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(Topic ID: 201799)

Guardians of the Galaxy owner's thread


By Blacksun

3 years ago



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There are 4823 posts in this topic. You are on page 92 of 97.
#4551 3 months ago

Ok so I think I have it figured out. I turned the shaker off, and have not had any issues with loosing flipper power. The shaker is a pinball life one. If I continue to not have anymore issues then Ill remove the shaker.

#4552 3 months ago

Ok so I thought I had it figured, but just now when I hit the Orb drop target I had the loss of power to the flippers again. It was only for a second. Its like the machine thinks the ball has drained, and of with no flipper power the ball did drain. I am at a loss now for why the game would loose flipper power like that.

#4553 3 months ago
Quoted from smoothbore19:

Ok so I thought I had it figured, but just now when I hit the Orb drop target I had the loss of power to the flippers again. It was only for a second. Its like the machine thinks the ball has drained, and of with no flipper power the ball did drain. I am at a loss now for why the game would loose flipper power like that.

Trough opto? Games thinks the ball drained possibly

#4554 3 months ago
Quoted from smoothbore19:

Ok so I thought I had it figured, but just now when I hit the Orb drop target I had the loss of power to the flippers again. It was only for a second. Its like the machine thinks the ball has drained, and of with no flipper power the ball did drain. I am at a loss now for why the game would loose flipper power like that.

Is it possible its over-heating? Can you hear the fan running?

#4555 3 months ago

Go into switch test. Bang on the side of the game and see if you get a switch in trough activating. If so there’s the problem

#4556 3 months ago

Well if the ball drains or if it thinks the ball has drained it still shouldn't lose flipper power unless it's ball 3.

Email Stern tech support. They should know what's going on.

#4557 3 months ago

Did the switch test all test good as far as I can tell. I have noticed that it does this during a multiball, so there's that. The fan on the power supply is loud like my Ghostbuster Premium, but from what I read that is normal for these newer games. I emailed Stern so hopefully they will have any Idea.

#4558 3 months ago

Just curious, what is your mode strategy? I've only been able to get to Immolation once, and my final score was surprisingly low. Lower than if I get to cherry bomb.

#4559 3 months ago

I usually do Yaka 1st then antiquities then Sibling Rivalry ....I load up groot during these first 3 then start nowhere with 2 loaded in groot
I hit as many as i can quickly in Nowhere then start Groot.....This usually finishes up Nowhere and Groot at the same time and then i am able to start cherry Bomb multiball.

If i do well here my score is up around 700 or 800 mil.
after that I just sweep up the remainders at this point if i haven't gotten Orb multiball I set that up and go into Kiln or Starlords mode
Kiln or starlord
sanctuary
pod race....

sometimes if my shot is off.....I have to adapt but Upgrade can save an off shot....

#4560 3 months ago
Quoted from bailorgana:

Just curious, what is your mode strategy? I've only been able to get to Immolation once, and my final score was surprisingly low. Lower than if I get to cherry bomb.

Here's mine. I'll try to be brief as to my reasoning. (I'll leave multipliers (Nova Corps and Rampage) out.)
My goal is complete the modes. I've tried to leave modes unfinished to get to II faster, but I just can't do it. LOL
>Yaka Arrow (easy to complete)
>Antiquities Shop (pretty easy to complete; I do have a premium, so spinner rips help)
>Pod Chase combined with
>Groot Multiball (this will light Extra Ball; collect EB and Upgrade with one shot)
>Sanctuary (This will ensure I have Hadron Enforcers when I start Cherry Bomb and it's fairly easy to complete.)
>Cherry Bomb (I try to collect all the shots I can, then, when down to three will use HE to finish and light the Super)
(So, I basically play all the left modes first.)
>Knowhere
>Sibling Rivalry combined with
>Groot Multiball
>Escape Kyln (I try to always make sure I have at least one HE so I don't have to make the Rocket shot.)
I throw Orb Multiball in where ever it happens.
>Quill's Quest (I save this for last because of the hurry up when it's done. If I drain down to one ball, I try to work another multiball in with it. Or try to get halfway through, then play II for more points, then finish QQ.)

Surprisingly, this is the only game I have a defined strategy for. Although, I seem to be developing one for GB.

#4561 3 months ago
Quoted from SKWilson:

>Yaka Arrow (easy to complete)
>Antiquities Shop (pretty easy to complete; I do have a premium, so spinner rips help)

I flip these...the orb shot is lit for Antiquities and you can get two quick shots for progress and get the first lock while the ball save is still running.

Quoted from SKWilson:

>Escape Kyln (I try to always make sure I have at least one HE so I don't have to make the Rocket shot.)

The HE can't complete the final shot to Rocket on EK, or did I miss a change? Because of having to shoot Rocket to complete this mode, I bring it in whenever Groot is waiting for the final ball to lock. You can't get to SX with finishing this mode and surviving a shot to Rocket in single ball is a 50/50 proposition on my game.

The other modes (SR, Knowhere, PC and Sanctuary) don't really matter to me as to order. I generally play them if I have their multiplier lit. QQ's bonus grows as more modes are completed, but it's looonnnnggg. I generally play it after CB as four modes makes for decent super. Otherwise save it til last.

Score is all about multipliers and bringing them into multi-balls. Have four or five lit and watch out. Have one or two...meh.

#4562 3 months ago

I apologize beforehand but I have never played a pro or pre and know very little about the game,where is the code,is there a cleland mod for the pro ,how much does the cleland mod help the game,how well is it liked after this much time,I am considering one.and I don’t see many for sale

Thanks

#4563 3 months ago
Quoted from rockrand:

I apologize beforehand but I have never played a pro or pre and know very little about the game,where is the code,is there a cleland mod for the pro ,how much does the cleland mod help the game,how well is it liked after this much time,I am considering one.and I don’t see many for sale
Thanks

The Cleland mod is a Must. I can't go back to normal, and I have only had it a few days.

#4564 3 months ago
Quoted from sethi_i:The HE can't complete the final shot to Rocket on EK, or did I miss a change?

No, but if you have Hadron Enforcers you can complete the mode without hitting Rocket. The key is to NOT hit the Groot shot.
1. Collect a few shots from the lanes.
2. Use HE to collect shots until only one is needed. This will leave Rocket AND GROOT lit for the last shot to complete the mode.
3. Collect the Groot shot.

#4565 3 months ago
Quoted from SKWilson:

No, but if you have Hadron Enforcers you can complete the mode without hitting Rocket. The key is to NOT hit the Groot shot.
1. Collect a few shots from the lanes.
2. Use HE to collect shots until only one is needed. This will leave Rocket AND GROOT lit for the last shot to complete the mode.
3. Collect the Groot shot.

Wow. This is the first time I have EVER heard this!

#4566 3 months ago
Quoted from SKWilson:

No, but if you have Hadron Enforcers you can complete the mode without hitting Rocket. The key is to NOT hit the Groot shot.
1. Collect a few shots from the lanes.
2. Use HE to collect shots until only one is needed. This will leave Rocket AND GROOT lit for the last shot to complete the mode.
3. Collect the Groot shot.

Aha! I’ve had this happen but wasn’t sure why or how. Is it a bug? I was also under the impression that you had to hit rocket as the final shot with no HE assistance. Or at least that was the intention of the programming.

#4567 3 months ago
Quoted from mcvetyty:

Aha! I’ve had this happen but wasn’t sure why or how. Is it a bug? I was also under the impression that you had to hit rocket as the final shot with no HE assistance. Or at least that was the intention of the programming.

Don't know if it's a bug or not. If Rocket is the only final shot, you cannot use the HE.

Actually, the more I think about it, it may be a bug. Using the HE should collect the Groot shot, but it doesn't. Instead, it is collecting a Rocket shot since Rocket is always lit during the mode. I believe the HE always collects shots left to right.

Shhhhhh! Don't tell Stern. I like my loophole!

#4568 3 months ago
Quoted from SKWilson:

No, but if you have Hadron Enforcers you can complete the mode without hitting Rocket. The key is to NOT hit the Groot shot.
1. Collect a few shots from the lanes.
2. Use HE to collect shots until only one is needed. This will leave Rocket AND GROOT lit for the last shot to complete the mode.
3. Collect the Groot shot.

I have to give this a try, I don't remember this ever working that way but if it does that's my new go-to strategy for certain!

#4569 3 months ago

so new code soon!?

#4570 3 months ago
Quoted from NeilMcRae:

so new code soon!?

My guess is no

#4571 3 months ago
Quoted from NeilMcRae:

so new code soon!?

Does it really need it? Seems pretty complete to me.

#4572 3 months ago

GG seems to hint at code coming for games and this might be one. but agree doesn't need much.

#4573 3 months ago

Found an LE for sale, cant wait to give this one a whirl. Loved the movies.

#4574 3 months ago
Quoted from NeilMcRae:

so new code soon!?

Yes but I wouldn't expect any big changes other than addition of the DJ mixer/competition select during attract.
We can always hope for Co-op and a timer pause for pops etc!

#4575 3 months ago

In case anyone is interested, here's the video of the Escape Kyln loophole. (For the record, you only really need one Hadron Enforcer.)

#4576 3 months ago

Timer pause in pops is really crucial to the whole point of timed modes. Why it wasn't included in the first place is a mystery. I can only guess that he felt like certain modes that include pop bumper shots to complete would be too easy.

#4577 3 months ago
Quoted from toddsolus:

Timer pause in pops is really crucial to the whole point of timed modes. Why it wasn't included in the first place is a mystery. I can only guess that he felt like certain modes that include pop bumper shots to complete would be too easy.

My wish list would be:

1) Fix a few of the bugs: I've noticed some sound bugs (the extra ball sound rarely plays for example), the rocket/Kyln loophole/bug outlined above, there's also a bug where if you press the HE button very lightly to plunge the ball at the start of Quills Quest you only get one ball instead of two.
2) Timer pauses: As others have said, it feels like there are a lot of animations or times when you have no control of the ball and the mode timers keep ticking down. Would be great to have the timer pause or be able to skip the animation (you can for some currently by pressing both flipper buttons, but not all).
3) Magnet adjustments: Despite all of the suggestions (pitch, washers being added, bouncier rubbers) there are definitely still issues with the magnet catching the ball coming out of the orb. Adding some adjustments where we can tweak things like magnet timing, strength, etc. would be really helpful.
4) Co-op Mode: I love the co-op mode in TMNT. Seems like it should be doable on GotG where all players cooperatively work to complete all of the modes.

Added 96 days ago:

5) Some sort of indicator on the display of how many HE's you have remaining.

#4578 3 months ago
Quoted from mcvetyty:

My wish list would be:
1) Fix a few of the bugs: I've noticed some sound bugs (the extra ball sound rarely plays for example), the rocket/Kyln loophole/bug outlined above, there's also a bug where if you press the HE button very lightly to plunge the ball at the start of Quills Quest you only get one ball instead of two.
2) Timer pauses: As others have said, it feels like there are a lot of animations or times when you have no control of the ball and the mode timers keep ticking down. Would be great to have the timer pause or be able to skip the animation (you can for some currently by pressing both flipper buttons, but not all).
3) Magnet adjustments: Despite all of the suggestions (pitch, washers being added, bouncier rubbers) there are definitely still issues with the magnet catching the ball coming out of the orb. Adding some adjustments where we can tweak things like magnet timing, strength, etc. would be really helpful.
4) Co-op Mode: I love the co-op mode in TMNT. Seems like it should be doable on GotG where all players cooperatively work to complete all of the modes.

In addition:
-Left flip/Start button kill game
-Would be nice to have Right flip/Start for 2secs deletes one player at a time
-Cherry Bomb “god mode” like GB
-Every time the ball drops out after collecting an orb and the magnet catches it (hopefully the magna force light should come on, it also doesn’t come on in II whenever it grabs the ball, basically every time in the game when the magnet engages that light should come on
-More intense light show on the scoop and animation when CBomb is lit so you know it’s special
-Some kind of light signal for how many Orbs you’ve collected, like orb multiball insert pulse a diff speed once you have 2 collected (it’s like they pretty much forgot to code the magna force & orb mb insert lights)
-In addition to the extra ball there are several Replay awards with no audio
-Flipper button attract mode call outs
-Increased shaker options
-3rd mode level on some of the modes that are just one shot for ‘2nd mode’, or just come up with more elaborate 2nd modes on those

There’s really not a lot needed this code is great, just a little polishing and few extra features but I really can’t see them putting any time into it.

#4579 3 months ago

Looking for any ideas with these issues that started up a few weeks ago:

Sometimes the Ronin left obit switch isn’t working and sometimes it is. And regardless of whether its working or not, whenever I time out in Sanctuary mode and have partially completed the shots, when I go back into the scoop to bring up the mode select the Sanctuary shots are always erased = it will show the mode light flashing on the playfield as partially completed but any shots I had previously collected in Sanctuary are gone and I have to start over.

Sometimes both the ramp optos will not register shots, sometimes one works and the other doesn’t, and then sometimes they’re both working fine.

*Majority of the time all switches are working but the Ronin disappearing shots issue still occurs if you don’t complete the mode and go back to the scoop.

Ive tried looking for any loose ground wires and have had zero luck. This happens on both the factory SD and mod SD.

Thanks for any help!

#4580 3 months ago
Quoted from ArcadeBar:

whenever I time out in Sanctuary mode and have partially completed the shots, when I go back into the scoop to bring up the mode select the Sanctuary shots are always erased = it will show the mode light flashing on the playfield as partially completed but any shots I had previously collected in Sanctuary are gone and I have to start over.

Unfortunately can't offer much help on your switch issue, but the above is actually part of the Sanctuary mode rules.. If you don't finish it, you have to start all over to get the completion (although halfway status for II does save). Makes it a stressful challenge for sure!

Rules for sanctuary:

Sanctuary (yellow)
Duration: 68 seconds
Shots: 6

Complete all 5 of the Hadron Enforcer targets and the left orbit before time runs out to complete the mode (and score 3 free Hadron Enforcer activations). Note that the Hadron Enforcer itself isn’t available to use in this mode. The upper gates do not divert to the pops, so be ready for a full orbit shot.

Upgrading during this mode will allow flashing targets to be spotted with a shot to the left orbit.

Completing Sanctuary begins Super Targets for 20 shots. A roving light moves around all 5 of the Hadron Enforcer targets. Shoot the flashing target to collect a Super Target award. A hit to a solidly lit target is worth 200k base, while a hit to a flashing target is worth 5x that value.

If the mode times out, you lose progress and have to make all 5 shots again. If you drain before completing the mode, progress is kept. You still get “halfway” credit (for Immolation Initiative) if you made 3 or 4 of the 5 targets.

#4581 3 months ago

Ahhhhh, I’ve had the game a few months and though I usually finish Sanctuary I swore it kept my progress if I got over halfway....but somehow I guess I never timed out I just always either finished it or drained!? I had no idea if you time out with over half of the shots you still have to make them all again. Thanks - that was definitely confusing when added in with my mystery switch issues, so that’s good to know! I’ll keep hunting for a ground issue or loose connection somewhere. I emailed Stern about this a week ago and still never heard a word & in one hour pinside helped!!

#4582 3 months ago

Few Left

Archived after 5 days
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Not sold
Mod - For Sale
New “New & improved version. Made from 1/8” Pet-g plastic! GOTG Orb Airball protector - combines a few things: 1. Upfront Orb - airball protector 2. Back left protector of the o...”
2020-10-23
Saukville, WI
20

#4583 3 months ago
Quoted from smoothbore19:

Did the switch test all test good as far as I can tell. I have noticed that it does this during a multiball, so there's that. The fan on the power supply is loud like my Ghostbuster Premium, but from what I read that is normal for these newer games. I emailed Stern so hopefully they will have any Idea.

For what it’s worth, there is a rule in Orb Multiball that kills the flippers at a certain point iirc.

#4584 3 months ago

I think you mean the end of Cherry Bomb mulitiball don't you?

#4585 3 months ago

I'm not 100% it happened in Orb but if there is a rule that that happens that would explain it. I have only gotten to cherrybomb once so I know it wasn't that one.

#4586 3 months ago
Quoted from smoothbore19:

I'm not 100% it happened in Orb but if there is a rule that that happens that would explain it. I have only gotten to cherrybomb once so I know it wasn't that one.

I've play Orb MB and beat it more times than I can count, there's no point that shuts off the flippers. I don't know of any other mode that does either except for the end of CBMB when the whole mode times out. Nothing about the flipper issues you describe sounds normal in any way, I wish I could offer more troubleshooting help but this is the only Spike game I've ever had and (knock on wood) it's been reliable other than the orb drop needing adjustment on occasion.

#4587 3 months ago
Quoted from SKWilson:

In case anyone is interested, here's the video of the Escape Kyln loophole. (For the record, you only really need one Hadron Enforcer.)

This is great, thanks for posting that!

#4588 3 months ago
Quoted from bobukcat:

I've play Orb MB and beat it more times than I can count, there's no point that shuts off the flippers. I don't know of any other mode that does either except for the end of CBMB when the whole mode times out. Nothing about the flipper issues you describe sounds normal in any way, I wish I could offer more troubleshooting help but this is the only Spike game I've ever had and (knock on wood) it's been reliable other than the orb drop needing adjustment on occasion.

Well dang, but it hasn't happened in awhile. Maybe 50 plus games since it happened last. I did unhook the shaker. Im really happy with the game overall.

#4589 3 months ago

Fellow Ravagers, Groot needs your help!
Has anyone had Groot need to do 2 ball searches before starting multiball? I'm thinking its switch related, but I'm just checking to see if anyone has experience with this before I start rooting around... it was happening to me almost every time on the 2nd go round (4 balls locked) but now its happening on the normal 3 balls locked version too.

#4590 3 months ago
Quoted from bailorgana:

Fellow Ravagers, Groot needs your help!
Has anyone had Groot need to do 2 ball searches before starting multiball? I'm thinking its switch related, but I'm just checking to see if anyone has experience with this before I start rooting around... it was happening to me almost every time on the 2nd go round (4 balls locked) but now its happening on the normal 3 balls locked version too.

That's never happened on my game, but it's a huge time killer on a game where the mode clock never stops! I hope someone gives you an easy diagnosis.

#4591 3 months ago
Quoted from bailorgana:

Fellow Ravagers, Groot needs your help!
Has anyone had Groot need to do 2 ball searches before starting multiball? I'm thinking its switch related, but I'm just checking to see if anyone has experience with this before I start rooting around... it was happening to me almost every time on the 2nd go round (4 balls locked) but now its happening on the normal 3 balls locked version too.

I was having what I thought was Groot issues (searches and whatnot) but it actually turned out to be magnetic balls. Easy thing to check... take the balls out and see if ANY of them are drawn to a paper clip. Good luck!

#4592 3 months ago

Hey guys I just got a gog , is thAt right drop target in front of the orb thingy supposed to be down when u start the game ? Does it only go up during a certain mode ?

#4593 3 months ago
Quoted from Oneangrymo:

Hey guys I just got a gog , is thAt right drop target in front of the orb thingy supposed to be down when u start the game ? Does it only go up during a certain mode ?

Should be up.

#4594 3 months ago

Okay I have a NIB pro coming next week for our campground gameroom...are these coming solid out of the box now? Anything I need to do/know?

#4595 3 months ago

For those still looking for a Stern topper one just popped up on eBay. Not mine. Link below.

ebay.com link

#4596 3 months ago
Quoted from cscmtp:

Okay I have a NIB pro coming next week for our campground gameroom...are these coming solid out of the box now? Anything I need to do/know?

Should be good. Test out the orb drop target a bit. That might need some adjustment.

#4597 3 months ago
Quoted from cscmtp:

Okay I have a NIB pro coming next week for our campground gameroom...are these coming solid out of the box now? Anything I need to do/know?

Plastic protectors and especially the Orb plastic protector plus the cleland sound package and you should be good to go!

#4598 3 months ago

Just heard in another thread that we can change the choose mode at beginning of play setting? How do the modes work if that is disabled? Just curious if i might like that way better than choosing at start.

#4599 3 months ago

Does anyone know where to get replacement decals? My left head came with some damage, LE version

#4600 3 months ago
Quoted from Scribbles:

Just heard in another thread that we can change the choose mode at beginning of play setting? How do the modes work if that is disabled? Just curious if i might like that way better than choosing at start.

Same way you do it mid game - by shooting the scoop.

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