(Topic ID: 280268)

Avengers Infinity Quest Le/Premium - Subway/Portal Lock problems

By Dazz

3 years ago



Topic Stats

  • 6 posts
  • 4 Pinsiders participating
  • Latest reply 3 years ago by MT45
  • Topic is favorited by 2 Pinsiders

You

#1 3 years ago

We unboxed a brand new Avengers Infinity Quest Premium yesterday morning. We played a game on .91 code and then updated to .92. After a few games we started noticing issues with the Portal lock subway.

The first issue seems that the ball right before the VUK is not getting enough momentum to roll from the far right finger to the VUK. The finger drops, but the ball stays put. Seems like it's in a rut or stuck on something in the subway. A nudge will knock it loose and move it to the VUK. This doesn't seem to be an issue with the game being level. We have the rear legs of the game as high up as possible. The front legs are as low as possible. We even tried to introduce a little lean towards the VUK. None of this really seems to make any difference.

Video
https://www.facebook.com/Dazz2/videos/10158849482414362

This issue seems to be related to the next one as well. This causes 2 balls to get stuck on the last finger and when it drops and the ball eventually unlodges it jumps both to the playfield.

The second issue seems like it could be code related... After one player ends their ball, but has balls locked in the portal, next player plays and locks ball. It doesn't seem to move the balls to the next lock position. This causes multiple balls to get stuck on the same Opto/finger position. The ball search does not seem to catch this and never drops the fingers. We have tested the Optos as well as the finger coil and everything works as it should.

Any suggestions on how to fix this would be greatly appreciated.

#2 3 years ago

Lots of talk on this in the owners club pinsiders topic...Many issues from occasional to the mech shitting the bed and falling into the cabinet.

You can read up on it in the owners club.

Consider turning off the subway completely and run it virtually in the menu

#3 3 years ago
Quoted from tbutler6:

Lots of talk on this in the owners club pinsiders topic...Many issues from occasional to the mech shitting the bed and falling into the cabinet.
You can read up on it in the owners club.
Consider turning off the subway completely and run it virtually in the menu

Thanks for the info. Wasn’t aware of those threads. Does running it virtually keep the spinner from opening? Or just disables the mech in the Subway? Sortta like the under spinner shot.

#4 3 years ago

It will not open, acts like a pro.
If your mech explodes (not many have) maybe 3-5 games-you can also set it to pass through the subway in the rare event you need to get a new walker mech

Lots of options, so far i have have a few issues on .92 subway locks but ball search clears it out. Every ten games I may have one or two where the mech has to go into search-but nothing crazy yet.

#5 3 years ago
Quoted from tbutler6:

Lots of talk on this in the owners club pinsiders topic...Many issues from occasional to the mech shitting the bed and falling into the cabinet.

You can read up on it in the owners club.

Glad he put it into a separate thread as it is hard to keep up with when there are lots, and lots of other topics being discussed in the owners thread. Anything that gets mentioned in that thread gets buried.

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