RICK & MORTY PINBALL

Update Notes

NOTES: 

 - If you are updating from 2020.03.17 or earlier you must run the update TWO TIMES.

 - For best results always use the USB 3.0 (blue) port on the CPU

 - A USB 3.0 thumb drive is also highly recommended.

 - Make sure there is only ONE pkg file on the USB stick and that the ".pkg" extension is correct

Build: 2020.07.31 

 - Added: Adventure: Blood Dome

 - Added: Replay animation 

 - Added: Dimension: Ye-Zu5: 1000x RICK TARGET SCORING!

 - Added: 2 New Positive Scoring Dimensions: Hv3-LT / Hv3-RT (3x scoring on Left/Right)

 - Added: 2 new Negative Scoring Dimensions: W3k-LT / W3k-RT (1/2 scoring on Left/Right)

 - Added: A few new lines for tilt, reset, & attract flipper press from Bird Person!

 - Added: A few new end game quotes

 - Added: Callout for made shots in Get Schwifty

 - Added: Gromflomite Battle start/end quotes from Rick

 - Fixed: Crash bug in Meeseeks Mania if tilted

 - Fixed: knocker not firing on match (Doh!)

 - Fixed: dead sling not actually being dead in that dimension

 - Fixed: Drops in ball search would register as hits

 - Fixed: FACTS first page could crash under very specific circumstances.

 - Fixed: Total Rickall active shots weren't resetting if used more than 1 time in the same game.

 - Fixed: Purge wasn't resetting drop target colors if ended and a drop was purple.

 - Fixed: Dimension "Easy Starts" would allow one higher than the setting.

 - Fixed: If game was tilted between lock 'trap' and lock detection, things would go badly.

 - Fixed: Updating the meeseeks info in the score display would crash in

          certain circumstances

 - Fixed: Certain conditions could cause the jerry hurry up to try to start

          after the mania mode had already ended/unloaded, which would crash.

 - Fixed: Randomization logic for kill video clips in purge was broken

 - Fixed: If a ball entered the lock as the decay timer ended, but didn't confirm

          the lock until AFTER the timer had ended while waiting for settle time,

          things would get confused.

 - Fixed: Ball locks weren't actually adding up in the audits.

 - Fixed: Entering menu during a sound effects altering dimension would stick

          those sounds on for the start of the next game.

 - Fixed: If you ended the game AND had pickle rick ready to start AND lifted

          the playfield before the match ended - the portal ball would trigger

          pickle rick to start.

 - Fixed: Errors with indication on Add-a-ball not updating properly on subsequent multiballs

          after it has been collected once.

 - Changed: Changes to indication via LEDs for Add-a-ball to try to make it clearer

 - Changed: Callout for mania started when stacked with something else punched up.

 - Changed: meeseeks blue light wave on the playfield at mania start

 - Changed: Additional shutdown/cleanup code added to all modes for mid game restart.

 - Changed: Logic for detecting inner loop shots tweaked a bit to try to improve detection.

 - Changed: Grenade kill video removed from normal kills group to avoid confusion in purge.

 - Changed: Added more secondary checking of ball activity when one ball is in the ship.

 - Changed: Left in-lane will not disable diverter on right orbit if the portal is open

            and the "easy change" is no longer available.

 - Changed: If the last opto activated out of house & garage is the house, the subway will

            not change dimensions if the portal is open and "easy change" is no longer available.

 - Changed: more checking added for extra balls in the portal during multiball.

 - Changed: More checking for extra balls ending up in shooter lane during

            multiball.

 - Changed: Tweaked handling of re-attempts to clear the shooter lane. 

 - Changed: Priority lowered on the death save video so it doesn't interrupt

            other more important things, since it's just for fun.

Alice Cooper’s Nightmare Castle

Version 1.1.0.2 (1-AUG-2020)

CLICK HERE FOR ACNC CODE UPDATES!

1/AUG/2020
V1.1.0.2
NOTE ***Shutting down or pulling usb drive immediately after green update text would can cause game to not start up on next boot. Please let leave the usb drive in computer after update completes for 30seconds to a minute. This update and future updates corrects this problem.

General - Option to disable speed run if weapon is used
Insect  - After collecting a bug, score would not reduce like it should
Pitcreature - Speed run time was not calculated after defeat
Pitcreature - phase 2 time remaining issue
12/MAY/2020
V1.1.0.1
General - Easy/Medium/HArd removed. Get now progressively gets harder
General - Animations are being reencoded for higher resolution and clarity
General - Menu settings font size changed
General - Menu settings replay incremental value now uses millions
General - Bonus credits were not being added
General - Ball save timers obey whats in settings
General - Ball search better handles left castle lock missed switch situation
General - Menu system ball drain on save issue resolved
General - Getting only a mode highscore would not reset the autoend timer properly
General - Upper lane switch animations added
General - Traveling out of kitchen to laboratory was marked as an invalid travel in error
General - Score display using wrong images after BDB started for a player
General - Coil test working again. Start to run repeated test, menu button to immidiately test fire coil
General - Skillshot hit to front drop target with ball lock would not start crypt mode
General - LED system was updating too fast
General - Skillshot quick animation transitions better to main display
Wolf    - Display updated with wrong screen after shotgun load
Status  - Normal game display is now one of the displays
Alice   - 3rd chop wasn't telling left scoop to ignore frenzy shot if ball takes subway
BDB     - Combo effects removed while in mode
BDB     - Ramps would double trigger on slow roll
BDB     - upper lane save routine was overriding multiplier light
BDB     - "THE TOWER" missing when cashout timer was running
Crypt   - Crypt music now plays after monster hurryup is crypt mode is still running
Ethyl   - Frenzy jackpot animations added
Igor    - Playfield eyes pulse in conjunction with direction
Fly     - You now hear buzzing coming from a room
Items   - Rooms now have items to collect depending on the monster you are locked to

04/fEB/2020
V1.1.0.0
General - New graphics backend
General - Memory leak resolved
General - Removed 'Recycle After Game' option
General - Mystery ready state did not reset when coming out of menu system
General - Guillotine now forced to stay up while in hurryup
General - Zombie frenzy save would end too early if you made it past the first wave and then some
General - EOB sequence changed
General - Flipper skipping monster intros working
General - Mystery monster intro flipper skipping working
General - Hurrup display would not update properly some times
Skillshot - outside orbit reward would not update room display properly
Crypt - crypt ethyl skip select fixed
BDB - start condition check moved to mode totals
BDB - default time increased to 60 seconds
General - attract wasn't refreshing the replay value
General - secret passage animation updated
Vampire - vampire ramps count wasn't resetting for next player
General - eob score was not adding to total due to scores being disabled at eob

To learn more about Total Nuclear Annihilation, CLICK HERE to find all documentation and the full back-story on this awesome game!

CLICK HERE FOR TNA CODE UPDATES! 

Click orange text for America’s Most Haunted PRODUCTION GAME Switch & Lamp Matrix charts 

For America’s Most Haunted apron cards / instructions,  CLICK HERE

For America’s Most Haunted wiring / board chart,  CLICK HERE

For Spooky Pinball game set up instructions,  CLICK HERE

For Servo Replacement Video,  CLICK HERE

Rubber sizes for AMH

4 – 2.5″ rubber

2 – 3/16″ ID rubber (small purple posts)

4 – 3/8″ OD rubber (small spike posts)

4 – 3/8″ ID rubber (star posts)

4 – post sleeves 1 1/16″

2 – Standard Flipper rubber

Mylar Placement for AMH

CODE UPDATES

For the latest and greatest code for your America’s Most Haunted, simply follow the link below to Ben Heck’s AMH page… he’s developed a new “Auto Loader” program to help simplify the process. All the instructions, files, and documentation has been layed out for you.

www.benheck.com/amh/

ALSO… To finish off your code update, go into the game menu and reset everything to Factory Defaults… then adjust your coil strengths as needed. Zero is low power, 9 is high. Realistically you won’t see much coil strength reduction until you get to the lower numbers.

For Rob Zombie wiring / board chart,  CLICK HERE

For Rob Zombie LAMP / SWITCH charts

For Rob Zombie Game Instruction Apron Cards,  CLICK HERE

Rubber sizes for Rob Zombie’s Spookshow International

3 – 2 1/2″

1 – 3″

3 – 3/8″ OD

3 – 1 1/16″ post sleeves

1 – 1 1/4″

1 – 3/4″

1 – 2″

2 – 3/16″

9 – 3/8″

Mylar Placement for Rob Zombie

Code updates are fairly simple on this game, but please be sure to follow all instructions exactly as described.

Read the instructions shown below. WE CAN’T STRESS THIS ENOUGH…. DO EVERYTHING AS EXPLAINED BELOW IN ORDER, OR YOU WILL HAVE ISSUES!!! Make absolutely sure you use the SD card from your game, and FORMAT IT AS SHOWN. Failure to do so will bomb your EEPROM and force you to send / swap a new one with us.

Download the latest stable code V025 (Media + Firmware),  CLICK HERE
*use manual update process (See image below for machine update process)

WHATSNEW

CLICK HERE FOR A VIDEO ON HOW TO UPDATE YOUR CODE IN ROB ZOMBIE AND LATER GAMES

Visual update process… CLICK PHOTO FOR LARGER VIEW

*PLEASE READ*

Do NOT drag the update files from the zip file to the SD CARD.

Do NOT open the zip file and click “extract” to the SD CARD,

Both of these actions can and will cause the game to run in an unexpected manner, or not at all.

For Latest Domino’s Code (rev 5): CLICK HERE

For Domino’s Lamp Matrix: CLICK HERE

For Domino’s Switch Matrix: CLICK HERE

For Domino’s Wiring Chart: CLICK HERE

For Latest Jetsons Code (rev 4 – July 27, 2020): CLICK HERE

WHATSNEW : CLICK HERE

For Jetsons Lamp Matrix: CLICK HERE

For Jetsons Switch Matrix: CLICK HERE

For Jetsons Wiring Chart: CLICK HERE

FAQ’S

Q – How long will it take me to get my game?

A – We are very proud that we have our games down to 1 initial payment and NOTHING more until your game is complete. We have expanded our production, and we’re moving as quickly as possible to deliver your games!

Q – Can I call and talk to a human?

A – Yes! Dial 815-541-0054… Our phone hours are 8 to 5, Monday through Thursday. After hours email sales questions to kt@spookypinball.com or for tech questions,  service@spookypinball.com  and we’ll do what we can to help during non-business times as well.

Q – What about parts? Will I be able to fix this game down the road with you being such a small company?

A – Can you get every unique part for every game ever made? Odds are with us, you will! Many of our plastic parts are 3D printed and open source. Need a new one? Download the file and print it for free… don’t have 3D printer access? Shoot us and email and we can make one for you now, or 20 years from now. As long as those files exist, the parts are available. We’ll always have ramps on hand for spares, and playfields / plastics can be re-made when demand is needed at any time. The bulk of our common pinball parts (flippers , pops, slings, targets, etc) are available at www.pinballlife.com and are very familiar to you if you’ve ever worked on a game. Our power supplies are readily available as well should one ever fail. We kept all these things as simple as possible just for this reason.

Q – What is your warranty?

A – We’ll cover mechanical, wood, and electronic parts in your game for in home use for 1 year for the original owner of the game. This does not include normal stress wear parts such as rubbers, lighting, or plastics. Warranty starts when the shipping company confirms the game has arrived at your home (or immediately if you pick it up in person). Location use will be 90 days (same as those big pinball companies). We like customers that customize their games, but please understand if you’re tapping into the wiring or board somewhere, you’re doing so at your own risk and voiding your warranty.

Q – What if I change my mind after I make my initial payment? Do I get it back?

A – Here’s the deal… we aren’t a big company with buckets of cash, so when you make your first payment, BE CONFIDENT IN YOUR PURCHASE! All games here are basically custom and made per order… From the first day at Spooky Pinball LLC, when we take your first payment it automatically goes directly into funding your game build. Please don’t put money down because our games are “limited” and you want to hold a spot in line. We pride ourselves in NOT showing games until they are nearly or fully complete so you know what you’re getting before you commit. Once your initial payment is made, we consider the game yours, and you should do the same. We have had a few customers “sell their spot in line” to friends, and we will work with you if something comes up that creates hardships… but again, your initial payment is a commitment to buy, so please treat it as such.

Thanks for reading this… our customers are EVERYTHING to this little company. We do our absolute best to be open and honest about everything we do. If you have further questions on game sales, just contact Morgan (aka Squirrel) at: squirrel@spookypinball.com or KT at kt@spookypinball.com. For tech support help, contact Chris at service@spookypinball.com.

THANK YOU ALL!!!