"ATTAAAACK!!!" No Good Gofers Club. All welcome.

(Topic ID: 101269)

"ATTAAAACK!!!" No Good Gofers Club. All welcome.


By Apekop

4 years ago



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#682 2 years ago

Hey all, I got my refurbed NGG just a couple weeks ago. It's still within the 30 day warranty, but I want to see if this is something I can resolve on my own. This is my first pin and if the last two weeks have taught me anything its that problems are usually about something simple failing.

I'm having an issue w/ Buzz that seems to be similar to the stuck gofer issues logged in this thread. I've attached a link and some pics as to what is going on. The gofers test okay in the test menu. Buzz seems to only get stuck when he starts taunting on game start, but not all of the time. He almost always gets stuck after the pin comes up from a powered down state.

When he gets stuck, the switch/solenoid keeps firing to lower him, but it stays stuck.

https://dl.dropboxusercontent.com/u/10062582/NGGStuckGofer.mov

If I push downward on Buzz from the upper playfield, he won't move.

When I lift up the playfield, I can see the shaft is stuck 1/2 down, so I reach in and pull it down and that seems to reset everything. After that, Buzz is working again.

What should I start looking at?

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#690 2 years ago
Quoted from Blackstorm:

If your guys gofer mechs don't fall check the shaft of the gofer mech. You will have to disassemble the whole gofer and pull it out of the coil. There is a roll pin connecting the 2 pieces of the shaft that can wiggle out a bit which causes it to catch on the sleeve. If it's out a bit tap it back in and reassemble. This has happened to me a few times. Hope this helps

blackstorm, you weren't kidding...I pulled Buzz out today (thank god for magnetic nut drivers) and took a peak. It didn't take long to see the problem at all.

The hex bolt that binds Buzz to the shaft wasn't just loose...it fell out. I looked at Bud for reference and I could see there was a hex nut that was securing the hex bolt. Now where was the hex nut for the bolt going through Buzz? Oh....what's this? Two loose hex nuts and a screw (from I don't know where) floating around in the bottom of the cabinet.

I secured the hex bolt with the hex nut and now Buzz is working good. In fact, he's more mobile than I'm used to seeing. Now I'm gonna wonder all night where that other loose hex nut and mysterious screw need to go. Guess I'll keep playing the pin and eventually something will materialize.

Thanks for the help!

ngg1 (resized).jpg

ngg2 (resized).jpg

1 week later
#721 2 years ago

Can anyone please point out the two screws you adjust on the putting green kickout so it doesn't rocket the first ball on a MB between the flippers?

I had to pull out that trough to look for a lost ball. I invited a friend over because neither of us could find this lost ball. I pulled out all of the troughs where a ball could possibly be stuck. No joy. I started thinking wasn't a NGG...no, I bought a TZ. Six balls was now five. My friend thought I was playing w/ him and I showed him in the manual how it was a six ball game. We gave up looking and shaking the machine and I started talking about how I was going to install some rubber bumpers behind the Caddyshack ornament I put on the playfield and....low and behold...I was staring right at the missing ball wedged into the canopy of the Caddyshack ornament in the passenger seat next to the gopher.

We played for about an hour...he left...and I played for another 1/2 hour and during a MB this happened...what are the odds?

Anyways, in searching for that missing ball, I pulled all the troughs and now the first ball of my MB is shot right down between the flippers. How do I adjust that?

FullSizeRender (resized).jpg

#724 2 years ago
Quoted from nicknack66:

See page 2 of this document - http://mirror2.ipdb.org/files/4338/NGG_A_22599.pdf
When I got my NGG it did the same thing (shot right down between the flippers), but I was able to adjust and it has been fine ever since.

Yeah, I had that document but thanks. For anyone else wondering, these are the screws you have to loosen, re-aim the putt out kickout coil, and then retighten:

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2 weeks later
#760 1 year ago

The other roll pin came loose on Bud today, so I pulled him apart and this spring in my gofer plunger popped out. I'm having a heck of a time getting it to stay placed inside the shaft when I re-install bud onto the plunger.

Is replacement the only option?

Any advice?

IMG_4921 (resized).JPG

#761 1 year ago

Figured it out, spring was on the back side and it needed to be wound around into the front. Its what pushes the gofer out onto the ledge that keeps the gofer up when the up solenoid fires.

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#762 1 year ago

Dang it...got Bud working okay again, but now Buzz isn't working properly. I've had these gofers apart and back together again more times tonight than I wanted to.

He manually actuates up/down okay, but he doesn't always test correctly during the gofer test:
https://dl.dropboxusercontent.com/u/10062582/NGG%20gofer%20test.mov

Any ideas?

1 week later
#764 1 year ago
Quoted from DANGERTERROR:

THE SAGA CONCLUDES.
I replaced every part I could source on the gofer. And it worked! But now I'm left without a good answer as to why it was malfunctioning (and still working in test). Some theories just to wrap this up:
1) The coil was bad/weak. I replaced the coil itself for the first time, so maybe?
2) The sleeve was already worn out/grimy (it had been in use for 6 months).
3) The latch and guide latch were worn. I can visibly see the wear, so maybe that was it.
4) The spring was TOO STRONG. I had added tension to the spring at one point. Replaced that.
Here are some of the parts I replaced:

Anyway, glad the reed switches are all good, but man oh man, the things I do for gofers.
Thanks, all! Until next time.

I just want to say 'thank you' for all the great stuff in this thread. This particular conversation was very helpful as I was having the same issue with my Buzz gofer acting as though it was hit, falling after getting raised. I did order Cliffy latches and the Bay Area Amusement residual plates as backups. My latches are still functioning fine and my machine actually did have the residual plates installed. I pulled the gofers apart so many times, I can now get them out and back installed in just about 15 minutes. I thought maybe the coils were bad, but everything I've read about coils is that they are usually the last thing in the machine to fail over everything else. I alcohol wiped the optical switches and the optics on the gofer.

The only really noticeable defect was the coil sleeves. The coil sleeves inside both the coils that raise the gofer and the one that fires to lower the gofer were grimed up with carbon residue. The coil sleeve inside the coil that lowers the gofer seemed to have a little resistance compared to the coil the lowers Bud. I tried wiping down the coil sleeves and that seemed to help, so I straight up replaced them.

So far in the gofer tests and a few games, Buzz is staying up and behaving more normally when he 'talks'.

I really appreciate this thread and all the great advice from the community. Thanks!

#773 1 year ago

I have a quick question...with batteries installed, why are only the high scores (+ settings) saved and not the time/date when the game is powered off?

#774 1 year ago
Quoted from evh347:

I just want to say 'thank you' for all the great stuff in this thread. This particular conversation was very helpful as I was having the same issue with my Buzz gofer acting as though it was hit, falling after getting raised. I did order Cliffy latches and the Bay Area Amusement residual plates as backups. My latches are still functioning fine and my machine actually did have the residual plates installed. I pulled the gofers apart so many times, I can now get them out and back installed in just about 15 minutes. I thought maybe the coils were bad, but everything I've read about coils is that they are usually the last thing in the machine to fail over everything else. I alcohol wiped the optical switches and the optics on the gofer.
The only really noticeable defect was the coil sleeves. The coil sleeves inside both the coils that raise the gofer and the one that fires to lower the gofer were grimed up with carbon residue. The coil sleeve inside the coil that lowers the gofer seemed to have a little resistance compared to the coil the lowers Bud. I tried wiping down the coil sleeves and that seemed to help, so I straight up replaced them.
So far in the gofer tests and a few games, Buzz is staying up and behaving more normally when he 'talks'.
I really appreciate this thread and all the great advice from the community. Thanks!

Well, I made a discovery that might help people with gofers that don't behave correctly. I replaced most of my parts on Buzz like DangerTerror did. I installed new springs, up/down coil, checked the roll pins, coil sleeves, checked shafts, ramp, lift coil bracket assembly, installed Cliffy catch plates, installed Bay Area Amusement residual plates, etc...

I still was having an issue with Buzz dropping as soon as I raised him. It would fail in test and gameplay. During gameplay, the gofer wasn't jiggling normally while 'talking' and instead exhibited big movements.

This problem all started when at one point a month ago the gofer popped up and got stuck halfway up/down in the playfield during gameplay during one of its animations.

When I investigated inside, I found the nut (#25) that fastens onto the machine screw (#24) had fallen off into the bottom of the cabinet. I re-secured the nut, but I may have over-tightened it. My thinking was to tighten it so it wouldn't fall off again. Surprisingly, it seems however much I tighten this nut, its really just a matter of fifty plays and the nut has worked itself off the machine screw again.

At any rate, I re-secured the nut but left it a little looser than before...and ta dah...it works. Just crazy that these gofers seem to rely on such precise installation of seemingly insignificant parts to work properly.

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#776 1 year ago
Quoted from Decimal:

Hey all,
Just joined the club! Fun game. I have to take my gofers out because the screw (#24 on the above diagram) keeps wiggling out and get caught on the playfield. I'm guessing that the nut (#25) is missing. The screw is very loose in there. I can get through a few games by pushing it back in. But I want to fix it right. Any tips for taking out the gofers?
I'm also thinking of putting a small amount of oil or grease on the slam ramp post, it squeaks.
Otherwise, it's in good shape.

Taking the gofers apart is not that bad. Just take a few pictures. Honestly, the best tips I can give you is give yourself plenty of light, a magnetic tray to place your screws/nuts as you remove them, and use a magnetic tipped nut driver. Make sure your machine power is OFF. Another tip is to take breaks...I have found myself getting frustrated, losing my grip on an insignificant nut...and then I start shaking the machine (no balls installed) to get the nut to fall out into the bottom of the cabinet. Bad move...with the loose gofer, it came out and ripped all four connections to the two optos and I had to pull the solder iron out to fix that.

Really, when you're just starting out, take pictures and disassemble slowly. After 1-2 times, its easy to pull them out and reinstall. I can do it now in under 2 minutes and completely disassembled in 7 minutes.

NGG is my first pinball machine. I spend more time under the hood than I do playing it. It can be just as interesting figuring out how the whole thing works as it is playing it.

2 weeks later
#786 1 year ago
Quoted from cait001:

Gofer question: I notice sometimes when I raise a gofer, they then go down and lock is lit immediately. This mostly happens with Bud, but have seen it with Buzz before.
This doesn't cripple the game, but does make it extra easy...
Anyone ever experienced this before?
In other modes the gofers seem to rise and fall no problem, and don't seem to be registering phantom hits. Gofers work fine in test.
I have a sneaking suspicion that it might somehow relate to an electrical issue causing a false positive on the switch, where the slam ramp firing down erroneously triggers a hit...
I will do some investigation tonight and see if I can trigger it with the glass off.
Also, I noticed the upper left flash lamp plastic is missing a screw to attach it to the ramp beneath it. *sigh* only options are take apart that back area for access underneath the ramp, or pull the playfield out of the cabinet. The side rails and playfield pivoting make it impossible to get in from the side. I think if I get help lifting the playfield out might be easier...

My last few posts in this thread have all been about my quest to resolve exactly that problem. I nearly completely rebuilt Buzz in an effort to solve that problem. Raise gofer, gofer pops up, and then falls immediately. Happens during test and regular play.

Before you spend a lot of money and go on a wild goose chase...I suggest you try loosening the screw that secures the bolt that goes through the gofer's head. I discovered after much trial and error that when that screw was too tight, the gofer would fall immediately after getting raised. I loosened it (it was still on) and the gofer immediately started behaving normally.

A few posts earlier in this thread, I outline exactly which parts I'm talking about. That 8-32 nut works tight and sometimes (more routinely) works so loose it completely falls off. You'll find it laying in the bottom of the cabinet. The gofer behavior that usually tells you that the nut has fallen off completely is when the gofer pops up and gets stuck halfway up/down in one of its animations.

I've disassemble and reassembled my gofers so much, it's practically subconscious now when I have to do it. In essence, with Gofers pinball its usually the mechanical and simple less than .20 cents parts that causes the issues...not the big time electrical, rare optical micro switches, etc...

Have fun.

1 month later
#798 1 year ago
Quoted from romulusx:

Does NGG have a buy in like most titles from that timeframe?

no

9 months later
#942 11 months ago

Anyone ever have a problem when the spinning wheel awards a Players Choice and the flippers won't stop the wheel and progress the game to give the award?

I just started having this issue and the machine starts going into a ball search, the music doesn't change, and it forces a reset.

I didn't see anything missing or loose under the playfield.

1 week later
#963 11 months ago
Quoted from nicknack66:

A color DMD for my NGG is my next purchase (as others have said, this is a game that really calls for one). Been torn between the LED and LCD version so glad to see you've tried the game with both. Why did you prefer the LCD over the LED? I am used to the orange dots of the stock DMD, and my game is pretty bright with LEDs, so was thinking of going with the LED, but now not sure.

I installed a ColorDMD LCD in my NGG over a year ago, haven’t regretted it. You get more methods of customization with LCD. For the cartoon look, the LCD is definitely the way to go. ColorDMD has a pretty good description of their own LCD vs. LED on their website. Both displays are a great improvement in this game.

2 months later
#995 9 months ago

What does it mean when the machine is randomly making a three 'dong' sound similar to when you first power on? Is that code to check something?

EDIT: sometimes its only 2 'dong' sounds in a row.

hmmm....must be sound chip related. I was just playing a game and all of a sudden the sound stopped. I turned the machine off, rebooted, and powered on and the sound was back. When the sound was out, it started playing that 'dong' sound over the speakers again. Is this a sign my sound chip is going bad?

#997 9 months ago

I don't have a credit dot. The background music will just randomly stop during play and then a two 'dong' tone is played thru the speakers. The rest of the sound effects still play during gameplay. If its really bad, the game just ends and goes the thru the test power up. WTF? This just started happening out of nowhere.

I turn the game off, then back on, the background music is playing...play the game a bit and everything seems normal, but somewhere randomly the background music just stops playing and the machine makes that 'dong' sound repeatedly.

I just started a game, and left it alone....a minute in without touching anything, the background music stopped playing and the machine began playing that 'dong' sound over and over until finally nothing.

The game in attract mode is randomly making that 'dong' sound. It's that 'dong' sound that happens right after powering up the machine and it completes its test.

#999 9 months ago

The factory reset seemed to help and it played/sounded normal, but the game ended abruptly on the last ball, no audio.

I gently pushed on all the cables going to the audio board, and then my display started wigging out. Went from garbled images to nothing at all.
I pushed on some of the ribbon cables going to the main CPU board and it all went back to normal. Played 3 games and it seems normal for now. One of the ribbon cables maybe moved a micro-fraction, but that seems to be all it took. I must've bumped it when swapping out the batteries? Ugh.

Seems to be working now.

#1001 9 months ago

Any idea where the setting is to adjust the knocker on/off for the extra ball? The knocker used to fire for an extra ball, now it only fires for a replay.

#1002 9 months ago

So now my wire release broke on Buzz. Boy this has been a rough week for my NGG.

I already have a new wire from Marco. What's the best way to get the old roll pin out?

IMG_6253 (resized).JPG

#1004 9 months ago

Got it fixed up. Took it over to my neighbor who helped me punch out the old roll pin. Took a few disassembles and re-assemblies to get everything back together correctly. Never thought a part like that would just give out, but when I bought NGG a year ago, I went on Marco and bought as many replacement parts as I could and thankfully I had one of these wire forms on hand.

Geez, these gofers are a pain to maintain. I've rebuilt both once already, so this was unexpected. Whatever, its fixed now...waiting to see what goes next.

Anyone know what size roll pins are in those gofers?

3 weeks later
#1050 8 months ago
Quoted from Schamattack:

Well I found my problem. The opto's are good. After cleaning error once again went away but came back. I found the Lift ramp catch bracket is gone along with the spring. Makes sense considering lock lights up but the ramp never stays up :/ Unfortunately No one has this part in stock ugh. I found pinballspareparts has it but its going to cost more to just ship is from australia ugh.

Bay Area amusements carries some NGG parts too..
http://bayareaamusements.com/Merchant2/merchant.mvc?Screen=SRCH

#1057 8 months ago
Quoted from Schamattack:

Any benefit to software 1.3 vs 1.2? I noticed my game is 1.2 not the latest 1.3. Was debating buying a chip for it, worth the 15 bucks?

Back on page 11 of this thread...

http://www.actionpinball.com/parts.php?item=ROMS228
Just found this.....
Software Release - Rev 1.3
ROM date is: 04/06/98
Changes from Version 1.2:
- Improved ball search and missing ball compensation.
- Improved Hole-in-One Challenge interaction with Ripoff and Pop-A-Gofer.
- Some display and speech improvements.
Software Release - Rev 1.2
ROM date is: 02/16/98
This G11 works with all shipped versions of the sound ROMs. No update is necessary from version 1.0 sound ROMs.
Changes from version 1.0:
- Added new adjustment A2.32 (KICK DOWN MIDDLE). This adjustment (defaults to NO) turns off the kick from the Putting Green down towards the flippers. The kick will still happen at the start of Mulitball, but all other arrivals will be passed to the jet bumpers. Setting this to YES reverts to the original action.
- Improved switch handling for the Golf Cart toy.
- Changed rules slightly to light the Slam Ramp for one shot when a gofer is whacked.
- Changed Golf Stroke rules. Every hole starts at 7, the count drops by hitting gofer, making a drive shot, or putting out.
- Fixed a bug in status report.
- Some lamp and display glitches fixed.
- Improved kickback coil fire timing.
- Speech has been made a little more player-friendly.
Software Release - Rev 1.0
ROM date is: 12/01/97
This G11 works with all shipped versions of the sound ROMs.
Changes from version 0.5:
- Added German, French and Spanish translations
- Fixed german default pricing
- Fixed broken Time per Credit bookkeeping entry.
- Tournament mode rules adjusted.
- Many new lamp and display improvements.
- Improved broken switch and gofer compensation.
- Some speech improvements.
- Added Gofer test and Ordered Lamp test
- Added Hole-in-One and Daily Champions
- Fixed bug in Super Drive.
- Added difficulty preset adjustments
- Fixed ramp count bug on 5th multiball wave.
- Fixed a bug that prevented Hole in One challenge from starting off a true hole-in-one.
- More support for burn-in testing

1 month later
#1066 7 months ago
Quoted from DaWezl:

Bud decided to get stuck last weekend, so apparently my weekend will involve trying to clean and troubleshoot the mechanism. I’ve done a bit of looking around, and I know the gofers are really annoying to work on. Does anyone have any tips/tricks to make it easier?

Unfortunately I know about stuck gofers all too well. I’ve rebuilt both gofers twice in the time I’ve owned my NGG. Gofers are now bullteproofed, but my machine has been down all week due to a new issue. My replacement MOU board arrives today, so we will see. NGG is a PIA to maintain. When it’s working, it’s a fun game.

#1068 7 months ago

My right orbit (right cart path) is not qualifying a 'drive'. Spinner switch works.

Where do I start in resolving why a full shot thru the outer right orbit doesn't qualify a 'drive' shot?

#1070 7 months ago
Quoted from evh347:

My right orbit (right cart path) is not qualifying a 'drive'. Spinner switch works.
Where do I start in resolving why a full shot thru the outer right orbit doesn't qualify a 'drive' shot?

Geez...I figured out why the right ramp wasn't working. The switch #5647-12693-19 (right outlane switch #27) was testing fine.

When I pushed a flex-cable magnetic tool into the right outlane, out came two screws just laying in the back of the lane. The ball must have been bouncing over them and never making contact with the switch as it rolled thru the lane up and around. I have no idea where the screws go. They've probably been there since I bought the game. I was just using the magnetic flex-cable to push on the switch and wasn't expecting to pull out two screws.

Crazy.

2 months later
#1106 4 months ago
Quoted from allsportdvd:

I just joined the club! My Gofers are a bit trashed, anyone have a lead on a new pair for sale?

I’ve not seen a new pair of gofers offered anywhere n the 2 years I’ve owned mine. You’re better off getting them repainted or doing it yourself. After a few plays, they look trashed all over again.

2 months later
#1138 60 days ago
Quoted from PokerJake:

Anyone know what size and type of screws attach the post to the right side of slam ramp and the screw on top of the post?
I ordered this "black post assembly" from Little Shop of Games and no screws were included. I tried emailing them back and asking but they aren't responding. You'd think if it's called an assembly and pictured it would've been included.
https://littleshopofgames.com/shop/parts-by-game/parts-by-game-bally-williams/parts-by-game-bally-williams-no-good-gofers/no-good-gofers-slam-ramp-post-black-rubber-02-5321/

Does this help Jacob?

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