there is nothing to add time.
- If bonus is maxed at 20X and PKE lanes are completed again. Add an reward.
- Rework Playfield multiplier rule. These are way to easy to get. So scores went through the roof to quick and easy.
- Sometimes left captive balls start both „light Storage Facility“ and „light Super Jackpot“ timers at the same time. Also gives out both awards with the same shot.
- After finishing WARTBY the ball should not be auto plunged at the start of AYAG.
- The sound quality of some sounds is worse. For example the new speech calls at “Who brought the dog” might be an software issue?
- Some of the new music and sound effects are played at different volumes.
- Backbox lightning effects are sometimes reversed to the GI lamp effects. For example at the start of AYAG.
- Ladder modes are not properly awarded. When the ball drains during grace period after mode timer has run out.
- Left captive balls give out gear award when „light playfield multipliers“ is collected.
- If god mode adjustment is changed to normal mode, while in god mode bonus count. You can keep playing a normal game on ball 2 with the score achieved in god mode.
Hesiro -
Thanks for your help.
Maximilian PMed that list to me on PINSIDE. I confirmed for him then that I read it. Then he posted it on a PINSIDE thread. Then he suggested to you that you post it here. I do not understand why that would be necessary.
Hesiro, most of the items on that list ARE NOT bugs. They are suggestions.Suggestions I looked at and I disagree with. Some of the items on the list its clear that Maximilian doesn’t understand how the game is supposed to work. It seems strange to me that you would just take it on faith that the other user knows what he is talking about and blindly re-paste that list.
Yes. This is 100% my frustration with these lists. I get so frustrated with people expressing their opinions as bugs. I like to know real bugs, like “this scores differently then the text says” or " this causes the game to crash" or “the ball seems to be held by the uppost for no reason, and o py a ballsave resolves it”.
Some of us rarely read pinside anymore so it’s nice to have things posted both places. I can see just by reading that most of the list are feature requests with only a few issues that could be considered bugs. Don’t sweat the suggestions; everyone has their idea for what a perfect game is I’m looking forward to trying the new code on the GB Jesse just re-setup at AL!
#everyoneisadesigner
I can imagine those keep coming up can get frustrating though, as @pinwizj would say, that show that people care Better than 0 feedback
After having 6x running with the 3x still lit, hitting the 3x it indicates 6x as being extended on the DMD. Is the player still in 6x or is that incorrect info being displayed?
The new Code 1.17.0. is released!
https://sternpinball.com/support/game-code/
Some complaints about problematic update procedure.
How is the code so far?
I haven’t noticed a whole lot yet. I do like how you can’t extend 6X playfield. I’m interested to see how this plays out in the long run.
I did notice one minor thing while playing a few games, when I had Loopin Supers lit, and completed/timed out the last mode in a ladder. The game goes to the “lock you out of everything but Loopin Supers state” for a second and then changed to “the lock you out of everything but WCWS state.” It’s obviously a very minor thing but changing it would be a nice touch.
I have a few questions about collecting ghosts which I haven’t been able to figure out yet:
- How does ghost collection work?
- Are all the Ghost shots worth the same amount?
- Do any other shots award ghosts?
- How does relighting ghosts work? Is it from the GHOST standup and captive ball?
ok… I believe Ghost collection works as follows on 1.17 code.
GHOST standup and right captive ball will each light 3 ghost switches
each ghost switch collects 1 - 4 ghosts depending on how many ghosts you have already collected.
0-39 +4 ghosts
40-49 +3 ghosts
50-69 +2 ghosts
70+ +1 ghosts
Scoleri brothers always collect 2 ghosts
Playing the latest code the other day, I was dropping out of WCWS (from the right orbit ladder). It gave the callout for the end of WCWS, and showed my mode total, but I hit a very late left ramp shot and it gave me another WCWS shot. I then got the We Got One mode start callout, but the mode didn’t start.
I had to hit the ghost target and then slimer a few times to relight modes. Was then able to start We Got One for real. (It was on my next ball).
Seems like there is a small gap in the grace period that cause cause a little trouble. But maybe not a big deal because the game recovered. Although, IIRC, I normally wouldn’t have had to relight modes after WCWS?
I thought you had to relight your next modes after playing WCWS.
You’re probably right.