Finally got to setting up my R and M. Didnt realize the box is like 1/4" bigger then Sterns or JJP, had to unbox outside then get it indoors since it didnt fit through my doorway.
Hope no more hiccups on my journey haha.
Finally got to setting up my R and M. Didnt realize the box is like 1/4" bigger then Sterns or JJP, had to unbox outside then get it indoors since it didnt fit through my doorway.
Hope no more hiccups on my journey haha.
Quoted from Penguindeity:Anyone else hit the scoop in meseeks mania and not get an eject, ball search etc? It's a fatal bug as it never ejects
Nope, never had any non-ejects.
Check your scoop switches.
rd
I've had it twice in over 2000 games. It was during one of the multi balls, not sure it was Meeseeks, but either way, Eric knows about it and its hard to tell what causes it when there is so much going on.
Quoted from Calfdemon:I've had it twice in over 2000 games. It was during one of the multi balls, not sure it was Meeseeks, but either way, Eric knows about it and its hard to tell what causes it when there is so much going on.
Indeed I have had it a few times too. Pretty rare, but I am not investigating mechanical issues related to this any more as it is determined as not a mechanical or wiring fault. I spent enough time chasing that rabbit hole and it went nowhere each time, but similarities with the game modes active. Game is fine, been hoping to record it happen for EP but the camera seems to scare it away Lol
One of the times I went to menu tests, to check on the switch and coil while in fault configuration. Switch edges show ball in scoop, then coil tests eject the ball without hesitation.
It is somehow code related.
Hey fellow Rick and Morty's. I picked up bloodsucker #181 a few days ago. Bought it from a fellow Pinsider. Game was billed as "no issues" but after I got it home and set it up...I notice an issue with the ball launch wire form ramp lifting up and causing the ball to NOT fall into the playfield only to slide back down to the launch solenoid. The ball kicker sends it back up the ramp, and it may or may not make it to the playfield depending on if the wire form is lifting up. This will happen repeatedly and not every time but enough to piss you off. It did not happen when I test played the game, but I guess he musta smashed it down real good beforehand.
I've searched this thread for this issue, it doesn't seem common - just wondering if anybody else is having this happen? I'm posting some pictures, it looks like the previous owner was aware of this but didn't say anything or disclose at the time of sale. I lifted the PF last night to inspect and discovered the wire form under the play field had been molested to keep it from lifting... thus, l conclude the previous owner was aware of this. Such as pinball life...
I have an idea how to fix but I would like to see a picture of somebody else's wire form ramp under the playfield to see what it looks like from the factory.
Any assistance would be great!
IMG_20210618_204011__01 (resized).jpgIMG_20210619_094031__01__01 (resized).jpg
Quoted from Inferno:Hey fellow Rick and Morty's. I picked up bloodsucker #181 a few days ago. Bought it from a fellow Pinsider. Game was billed as "no issues" but after I got it home and set it up...I notice an issue with the ball launch wire form ramp lifting up and causing the ball to NOT fall into the playfield only to slide back down to the launch solenoid. The ball kicker sends it back up the ramp, and it may or may not make it to the playfield depending on if the wire form is lifting up. This will happen repeatedly and not every time but enough to piss you off. It did not happen when I test played the game, but I guess he musta smashed it down real good beforehand.
I've searched this thread for this issue, it doesn't seem common - just wondering if anybody else is having this happen? I'm posting some pictures, it looks like the previous owner was aware of this but didn't say anything or disclose at the time of sale. I lifted the PF last night to inspect and discovered the wire form under the play field had been molested to keep it from lifting... thus, l conclude the previous owner was aware of this. Such as pinball life...
I have an idea how to fix but I would like to see a picture of somebody else's wire form ramp under the playfield to see what it looks like from the factory.
Any assistance would be great!
[quoted image][quoted image]
Problems with the ball launch wireform are pretty common. Pinball Life actually made a completely different replacement wireform to make the ball launches work better. It's not on his website, you have to email him for it because people were pissed he was selling something that made the ball launch work right that they felt should have been included with the pin, even though Terry doesn't own Spooky pinball and just sells pinball parts. This made no sense, but it's what happened. So he pulled the part from his site.
Maybe someone with the machine can give you tips on improving performance with the stock wireform, but issues with it are common.
Buffalo Pinball is streaming their Bro, Do You Even Pinball? Show on a Rick and Morty at 4 PM est today.
I am having an issue with my machine in that when the game is first turned on, the balls have collected in the trough eject. The machine will say that balls are missing. You have to take the glass off the machine and use a magnetic wand to remove the balls from the eject and return them manually. It does not happen every time you turn on the machine. Could this be an intermittent opto failure?
Thanks
Quoted from Inferno:Hey fellow Rick and Morty's. I picked up bloodsucker #181 a few days ago. Bought it from a fellow Pinsider. Game was billed as "no issues" but after I got it home and set it up...I notice an issue with the ball launch wire form ramp lifting up and causing the ball to NOT fall into the playfield only to slide back down to the launch solenoid. The ball kicker sends it back up the ramp, and it may or may not make it to the playfield depending on if the wire form is lifting up. This will happen repeatedly and not every time but enough to piss you off. It did not happen when I test played the game, but I guess he musta smashed it down real good beforehand.
I've searched this thread for this issue, it doesn't seem common - just wondering if anybody else is having this happen? I'm posting some pictures, it looks like the previous owner was aware of this but didn't say anything or disclose at the time of sale. I lifted the PF last night to inspect and discovered the wire form under the play field had been molested to keep it from lifting... thus, l conclude the previous owner was aware of this. Such as pinball life...
I have an idea how to fix but I would like to see a picture of somebody else's wire form ramp under the playfield to see what it looks like from the factory.
Any assistance would be great!
[quoted image][quoted image]
Believe it or not, that is how the ball launch was installed from Spooky. All of them were installed and then bent over like that.
Your best solution is to email Terry at Pinball Life and get one of his redesigned ball launch ramps (not on website). They are made (and installed) way better and work flawlessly.
Quoted from Penguindeity:Anyone else hit the scoop in meseeks mania and not get an eject, ball search etc? It's a fatal bug as it never ejects!
[quoted image][quoted image][quoted image]
Yep, a couple of times. Can't remember whether Meseeks had been active but definitely multiball and I am fairly sure it was Roy mode
Anyone else’s magnet occasionally not activate when pressing the button?
It’s fully charged. I’ve checked the switch. I’ve even directly soldered the magnet wires bypassing the z-clip, which seemed to improve it, but didn’t completely eliminate it.
New to the club with # 492.
I have had it for 2 weeks now and love it.
Had an issue tonight. I lowered the flipper bushings and 2 games in , broke the ship. Well the bracket that holds the ship. Super bummed.
Any suggestions on how to prevent it again?
Any way to disable it for a fix?
Any help would be appreciated. Now I’m freaked out about playing it. It was a nightmare replacing the acrylic base with the space in the goodie bag.
Dana
Quoted from cooked71:Anyone else’s magnet occasionally not activate when pressing the button?
It’s fully charged. I’ve checked the switch. I’ve even directly soldered the magnet wires bypassing the z-clip, which seemed to improve it, but didn’t completely eliminate it.
Are you 'sure' it's not activating? I swear mine does this sometimes, but hard to tell...
Quoted from Propsnsports:New to the club with # 492.
I have had it for 2 weeks now and love it.
Had an issue tonight. I lowered the flipper bushings and 2 games in , broke the ship. Well the bracket that holds the ship. Super bummed.
Any suggestions on how to prevent it again?
Any way to disable it for a fix?
Any help would be appreciated. Now I’m freaked out about playing it. It was a nightmare replacing the acrylic base with the space in the goodie bag.
Dana
You have a few options.
One...they 'should' have sent you an extra bracket (assuming you are referring to the plastic hinge that moves).
Two, you can ask them to send you a replacement
Three, to help prevent it loosen the nuts some on the hinge and/or you can shorten the rod that moves the ship so it doesn't move as far - you can also just release the rod so it doesn't move - but there is a setting in the menu to not move the ship I think.
Quoted from Propsnsports:Any suggestions on how to prevent it again?
Mine broke twice so I replaced the plastic with a metal flex plate. I think you can still buy them.
Quoted from Propsnsports:I will loosen the nuts. Metal plate would work.
D
send a PM to toyotaboy
He sells the metal bracket
E48BD602-B238-4597-BB71-FDCB5CCE5E4B (resized).pngQuoted from cooked71:Anyone else’s magnet occasionally not activate when pressing the button?
It’s fully charged. I’ve checked the switch. I’ve even directly soldered the magnet wires bypassing the z-clip, which seemed to improve it, but didn’t completely eliminate it.
If your finger is on the flipper button at same time it will not activate the magnet
Quoted from northerndude:If your finger is on the flipper button at same time it will not activate the magnet
Ah, ok, didn’t know that. Now that might be the reason. Will check it out tonight.
Quoted from northerndude:If your finger is on the flipper button at same time it will not activate the magnet
Wonder if that’s intentional or a limitation of the system.
Quoted from cooked71:Wonder if that’s intentional or a limitation of the system.
I think it's a limitation.
Quoted from cooked71:Wonder if that’s intentional or a limitation of the system.
Mag circuit is tied to the flipper coil and will blow the fuse if both coils are fired is what I remember of the conversation. Limited via software iirc.
Regarding the magna save, also bare in mind that the music based adventures i.e Moonmen, Swifty, maybe another have few sound effects so the magna save doesn't make a noise when you operate it. This has caught me out a few times because I've thought the magna save isn't working when it actually is. I wish they would allow this particular sound effect during those adventures.
Quoted from monkfe:I do find the Magna save to be a bit weak though, my TOM would stop it in its tracks, with R&M it seems to have way less power...
More Charge = More Power
Quoted from monkfe:I do find the Magna save to be a bit weak though, my TOM would stop it in its tracks, with R&M it seems to have way less power...
It’s not meant to stop it, you have to finesse it out of the lane, give it a tap,tap,tap. I can fling that ball clean over to the left flipper
Quoted from northerndude:It’s not meant to stop it, you have to finesse it out of the lane, give it a tap,tap,tap. I can fling that ball clean over to the left flipper
This.. also you can't sit there and lay on the button. This is what my wife does and it's not how it works. You're supposed to tap it so the magnet pulses it in the opposite direction.
Quoted from toyotaboy:also you can't sit there and lay on the button. This is what my wife does
This might be the funniest/best thing I read all day.
Quoted from darkryder:My game says to install 4 balls, but it came with 5. The lockdown bracket instructs to install 1 extra ball in 2nd trough. Where is that? Any clarification would be appreciated
[quoted image][quoted image]
4 balls in drain, put 5th up in the garage hole.
Many moons ago there was talk of a microverse mod for the coin door dollar bill slot.
has anyone heard anything about that?
Quoted from Pinmeister:I am having an issue with my machine in that when the game is first turned on, the balls have collected in the trough eject. The machine will say that balls are missing. You have to take the glass off the machine and use a magnetic wand to remove the balls from the eject and return them manually. It does not happen every time you turn on the machine. Could this be an intermittent opto failure?
Thanks
Whoops, this doesn't do any good sitting in the compose box, hit Send Post, Dan!
Not optos, the trough uses switches. Use switch test to make sure they all activate with balls sitting on them. On my game I had to adjust the switches to make them register more reliably. This was true of the other places where the ball sits on a switch as well. I was getting drains not registering, switch test told me no ball was on the switch when there was! Just bend them a bit so the ball activates them a skosh harder.
So how is flipper strength increased? I'm used to adjusting it on stern machines as a number but am having trouble finding it on this spooky machine. Thanks
Quoted from Penguindeity:Anyone else hit the scoop in meseeks mania and not get an eject, ball search etc? It's a fatal bug as it never ejects!
I had this happen once.
I need to replace the plastic spring under the ship and was hoping someone could give me some tips / answer a couple of questions about everything I need to remove.
Am I right that I will need to remove both ramps, then the house, then the horseshoe plastic to replace the ship plastic?
Are the only screws mounting the left ramp the two at the entrance? Are there any more for the right ramp other than the two at the entrance and the pink post at the bottom?
Are the screws at ramp entrances screwed into the playfield? Or are the bolts connected through the back of the playfield?
Will I need to remove the ramp optos from the ramps or will I be able to disconnect them and thread the cables through the playfield?
Are the screws/bolts mounting the horseshoe plastic to the posts all they way through the playfield? I’m wondering if to remove the horseshoe plastic if I will be taking the posts off the playfield or if the plastic can be removed leaving the posts in-place in the playfield.
Any other tips for those who have replaced their spaceship plastic?
Ramps come out super easy.
You should be able to leave all wires connected and just use some towels to keep them out of the way.
No more screws besides the ones you mentioned in the ramps.
All plastic screws for the horshoe are nuts or threaded posts. No post removal required that I recall.
Pretty easy to work on the topside this game.
Quoted from guitarded:Buffalo Pinball is streaming their Bro, Do You Even Pinball? Show on a Rick and Morty at 4 PM est today.
Thanks for sharing! This was my first time playing R&M (thanks, pandemic), and I had a blast. It's now on my Pinside wish list
Here's the stream if you missed it. I had to clip out the "Goodbye Moonmen" parts because YouTube flagged them for copyright claims (thanks, YouTube!), but everything else is there:
Quoted from Jigz:Sunsfan23
Home -> Settings -> Machine (Coils)
30 is the default pulse setting. Lowering this weakens and raising it strengthens.[quoted image]
awesome thanks man!
Quoted from SuperPinball:Anyone know how to remove the house?
Screws on metal clips on both sides of the house and one painted screw on the roofline where it meets the backboard.
I think there might be one wire that requires unplugging and snaking through the backboard, but it is obvious and easily done.
I over tightened the flipper bolt and grooved the post. Can anyone tell me which flipper fits rick and morty. Pinball life doesnt describe any of the flipper/bat assemblies as fitting spooky or rick and morty specifically. Thanks
Quoted from Llabnip1972:I over tightened the flipper bolt and grooved the post. Can anyone tell me which flipper fits rick and morty. Pinball life doesnt describe any of the flipper/bat assemblies as fitting spooky or rick and morty specifically. Thanks
Iirc - they are B/W flipper assemblies.
Wanna join the discussion? Please sign in to reply to this topic.
Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!