(Topic ID: 201799)

Guardians of the Galaxy owner's thread

By Blacksun

6 years ago


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Topic index (key posts)

14 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #22 Gold Side Rail option picture Posted by Blacksun (6 years ago)

Post #2129 TECH: PLAYFIELD Magnet grab improvement fix. Posted by MapleSyrup (5 years ago)

Post #2448 MOD: hd60609 sign mod Posted by bobukcat (5 years ago)

Post #4883 TECH: PLAYFIELD Magnet grab improvement tips Posted by mcvetyty (3 years ago)

Post #5401 TECH: PLAYFIELD Groot mouth replacement motor information. Posted by Markharris2000 (2 years ago)

Post #6642 MOD: PLAYFIELD Spinner add-on mod for GOTG Pro Posted by aaron6920 (1 year ago)

Post #6643 MOD: PLAYFIELD Spinner Mod Tip for cutting the plastic Posted by Spiderpin (1 year ago)

Post #6773 TECH: PLAYFIELD Orb drop target issue fix - with video Posted by mcvetyty (1 year ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider brianbannon.
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#175 6 years ago
Quoted from Arcade:

I have a friend who just got their game set up Wednesday.
It has .66 code but has an issue.
I played the game at IAAPA and never had a problem like he is having so I think it may be new code related.
The problem is the ball will get stuck behind the drop target and the game can't release the ball.
Even after going through 4 or more ball searches. The code is always trying to pop the drop target up and never pulls it down to let the ball out.
I went over and cleaned the drop target opto and put the game in the drop target specific mode test and the drop opto and drop target register perfectly every time. It is only in a game that it will get stuck in the up position.
The game then displays that a pinball is missing and will kick another in the shooter lane to compensate.
Anyone else having this problem on .66 code?
Can't contact Stern as they are closed for the Holiday.

Yes, same issue on my game, too, running .66 code. I have tried to recreate it and it doesn't happen every time. It seems like the problem crops up when a ball or balls are already locked in Groot. It wouldn't be a problem if the drop target stayed down long enough in ball search for the ball to fall past it. Also, I am seeing an odd result when looking at the switch test for the groot lock optos, so that may be a cause? Perhaps? Normally, in switch test when a switch is open there is just a dot, and a square when the switch is closed. In this case, when the switch is open there are five dots, looks like a five as seen on dice. This is what you see in test for switches #59-63, though they test fine when a ball is present. Unfortunately, there is no switch behind the drop target to tell the game a ball is there. On mine, the drop target will drop to let the ball out, but when it does drop the lip of the target kicks the ball backward and the drop target pops back up before the ball can roll past it.

I called Chas at Stern on Wednesday and he didn't have an answer for me, said that it was the first time he heard about the issue.

#177 6 years ago
Quoted from Arcade:

Yes!
This is the exact behavior on the game here as well.
I talked with the distributor and he said he thought just doing a code reinstall would fix it.

Really? A code reinstall? Is that a known fix or a SWAG?

If you watch the Buffalo Pinball stream, they run into a ball management problem that looks very similar.

#179 6 years ago
Quoted from Arcade:

I consider myself an experienced pinball tech person.
So far everything points to corrupt code install.
The orb drop target mech and opto are testing 100%
Can't make it fail ever.
However during a game it will simply lose its mind.
Even the ball search which should drop the target down to release the ball only tries to raise it more.
Also oddly enough we just discovered it won't happen on player 2 of a multiplayer game at all.
Needs more testing but so far player 2 makes the game play perfectly.
Could also be the balls locked in Groot as mentioned above as well, a lot of variables can screw with the code issue.

I see it as a code issue, too. At this point, we can't even check your theory as there is no GOTG code posted on Stern's website. Maybe someone could get a copy or better yet a new release that solves this problem. Mine is on location so I have had to disable the drop target, that means no orb multiball, very disappointing.

#184 6 years ago
Quoted from Arcade:

Pinside member NoQuarters had an idea to set the Orb locks from medium to easy in the adjustments.
So far after many games it is playing perfect.
It is certainly a code mishap on the install.

Ah, I wish it were so easy for me! Played a few games after that adjustment with no issues, then it was the same old problem with the ball getting stuck behind the drop target. Not entirely sure, but it may only turn up in certain modes, but it is still present in my game. Only thing I can do to make the game playable is to disable the drop target.

1 week later
#291 6 years ago
Quoted from IdahoRealtor:

Do you guys think the game is better with or without the speech right now?
People seemed more satisfied before .72 dropped. Am I better off sticking with .66 until Cleland comes through with the real speech?

If you are placing the game on location, I would definitely suggest installing .72 version. On my game running .66, the drop target would not stay down long enough for the ball to clear the target, so the ball would occasionally get stuck behind the target. Needed a reboot to release the ball. With .72 version, drop target stays down long enough for the ball to roll out of the orb area.

1 week later
#555 6 years ago
Quoted from sgorsuch:

Just had a great game on .80 code-469 mil, but it was tainted as during Sibling II(I think) mode the ball went into the right scoop and would not come out. The game went into several ball searches, emptied the balls in the Groot trough, but alas, the eject coil never fired . I removed the ball from the scoop and dropped it into the shooter lane ,quickly put the glass in place and continued play- but some of the joy was gone due to the interruption .
Pretty sure this was a bug-as during other Mode II scenes as soon the ball went into the scoop-Mode II play stopped and option to pick next mode occurred.
I did complete all the modes and was in an Orb MB- the scoop was alternating flash between purple and white-but I do not know where I was in the game. Forgot to look at the 2 wizard mode inserts as I looked up to see the scene with Quill and Bereet on the Milano.

This same behavior happened today at our launch party. Ball stayed in right scoop for no apparent reason, eventually after a number of ball searches the game kicked out the ball. Also, we continue to have balls get stuck behind the orb drop target during Groot multiball. Game doesn't know that the ball is in there and the player ends up with a one ball multiball. Eventually, the game will release the ball behind the drop target after all the other balls drain. I don't understand why the game was designed without any kind of a switch behind the drop target that will let the game know there is a ball resting against the target.

3 weeks later
#974 6 years ago
Quoted from hank527:

I had this issue and it ended up being the EOS switch. I checked it in test and it seemed fine, but problem persisted. I then bent EOS so it was really tightly closed.
Also seated the connector on the node board.
One of these fixed the issue.

+1 on the EOS switch. Have had to address this issue a few times over the last couple of years. I have replaced the EOS switch once and now I simply clean it and it is okay again for months at a time. For reference, my KISS Pro has just over 10,000 plays on it. Don't usually see this sort of problem with NC switches, odd thing.

3 years later
#6235 2 years ago
Quoted from Markharris2000:

Every time I smack the ORB drop-target, I have the image in my mind of the top target half snapping off and flying around the playfield. It hasn't happened yet, but it just feels like that will be a 'thing'. Is it just me, or does that target really snap off after a thousand hits?

I wouldn't worry about it. My GOTG Pro on location has well over 10,000 plays and the drop target hasn't snapped off yet. OTOH, three t-nuts under the playfield have snapped off at the neck, so that may be in your future.

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