(Topic ID: 222766)

Deadpool owners club. Free chimichangas for all.


By Ericc123

1 year ago



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  • 461 Pinsiders participating
  • Latest reply 4 hours ago by Aniraf
  • Topic is favorited by 198 Pinsiders

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34 key posts have been marked in this topic, showing the first 20 (Show topic index)

There are 5301 posts in this topic. You are on page 75 of 107.
#3701 6 months ago

Just got these mods in for my DP pin from Stern. I was able to get the figures in good, but I’m really disappointed in the van. Plain Jane red with no stickers on it. I tried to use an exact knife and cut out the windows, placing it over the original metal van that came with the pin, but it looks terrible and I’m embarrassed to show you the picture

I hated the plastic figures on the pro. Had to cut them away from the plastics base because they were riveted underneath, but I was able to attach the new figures and they look great. Had a buddy of mine obtain a picture from his buddy’s DP LE of what the figures look like attached on that pin, so thanks James.

Trying to make my Pro into a Promium, but regardless I’m loving this pin.

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#3702 6 months ago

Here’s the photo, including the van. Just an idea in case some one else wanted to add the figures like I did. Just a word of warning though. All three figures are pricey, about 100 bucks shipped from a distributor.

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#3703 6 months ago

hey all, not a member yet, but I think soon - can somebody explain the team ups - seems like an interesting addition to the battle modes, but I'm not clear how they work - can you have a team up with several characters at once or only one at a time ? So each team up character has a shot which qualifies them (before the mode), but do you have to keep shooting the team up shot to keep it afloat (maintain their health?) during the battle mode ?

#3704 6 months ago
Quoted from Indypin:

Here’s the photo, including the van. Just an idea in case some one else wanted to add the figures like I did. Just a word of warning though. All three figures are pricey, about 100 bucks shipped from a distributor.[quoted image][quoted image][quoted image]

Here’s our chimi truck, lights up and tied to flasher. Stern’s looks pretty ridiculous.

https://lermods.com/products/deadpool-pinball-interactive-chimichanga-truck-mod

#3705 6 months ago
Quoted from branlon8:

hey all, not a member yet, but I think soon - can somebody explain the team ups - seems like an interesting addition to the battle modes, but I'm not clear how they work - can you have a team up with several characters at once or only one at a time ? So each team up character has a shot which qualifies them (before the mode), but do you have to keep shooting the team up shot to keep it afloat (maintain their health?) during the battle mode ?

I’ll do my best to explain team ups:

+ you can qualify as many team up characters (Dazzler, Colossus, Wolverine, Domino) as you want prior to starting a battle.

+ any Team ups qualified will be shown with the blue insert lit solid and that characters health bar on the display will be full.

+ the team ups do two things; 1. They add an additional shot to your battle for additional damage and 2. They give you some kind of perk (i.e. Wolverine grants double damage for all lit battle shots making it easier to win a battle).

+ no need to continue to keep shooting the team up shot to keep it afloat.

+ once you start a battle, you will lose any team ups once the battle is complete or if you lose your ball.

+ lastly, it takes 2 shots to one character to qualify them as a team up. This gets progressively harder once you’ve used them in a team up in battle. For example, you can make 2 dazzler shots and 2 domino shots and have dazzler and domino in your first battle. Then, it’ll take 3 shots (I believe) to those characters if you want to qualify them for the next battle; since Collosus or wolverine haven’t been qualified yet, they’ll be 2 shots to qualify still even if it’s on your 2nd, 3rd, 4th, etc... battle until you use them, then they become harder to be qualified. This plays a lot of strategy into the game as you can try to beat battles early on without team ups at the beginning then use them later qualifying them easier for the 2nd stage battles vs Sauron.

#3706 6 months ago

quite helpful - thank you - I think I get it.

#3707 6 months ago

Need some help please. The gate on the plunge is always up even if I don’t hold in the left flipper button. If I hit the skill shot on the right ramp it doesn’t give me credit for it. Any ideas what could be wrong?

#3708 6 months ago
Quoted from Gov:

I feel like I have hit the jackpot with my last two NIB games (Iron Maiden Prem and Deadpool Prem). I usually get tired of games relatively quickly, but these two keep bringing me back for more.

You certainly have, Maiden is awesome.

#3709 6 months ago
Quoted from estrader:

Need some help please. The gate on the plunge is always up even if I don’t hold in the left flipper button. If I hit the skill shot on the right ramp it doesn’t give me credit for it. Any ideas what could be wrong?

Go into switch test mode and roll the ball over each of the switches in that ball path (starting with the shooter lane switch) and make sure they all register from a ball rolling over then (NOT from your finger pressing them).

#3710 6 months ago

just installed our LE Upgraded to last software. Is it normal to have so many switches in the tech alert? Can't get rid of them, but all seems to work perfect...

#3711 6 months ago

Anyone have a link for a stream of the most recent code?

#3712 6 months ago
Quoted from Halfwasted:

Anyone have a link for a stream of the most recent code?

Deadflip on a pro a few weeks back:

https://www.twitch.tv/videos/444273861

#3713 6 months ago
Quoted from estrader:

Need some help please. The gate on the plunge is always up even if I don’t hold in the left flipper button. If I hit the skill shot on the right ramp it doesn’t give me credit for it. Any ideas what could be wrong?

You can also go into coil test and activate the coil for the gate and see if it moves.

#3714 6 months ago
Quoted from vireland:

Go into switch test mode and roll the ball over each of the switches in that ball path (starting with the shooter lane switch) and make sure they all register from a ball rolling over then (NOT from your finger pressing them).

They all register and the gate functions correctly in the switch test but as soon as I play a game the gate opens on the plunge without holding in the left flipper.

#3715 6 months ago
Quoted from LOTR_breath:

You can also go into coil test and activate the coil for the gate and see if it moves.

Thanks for the suggestion.

The left and right control gates flip up and down when I hit the black button in the coil test. The gates seem to work fine except on the plunge.

#3716 6 months ago

Could some help and see if on ball save should the gate open and ball go to flipper or should the gate be closed and ball drop into the pop bumpers?

On mine the gate is open and ball comes to flipper.

#3717 6 months ago
Quoted from estrader:

Could some help and see if on ball save should the gate open and ball go to flipper or should the gate be closed and ball drop into the pop bumpers?
On mine the gate is open and ball comes to flipper.

It's open and goes to flipper

#3718 6 months ago
Quoted from PokerJake:

It's open and goes to flipper

It seems like my machine always thinks the plunge is a ball save situation therefore bypassing holding the left flipper button to open the gate and no skill shot credit.

Any ideas on how to fix this are greatly appreciated.

#3719 6 months ago
Quoted from estrader:

It seems like my machine always thinks the plunge is a ball save situation therefore bypassing holding the left flipper button to open the gate and no skill shot credit.
Any ideas on how to fix this are greatly appreciated.

Start a new game, ball in the shooter lane. Any points on the score? If so you have a switch registering somewhere. If not, I have two suggestions. 1. Go into utilities/resets and do a factory reset. 2. If that doesn't help, try reloading the game code with USB stick.

#3720 6 months ago

Well I’m in for a few weeks now. Just had no time recently to post pix. So much good information here. I’ve only had to make a few adjustments. Cleaned playfield with polish and Katana shot is around 90-95%. I’m happy with that. Was around 50% before polish. Just fitted Titans. Adjusted spotlight aim onto disco ball for more reflection effect. Wolverine was way low. Had to get his right foot up on the spinner bracket. Dazzler was leaning too far into game and spot needed to be aimed more to left to be hitting disco ball.
Put some nice gold accents on it. Such a great game. Got the GC score first game with new code this week. Loving it.

I had a repeating drop target reset issue. Drops would reset, one would fall down and on it would go for thee or four times before settling.
The drop wasn’t sitting far enough back on the ledge it should rest on in the up position. I took the screw out of the ledge of offending target and place a thin washer in behind plastic ledge and refit screw. All done and no more resets. Just a tip from my distributor and worked a treat. Anyway here’s some pix even though we all know what they look like.

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#3721 6 months ago

A game code update would be welcomed for the Comic-Con.

#3722 6 months ago

I'm having some strange Ninja Multiball / Katana Ramp issues. Started a new game, hit the skill shot and locked a ball in the katana ramp. Except it released the ball and play continued. There were no other balls in the lock. Locked a second ball and that one stays. Both times the display shows Ball # locked. Hit the Snikt but the ball does not go up or near the ramp. Ninja multiball starts.

Other strange issue regarding the katana lock, different game. Locked my first ball and it stayed in the katana as it should. Upon draining, the game sits, initiates a ball search and kicks the ball out of the katana and continues play.

I've completed both the trough test and katana test in the diagnostics menu. I've gone into switch test and all the optos are aligned. I'm not sure where to go from here.

#3723 6 months ago
Quoted from newovad:

I'm having some strange Ninja Multiball / Katana Ramp issues. Started a new game, hit the skill shot and locked a ball in the katana ramp. Except it released the ball and play continued. There were no other balls in the lock. Locked a second ball and that one stays. Both times the display shows Ball # locked. Hit the Snikt but the ball does not go up or near the ramp. Ninja multiball starts.
Other strange issue regarding the katana lock, different game. Locked my first ball and it stayed in the katana as it should. Upon draining, the game sits, initiates a ball search and kicks the ball out of the katana and continues play.
I've completed both the trough test and katana test in the diagnostics menu. I've gone into switch test and all the optos are aligned. I'm not sure where to go from here.

Opto switches are a pain in the butt. One day they work, the next they don’t. Try reseating the connections under the playfield that go to all those opto boards. It’s possible one loose connection could be causing the sporadic issues in vibrations. Also check the opto at the top of the katana ramp on the left.

#3724 6 months ago
Quoted from estrader:

It seems like my machine always thinks the plunge is a ball save situation therefore bypassing holding the left flipper button to open the gate and no skill shot credit.
Any ideas on how to fix this are greatly appreciated.

So, if you plunge the ball not holding any flipper buttons it will send the ball around the orbit and if you hit that ball and make the Katana skill shot you don't get credit for it?

#3725 6 months ago
Quoted from Eskaybee:

Opto switches are a pain in the butt. One day they work, the next they don’t. Try reseating the connections under the playfield that go to all those opto boards. It’s possible one loose connection could be causing the sporadic issues in vibrations. Also check the opto at the top of the katana ramp on the left.

I had checked the optos at the ramp entrances as well beforehand. Before I went to reseat connections, I noticed a Technician Alert for Trough Switch 4. I'm thinking if it is showing a ball missing, it could throw off the game. I reseated the different opto connectors anyway and I will see if that makes a difference.

How does one go about troubleshooting the Stern trough optos, just in case I need to do that? I hope that answer isn't, get a new Stern opto board.

#3726 6 months ago
Quoted from vireland:

So, if you plunge the ball not holding any flipper buttons it will send the ball around the orbit and if you hit that ball and make the Katana skill shot you don't get credit for it?

Correct

#3727 6 months ago

Which came first? Go to 6:30 and name that tune.

#3728 6 months ago
Quoted from nitroman28:

Which came first? Go to 6:30 and name that tune.

Missing all the "BOOM's".

#3729 6 months ago
Quoted from Eskaybee:

Opto switches are a pain in the butt. One day they work, the next they don’t. Try reseating the connections under the playfield that go to all those opto boards. It’s possible one loose connection could be causing the sporadic issues in vibrations. Also check the opto at the top of the katana ramp on the left.

Could be loose wires (always look for easiest solution first) but new Optos act very sporadic when they’re going bad. Can work for a week, then malfunction every day for a week.

#3730 6 months ago
Quoted from Guinnesstime:

Could be loose wires (always look for easiest solution first) but new Optos act very sporadic when they’re going bad. Can work for a week, then malfunction every day for a week.

Had the pin for a week; hope the optos aren't going bad already. I did reseat connectors and did a factory restore. Everything has been aces so far...

#3731 6 months ago
Quoted from estrader:

They all register and the gate functions correctly in the switch test but as soon as I play a game the gate opens on the plunge without holding in the left flipper.

Are you sure they were all OFF and the ball rolling manually over them made them turn ON? Was maybe one stuck ON, and the ball rolling over made it go OFF, which will still look like it's working, but it's wrong. Can you do a video of the screen and rolling the balls over each switch manually one at a time in the ball path?

#3732 6 months ago
Quoted from nitroman28:

Which came first? Go to 6:30 and name that tune.

I found the same thing about 8 months ago, but on netflix:

Quoted from Mahoyvan:

11 original tracks?
Netflix > Cooking on High > Episode 2 > 9:55 / second dish review
Im not up to date on my hiphop loops, but is this not so original after all?
Spoiler alert - This show is absolute $#!+. I suggest u just FFW...

Can't remember, but I'm pretty sure it's the same tune

#3733 6 months ago

Little RonPool
20190719_224537 (resized).jpg

#3734 6 months ago

Jajajajajajaja

#3735 6 months ago
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16
#3736 6 months ago

Completed Final Chapter last night.

IMG_3750 (resized).jpeg
#3737 6 months ago
Quoted from newovad:

I'm having some strange Ninja Multiball / Katana Ramp issues. Started a new game, hit the skill shot and locked a ball in the katana ramp. Except it released the ball and play continued. There were no other balls in the lock. Locked a second ball and that one stays. Both times the display shows Ball # locked. Hit the Snikt but the ball does not go up or near the ramp. Ninja multiball starts.
Other strange issue regarding the katana lock, different game. Locked my first ball and it stayed in the katana as it should. Upon draining, the game sits, initiates a ball search and kicks the ball out of the katana and continues play.
I've completed both the trough test and katana test in the diagnostics menu. I've gone into switch test and all the optos are aligned. I'm not sure where to go from here.

Think I figured this one out. I was still getting weird behavior and a Service Alert for Trough Switch #4. I went to reseat the trough cable and realized it was on CN14. I had installed the Stern shaker with the Cap kit installed on CN14. So, I've unplugged my shaker and removed the cap kit and everything seems to be working fine again.

So, for those of you with the shaker, do you have the Capacitor Kit installed?

#3738 6 months ago

If anyone is on the fence about adding a sub-woofer to this game, DO IT!! Such a great addition to this pin.

#3739 6 months ago

and I really enjoyed this machine and I recommend it to everyone but today he left the club. greetings to all and thanks for your help

#3740 6 months ago

Just dropped off all my parts to be powder coated. Can't wait to see how this turns out in a couple weeks!

#3741 6 months ago

Has anyone put cliffys in the switch slots under the ball drops? I’m considering it but not sure if it’s overkill.

#3742 6 months ago
Quoted from Jazzbouche:

Has anyone put cliffys in the switch slots under the ball drops? I’m considering it but not sure if it’s overkill.

It’s overkill. There should be Mylar there. That should be plenty.

#3743 6 months ago
Quoted from Jazzbouche:

Has anyone put cliffys in the switch slots under the ball drops? I’m considering it but not sure if it’s overkill.

Usually you don't use cliffies on the rollovers unless the ball drops ON the rollover slot(s) to prevent them from getting chewed up. Deadpool drops the balls ahead of the slots, so overkill.

#3744 6 months ago
Quoted from vireland:

Usually you don't use cliffies on the rollovers unless the ball drops ON the rollover slot(s) to prevent them from getting chewed up. Deadpool drops the balls ahead of the slots, so overkill.

Makes sense - thanks!

#3745 6 months ago

nevermind my dumb post...

#3746 6 months ago
Quoted from mannymasy:

Disfruté mucho de esta máquina y la recomiendo a todos, pero hoy dejó el club. Saludos a todos y gracias por su ayuda.

Suerte en tu nueva aventura!!

#3747 6 months ago

So what is the trick to hitting the sknt!!! shot with some sort of accuracy? I am new to pinball and I am having difficultly finding it on the flipper. Its a great game. Thanks!

#3748 6 months ago
Quoted from Ravvis:

So what is the trick to hitting the sknt!!! shot with some sort of accuracy? I am new to pinball and I am having difficultly finding it on the flipper. Its a great game. Thanks!

I just try to make a very slightly late spinner shot. It's hard to do consistently just right.

#3749 6 months ago
Quoted from fhk:

Suerte en tu nueva aventura !!

thank you very much very kind

#3750 6 months ago
Quoted from Ravvis:

So what is the trick to hitting the sknt!!! shot with some sort of accuracy? I am new to pinball and I am having difficultly finding it on the flipper. Its a great game. Thanks!

I find it a lot easier to hit when ball has some momentum from the inlane or an orbit shot, not from a stopped cradle.

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