Quoted from nicoy3k:Hi guys a few more questions, really appreciate it
How do I test/know if my theater/ magnets are setup properly? I don’t know what the correct behavior is
What is the best pitch and flipper strength for the game?
What were the stock flipper rubbers? I’m guessing red 1/2 x 1 1/2?
Any other tips for a total noob?
Welcome Mr. Noob - If you are familiar with the WMS game The Shadow, the sanctum ball lock at the top center has a magnet that behaves the same way. The magnet catches the ball, pauses, briefly releases the ball and then engages the magnet again quickly so that the ball flings around and up to the right corner and around and down depending on how clean the fling was; therefore you want to go in to TESTS - DEVICE TESTS - THEATER and look at your setting. The number represents the "delay" if you will - how long is the pause prior to the fling. You can play with the numbers until you get yours just right. I think mine is at -90.
Now be aware - the magnet is NOT always supposed to fling the ball. This confuses people into believing that a perfectly functioning magnet is messed up. The best example is EMP STRIKE disaster mode. The magnet is designed to catch - hold - release and drop the ball back to the center flippers. NOTE: Later software updates - be SURE to run 1.73 if you can that is the latest - saw Ted and the guys change the timing of the moving QED man so that he can deflect a ball headed SDTM from one of these magnet drops. It does not ALWAYS do it but it works fairly well. Another example - say the drone mystery package collect is lit on the small theater monitor. Well at that time, depending on whatever other chaos the game is dealing with, the game wants to display the animation in the theater for whatever you collected. Thus the hold time is longer. And if multiball or something else is happening, the fling may get delayed OR - let's say you happen to also have the virtual inline drop targets running or the train bash where the animation shows the ball trying to bash through the subway doors (you get the idea), there may not ever be a fling or the other steel balls may crash through and knock the ball just off the magnet and then center drain warning. So this game, which is centered on chaos, is, believe it or not, often chaotic. The magnet behavior becomes intuitive after you play the game for awhile. The best example I can come up with is the center ramp bank door on Pat Lawlor's game Monopoly. The bank door basically has four little optos shining through a clear insert to the hood above the door mechanism. When the door partially opened from a fast ball strike or a mistimed hit where the door wanted to open or close but the pinball got there, the door would occasionally hang out in the nebula, not quite closed but certainly not open so you could make the ramp shot. I couldn't tell customers exactly when the door would correct itself or do a quick open close open to get itself into position but on my game at home it became intuitive like I mentioned exactly when the game would do whatever it would do. You just knew it as a player but could not have written it down.
So that's the center magnet. The animations are top notch too in the theater monitor. Granted I am somewhat biased.
The flipper rubbers are the red ones you mentioned.
Pitch is an individual feel thing to me but Mr. Lawlor recommends that the tip of the bubble just kiss the second line on the bubble level mounted on the game. Side to side lean is exceedingly important on DI (and most games) so get your torpedo level and get it right.
Hope that helps.