(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 tungsten78.
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#1976 5 years ago

Joined the bandwagon - loving the game.

A couple issues noticed on my Pro:

1) Magnet isn't catching the ball - have seen it only 3 times. Similar to Sinestro and a few others, it is activating but too late or possibly without enough juice. If I stop the ball with my hand it'll catch albeit not with the determination seen in the youtube videos. The coil itself is very loose freely rotating around the center spindle. I've tried to shim it flush against the play field but it didn't help.

2) Groot's right target showed up in the service alerts. It's stuck closed in it's mounted position but does otherwise work if I pull it forward. I haven't pulled it out but it appears to be a tight fit with it mounted as far forward with the metal bracket wedged tightly against groot's mouth assembly behind it. The rear leaf is flush with the rubber. Not sure what to do except try to shimmy groot backwards. Anyone have this issue?

#1983 5 years ago

Anybody know why there’s a clear post on top of the rocket bumper?

#2038 5 years ago

Anybody resolve a problem where the magnet never grabs the ball coming out of orb lock?

#2041 5 years ago
Quoted from Sinestro:

Many of us are having that issue. The magnet works fine in Orb multi-ball, but it's not catching the ball, or inconsistent when catching it, out of the Orb drop. This seems to have gotten worse with .95.
Take off the glass off and put your hand over the Maga light. Roll a ball into the Orb and watch it drop. If the magnet does the "hard catch" after it's stopped by your hand, then you're experiencing what a lot of us are. The magnet is simply firing a second too late.
I've emailed Stern about this, and I encourage everyone else to.

My coil does energize and will grab the ball if I stop it like you say but not with the ferocity I see in many of the YouTube videos. It seemed more weak than late. This despite orb multiball seemingly coming on with a lot more juice.

1 week later
#2124 5 years ago
Quoted from Sinestro:

Sounds like lots of nice Groot updates!!
But....
I don't see anything in the Read Me file about fixing the magnet timer.

Here’s how I fixed the “no grab” problem coming out of the orb lock. Mine wasn’t inconsistent, it would never grab.
- Take off the magnet bracket
- Put a washer in between the bracket and the steel core
- reassemble
- I also shimmed between the bracket and the coil with small rubber pads - but I don’t think this is important.

What I noticed is that the steel core was being held too far off the playfield. By extending it she grabs nice and strong as long as the coil is cool. As others have mentioned, as the coil heats up it doesn’t work so hot - I’ve read it may even get disabled if it gets too hot (but I don’t see any thermistors in that area that could make that happen).

#2125 5 years ago
Quoted from murfe88:

Here are a couple pics. The issue I was having was the coil labeled 51 in the pic would fire and it is supposed to pull that metal piece you see in. When the metal piece gets pulled in the drop target would fall. The metal piece is just a little to far away and coil labeled 51 in the pic would not pull in the metal piece. I put a washer under each of the two back screws which pushed the metal piece a little closer so when the coil fired it would pull in the metal piece and the target would drop.

For those with a tempermental orb lock, this adjustment worked like a charm for me. Thanks @murfe88!

#2138 5 years ago
Quoted from cartman5579:

I closed my post on day one. That gap is awful on the stock setup!

What does closing a post involve? Moving it the left a smidge? Bending?

#2143 5 years ago
Quoted from cpr9999:

Wow - cheaper install and brackets between Guardians vs Ghostbusters.
Watch video. (I can see how this would make a difference in grabbing the ball now).
» YouTube video

My coil didn't have that much slop. That being said when I removed the screws on the bracket and slid the coil around the play field recess the steel core/spindle wouldn't catch the indentation that was cut out for it.

The steel core looks hefty on the GB - or possibly those are factory installed washers. Thanks for posting.

#2144 5 years ago
Quoted from robotron:

furry hats, was that the code name for gotg? i did the washer upgrade and it didnt really help my magnets much. they are built very cheap i agree.

LOL, I was wondering why Furry Hats was written all over the bottom of the play field.

#2178 5 years ago
Quoted from pinballaddicted:

I will try that tonight. I thought the light had to be flashing white for super skill shot.
Thanks for posting

It is indeed the to hit the flashing white on the right half which changes on each plunge. Maybe the OP meant a handy bonus shot? My table usually ends up in the scoop too which is a quick mode upgrade.

For those that are unaware, holding the left flipper opens the loop lane.
http://tiltforums.com/t/guardians-of-the-galaxy-pinball-rulesheet-wip/3338

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#2199 5 years ago
Quoted from hocuslocus:

guess it makes sense if a magnet was further away it field wouldn't be as strong. Never dawned on me to look at that as the issue.
I always just assumed the magnetic coil was weaker or something. Will be checking this for all games from here on out. thanks

It’s important to note that the coil itself induces the magnetic field while the steel spindle becomes the magnet. The spindle needs to sit flush against the playfield - that’s what the washers are doing. This is why shimming the coil only against the playfield doesn’t have the same effect.

#2252 5 years ago
Quoted from Mahoyvan:

Is there any up to date written ruleset or tutorial available for this game?
I got to sink about $40 into GOTG Pro this weekend. I'm REALLY liking the game, but I found it frustrating because I have no idea what the rules are. Well... Shooting for the lit shots is pretty obvious, but there were a lot of times where things just didn't make sense to me.
Like... I believe I finished a mode with lots of time left, but then it stopped and I had to start it again? (Wasn't lit solid) And why is one shot blinking and the rest solid? Why 5 more shots to the pops? How did I active all those shot multipliers, and how in the hell do you hit the far left shot!?

http://tiltforums.com/t/guardians-of-the-galaxy-pinball-rulesheet-wip/3338

1 week later
#2347 5 years ago
Quoted from hd60609:

Sorry if this was covered...
Anyone else notice that when Antiquities Shop is completed, any switch hit, multi-ball or mode thereafter, causes an overall GI flicker until that ball drains? I don't believe it's right or part of the game and can be annoying.
Possibly in the code? Possibly with the Spike system feeling a little stressed? Or is it supposed to happen?

Mine does this. Pretty sure it’s intentional. I like it.

3 weeks later
#2532 5 years ago
Quoted from Insane:

Is there anything that hitting this gets you besides points?

Hitting it collects letters for “galaxy”. You can see the progression in the title on the lcd. Completion grants mystery that you have to collect at the scoop.

1 month later
#2827 5 years ago
Quoted from Orko:

Updated the code finally, and on Peters quest it will feed 2 balls instead of one. Only does this if I select his mode. Am I missing something? Thanks everyone.

Quill’s quest always starts with a 2ball multi - only for the first ball of the quest.

1 month later
#2997 5 years ago

Sigh, orb lock strikes back. Since a bit of bending and adding washers my orb lock had been working good - used to get stuck up. Now it’s developed a machine gun issue where it persistently slams up and down for 10+ seconds before deciding to stay down.

Anybody fix this issue?

1 month later
#3085 5 years ago

Since upgrading to 1.04, the initial mode is being auto-selected for the game. Even before plunging the score will show 20,103.

Anyone else ever see this?

From what I recall, I imaged the SD with 1.03 cleland the did sterns usb upgrade to 1.04.

**FOLLOW-UP**
- Switching to original SD (1.01) the issue didn’t show itself.
- Quick update to (1.04) issue showed up
- Full update to (1.04) issue corrected itself
- Switching back to cleland loaded SD - issue no longer happens??

Doesn’t make sense. Maybe it’s intermittent?

#3091 5 years ago
Quoted from Tungsten78:

Since upgrading to 1.04, the initial mode is being auto-selected for the game. Even before plunging the score will show 20,103.
Anyone else ever see this?
From what I recall, I imaged the SD with 1.03 cleland the did sterns usb upgrade to 1.04.
**FOLLOW-UP**
- Switching to original SD (1.01) the issue didn’t show itself.
- Quick update to (1.04) issue showed up
- Full update to (1.04) issue corrected itself
- Switching back to cleland loaded SD - issue no longer happens??
Doesn’t make sense. Maybe it’s intermittent?

Issue turned up again. The score is 20,030 after it auto selects. The first play following power up will be ok. All subsequent first balls auto select.

I’ll switch back to the full install stern 1.04 to see what happens.

1 week later
#3163 5 years ago
Quoted from Mr_Positive:

Update: I fixed the problem.
The root issue was a screwed up drop target, which was actually creating 2 problems. The orb drop target was not always resetting properly (i.e. it wasn’t staying up when it should have been). Because of this, when a new game was started, and if it didn’t reset properly, the drop target in the lower position would automatically select a character and give me 2,030 points. This flaky drop target would also occasionally machine gun at time.
I took the drop assembly out and put some washers behind the flat plastic piece that acts as the ledge for the raised drop target, so it sits out a bit farther. As a result, the drop catches much better in the raised position. Both issues seem to be resolved.
There is a video on YouTube of someone doing the same thing to the drop target in Star Trek.

This is my problem exactly. Been noticing the drop target being cranky. I’ll look for the video. Thanks!

#3164 5 years ago
Quoted from Tungsten78:

This is my problem exactly. Been noticing the drop target being cranky. I’ll look for the video. Thanks!

Here's the video for others looking for a drop target fix.

1 week later
#3202 5 years ago
Quoted from jsm172:

Anyone with clelands 1.06 code get a loud spark sound through the speakers sometimes?

You might be hearing the "Knocker". It is quite loud and irritating. Go through the service menus and find "Knocker volume". You can select between a few options each time hearing what it sounds like. That should confirm whether it's what you heard. I choose off - always.

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