(Topic ID: 145537)

Game of Thrones LE has landed!!!!

By frolic

5 years ago


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  • Latest reply 5 years ago by Pinballpal
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There are 1001 posts in this topic. You are on page 9 of 21.
#401 5 years ago

When my MMR arrived I moved it around like normal and was caught off guard with the latch dragging along the ground.

Quoted from Pinballpal:This same thing happened on my Star Trek LE on the drop down target in front of the ship. I fixed the promblem by making the spring more powerful / tighter by moving the spring down about six loops. This fixed the viagra drop target for me. Or you can install a stronger spring on the drop target that could work too. Maybe stern did not install a spring with enough power.

I've found on my nib games with drop targets, they take time to work in. on ac/dc the cannon ball often rebounded off the drops at first, but now I can't remember the last time that happened.

#402 5 years ago

I got mine on Friday. Initial impressions are that the cabinet art package is very nice for a stern and didn't deserve all of the negativity that it got. The playfield art is a little less then to be desired but does look a ton better in person. As far as gameplay goes the shots are in different places and everyone that seems to play it at first can't make anything. It's just brick after brick after brick. After a few games you figure it out and the game has great flow. The upper playfield is fun and fast, you are never up there long enough to get bored as you have to leave it to finish a mode. The RGB lighting is great and really makes the game shine. The code is pretty well developed for a initial release but it still is extremely unbalanced with a long way to go. There's enough there to have a lot of fun while we wait though which is more then can be said about previous releases. It's way to early to say this is going to be a top game but I think the potential is there.

As for the build quality, I have to completely disagree with the previous comments. The game has the nicest clear coat that I have seen from stern ever. The cabinet is well built. I prefer the latch lockdown bars are they do not rattle or feel loose when you play them. I consider them an upgrade. The metal back box makes the game lighter and easier to move and will also not get chunks knocked out of it by barely bumping it like the wood ones do. Bolts or latches do not matter to me either way. Both are extremely easy to use. The decals look really glossy and nice on this game. The flippers on the spike system feel more like B/W games then anything else in my opinion. The sound is so much improved on spike and is crystal clear. The 2 negatives are that stern should be putting out a color display and the game does need dampening tape installed if you use a shaker. The tape is not a big deal but is something stern should address at the factory since they have code for a shaker. Heavy and chunky does not always mean quality. The simplicity of the spike system compared to JJP's system is extremely impressive.

#403 5 years ago
Quoted from jgentry:

game does need dampening tape installed if you use a shaker.

What is dampening tape? Where do you get it? What does it protect? And what do you tape?

#404 5 years ago
Quoted from Willy39:

What is dampening tape? Where do you get it? What does it protect? And what do you tape?

It's just some foam tape that you put anywhere that rattles. Some games with a shaker need it for the playfield glass and the back glass. It just makes it snug so it won't rattle anymore. I've seem some people use felt also. Both work fine.

#405 5 years ago
Quoted from jgentry:

I got mine on Friday. Initial impressions are that the cabinet art package is very nice for a stern and didn't deserve all of the negativity that it got. The playfield art is a little less then to be desired but does look a ton better in person. As far as gameplay goes the shots are in different places and everyone that seems to play it at first can't make anything. It's just brick after brick after brick. After a few games you figure it out and the game has great flow. The upper playfield is fun and fast, you are never up there long enough to get bored as you have to leave it to finish a mode. The RGB lighting is great and really makes the game shine. The code is pretty well developed for a initial release but it still is extremely unbalanced with a long way to go. There's enough there to have a lot of fun while we wait though which is more then can be said about previous releases. It's way to early to say this is going to be a top game but I think the potential is there.
As for the build quality, I have to completely disagree with the previous comments. The game has the nicest clear coat that I have seen from stern ever. The cabinet is well built. I prefer the latch lockdown bars are they do not rattle or feel loose when you play them. I consider them an upgrade. The metal back box makes the game lighter and easier to move and will also not get chunks knocked out of it by barely bumping it like the wood ones do. Bolts or latches do not matter to me either way. Both are extremely easy to use. The decals look really glossy and nice on this game. The flippers on the spike system feel more like B/W games then anything else in my opinion. The sound is so much improved on spike and is crystal clear. The 2 negatives are that stern should be putting out a color display and the game does need dampening tape installed if you use a shaker. The tape is not a big deal but is something stern should address at the factory since they have code for a shaker. Heavy and chunky does not always mean quality. The simplicity of the spike system compared to JJP's system is extremely impressive.

Same story here, dragged it along to and unpacked it at a pinball party, super low scores, no one understood a thing, but slowly you get to know it and then it becomes interesting.

Something else, I hope this is not the new norm,or just on mine, but no coin door power switch… WTF! no more coin door saves when the postman is at the door during an epic game then !

#406 5 years ago
Quoted from steigerpijp:

Same story here, dragged it along to and unpacked it at a pinball party, super low scores, no one understood a thing, but slowly you get to know it and then it becomes interesting.
Something else, I hope this is not the new norm,or just on mine, but no coin door power switch… WTF! no more coin door saves when the postman is at the door during an epic game then !

It is the new norm, one of the spike system negatives along with the stupid power switch location. I'll take both of those negatives to get the upgraded sound and flipper feel though.

#407 5 years ago

i need to check then, but I wasn't missing it om my Kiss… plus the bundle of wires to connect it too are in there by the looks of it.

#408 5 years ago
Quoted from steigerpijp:

i need to check then, but I wasn't missing it om my Kiss… plus the bundle of wires to connect it too are in there by the looks of it.

I noticed when I was checking coils and switches there was no interlock switch anymore on the coin door. I think Stern just keeps finding ways to make money.

#409 5 years ago
Quoted from jgentry:

It is the new norm, one of the spike system negatives along with the stupid power switch location. I'll take both of those negatives to get the upgraded sound and flipper feel though.

Though I don't own a spike game, I like the fact that the power switch is where it is. My 3 year old has almost found the power switch on my pins and I dread that day cause I know he'll be flipping power on and off like it'd nothing. Luckily I only have 2 pins so I can manage it. And i know im in the minority but still, a power switch out of reach of children is a good thing.

As for the back box metal bolts. I've owned a lot of different sterns and a few B/W, and I really like the bolts. The headboard feels more in place and sturdy. I did have to use a little felt around my twd translight as it rattled like mad and felt flimsy. I was a little disappointed by that, but such an easy fix.

#410 5 years ago

Power switch is fine, but no interlock sucks , matter of time before a finger gets skinned trying to remove a stuck ball in the slings...

I mean in game adjustments etc with high power turned of are no longer needed with Spike? Cant imagine

#411 5 years ago
Quoted from steigerpijp:

Power switch is fine, but no interlock sucks , matter of time before a finger gets skinned trying to remove a stuck ball in the slings...
I mean in game adjustments etc with high power turned of are no longer needed with Spike? Cant imagine

If the wiring is there I may add one to mine. My only thought if is the code there.
I wonder if the pro model has it for operators.

#412 5 years ago

Still waiting for mine in northern NJ. Anyone in NY, CT, New England receive theirs from Automated yet?

#413 5 years ago
Quoted from jgentry:

As far as gameplay goes the shots are in different places and everyone that seems to play it at first can't make anything. It's just brick after brick after brick. After a few games you figure it out and the game has great flow.

I've had the same experience. Many targets and posts are lower on the playfield than normal so you are punished for missed shots. I've extended the ball save to 15 seconds while players get used to the machine and that has helped a lot while people learn the machine.

#414 5 years ago
Quoted from frolic:

I've had the same experience. Many targets and posts are lower on the playfield than normal so you are punished for missed shots. I've extended the ball save to 15 seconds while players get used to the machine and that has helped a lot while people learn the machine.

I find backhanding the left orbit and the right ramp to be much safer and consistent. I like that you can make the middle lock shot from both flippers but it is much tighter from the right flipper. I find the kickback very hard to hit from the left flipper but every once in a while I can hit it.

#415 5 years ago

Had for a week today the family has put 199 games on it already !
Just gets better and better the more we play it .

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#416 5 years ago
Quoted from jgentry:

I find backhanding the left orbit and the right ramp to be much safer and consistent. I like that you can make the middle lock shot from both flippers but it is much tighter from the right flipper. I find the kickback very hard to hit from the left flipper but every once in a while I can hit it.

I totally agree on back handing the left orbit. For the most part, I can't backhand the right ramp to the upper playfield. It never makes it up there and I constantly keep trying thinking it will work. Maybe it's my degree angle being high.

A also, I agree in the middle ramp shot, but I find it way easier from the right flipper and tighter from the left.

Also, I'm pretty sure I can't hit the kickback shot with my left flipper at all.

I do find it interesting how the shots are different between pro and LE. Kickback shot for battle the wall MB vs the upper lanes on the pro (is that correct, that's just my understanding).

Also mystery collection is different too, as well as extra ball.

#417 5 years ago
Quoted from steigerpijp:

Something else, I hope this is not the new norm,or just on mine, but no coin door power switch… WTF! no more coin door saves when the postman is at the door during an epic game then !

Like previously said, it's normal now and I don't understand why they would do this. You can't troubleshoot switches easily because the coils are live during switch test. How can you gap a pop bumper switch when it fires or adjust a lock switch if it keeps releasing the ball? It's a real PITA.

Rob

#418 5 years ago
Quoted from Rob_G:

Like previously said, it's normal now and I don't understand why they would do this. You can't troubleshoot switches easily because the coils are live during switch test. How can you gap a pop bumper switch when it fires or adjust a lock switch if it keeps releasing the ball? It's a real PITA.
Rob

I guess I'm used to older games. I just power off the game to make all these adjustments.

#419 5 years ago

It's concerning. If I ever adjusted a slingshot or pop bumper or any switch for that matter, I'm always in switch test with the game on and coils off. Has anyone brought it to sterns attention for the reasoning behind this change?

#420 5 years ago
Quoted from Eskaybee:

It's concerning. If I ever adjusted a slingshot or pop bumper or any switch for that matter, I'm always in switch test with the game on and coils off. Has anyone brought it to sterns attention for the reasoning behind this change?

I don't thinks so but I sure hope they identify & fix the issue because that is ridiculous.

#421 5 years ago

Seems like we will have to live without it...

Hi Geert,
The power interlock switch is no longer needed because the coil voltages are lower. If you enter the service menu this will suspend your game until you are ready to play.

Best regards,
Chas Siddiqi
Stern Pinball Tech. Support

#422 5 years ago
Quoted from steigerpijp:

If you enter the service menu this will suspend your game until you are ready to play.

Does this address the switch test issue? are the coils off?

#423 5 years ago
Quoted from frolic:

Does this address the switch test issue? are the coils off?

ok, I answered my own question... I just turned my GOT on, went to switch test and pressed the slings, and the coil fired.

This seems like it can be solved in software, to not have the coils active during any of the tests. Hopefully they'll address it.

#424 5 years ago
Quoted from McSirTuna:

I totally agree on back handing the left orbit. For the most part, I can't backhand the right ramp to the upper playfield. It never makes it up there and I constantly keep trying thinking it will work. Maybe it's my degree angle being high.

Mine is pitched right at 7.2-7.3, not crazy steep but pretty steep.

#425 5 years ago

I picked mine up today. Came loaded with v1.01

Plays fast and pretty fun so far but I had to make an adjustment on the gate leading up to the upper playfield. The ball would get stuck on the gate. I bent the gate up and the ball never got stuck again

But for some reason. While my ball is in play. I get "choose your battle" or "ball locked" all by itself. I don't know if this is a glitch in the program or if there is a switch being activated on its own for that? Any one else with this issue?

#427 5 years ago
Quoted from pinballophobe:

I picked mine up today. Came loaded with v1.01
Plays fast and pretty fun so far but I had to make an adjustment on the gate leading up to the upper playfield. The ball would get stuck on the gate. I bent the gate up and the ball never got stuck again
But for some reason. While my ball is in play. I get "choose your battle" or "ball locked" all by itself. I don't know if this is a glitch in the program or if there is a switch being activated on its own for that? Any one else with this issue?

Sounds like a switch activating. Is there an opto switch on that ramp going to the sword? I'd start with reseting those connectors if there is.

#428 5 years ago
Quoted from Eskaybee:

Sounds like a switch activating. Is there an opto switch on that ramp going to the sword? I'd start with reseting those connectors if there is.

I agree this would be a good idea.

#429 5 years ago
Quoted from Pinballmike217:

Have to disagree on that. The lockdown bar clamps hold the lockdown bar way tighter than the old mech did.

Yes they do, and I almost have to use a crowbar to get them off the glass on my location games. Part of it is beer, but they are a bitch to get off.

#430 5 years ago
Quoted from pinballophobe:

I picked mine up today. Came loaded with v1.01
Plays fast and pretty fun so far but I had to make an adjustment on the gate leading up to the upper playfield. The ball would get stuck on the gate. I bent the gate up and the ball never got stuck again
But for some reason. While my ball is in play. I get "choose your battle" or "ball locked" all by itself. I don't know if this is a glitch in the program or if there is a switch being activated on its own for that? Any one else with this issue?

In test mode there is an "active switch" function in switch test. If you go there you will see which switches are closed.

#431 5 years ago
Quoted from Eskaybee:

Sounds like a switch activating. Is there an opto switch on that ramp going to the sword? I'd start with reseting those connectors if there is.

Definitely the right upper opto before the sword lock. I would hit the flipper hard and I get the sound and 70pts. I moved opto a bit but still had problems. Unplugged them underneath at the connectors and problem solved.

With the game dialed in. This game is mad fun. Plays nothing like trek. The only thing i find similar to trek is me wanting to hit the flipper when the ball comes out of the pops like hitting the warp ramp. But no flipper there. Maybe the honey moon phase. But so far this is so much more fun than trek.

The lightshow and sound are awesome. I play with lights on so its not blinding. Code is pretty solid. Instinctively I know what to shoot for.

#432 5 years ago
Quoted from rotordave:

Lower it back to 6.5 degrees which is what they're supposed to be at ... Try that and see if it gets a bit better.
I had issues with my ACDC at 7 degrees but it was sweet at 6.5-6.6. Crazy ... But true.
rd

I wish that was the case but I lowered my game to 6.7 and the ball misses the scoop in the back quite a bit. It seems to hit the rail instead of the scoop. To top it off the ball consistently falls out of the throne. I love the game but not when I can't enjoy it. It's making wish I went pro.
Going to bring out my cameras tomorrow and take some video.

#433 5 years ago
Quoted from steigerpijp:

Seems like we will have to live without it...
Hi Geert,
The power interlock switch is no longer needed because the coil voltages are lower. If you enter the service menu this will suspend your game until you are ready to play.
Best regards,
Chas Siddiqi
Stern Pinball Tech. Support

This seems like a rather weak excuse for yet another cost cutting measure. So a 50v shock is now deemed acceptable? Right...... Nevermind having no more coin door ball saver or a way to disable coils in switch test. Next they will say open the door and entered test mode if you still want the coin door ball saver.

How much was the cost of my GoT reduced for the omission of the coin door switch? Nothing you say, well then give me the darn switch then!

Rob

#434 5 years ago
Quoted from Willy39:

What is dampening tape? Where do you get it? What does it protect? And what do you tape?

You can use a single piece of electrical tape folded over the edge of the glass.
(Works well)

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#436 5 years ago

Congrats Hank on GOT LE, thanks Derek amd Cointaker for making it happen! I am a huge fan of the series, pin was a blast to play!

Drock got a special present from Hank!

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#437 5 years ago

Game is amazing truly the Kings best

#438 5 years ago
Quoted from musketd:

Game is amazing truly the Kings best

See you soon .

#439 5 years ago

What do the coils in the back box do? A hardware knocker would be to good to be true.

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#440 5 years ago

Believe the coils in the backbox make the wings on the dragon move; really one of the nicest les I have seen in a long time

#441 5 years ago

The dragon is motorized in the LE, so doubt the coils are for that.

A replay knocker sounds to good to be true.

#442 5 years ago

Are you sure about that? They are not for knockers

#443 5 years ago

Ive heard of coils being used as resistance for speakers? There is no plungers in them so that may be the case?

#444 5 years ago

According to the manual's diagram of internal backbox parts, that is a "high pass filter assembly" ... to what? Still looking....

#445 5 years ago
Quoted from TomGWI:

I wish that was the case but I lowered my game to 6.7 and the ball misses the scoop in the back quite a bit. It seems to hit the rail instead of the scoop. To top it off the ball consistently falls out of the throne. I love the game but not when I can't enjoy it. It's making wish I went pro.
Going to bring out my cameras tomorrow and take some video.

https://pinside.com/pinball/forum/topic/gotle-mystery-scoop-problem#post-2852313

#446 5 years ago
Quoted from Jrnyman:

According to the manual's diagram of internal backbox parts, that is a "high pass filter assembly" ... to what? Still looking....

What I said above your post. Probably for sound

#447 5 years ago
Quoted from bigd1979:

What I said above your post. Probably for sound

Yup, you're right, just looking at the wiring in his picture it's connected between the audio out and the speakers.

#448 5 years ago

No coin door ball save sucks. I don't use it to "cheat", but I do use it for stuck balls and the like.

#449 5 years ago

More pics

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#450 5 years ago
Quoted from Redeyes:

More pics
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I swore I wouldnt buy this game, but you guys are making it really hard........

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