(Topic ID: 200141)

JJP Pirates of the Caribbean Official Owners and Fan Club!

By goren1818

6 years ago


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Topic index (key posts)

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

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Post #222 Liar's Dice rules explained! Posted by goren1818 (5 years ago)

Post #644 Rules flow chart Posted by Rbviessman (5 years ago)

Post #1021 How to fix black pearl lamps Posted by Yelobird (5 years ago)

Post #1360 Black Pearl flippers are uneven when in upper position - Fix Posted by evh347 (5 years ago)

Post #2468 Hardware fix for balls getting hung up during multiball. Posted by Pinballpal (5 years ago)

Post #2892 Adjustment for auto plunger not hitting balls cleanly or correctly Posted by Pinballpal (5 years ago)

Post #3974 Deadflip stream from Valentine’s Day 2019. Posted by Tuna_Delight (5 years ago)

Post #4014 POTC trouble shooting guide Posted by zaphX (5 years ago)

Post #4856 Possibly let distributor go through machine and get it tuned in. Posted by dgposter (5 years ago)

Post #6315 Fix for dauntless positioning, canon shots not landing Posted by Yelobird (5 years ago)


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#3496 5 years ago

I'm new to pinball ownership and in the past couple months bought a JJPOTC LE and a STNG. Both have been great games to play, and searching Pinside forums has been super helpful in identifying and troubleshooting some issues popping up in both machines. Unfortunately I don't have much experience or knowledge with mechanical stuff and I don't have much of a tool collection, so it's been very slow learning for me. I've browsed a lot of the history on this JJPOTC thread (up to about page 50) and I've had many of the same issues with my POTC LE as others (ball hanging up on right ramp, balls entering chest but rolling right through instead of locking, and wire breaking under mini playfield - still don't have the courage to try to fix that one yet) and I just had a couple other issues pop up that I haven't seen mentioned (or I missed them). I was wondering if anyone might have some advice to offer on either of these:
- First, the wire return ramp from Malestrom has in the past day or so shifted to the right by about 1/2 inch so balls coming down it are getting hung up on the top edge of the right slingshot where they're supposed to drop down into the "R" lane. I see there are screws on the dividers between the P & I lane and the the I & R lane. It seems like I should just need to unscrew those a bit, nudge the ramp back over and re-tighten in place. Problem is I don't know what tool to use on those two screws. I checked the user manual (especially pages C-135 to C-151) to see what size they are but I couldn't identify it. I went out and bought a 7-piece SAE nut driver set thinking it should be one of those sizes but 5/16 was too small and 3/8 was too big. Any idea what tool I need for those screws?

- Second, in the past week I've had several shots bounced back at me from the left orbit (yellow skull shot). I think the post at the start of that lane may be raising when it shouldn't and blocking the ball, and then retracting when it gets hit. I haven't been able to confirm it for sure because the post is blocked from view when I'm playing and I don't know it's a problem until a shot gets blocked. Anyone have anything similar to this happen?

Any help would be really appreciated. Thank you.

#3507 5 years ago
Quoted from Yelobird:

Looks like you have some minor adjustments to make but I applaud your commitment in trying to learn as you go. Most side with giving up to complain. As your not all that far from me feel free to reach out if I can be of assistance. Once you get this pin dialed in you will enjoy every minute. Congrats neighbor.

Thank you! Yep, even without the chest lock working for me from day 1 and the left load cannon switch now out it's still playable and a ton of fun to play. Once I get those resolved it should be really great again. I've seen your posts with the mods available for the game and they look great. I didn't realize your location until seeing your message. I appreciate the offer. Once I get the chest lock and broken wire issues fixed the next step might be looking into getting that cannon mod

#3508 5 years ago
Quoted from FlippinJB:

Don't be too concerned about removing the ship. It's in there tight, but with a bit of jigging around, it can be done - see LTG's previous post on page 64 of this thread.
For me, putting it back in place was more difficult. What seemed to work best was pushing the front end just under the ramp first, and then wiggling it around until the bracket with the 'male' end engaged with the 'female' bracket standup thingy on the playfield. It was easy to see when it had engaged, as the ship pivoted left and right in a controlled way when I moved it with my hand. Then it was just a case of putting the allen-type screw back in on the back of the ship, and the washer/pin behind the playfield.
I'll be better at it next time (although I'm hoping nothing else will go wrong under there), and there will be less swearing/sweating.
Addition: while you've got the ship off, I suggest you check whether the wiring loom is too tight. Mine was, and I snipped a couple of wire-ties to loosen it. Hopefully the wires won't get in the path of the ball when it enters the lanes below the ship, but I'll post here if that happens. Best of luck!

Thanks! I'm going to do a test run getting the ship in and out using that guidance, then I'll work up the nerve to attack the wiring. I appreciate the help.

#3509 5 years ago
Quoted from NightTrain:

1st question - Yes - You need to loosen that nut and slide the habitrail over a bit. Try metric sockets maybe? Otherwise a small crescent wrench.
2nd question - I think this is designed in some mode. The post pops up to deflect the ball back to the upper left flipper.

I got a small crescent wrench and was able to make it work. Thanks for the tip!!!

#3675 5 years ago
Quoted from zaphX:

Problem: Chest seems to reject shots that it should have captured.
Solution: Remove the chest mech from under the playfield (5 screws.). Tighten the two screws for the fork which are likely loose. This is a common problem.

My forks have seemed a bit wobbly and rejecting more shots lately so I lifted the playfield to check it out. Looking into the fork assembly it looked like one of the two screws holding the forks is missing and when I looked down I found the screw in the bottom of the cabinet. I see it's five screws to undo to get the fork assembly off the bottom of the playfield so I can put the missing screw back in. It looks like it might to be possible to do it without disconnecting any wiring, but does anyone know if that's the case or if I have to disconnect wires to pivot the fork assembly out and replace the screw? Even though my chest isn't locking balls I'd still like to fix this issue so balls go through the chest more often instead of getting rejected by the forks and rolling back down the middle.

My unit was built in Nov. and delivered in early Dec., so I'm still running into a lot of the common list of issues. It's a testament to the game though that even with no chest lock working, switches 9, 10, and 12 out due to a broken green/brown wire, and other nuisances popping up I'm still super addicted to it after two months, and my kids are still really into it too. I still have "one more game" syndrome keeping me up and playing for extended periods every day. I love trying to hit all the different shots, challenges, and rewards this game has, and I'm usually still playing an hour after I first tell myself, "Okay, one more game".

#3677 5 years ago
Quoted from EaglePin:

in the past week I've had several shots bounced back at me from the left orbit (yellow skull shot). I think the post at the start of that lane may be raising when it shouldn't and blocking the ball, and then retracting when it gets hit. I haven't been able to confirm it for sure because the post is blocked from view when I'm playing and I don't know it's a problem until a shot gets blocked. Anyone have anything similar to this happen?
Any help would be really appreciated. Thank you.

Tonight I got visual confirmation on my left orbit post question. The post is sometimes lifting up and blocking shots to the left orbit, and it's happening in single ball play even when On Stranger Tides multiball has not been qualified or played. Tonight I had a ball get blocked and it sounded like the post retracted after the block. I ducked down to see that the post was not up. About 20 seconds later with no other shots going to the upper area of the playfield, I again hit a clean shot to the left orbit that was blocked. This time I ducked down quicker just in time to see the post finish retracting as the ball rolled away from it. The post is never blocking shots coming around from the right orbit though, so it seems like the issue is that occasionally switch 77 for some reason raises the post as a ball enters the left orbit. Anyone have any ideas?

#3678 5 years ago
Quoted from zaphX:

You don’t have to remove the wires to the fork mech. Just remove the five screws and then fix the two screws on the fork. I used loctite so I didn’t have to think about it a second time. This is indeed a common issue.

Thanks! I like the idea of using the loctite. I'm going to do that. I appreciate the help/confidence booster so I can give it a try to fix it.

#3679 5 years ago

Sorry, one more post looking for an assist. Tonight when I found the screw for the forks in the bottom of my cabinet I looked around and also found a small spring. Attached is a picture of it. Anyone have any idea as to where it might have come from?

POTC Spring (resized).jpegPOTC Spring (resized).jpeg
#3724 5 years ago
Quoted from Yelobird:

Thats a new one to me?? Looks almost like a spring from a Bic pen. lol

Flick my Bic = Flip my pinball

#3725 5 years ago
Quoted from pinball_keefer:

The left post assist comes into play when you're playing a chapter that has an upper flipper shot (map hole/loop) and no other character is lit on the left orbit.

Ahhhh, so it's intentional. Okay, good to know. Thank you!

#3737 5 years ago
Quoted from bigdaddy07:

For the guys that have had this game for a couple months or more, what do you think of it? Is it still worth 10k? Are you having any thoughts of dumping it soon? How is it compared to other games you own or have owned? I must admit, I've never had such a difficult time deciding on a game before, but the price still has me held back. For some reason there is a mental threshold past 8k for me. Even if you only had it a very short time, how is the honeymoon period comparing to other games you've owned?

I'm really happy I bought this game. I'm completely hooked on it and I don't foresee my interest in it going down any time soon. I always loved the rare chances I'd had to play pinball over the years and took the plunge by buying a couple machines to fulfill a bit of a little kid dream I always had. I was and still am a very, very novice player (after 2 months I finally got to a wizard mode three nights ago). I've had my POTC since early December and still play just about every day for at least an hour and my grade school kids love it and are still playing it a bunch too. I think it says something that this game has captured some of their attention away from Fortnite and Minecraft. Whether it's me having fun trying to get better at playing pinball, my kids playing to hit shots & targets and getting a little interested in the object/rules of the game, or friends & neighbors coming over and having fun just hitting the ball around without caring what they're hitting it's been a lot of fun for everyone.

In a bit over 60 days ownership (including 2 weeks vacation when it was home alone and not played), it has 611 plays on it (counting each 1 through 4 player game as one play) and we're still getting more and more into it. For me, it had in one machine a wide variety of the individual elements I liked from other machines like an upper playfield, a fun & unique shot (the cannon shot), lots of different multiballs, and many target lanes & holes (I think 13) with a deep rule set that I knew would hold my interest for a long, long time because I might not ever be able to conquer the entire game. I like a challenge (I still play golf with clubs made in 1990), and I've really loved playing this game. I haven't spent a minute wishing I'd bought one of the other games instead. But that's just me, and I'm sure different games appeal to different people for different reasons.

#3970 5 years ago
Quoted from zaphX:

Haha I’m just passionate about things I like. Happy to help others enjoy this amazing game.

Figures that I don't check the site for a day and an issue pops up that I might have been able to help with. Glad you got it resolved though. Any advice on a solder iron to get and what type/size solder to use? I would imagine I need one with a long cord too? I have the same issue where my green-brown wire is broken and those same three switches are out. I haven't soldered before and don't have the tools (let alone experience) for the job so I need to get some and give it a try.

#3975 5 years ago
Quoted from zaphX:

I just used a cheap medium duty iron from Fry’s. I stripped the end of the broken wire, tinned it with a bit of solder, and then held it down with the iron over the previous solder blob until it melted.
I have a lot of experience soldering from my previous hobby restoring and fixing arcade games. If you have never soldered before I strongly advise finding a junk board and practicing a lot before you attempt to do it on your game. Put down a cloth so solder “drips” will not ruin your artwork.
As for the cord, I generally like cordless irons but this one was corded. We plugged it into the service outlet inside the game cabinet so the length of the cord was not much of an issue.

Thanks!!!!!

2 weeks later
#5187 5 years ago
Quoted from GCS2000:

Interesting never would have thought to link it there.

I have my flasher hooked to the shaker also. For the GI connection I hooked into a spotlight so the Pin lights are always on. When connected to a spotlight the Pin light illumination is constantly on at whatever color and brightness you set them at. I started out with the GI tapped to an RGB insert light, but the Pin lights then just turned off when that insert light was illuminated as one of the two colors I hadn't tapped into. Made for a much darker game during modes when the Pin lights were off. I like playing in very dimmed lighting so I chose to go with constant Pin illumination from the spotlight connection. I also removed the bulbs from all the spotlights so now the only lights on are the Pin lights. For me, I liked doing that because it reduced the washed out lighting on the playfield from the spots and allowed me to get the overall lighting level where I wanted it. I've been happy with the result. There is reflection on the wire ramps, but I really stopped noticing it after awhile and it doesn't bother me.

#5189 5 years ago

I just had an interesting situation pop up. Wondering if anyone else has had it happen. During At World's End multiball, I used the left Black Pearl flipper to load the cannon on the upper playfield. Coincidentally (and unintentionally), on that same shot the upper left flipper on the lower playfield hit a ball that happened to be coming its way. That ball went around the inner loop and kicked off On Stranger Tides multiball. The animation for the start of On Stranger Tides multiball kicked on, and during that time the compass LCD and action button went inactive. That meant I wasn't able to fire the cannon until the On Stranger Tides multiball animation ended and the action button came back online. Unfortunately, the cannon shot timer must have expired and it dropped the ball out harmlessly out of the cannon right as the animation was ending. Probably a one-in-a-whole-bunch chance of a shot (and kind of a perfect storm set of facts lined up), but I was surprised I lost the cannon shot from having to wait for the animation on a new multiball to end.

#5245 5 years ago
Quoted from zaphX:

Duplicated this on the potcfixes page but originaled from pinballpal here:
https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/50#post-4758736
Apparently JJP is now shipping with this fix so I guess it is now more or less official.

Sorry to be dense, but I can't tell from the picture and the description where the post needs to be placed to resolve the problem. I've had this issue pop up on multiballs. Just can't visualize for sure where the post needs to be put in.

#5384 5 years ago
Quoted from skyrex:

When I say this is the perfect theme for us I mean it. The ship has been in my living room for years.....and almost hesitate to say that we have a pirates of the Caribbean themed guest bedroom. lol
Amazing how many pirate type drinking liquors there are as well!
[quoted image][quoted image]

Forget about a ship in a bottle or a lit up flaming skull & crossbones. Bottles of Pyrat Rum, Kraken Rum, and Cannon Blast should be the toppers on every game!

#5432 5 years ago
Quoted from zaphX:

I’m really considering pinstadium - I don’t like how the spots reflect off the LCD and wash it out.
Do they turn on/off sections to simulate what the spots do when they turn off in certain areas?
I’m generally a “keep it stock” guy, but I’m considering this.

I put Pinstadium lights on mine and I'm happy with them. I like having more lighting coverage throughout the playfield and I also didn't like the washing out from the spots. I pulled the lamps from the spots so the only lighting (other than the playfield lights) is now the Pinstadium. I like having the color selection to enhance the color tone of the playfield and I like controlling the brightness to get the lighting level where I like it. The Pinstadium lights don't turn on and off in sections. The Pin lights have two connections, one connection for the UV flasher and one GI connection for the main lights. If you hook up the UV flasher connection to the shaker motor and the GI connection to the wiring for a spotlight, then the main strips of lights on both sides of the cabinet stay on constantly at whatever brightness and color setting you select. The UV flasher activates (flashes) for an effect when the shaker motor activates. My GI connection was originally tapped into a regular playfield light, but since the Pinstadium connection tap has two connectors and the playfield light has four wires (RGB & white), the Pin lights were off when the playfield light was illuminated as one of the two color wires I hadn't tapped into. To keep the Pin lights on full time I switched the GI connection to the wiring for a spotlight. I looked recently at the installation instructions on the Pinstadium website and that's what they're recommending to do now also.

#5449 5 years ago
Quoted from zaphX:

So I’m on a flight back to Los Gatos and I’m bored. Let’s talk POTC gameplay, yeah?
Are you currently targeting chapters, multiballs, acheivement-based scores, or all of the above?
Who is your favorite character right now and why?
What are your favorite things about playing it?
I’ll start - I have been heavily multiball focused (trying to perfect the 666666) but I think I’ve been leaving a lot of points on the table by not working the chapters as hard as I should. I also go through the scoreboards, look for low hanging fruit on a character or task, and try to work that.
I play Pintel quite a bit right now, as he gets me to Arrr Frenzy fastest. I also like going random (hold left, hit right 5x quickly) and playing the game based on the character I end up with. Swann sucks! What a bore, his only buff/debuff is no plundering/can’t plunder.
My favorite moments are “rescuing” multiple multiballs at the last second, getting several good solid rips on the upper loop, and good hard spinner rips (especially during Arrr Frenzy).

Let me preface by saying I'm a novice and not a very good player. That said, I've been playing Tia Dalma for the ability to select what chapter to start and she makes it easier to collect the pieces of eight to start At World's End multiball. I've been working on trying to get pretty reliable at a couple shots (the left orbit and the star map) to qualify and play chapters. I use the left orbit shot as a bit of a crutch, and I like to send it around into the bumpers to build the mystery award. That makes me not a huge fan of the left orbit post assist on some chapters, but I've been trying to learn to anticipate it and use it.

I try to complete each chapter I start. That leads to more ball drains & lower scores but has definitely improved my shooting accuracy over time. I'm much more able to work the ball around and be in the neighborhood of shots than I was a couple months ago, and playing POTC has really improved my ability to shoot & score on my other machine too.

I love the multiple characters & multiple daily high scores (my kids love that they can get their picture taken for a high score every day and friends love getting their picture taken too), and I really love the stacking of multiballs & chapters. I think it's fun to have 3 multi balls going while working on a chapter, or better yet hit the starfield to start a chapter during multiball and then have to try to flip to the movie chapter I want to select & start it while keeping balls in play, or better yet have the cannon load during multiball and take a shot while trying to keep balls in play, and if I can also get Arrrrrr Frenzy going on top of all this then it's just amazing & awesome sensory overload! Oh, and when a multi ball starts, I also like switching my pirate lane award to Add a Ball. Just an incredible number of fun little things to monkey with and aim for while playing this game and it's a ton of fun discovering them all and trying to become a bit competent at it. Last night I played Ragetti a few times and liked being able to add a ball, so I think playing that character is going to be the next fun world of discovery for me. I've played the game most every day since I got it in early December, and I still find myself saying "Ok, one more game" over and over and over each time I play.

#5541 5 years ago
Quoted from Lazar:

Thanks for the feedback. The distributor is 3 hours away and the next closest is 5. I’m not excited about tacking on another 5%, and sounds like the value is to sleep easy. Regardless, I’m excited to be apart of the POTC team.

Quoted from Lazar:

In search of my first pin and landed at JJP POTC LE. Quick question to those with experience. The distributor I am going through adds on another $500 for delivery, setup, and one year warranty. I feel that I can handle transport and setup, but maybe you can tell me to not be so confident. If we don’t get the warranty the following occurs: we are 3 hours from the distributor and any service calls would require us to bring the pin to them if there is issue. Thoughts on whether I should pay the extra $500? Thanks in advance.

I bought this game and an older machine together as my first pins last fall, so I've been in the same boat as you. I don't have any mechanical and/or soldering experience, but I've been able to fix & adjust a couple minor things that have come up. I do still have two issues pending due to my lack of mechanical ability. Neither have kept me from being able to enjoy the game but it'll be nice when they get fixed. One is the broken green-brown wire under the mini Black Pearl playfield which takes three targets on that playfield offline (I haven't been able to practice soldering to try to fix it myself) and the other is that my chest ball lock mechanism has never worked (balls roll through instead of locking). One idea is maybe a middle ground between the $500 service fee and going it alone. What if you negotiate a price for the distributor to run through ZaphX's excellent posting of currently known issues and have the distributor set up the game at his shop & run through it to do anything preventive necessary to make sure all of those known possible bugs are taken care of? Maybe the distributor could then guarantee that setup work by saying if any of those currently known issues pop up on your machine in the next X months he'll do a service call to fix them? I don't know if distributors would typically make an arrangement like that, but I thought I'd throw the idea out there in case it's worth looking at as an alternative if you're good with doing your own transport and setup at home. I think you'll really enjoy having the machine, it's been a lot of fun to play!!!

#5747 5 years ago
Quoted from lapean111:

I see that post, but don't fully understand where the screw goes, or how it fixes the issue. Can anyone explain in more detail, possibly with a detailed photo or 2?
Thanks in advance!

I haven't done it yet myself, but I think the picture on comment #4968 (3rd picture down of the screw/post pushing against the plastic subway) and the description on comment #5265 are general idea of what needs to be done.

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/100#post-4867175

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/106#post-4874225

#5818 5 years ago

Is there anything in the game that tracks the highest score(s) attained for a single shot, sort of a leaderboard for single shots? I haven't seen it among all the leaderboard items the game tracks, but maybe I missed it. I'd be curious to see something like that put into a game though, because with my eyes on the playfield most of the time I miss most of the individual shot scores as they're displayed in real time on the back screen.

#5844 5 years ago
Quoted from LTG:

Run through the audits. There is plenty of crazy stuff tracked in there.
LTG : )

Thanks!

#6080 5 years ago
Quoted from gliebig:

2. Minor bug. Sometimes when I'm in the yellow multiball (curse of black pearl?) Where you have to hit the canon shot for jackpot...which is hard as hell during multi ball.. the few rare occasions I have made that shot, I have also simultaneously started a second multiball. The ball gets stuck in the canon while the animation for the other multiball plays. The canon ball will eventually just dribble out of the canon, not letting me fire it.

Pinball-Keefer's post #5216 indicates that will be fixed in the next code release. Here's a link to his post:
https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/105#post-4872993

1 week later
#6514 5 years ago
Quoted from fossmin:

Is there a mode where the spot lights are off on the Black Pearl? I played a game yesterday the the spots went off when I shot a ball on the Pearl and came back on when the ball left the Pearl.

I've noticed the lights (including target lights) on the Pearl turn off when, as a result of the ball getting kicked up to the Pearl, the Curse of the Black Pearl multiball gets qualified. I'm not sure what conditions have to be met for it to happen (x number of left loop shots or x number of times getting a ball on the Pearl maybe). But when this happens no target lights are on while I hit the ball around on the Pearl playfield. Then, like you said, the lights go back on when the ball exits the Pearl, but then the light indicating the multiball is qualified is flashing. Seems to just be an indicator that the multiball has been qualified. I could be wrong though.

10
#6531 5 years ago
Quoted from PinMonk:

Problem is, it's mixed in with general conversation. A dedicated issue thread would be a faster read for new owners.

Just my 2 cents, but I'm guessing general conversation would also end up getting mixed into a newly created separate thread. I like having the one thread to keep up with and search. I also think keeping it as link to a live document that can be added to and updated is better than a pdf posted to the site that would have to be re-posted over and over to the thread for every update. Again, just my thought. Setting up this document with access for us has been a big deal and a tremendous help. Thanks zaphX!

#6648 5 years ago
Quoted from arzoo:

There's one thing I still can't get working on my POTC and that's the annoying sticking action button. I've tried pretty much everything - bending the angle of the switch extension, removing the rough edge on the inner button shaft, adjusting and polishing the screw on the bottom, and adding lubrication. But the button continues to stick occasionally. Unless someone has another suggestion I guess I'll have to replace the entire unit and switch.

Mine was having the same issue. With the lock bar removed the button wasn't sticking though, so it seemed like my issue was that the narrow metal switch was slipping to the side of the screw head on the bottom of the button and catching on the underside of the screw head. I tried bending the switch different ways and the way that finally worked for me was to leave the switch flat but push the free end of it (gently!) just a bit toward the playfield so the narrow switch is no longer laying parallel to the front of the cabinet, but instead veering a bit away from it. I had tried bending the angle of the narrow switch or creating a bit of a hump in the middle of it and that didn't work, but just leaving the narrow switch flat and pushing the free end of it toward the playfield a bit so it doesn't slip to the side of the screw any more seemed to do the trick and mine's working reliably now.

And this is the second time I've made the same adjustment to correct it. It had the problem out of the box but it had been working with no issues for months after the first time I fixed it. Then I made a slight adjustment to the lock bar screws and the action button suddenly started catching again. The same nudge to the narrow switch fixed the action button both times though and it's working fine again. Seems as though having a slightly wider piece of metal for that switch so the screw head can't slip past it might clear up that particular issue.

#6923 5 years ago
Quoted from LordHelmet:

Not sure if anyone has installed Pin Stadiums on their POTC. I installed the Fusions and love them. If anyone has any interest about the how and why I connected what to what I’d be more than happy to share. Sorry about the bad video, took them on my one so 1 handed game play. Let me know and I can start posting.

What did you hook into to get the flashers popping? I have the regular Pinstadium lights and it had a 2-wire tap-in connection, so it could only tap into 2 of the 4 colors on the playfield lights and that meant they were inactive half the time. So I opted to just hook into the spotlights. Since they're constantly white the Pinstadium lights don't interact with the game for me. Do the Fusions have a 4-wire-tap in to connect to the RGB LEDs to get the full interaction?

#6927 5 years ago
Quoted from LordHelmet:

The fusions have the regular Pinstadiums as well as 4 wire tap flasher light connection. I connected my regular Pinstadiums the same way as you but I connected my addional flashers to the RGB connections on the boards.

Nice! Looked amazing in your video. That additional 4-wire flasher tap makes a big difference. Thanks.

#7083 5 years ago
Quoted from zaphX:

I agree. I think MGC will be all about Wonka and I for one can’t wait.
I still love pirates though and eagerly await fixes. Some of the main ones I want to see:
1. Chest lock fix
2. Don’t give/announce map awards until after the animation
3. Lock in character select immediately on plunge (newbs who don’t use the action button sometimes get unexpected characters)
As a nice to have, I’d like to see the color scheme on movie 5 to be more purple and less blue. It doesn’t match the inserts and it is sometimes confusing to tell if I’m in movie 4 or 5 chapters. (Just me?)

I know there are a ton of leaderboards for the game already (and I love that), but I'd like to see a couple added if it's possible. One for highest score for a single shot and one for highest score for a ball. I think those might be kind of interesting additions.

Oh, and an adjustment to improve the accuracy of my shots. That would be a REALLY great adjustment.

#7374 5 years ago
Quoted from arzoo:

Not sure I've ever heard that - I'll have to listen more carefully.

Yep, I'd like to see a bit more fanfare for completing a chapter and for entering a wizard mode too. They're both pretty good accomplishments that seem to deserve more than just a quick transition.

#7439 5 years ago
Quoted from GnarLee:

Ya personally I feel like there should be a ball save at chapter select...been punished way to many times from the off chance ball hits nothing on way down.

Yep, I agree. It would be nice to have a quick ball save there. It's disappointing when the magnet flips the ball back and it still comes straight down the middle. Happens often enough that a quick ball save would be nice.

#7558 5 years ago
Quoted from Schabs81:

Before I reload my software I'm wondering if you guys know specific times shaker engages . For the past week timing on mine seems off. I thought at start of multiball it would and successful canon shots can anyone verify

Mine didn't go off for the successful cannon shot. It did go off for starting At World's End multiball.

#7564 5 years ago
Quoted from Schabs81:

Ok ty for info really think for canon shot it needs to hopefully in a update .

Yep, it's a pretty neat shot and the signature shot of the game. I think the animation for it is great, but it would be nice to add some shaker for it too.

#7728 5 years ago
Quoted from zaphX:

What's the current best source for carbon steel balls?
I put in a set from Marco and I suspect one or more have already magnetized...I've had a couple instances of them sticking in the trough.
I realize there is some luck of the draw at play here, but before I reorder I thought I'd see what others recommend.
BallBaron seems to be out of stock.

Risking a jinx of myself here, but here goes. I have over 1,500 games played on my machine and I'm still using the balls that came with it. Haven't had any problems with them. One thing though is over 900 of those games have been played as Tia Dalma, which means the starfield magnet isn't on them as much. Could the starfield magnet be the main issue with magnetizing? Just curious.

#8124 4 years ago

Gameplay question (mostly)!!!! The manual says two hits on the Dauntless without it going through the hole destroys it and qualifies COTBP multiball. The past couple weeks I've noticed a few games where I've hit the ship twice without it going through the hole but the multiball didn't qualify. It seems to be qualifying multiball only when I get it through the target hole. When I hit the ship it plays the video animation for a hit, and I haven't had an error reported for Switch 48 so that means it's been registering hits. I also just took the glass off, pulled the playfield forward, and went into switch tests to check #48 by hand. When I rock the Dauntless by hand the physical switch clicks and the machine dings, so the switch seems to be okay. It does seem like the ship has be rocked almost completely left for the switch to click though, and if it only gets rocked halfway left then the switch doesn't click, so I guess maybe it's possible some of my missed shots just didn't rock it far enough left? I thought I had a couple of games where I twice got the animation for a hit without it qualifying the multiball, but I could be mistaken. Just thought I'd see if anyone has had a similar experience. Meanwhile, back to work playing & getting better at the shot so this becomes a moot point!

Should I put mylar on the side of the ship to protect it from missed shots? Sorry, I couldn't resist that one. I truly went back and forth on whether or not to make that joke but I couldn't help myself.

#8127 4 years ago
Quoted from anathematize:

Not that it matters really but part of the reason I un-starred and stopped following the thread was the lack of discussion surrounding the actual gameplay and strategy of Pirates and how everything in this thread has just devolved into a redundant problem solving and OCD preventative maintenance thread. There used to be some gameplay talk in here and it was nice to hear from others on their experiences - especially on a game with such dense rules and code.
Granted... I play Pirates on location so frankly I don't care about fixing the game or whatever slew of problems #XXX CE has out of the box. And I fully sympathize with anybody looking for some support when their new $9500 toy isn't working. So I'm glad this thread and the great people that post in here have been able to alleviate some of those issues.
But man - I guess I'm just more interested in hearing about how people are playing the game and some of the deeper exploiting of the game code that can be done with the various characters and their perks. I feel like that kind of discussion might actually help the people at JJP when they are looking at updating the code and balancing things out as best they can.

Gameplay question! I've played most games using Tia Dalma to try to get to wizard modes, but I'm thinking of trying Ragetti more under the theory that adding a ball can give me longer playing time and therefore a chance to play more chapters. Best way for me to get to wizard modes of course is to get better at shooting, but still... are there any preferences out there for which character to use to have a better chance at wizard modes?

#8132 4 years ago
Quoted from anathematize:

I believe its just a matter of a shot registering on the Black Pearl and then mashing the action button.

Yep, just hit the action button as soon as the ball goes onto the Pearl.

#8133 4 years ago
Quoted from zaphX:

Try Norrington - he’s able to mop up characters quickly because you get credit even if you brick the shots.
You might also get some results with Carina (more time for everything.)
Try to make the movie shot you’re going for, then make the chapter select immediately following...or at least before hitting another movie shot.

I like that Norrington idea. Quicker chapter completion = more chance to play chapters before I drain. I'm going to give that a try!

#8135 4 years ago
Quoted from anathematize:

Obviously this is completely anecdotal but I've had the most success attaining wizard modes using multiball focused characters and approaching the early part of my game on starting a multiball and ALWAYS having a Chapter running regardless of the color. And playing extremely safe even if it means timing out a Chapter.
After my first ball I usually look at what Movies have the most Chapters qualified and start focusing more on making that specific shot and then immediately starting the Chapter.
I fully admit that its a bit of a haphazard approach but I have much more success this way as opposed to using Tia Dalma and just picking the Chapters using the interface. I'm sure a more skilled player could take Tia and just run a clinic on the wizard modes with great play that would make me reconsider everything I've just posted. Probably part of the reason I love this pin.

Nice! That makes sense. Even when I play Tia Dalma I seem to play the most chapters when I get multiballs, but I haven't tried focusing on getting multiballs first and then playing chapters. I've always come out of the gate trying to play chapters. I like the idea of going right after multiballs to make it happen though. Thanks!

#8143 4 years ago
Quoted from Yelobird:

Have to ask as my wife and I had an evening of competitive pirates and Most times we follow the pirate code (which is more of a guidelines anyway) but in this case she had pretty much the best game she ever had score wise then I lucked a Plunder half points.....lol Definitely damped the mood when I followed the pirate code but come on! How many of you have special pirate codes on Plundering depending on who you are playing against and as a team do you gang up on one person to feel real piratey! I so love this unusually gratifying element of the code, so fitting of the theme. Granted I am sleeping on the couch tonight.....

Plundering code/guideline here: wife, friends, & neighbors are always fair game. Plundering the kids not as often but certainly doing it sometimes (don't want to spoil them)!

10
#8145 4 years ago
Quoted from anathematize:

Also for any of you home owners. Somebody STILL hasn't posted a comprehensive character perks/negatives chart or table. Would be much appreciated if somebody could take the time to pick each character, hold down the left flipper and take a quick picture and upload to an imgur album.
Things like Will Turner's 5x skillshot multiplier are crazy good in a competitive setting if you know it ahead of the game. I've had 300,000+ point skill shots with him and in a tournament setting that is a healthy head start and often enough to outright win the game within 30 seconds on ball one.
But that 5x skillshot bonus isn't listed on the character selection screen. Kind of weird that JJP didn't just decide to list them all on the selection interface and instead buried them inside the instant info screen once you have started the game.

Challenge accepted!!! Here's a list of all the +/- attributes for each character (including JJP typo/awkward wording on Marty, Barbossa, & Angelica):

Salazar:
+ Multi drain ball save during multiball
+ Movie 5 multiball easier to qualify and scores double
- Multi drain does not happen often

Elizabeth:
+ 3 Chapters always lit

Will:
+ More time for combos
+ 5x skill shot

Jones:
+ Liars dice advantage

Jack:
+ Removes 2 least desirable mystery awards
+ Increased everything for treasures

Governor Swan:
+ Cannot be plundered
- Cannot plunder

Blackbeard:
+Every multiball ball saver is longer

Scrum:
+ Spot 1 female character per chapter at 5x
+ Female characters score 2x
+ Bonus X always held

Marty:
+ Refunded some gold when starting Tortuga multiball
+ Gold bonus is 50% more, gold collect increased value

Carina:
+ More time for everything

Norrington:
+ Easier chapter shots
- All chapters score ½ value
- Helper shots score ¼ value

Henry:
+ Spot character always lit during chapter
+ Shot chapter increase value doubled

Barbossa:
+ Easier multiball shots
- All multiball score ½ value
- Helper shots score ½ value

Pintel:
+ Spot some pirate lanes for the entire game

Bootstrap:
+ Movie 2 multiball easier to qualify and scores double

Tia Dalma:
+ Choose your chapter instead of random
+ Movie 3 multiball easier to qualify and scores double
- Decreased chapter multipliers

Beckett:
+ Pick up all gold with single action button press
- Gold bonus is 50% less

Angelica:
+ Spot 1 male character per chapter at 2x
+ Awarded skull hold at end ball every ball

Ragetti:
+ Once per ball add-a-ball in play when ball is aboard the Black Pearl
- Score ½ while add-a-ball is in play

Cotton:
+ Easier Black Pearl motion
+ Black Pearl scoring is doubled

Philip:
+ Movie 4 multiball easier to qualify and scores double

Gibbs:
+ Tortuga multiball scores double
+ Tortuga bumpers scores double

#8178 4 years ago
Quoted from Yelobird:

Same here? I understood the characters had several more cost to value traits. Still a great list thanks!

Yep, I was thinking there were more negative traits also but for now these are the only ones showing.

#8366 4 years ago
Quoted from harryhoudini:

Humm.. ok, would be nice to know any conditions. I mean, I'm no pinball god, but I've definitely gone through many different chapters with many different character combinations and not once has that post popped up.

It happens when there is not a character to collect on the left orbit shot but there is a character to collect in the map hole or inner orbit shots. Like others said, the idea is to block a shot going up the left orbit in order to feed the upper flipper and collect those characters. Personally I find it a bit jarring and I'm still trying to get better at using it because 1) I'm never expecting it when it happens & 2) the ball often bounces so hard off the post that it flies past the flipper before I can use it. Here's the explanation from Keefer earlier in this forum:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/74#post-4834845

#8568 4 years ago
Quoted from Tuna_Delight:

Hear! Hear!
With all the posts that have been made in this thread since I last checked, I thought that maybe a new code update had come out.
Wishful thinking anyway ... SIGH

Ha! I know the feeling. I'm almost wishing this "how many games were produced" topic would revert back to the good ol' days of how to coat the entire machine in mylar & amber to preserve it. Almost.

Okay, game play question: What does everybody like to choose for their PIRATE lane awards? I've been going with Super X, then Bonus X, then Arrrrrrrr Frenzy as soon as it's eligible. I've never yet been able to get all 6 multiballs going at the same time though. I'm thinking of switching it up to maybe do Super X and then Add Gold. Seems to me like the best chance to get all 6 multiballs going is to start COTBP first, then Tortuga, and then get the other 4 running from there. I think I need to have Tortuga multiball pretty well teed up & ready to go first or second because I have zero chance/ability to hit the button to collect gold while one multiball is running, let alone while a couple or more MBs are going at the same time. Anyone have thoughts/strategies on this to share?

And as for the 10 million score posted by JustLikeMe... I mean... just... wow. Unreal score and well done.

Apologies for being off-topic

#8572 4 years ago

Just had a run of some good (for me) games. On one game I won enough treasures in a round of liars dice to start treasure hoard mode. I hadn't reached that before and I haven't seen or read anything about what to do in it so I was a bit lost. I just searched this thread and Pinside forums in general and not much comes up about it. Unfortunately my ball got bounced around in the pop bumpers for a bit and then thrown to the slings & left flipper couple times during the mode so I didn't have much chance to complete anything. Toward the end of the timer I did hit a combo and saw something flash on the screen so I'm guessing the goal is to make combos during the mode. No idea what they're worth or if there are different objectives though. Anyone have info on what the objectives & scoring are in the treasure hoard mode?

One other thing, similar to entering a wizard mode the game got relatively quiet for the treasure hoard mode. I'm hoping they add some more dramatic or louder music & effects for the wizard modes and treasure hoard. To me it feels a bit off/odd to have the regular game play be sensory overload with lights & sounds and then become a lot calmer for those modes. Still loving this game after about 6 months of almost daily play.

#8594 4 years ago
Quoted from LTG:

Wait a minute. You have a girl friend ????
What forum are you posting on about that relationship ? I've got to read that.
LTG : )

There's a mylar joke to be made about that post but I'm not going to be the one to do it.

#8604 4 years ago
Quoted from harryhoudini:

Huh. Thanks guys, I'll check it out

Couple game questions that I've been trying to figure out lately but can't figure out the rhyme or reason to them:
1) Occasionally a skull light on the playfield will turn from its regular color to white. Anyone know why this happens? It turns back to it's regular color again at some point, so I'm guessing it must be a signal about something related to game play but I can't figure it out.

2) During Tortuga multiball you can occasionally add a ball by hitting a jackpot. Anyone know what causes that to happen? Is it after hitting a certain number of jackpots or hitting the scoop for a super jackpot?

#8619 4 years ago
Quoted from KevInBuffalo:

Tune in tonight for a pre-release look at the new .99 JJPOTC code! Live at 8 p.m. Eastern: http://www.twitch.tv/buffalopinball
[quoted image]

Oh boy, here we go!!! Looking forward to this release!!!!

#8655 4 years ago
Quoted from pickleric:

Would love the ability to set a very short ball save when the tortuga scoop fires on the chance it fires a drain shot.
Even if you adjust the scoop, it can occasionally fire a weak shot that goes down the middle.
TNA does this and it avoids feel bads.

I second that motion! Same for after chapter select in the star map area.

#8657 4 years ago
Quoted from Axl:

Just a quick question , I am struggling to reach one wizard mode. (No luck yet)
How many of you have reached all 5 in a game and needs the final wizard mode ASAP?

I'm picturing someone needing a straight jacket and a padded room on the day they get through 4 wizard modes and then drain to end the game during the 5th one right before getting a crack at Break the Curse. My sanity seems safe since I don't realistically think I'll ever get 3 wizard modes played in a game.

#8659 4 years ago
Quoted from pinball_keefer:

The only one under consideration at the moment is Weatherby Swann. Pretty happy with the balance of the rest of them.

No but it's on a list to work into all games.

Thanks pinball_keefer for the work on this code. Can't wait to install & play it as a gift to my wife on Mother's Day lol. She won't care about the new code in the least, but hey you can't always get what you want right? Current plan is to tell her it's a date-sensitive install that can't be done on any other day. I give myself a 50-50 chance of pulling it off.

#8669 4 years ago
Quoted from zaphX:

Just fix the alignment on the Tortuga scoop and you'll never want a ball save there. When properly configured, it fires very reliably into the left flipper.

I have the same issue. Problem isn't so much alignment as it is the speed of the kickout varies from one time to the next. If I was getting consistent kickout speed then yes, I'd change the alignment as you suggest but I'm getting a consistent speed probably 5 or 6 times out of ten and then the other times the speeds are harder or softer with no predictability. When the ball comes out at the right/wrong speed it's SDTM instead of where it's usually hitting. The depths does the same thing for me. Sometimes it comes out of there hot and other times slower.

#8674 4 years ago
Quoted from harryhoudini:

Same.. and I've played with the power. I have the new scoop metal piece in hand, not sure if that changes the way the ball is kicked out (unsure if it hits it) but that might be something.

Yep, I've tried many different power settings too. Same inconsistency though. It just is what it is.

#8984 4 years ago
Quoted from harryhoudini:

I'm sort of surprised the games aren't internet connected yet.

Maybe one day we can say “Alexa, change my PIRATE inlane award.”

#9215 4 years ago
Quoted from gumnut01:

Hey. Stupid question What does the Left Turnaround Loop Diverter Assembly do ? Does this put the ball in the depths rather than coming out the Devil’s Triangle? I think I’ve seen it move after hitting a bullseye? Sorry if this has been discussed. I did search.

Yes, I think you're correct that the diverter has the ball come out the depths instead of back out the Devil's Triangle opening. I think it diverts into the same hole as the Maelstrom funnel.

#9297 4 years ago
Quoted from pinball_keefer:

Appreciate the kind words... It was always meant to be a bonus for a particular area or style of play, originally started off as just the 5 or 6 main characters. As time went on and we wound up with the chapter concept, it was taken as a challenge if we could get everyone called out in the game to be interesting. With such varied options, the occasional negative became necessary, but definitely not everyone warrants it.
Anyway, here's where we're at now. Bolded lines are changes since v0.99.[quoted image]

Arrrrrrrr!!! I love the new character traits! Really impressed with the addition of the constellation for Carina too - perfectly fitting for that character in the movie. Can tell a lot of good thought went into the traits for all of the characters. Still loving this game and playing just about every day!!!

#9309 4 years ago
Quoted from gliebig:

That's cool. Then I could study the star map and figure out what I'm looking at.
I thought the starmap adjustment in the menu helped with reading it, but apparently the adjustment has to do with ease/difficulty of the corresponding shot.?

I think the starmap menu adjustment changes how quickly/slowly the lights flash together to make the image they're forming on the map easier or more difficult to visualize. Going one direction in the menu adjustment makes it so more lights are on at once and you can more easily see what the image is. Opposite for the other direction. I think I remember seeing or reading something about scoring related to constellations being decreased if you adjust the map to the easier side of default.

1 week later
#9482 4 years ago
Quoted from gliebig:

To score with Tuner, do you hit the loop a bunch then next time around have to put it in the Map hole? I can usually hit 5-7 loops in a row, but have trouble hitting the Map hole while looping.

Yes you have to hit the map hole to complete the skill shot. You can go for as many loops as you want but you have to hit the map hole to finish it.

1 week later
#9984 4 years ago

Closing in on post #10,000 on this topic. I remember when I first started following it in Dec when I got my machine I think the topic had about 25-30 pages and something like 1,300-1,400 posts. Who’s going to be the author of post #10,000?

#10032 4 years ago
Quoted from Yelobird:

I am So doing that tomorrow. Yeah bad habit don’t care! Lol how did I not see this in the menu. Do you have a trick to make the flippers a 1/2” longer? Lol

I think you already posted the answer to your own question. Elizabeth Swan on a pole.

#10034 4 years ago
Quoted from gumnut01:

Games started 650
Games played 150
I need to stop trying to get those high scores. Only cracked 1mill once. 450 is where I’m usually at. For me chapters seem to score more than multiballs.
Only got to kraken wizard by using Tiadalma. I think she is the easiest way to get to wizards. Without her I’ll be thinking “ok just shoot maelstrom only and then star map”. But then on a ball launch I’ll have already done the inner loop. And I love the left orbit. And the chest shot..... so I’m not regimented enough to keep to one target. Would be better if some of the shots are crap. I mean how satisfying is it when you shoot the right ramp and the ball goes all the way through the spinners on the Pearl. I was scared the game would be too stop and go. Besides the map target and the star map, it never lets up.

Have you given Norrington a try? I used to only play Tia Dalma but have switched more to Norrington on advice from a post some time back. Completing chapters is faster with him and I find that helps me complete a movie to get to wizard modes. It doesn't seem like it should work out that way but I'm not a great shot and I seem to do better when I'm not trying to be a sniper to start a particular movie chapter and instead just go more with the flow of the shots. When I play Norrington I get more into that mindset of not trying to be too perfect with the order of my shots so it seems to work out for me. The combination of all the different shots & characters in this game really is amazing.

#10037 4 years ago
Quoted from harryhoudini:

Who gets all giddy when a chapter you never saw before is selected? A surprise every time.
Also, did you notice that the screen shakes when the chapters are being selected (and cannons are firing)? Love that touch.

That is a pretty great effect. I had a thought the other night that it would be neat if they could put some sort of animation over the cannon door when that movie's wizard mode has been played. Right now I think after the wizard mode has been played the cannon door just stays shut the way it usually is when the chapter hasn't been qualified (although I haven't updated code so maybe it's different on .99). Might be interesting to make it look like a cannon has been shot through the door or have some other look to the door to indicate the wizard mode has been played.

#10058 4 years ago
Quoted from GnarLee:

Norrington is my goto as you can complete chapters insanely fast. Norrington with 1 multiball I can fairly often complete 3-4 chapters. Best game I've had with him I had 2 wiz modes qualified with 1 almost qualified (17 or 18 completed chapters). Tia Dalma is where I go if I want to increase my chance to get to wiz mode as I can blow things up then select what chapter I want to play. Not too hard to do 5 chapters in one game with her, although 2 months in I still have not seen the last wizard mode DMTNT. Past couple days ive been focusing on it gettign pretty good at the devils triangle shot just a matter of putitng everything together now

Yep, Devil’s Triangle and Extra Ball shots give me fits. Can’t hit them when I’m trying but when I don’t need to hit them the ball frequently finds it’s way there as if to say “it’s this way, moron”. Love the challenge - it keeps me playing game after game.

#10066 4 years ago
Quoted from jarozi:

Is there anything better in this game than hitting a bullseye on Dauntless? Love the metal on metal 'CLANK' and accompanying sound and light show.
Only wish I could load the cannon more consistently. What's a good strategy for loading the cannon once the door is open? I can't find any consistent shot for getting it in there. At the moment I more or less flail and hope for the best.

Definitely! I love hearing that clank too! The variability of the shot from both flippers combined with the ship rocking makes it a pretty different challenge each time. Very fun though and that sound really does add to it. My best chance for loading the cannon seems to be when the ball happens to be at the left flipper as the ship is rocking left. I’ve yet to develop any consistency in being able to arrange those two things occurring at the same time though. Most of the time I’m just trying to keep it on board as long as possible and hoping for the best.

#10167 4 years ago
Quoted from pinball_keefer:

Mostly I lost the genetic lottery in terms of family heart disease history and being type 1 diabetic for 32 years which led to a heart attack.[quoted image]

Very sorry to hear that and very glad you're still sailing the pirate seas with us. This game is already brilliant as is, and anything more will be icing on the cake. Even though it's all too easy to get caught up in the rat race, health before work always. Arrrrrrrrrrrrrrrrrrrr!!!

#10350 4 years ago
Quoted from Blackzarak:

Congrats bud, must be nice to own 2 of them ..
Question: does anyone know when I pick Ragetti the one eye pirate I put the ball in the black pearl and I dont get the extra ball what am I doing wrong? I got it the very first time but after that I tried it again but It wont activate anymore is there something I'm not doing right?

All you should need to do for Ragetti's add-a-ball is hit the action button as soon as the ball goes up on the Pearl. You can do it once per ball.

#10610 4 years ago
Quoted from Breger1:

How do you qualify with skill shot to advance? Do you mean the plunge skill shot to the ship entrance?

From page A-13 of the manual (the section titled “Skill Shots”):
3) Plunge the ball with medium strength to send the ball toward the top of the playfield. If you are able to drop it into the subway entrance, beneath the Black Pearl mini playfield, you are awarded points and one stage of progress toward sinking the Dauntless with the Black Pearl cannon (below, center) and qualifying The Curse of The Black Pearl Multiball. You also get to board the Black Pearl mini playfield in an attempt to further your progress (more on this feature to follow).

#10623 4 years ago
Quoted from Breger1:

I guess I was referring to if multiball can be started without the cannon shot?

Or get the load cannon light (green arrow) lit on the Black Pearl and then skill shot to advance it to the next step. Very simple concept. COTBP MB requires steps:
1) Raise Sails (spinners to light stand up targets)
2) Load Cannon (stand up targets to light green arrow)
3) Sink ship (load ball & fire while arrow lit)
4) Shoot Port Royal to start MB (insert flashing)

Whichever step you’re currently on, the skill shot will advance you to the next step.

#10654 4 years ago
Quoted from KingBW:

I'm guessing that the qualifying rules for COTBP are the same as the prototype JJPOTC's. eaglepin is correct with this, but … each qualifying attempt gets a little harder. According to what Eric told me (playing a game with him on a prototype), it's kind of like a 3 point shot in basketball. The 3 point shot is the cannon bulls eye shot that sinks the ship. The other possible qualifiers are worth 1 point - hitting the side of the ship or BP skill shot. For the first COTBP MB you need a total of 3 points with those combinations to be fully qualified for MB. The next COTBP MB you need a total of 4 points. The next 5 points, and so on.

That seems right. I've noticed that after playing COTBP MB trying to qualify it again seems a bit more difficult. It seems like more turns of the spinner are required to activate the stand ups (I'll try to not raise the hair on anyone's neck by saying raise the sails... oops I just said it), and it seems like the rocking motion of the ship becomes more difficult also.

#10749 4 years ago
Quoted from Soulrider911:

Im sure this has come up... How does one adjust the map disk height/angle. I expected to find a similar attachment to the creature playfield window where it attaches with rubber bushings, and you can tighten/loosen to adjust ride height? Thank you

These posts might help:
https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/84#post-4849012

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/49#post-4757198

#10778 4 years ago
Quoted from Soulrider911:

What angle on the bubble are you guys putting your machine at?
I can’t use a bubble level app on my phone cause iPhones camera protrudes on the back so doesn’t lay flat
[quoted image]

Much wisdom from over 10K posts ago:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/9#post-4657535

I used the app and it seems to work on the iPhone because step 1 is calibration on a flat surface.

#10835 4 years ago
Quoted from gumnut01:

What’s the point of the magnet???? Is it all for show?
It’s like Santa all over again......
I just need to be left alone for a while....

I think I recall reading somewhere or seeing in a video where they said the original design did have the chapter selected by the ball hitting the targets as it was flung around by the magnet. The last target hit by the ball was the one selected to play. However they realized the way the mech was working caused the ball to be much more likely to hit some targets than others, so it wasn't going to be truly random selection (odds of the ball hitting some targets last were much greater than others). That led to creating the random choice by software.

#10838 4 years ago
Quoted from gumnut01:

Thanks for clarifying Mr Eagle.
I guess it still looks cool.
So the switches are there to register an initial hit only?

I think so.

1 week later
#11115 4 years ago
Quoted from arcadem:

I wrote to Jack himself last week and he told me the manual issue was still under consideration. He said a manual would be provided but not necessarily a printed one for any model including CE's.

Honestly not trying to be a smart alec, just wondering what the interest is in having a printed manual as long as one is available online. I'd think it would be kind of like phone books now - good in print at one time but better online now with searchable text.

1 month later
#11730 4 years ago
Quoted from 3pinballs:

When you removed the 2 nuts underneath did everything come off at the bottom i.e. the spring, plates etc.

Here’s a link to the advice I followed when I installed my Cliffy’s. Worked for me.

https://pinside.com/pinball/forum/topic/jjpirates-of-the-caribbean-troubleshooting-tips-issues#post-4934930

-1
#11731 4 years ago
Quoted from lhammer610:

On a different issue, I received my JJP Pirates pin about six weeks ago. It appears to me that I have a lamp issue with the arrows, or maybe this is normal. When starting up a game, the middle four arrows and the one on the right loop flicker (they are dimmer than they appear in the video), while the two left arrows are completely out.
When one of these shots is made, the arrows go full bright and all other game play is OK.
Is what you see in these videos normal for those arrow insert lamps? JJP Tech does not seem to know.
The first video is at the start of a game. The second video is during game play and the arrow to the ramp is flickering to the same frequency and the arrow behind it near the map hole.

One idea: Maybe watch an archived stream somewhere and check to see if what you’re seeing is the same on other machines.

#11754 4 years ago
Quoted from Galooch:

That is exactly what I'm going to try and do. I realize I need to actually play this thing and not worry too much about what could or might happen. All I can do is just be knowledgeable and prepared (thanks to you all) when things come up. However, below are some preventative items (either relatively simple to do or prevent some major issue down the road) to do before really playing:
Playfield:
- install JJP star posts, washers, mylars on slings
- spot check and address all other posts for ripples
- install all mylars (including star map, BP VUK and overboard area)
- grind/remove T-nut from MAP hole (this one scares me more than it probably should)
- check/align Mystery hole deflector
- Cliffys will need to come later
Black Pearl:
- test BP VUK power setting (will start with 20)
- check BP/Dauntless cannon alignment
Miscellaneous:
- check upper flipper for SDTM alignment
- spotlight e-tape connections
- check and tighten all loose nuts
- check subway post
I already know where to locate all of these answers and posts. I just wanted feedback on this list. Anything I missed that you guys would do if you were opening a NIB? Anything here that is overkill and I should just worry about later?

I’d put neoprene and steel washers (steel washer on top of neoprene washer) under as many mini posts as you can get to. One mini post on mine did already have a steel washer but I couldn’t add neoprene under it because the steel washer seems to be stuck in the clear coat.

Also check that both the chest lock mech and cannon load door (in the mini playfield) are working correctly. Out of the box, my chest latch needed to be slightly bent to hold balls in and my cannon door also needed to be adjusted because it was only staying all the way up. The arm connecting it needed to be bent so the door could close. I didn’t even realize there was a cannon load door until several months after I got the machine and I noticed it on a stream and said “What the...?”

Also, make note of the post I’m linking below. Not necessary to do it now but once the rubber at the corner of the star map area wears out you’ll need to replace it, so while you’re there I think it’s a good idea to also put the 1/2 inch post sleeve there. That should prevent needing to replace the rubber ring again for a long time (also helped cut way down on balls going SDTM after chapter starts).

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/227#post-5094603

I’d also consider the POTC pirate ship protector from Pinball life. I’ve had three switch wires under the Pearl break and need re-soldering due to bounce backs off the Dauntless. It also prevents balls from getting stuck under the Pearl. I put it in and I like having it there. Here’s a link:

https://www.pinballlife.com/mm5/merchant.mvc?Screen=PROD&Product_Code=POTCCS_UK

It’s a great game to play though!!! Welcome aboard!

#11758 4 years ago
Quoted from RTS:

I think it means you hit the action button when there was no gold to collect and the lower display and audio are telling you the next award you will receive for completing the Pirate lanes.

Shot X means the next shot you hit will be worth X times its usual value. Good for one shot. Super X starts a timer during which every shot you hit will be worth X times its usual value. So 2X is double value, 3X is triple, etc.

#11760 4 years ago
Quoted from 3pinballs:

I hear the Shot X, Super X, when I play the game and Have No CLUE what they hell it means or what to do!!!

With over 11k posts in this thread there’s a lot of information available by keyword searching. More on the multipliers here:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/8#post-4637259

#11770 4 years ago
Quoted from wesman:

Hmm.
So one of these fatties?
https://www.pinballlife.com/12-sternsegadata-east-black-rubber-post-sleeve.html
Any other place these would help?

Yep, I got mine from Marco but it's the same thing. 1/2 inch high and 3/8 inch inner diameter. When I ordered I thought about whether or not it might make sense anywhere else but nothing jumped out at me. It would fit on the opposite post for the star map opening but that rubber was still in really good shape. I don't think it takes near as many direct hits like the left side does.

#11793 4 years ago
Quoted from Galooch:

Do you have a link to the right neoprene washers? I want to make sure I get the right sizes, at least for the slings.

I got my neoprene washers for the mini posts at Home Depot. I think they were 3/16 inner diameter (hole size) and 1/2 inch outer diameter. I’ll check tonight when I get home and then update this post with a link. I didn’t put any under the sling posts yet. That’s this weekend’s to-do.

https://www.homedepot.com/p/3-16-in-x-1-2-in-Black-Neoprene-Washer-4-Piece-815728/204276433

#11794 4 years ago

Yep that’s the one I bought. It’s working very well.

#11799 4 years ago
Quoted from RTS:

I put on neoprene washers on Day 1, the same day I unboxed my game. The clear around my sling posts was perfect - no damage because the game hadn't been played.
Six weeks later, I can now see rippling has formed in the clear at the base of the sling posts.
It looks like neoprene washers are no better than the JJP nylon washers.
Has anyone else noticed rippling with neoprene?

I’m not sure, but I think it’s a case of two different issues. One issue is rippling, and another issue is chipping. I put neoprene washers under the mini posts to try to prevent chipping at the base of them. I don’t know, but I don’t think a washer is going to prevent rippling, regardless of what material the washer is. If the clear is shifting and causing rippling I think it’s going to happen no matter what material the clear is pushing against.

#11800 4 years ago
Quoted from lhammer610:

Not sure I am getting an answer on this that I understand. Could someone with a Pirates start a game and see if any of the arrows are on low, flickering like in my video?
To clarify, these arrows go to full brightness after the shot is made. It is before the any shots have been made that some of these arrows flicker.
There are 9 arrows in this pin.
*At start up, the left two and the chest are out completely (until the shot is made). That accounts for 3 of 9 arrows
*The rest (6) all flicker.
-Map shot flashes as it should, then flickers red.
-Inner loop flashes as it should, but has a red flicker mixed into it.
-I cannot tell if the right loop is flickering, or on full brightness.

To clarify, what’s going on game-wise when the video was taken? I hear the “What are you waiting for?” callout, so I’m guessing it’s either the start of a new game or between balls on a game in progress, where some shots have already been made on a previous ball. The brightness of the right loop arrow seemed normal when it flashed. Your description of the arrows going solid after hitting the shots while others might be flickering seems consistent with normal game play.

#11806 4 years ago
Quoted from Heater:

What a bummer. Sure feels like JJP has washed their hands on this game. Too bad since it's so much fun to play. Just want it to move up to it's full potential.

Still less than one year since the games rolled out the door and they had an update in May with another one a few months before that. If they hold a pattern of every 4-5 months for a release we’ll have 1.0 by October, which I think is right around when games shipped last year.

#11808 4 years ago
Quoted from Heater:

Positive thinking. I like it!

I’m not saying I’m confident it’ll happen. I’m just saying I think they’ve still got a bit of time until it’s time to get negative on that topic. There’s a subtle difference

#11822 4 years ago
Quoted from lhammer610:

It is at the start of a game. Nothing has happened other than I selected a character.
So "normal" game play is to have three arrows completely out, but the rest flicker? What is really silly is that the (I think it is called) inner loop mixes the colors when it flashes.
So from these comments, I am getting that my game is running just like all the other games? This tells me that mine is not a hardware malfunction, but likely a software bug?
Anyone else care to start a game, pick a character, then look at your arrows (do not shoot the ball).

I looked at my game when I played last night and prior to plunges I had the same flickering and mixing of colors on the inner orbit and map hole lights, which is done on those lights to call attention to the skill shot available off the plunge. My large red arrow on the Open Seas (outer right orbit) was also flashing the same as yours prior to plunges. And my left orbit arrow also flickered a bit. I’d have to look again tonight at the specific case of what your other unlit arrows are doing after power up and selecting a character, but it seems to make sense those would be unlit until their respective shots are made.

My thinking is the lights on your game appear to be working the same as mine prior to plunges (though I’d have to double check the specific instance of after character selection). You’ve said none of the lights on your machine are completely inoperable, and that they come on when shots are made, so it seems like your lighting is correct and that’s just how the machine is programmed. If your main issue is just with what’s going on prior to plunges and you don’t have any inoperable lights, then my thought is your game is lighting as normal. Have you viewed any archived streams online to compare how those machines are lit after character select? You’d want to view a stream of a machine that’s using the same code yours is currently running.

#11823 4 years ago
Quoted from 3pinballs:

DONE !!!! NOW I just need to do the Depths as that looks like a PIA....If anyone has install directions and pics that would be great[quoted image][quoted image][quoted image]

For Depths I just lined it up at the edge of the hole from the topside, put my middle (longest) finger on it and slowly slid it over the edge until the lip of the protector was hanging onto the edge of the hole. Then, going slowly to hold the protector in the same position, I slid my finger a fraction of an inch into the hole and pressed the back plate of the protector forward toward the front of the machine and it snapped into place. Your magnet will come in handy if you slip up and drop the protector into the hole the first couple times like I did. Also, I unscrewed the wire return from Malestrom and slid it down through the Devil’s Triangle rock as far as it would go so I could then turn it out of the way (laying more horizontal across the playfield) so it wouldn’t block my hand. Put a rag or towel on the playfield under the wire so you don’t scratch anything. It seems daunting but on my 3rd try it snapped into place easily.

#11873 4 years ago
Quoted from DarthSinex:

My black pearl was removed to resolder some wires that came off underneath. Since going back on, I'm convinced the ship never fully tilts down far enough to make the dauntless shot. Should the rod through the backboard travel to the bottom of the slot as mine only goes down about 2/3 of the way. Any ideas why the range of vertical travel may be restricted?

I’ve only taken it off and put it back on once, but here’s one thought on a way to troubleshoot it: if you turn power off and unhook it from the linkage arm it’s connected to behind the back wall, can you manually rock it back and forth the whole way or is it still limited? If you can rock it the whole way then the issue is with the connection to the linkage. If you can’t manually rock it the whole way then the issue might be that it’s not seated properly or there’s a wire in the way under the ship. I don’t know offhand if the rod usually goes all the way to the bottom when it’s connected and powered. I can look at mine tonight.

#11874 4 years ago
Quoted from DarthSinex:

My black pearl was removed to resolder some wires that came off underneath.

These wires have been an issue for me too. Anyone know if re-soldering is the only option or is there a different way to make a reliable connection that won’t be as likely to break?

#11880 4 years ago
Quoted from DarthSinex:

My black pearl was removed to resolder some wires that came off underneath. Since going back on, I'm convinced the ship never fully tilts down far enough to make the dauntless shot. Should the rod through the backboard travel to the bottom of the slot as mine only goes down about 2/3 of the way. Any ideas why the range of vertical travel may be restricted?

I just checked and the rod on my Black Pearl also does not travel all the way to the bottom of the slot. There's still a decent gap at its lowest point both when there's a ball on the Pearl and when there's a ball loaded in the cannon ready to shoot.

#11894 4 years ago
Quoted from PanzerFreak:

Stephen from JJP on the JJP Google Group said on August 14th that "New code will be coming at some point". The term "some point" sounds like it could be a while until we see new code which would be very disappointing. It sounded like Keith was working on the super wizard mode as of early April when Eric was talking about it at MGC. At the time Eric said that the super wizard mode was shaping up nicely. Nearly 5 months has gone by since then.
This is just speculation but I'll guess Keith has been tasked by JJP management to work on the next game, likely JJP #6 which may be revealed at Expo. It's no fault of Keith's, he's got to work on what management tells him but for owners that purchased $8.5k - $12.5k Pirates it's a bummer to see the code not feature complete and polished after 2 years...I know JJP will get the code done and give it the attention it needs, was just hoping it would be sooner rather than later.

“At some point” definitely doesn’t sound encouraging. I’m thinking mid- to late October would be a reasonable time frame (about a year after shipping) but I’m not holding my breath. JJP seems to be pretty far from firing on all cylinders right now.

#11896 4 years ago
Quoted from Rdoyle1978:

Not sure where you’re getting that from - they are actively working on 2 more games, plus WOZ, DI and Wonka have all gotten updates recently. TH is pretty much “done” (although there are some bugs I don’t think they want to spend much more time on that game)

Where I’m getting what from? It was posted that someone at JJP on Google said code will be coming “at some point”. To me the phrase “at some point” doesn’t sound like it’s only 1-2 months away when it’s coming from a representative of the company. I hope I’m wrong though. As for JJP not firing on all cylinders I wasn’t referring to just code. I was referring to my impression of their overall operation (products and service) based on my own recent experience with them.

#11953 4 years ago
Quoted from Heater:

Unfortunately you are going to need to remove the BP. Once you do that you can easily remove the nuts that hold the plastic. While there you might as well do a good cleaning and check the mylar in the starmap. After you remove it a few times, it will be second nature and not a big deal.

Quoted from koops:

(If I am asking this in the wrong thread please let me know!)
I’ve been reading through all the old posts and saw the yelobird lantern fix.
I can’t remove the left side of the black pearl plastic due to the rear of the ship holding it down. Am I supposed to brute force it over the top?
[quoted image]

Are you talking about the black railing on the left side of the upper playfield in your picture (with the nut in the middle of it) or the clear plastic under the upper playfield and above the star map area? If you mean the black railing in your picture, can you remove the back of the Pearl so you can lift that plastic off? The left side top rear of the ship above the cannon door can be easily removed by three nuts behind that section near the coil on the back of the ship (between the upper playfield and the back board of the cabinet). Maybe you can lift that section up so you can remove the railing plastic?

If you’re referring to the clear plastic over the star map then go with what Heater suggests.

#11955 4 years ago
Quoted from koops:

The black plastic that has the lanterns on them. I couldn’t see any screws that held in that rear plastic and I feared that it was held in from the underside. I need to adjust the left “load” switch anyway. It leans left under the gate so most shots don’t register.

Yep, here's a link to a post with a picture of what it looks like with that rear plastic off, and the three screws that fasten it from the back.

https://pinside.com/pinball/forum/topic/jjpirates-of-the-caribbean-troubleshooting-tips-issues/page/40#post-5154002

1 week later
#11975 4 years ago
Quoted from VolunteerPin:

Because of fun or the tweaks needed? Maybe both?

VERY fun game to play!!! Tweaks haven't been too crazy. Welcome aboard!!!

1 week later
#12062 4 years ago
Quoted from arzoo:

The mylar to the right of the map hole was lifting but I flattened it, pressed it back down, then installed the cliffy over top. Problem was after a few days the mylar lifted again and this caused the cliffy to lift just slightly which affected the ball more than I liked. So I ended up removing the cliffy and pulling up the bad mylar. I'd like to know why so many owners have reported bad mylar around the map hole - did the JJP employee who's job it was to install that section decide to punk us all?

Seems like just because of the shape of the area and the Mylar there’s a fold there from how they put it on. It didn’t impact ball travel on mine. I just snipped the middle of the fold and it laid down flat, then I put the Cliffy over that.

#12072 4 years ago
Quoted from javagrind888:

I only have a bit of pooling around my adjustable outlane posts on one side. Other than not being able to adjust the difficulty, everything seems ok and the coat seems hard. Should I be worried about these issues?

I don't know that anyone knows for sure if there's an indicator that pooling will turn into a chip. I ended up with chipping at the base of my movable I-Lane post. I glued it back down and put a neoprene washer under a regular steel washer under the post. I don't know if putting the washers in will 100% prevent chipping but I don't think it will hurt.

#12073 4 years ago
Quoted from KornFreak28:

What do you mean by “not being able to adjust the difficulty”?

Moving the adjustable posts changes the difficulty by making it more or less likely for the ball to drain down the I-Lane or E-Lane, depending on which hole you put the posts in.

#12093 4 years ago
Quoted from GnarLee:

Pretty sure that was addressed somewhere and they are "working" on it. Can try to clean/align opto but not sure if it would help. Hopefully next code update will fix this and a couple other issues

I think I remember the same thing where some issues with the inner loop registering were mentioned as being code related. I haven’t noticed that one, but I’ve often had issues with having Dead Men Tell No Tales multiball qualified and hitting a solid shot through the turnaround in Devil’s Triangle without it registering to start the multiball. Seems to occur most frequently when I already have a couple multiballs running and there’s something else going on in the game (like a jackpot or mystery award) that seems to take precedent over the shot registering. I’m hoping that gets fixed in code also.

#12096 4 years ago
Quoted from iepinball:

That is most likely a physical issue where the ball is not travelling through the mini loop at the end of the shot and thus not triggering the switch to start the multiball. Seems like the ball sometimes ricochets off the ball guide at the top instead of following the curve to the right.

Yeah I know what you mean because I’ve hit plenty of those shots that don’t quite make it to the top The instances I’m describing though were 100% through the top of the shot.

#12113 4 years ago
Quoted from Galooch:

Has anyone else installed the cannon shield from pinballlife.com? It sites next to the BP to prevent any damage from ricocheting cannon shots. I ordered mine and they have a picture (below) that shows where it goes, but not really how it gets attached. It is hard to tell if it sits on the plastic piece next to the chest or the star map plastic. If anyone has any other pictures or instructions that would be great. Thanks!
[quoted image]

I have it installed. It sits under the two nuts that hold down the plastic over the star map. I was able to get a small wrench in there to raise the nuts off. The narrow protective plastic above the nuts is held by a flexible rubber piece so I was able to lift and twist it enough to get at the nuts and slide the new Pearl protector on without removing that top plastic. I recommend trying (without forcing it too much so you don’t break the rubber connector) to do it that way first because I found one time that I wasn’t able to get the flexible rubber pieces for the top plastic back through it without removing the rubber connector from the star map because it was just too flexible, and then you might be down a path of removing the Black Pearl just to get that rubber connector piece back on. You should be able to do the install without disconnecting the top plastic protector though. Here are a couple pictures where I circled the nuts that have to be removed. Hope this helps.

B3DFC181-E06E-4723-B4DB-3EE6926BBEF7 (resized).jpegB3DFC181-E06E-4723-B4DB-3EE6926BBEF7 (resized).jpegB5F05FF9-B663-4448-B484-28AC16097E1E (resized).jpegB5F05FF9-B663-4448-B484-28AC16097E1E (resized).jpeg
#12114 4 years ago
Quoted from KornFreak28:

Also, is it normal for this wireform to be slanted like this? Thanks![quoted image]

My wire is twisted a bit at the end the exact same way. Hasn’t been an issue for me. The only problem I had with the wire was it was a bit too low by the Tortuga Tom pop bumper and it caught balls sometimes, but I just slightly bent it up in that spot and it’s all good.

#12158 4 years ago
Quoted from KornFreak28:

Wondering how the ball got here under the BP? Any ideas? [quoted image][quoted image]

Most likely rolled under the BP and then through the hole in the playfield under the BP that the BP wiring goes through.

#12159 4 years ago
Quoted from KornFreak28:

Does the gap between the VUK and the BP look pretty normal? Ball can’t make it up....[quoted image]

Have you tried increasing power to the VUK to see if that gets it up there?

#12195 4 years ago
Quoted from KornFreak28:

Dang! I thought about that but the bumper cap and ramp get in the way. Do I really have to remove or loosen the clear ramp to remove the ship if I remove the VUK? I would rather not mess with that ramp unless it’s totally necessary.

I took the Pearl off without touching anything on the ramp and only removing the VUK.

#12196 4 years ago
Quoted from KornFreak28:

Thanks Scott! How many wires in total below to the ship? Don’t wanna mess this up

Here's a link to a post with good information on removing the Pearl. I followed the recommendation to using a sharpie to number each side of the connections so it's easier to identify which ones go back together.

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/65#post-4814032

#12200 4 years ago
Quoted from KornFreak28:

Thanks guys! Having trouble removing the shooter lane wire form.

I might be wrong, but I don't remember needing to remove the shooter lane wire form to get the Pearl & VUK off (assuming that's why you're looking to remove the shooter wire).

#12205 4 years ago
Quoted from KornFreak28:

Too late for me. I pulled the other nut and the tiny screw. This nut just win’t budge and the whole post keeps turning. Can’t just pull the ramp up since there is a plastic that prevents that.
I do still wanna remove it since I plan on installing titan rings all over this thing and there are 2 right there[quoted image]

Of course it's your machine and you should do whatever you like with it, but I haven't replaced those rings and they're still in good condition after a lot of play on mine. It's not a spot that takes a big beating so they haven't worn down. It's up to you of course for what you want to do, but I just thought I'd offer that the existing rings have worked pretty well on mine so I've avoided the hassle of trying to replace them. Good luck!

#12224 4 years ago
Quoted from harryhoudini:

Could someone do me a favor and take a pic straight down at the gap between your BP and the ramp?

Here’s mine. Ball sometimes gets hung up on it but not very often.

0937040F-BBA3-46CB-AFDA-721F611E5F15 (resized).jpeg0937040F-BBA3-46CB-AFDA-721F611E5F15 (resized).jpeg
#12262 4 years ago

Arrrrrrr ya scallywags. Today is international talk like a pirate day.

2 weeks later
#12454 4 years ago
Quoted from GnarLee:

Do you work for jjp? How would you know that it has been started other than a post from 4 months ago. Just because a post was made that outlined a few character changes does not mean that anything has been started other than a few words in a forum. Meanwhile since our last update every other jjp machine has had updates including bigger ones that changes scoring and overall feel of the game. These games were already feature complete and while they may of needed updates there should be 0 prioritization of older machines to get updates over incomplete machines. Meanwhile I have a 10k toy that does not even have basic features programmed into it yet. Like for example I would love set my machine to easy 5 ball for mom and sis so maybe they could get a legitimate high score (I’ll often put in their names on my games so every high score isn’t gnar) but this basic feature is missing. Once again if they would communicate what is going on this would not be an issue. Hell they could even push an update that changes small thing and the argument would be over. But at this point a small update would just piss people off cause it’s been what 6 months since the last update that changed minor things and added things that don’t even reliably work (yes I’m talking about eyepatch parrot thing)

Yep, all very good points. At this point if JJP wants to demonstrate they're consistent in supporting all their games then the next POTC code update needs to get done soon. Otherwise buyers would have to start considering it a crapshoot as to how much code support any new title from JJP gets. Will their next new machine be supported and get code updates quickly or will it be pushed to the side for the next release (or for a game a few years older)? It's happening to Pirates so why wouldn't it happen to another new title from them? Wonka has had a lot of updates in a matter of a few months. Pirates has had 3 updates in a year.

Sure, the final wizard mode is crazy difficult to get to, but that's not an acceptable reason for it to not be in the game yet. In addition to the character trait updates posted 4 months ago, there are a lot of polishing items that should also be included in an update. We're now at or very close to 1 year since the first games shipped so at a minimum getting the game feature complete is definitely past due. I realize there have been health issues and that's unfortunate, but if JJP is too reliant on any one person to get something done on a game then that's a weakness within their organizational structure.

In my experience with JJP over the past year, communication definitely hasn't been a strength of theirs. The following is from This Week in Pinball on October 30, 2017:

"Pirates of the Caribbean New Info
As mentioned previously, Jersey Jack Pinball announced their newest game Pirates of the Caribbean at Expo. The game is packed with features and the response from the pinball community has been overwhelmingly positive. (Check out TWIP’s Deep Dive into the game here.) We reached out to Jersey Jack Pinball to find out some additional details:

The game will ship with the code at “Rules Complete” with all features included in the game (it was at around 20-30% at Expo)"

https://www.thisweekinpinball.com/twip-guardians-galaxy-rumor-round-jjp-pirates-new-info/

#12457 4 years ago
Quoted from Rdoyle1978:

I agree in spirit I guess, but it doesn’t sound like you’ve owned a recent Stern ... they have taken forever on many of the recent games

Whether that's true or not about Stern games really shouldn't have anything to do with this. The question isn't "Who does code updates more frequently?" it's "Should POTC be further along in it's code at this point and is it getting the same attention in code support as other JJP games?"

Even if that's true about Stern would it be a good reason for JJP to slack off on it too? "Hey, the other company isn't doing a very good job at it so why should we work to do much better than them?" That wouldn't be a very good way to earn customers and run a business. This isn't about making a comparison to anyone else, it's about what should the company that made this machine be doing to build the trust of its customers.

#12460 4 years ago
Quoted from Rdoyle1978:

I suppose I meant “this is the current state of affairs with prices as they are, and the limited resources the companies are working with.” JJP (or any well-Run company) does JUST enough to stay ahead of the competition, so as not to over-spend and cut into potential profit. We know the margin was razor-thin on this game, after all the R&D money was spent on the mechs, and particularly the 3-disc spinner which was entirely scrapped.
Anyway. I’m not disagreeing that it would be great to get an update, just that it’s beyond reasonable expectations to see one for this particular game so soon after the last one, when we know they are on game 5, and given Keith’s health situation. But I’m hopeful, Pinball isn’t always reasonable !

I guess we'll agree to disagree on that. POTC has had 3 updates in a year and next Saturday the last update will have been 5 months ago. I don't see that as being so recent that the next update shouldn't reasonably be expected yet, especially when the number of updates on Wonka says otherwise and when all features are not currently in the game (regardless of how attainable the features are) even though they had said the game would ship with all features included (and they put that bit of information out there almost two years ago).

The whole thing could be made much smoother with even a little effort at communication, but again that's just not something they seem to be interested in and to me it's another indication of how they really feel about their customers. Actions speak louder than words when it comes to how a company feels about its customers.

#12489 4 years ago
Quoted from statsdoc:

So, I tried another approach since my BP ramp was rubbing on the bolt underneath it (which was messing up the decal). Let me know if the following does not make sense:
There are two posts supporting a sling under the BP ramp. They are attached at the top with a flat metal piece. With the bolts going through the metal piece and the plastic posts (for the sling), the bolts were just too tall and rubbing on the ramp. I wondered if they were forcing the ramp to be too high on the left as I could not lower the ramp further. In essence, the bolt closest to the BP ramp entrance was providing a ramp support. My solution was to take about an eighth of an inch off the plastic post (closest to the BP ramp entrance) to provide the BP ramp more space to move down and not hit these bolts.
I also took out the rubber piece on the ramp support on the right to give me more latitude to move the ramp down to its lowest position. (I am talking about the ramp support that you screw tighter to lower the ramp.) This allowed the ramp to be at its lowest setting. I have no more ramp rubbing against the bolt (which I understand is causing some ramps to distort) and my BP ramp is as smooth as silk. Even though I have about a 1/4" gap between the ramp and the BP, I no longer get balls stuck on there and the gate at the top of the ramp also does not catch balls. I ordered a Cliffy for the BP entrance, but I do not see significant contact of the ball with the BP edge. Regardless, the BP is not always level, so the ball could contact the edge anyway so it needed protecting in my opinion.
I do not know if this will work for others, but it did wonders for me. The main thing is to check your BP ramp and its contact with the bolts under it. That will be a long term problem if it is not addressed ... and an expensive one if ramps need to be fabricated because of lack of inventory.

Nice! Thanks for posting this. I’m going to check it out on mine.

#12540 4 years ago
Quoted from skyrex:

So quick game question. In liars dice I have twice bet “Your soul” and lost each time. The game then froze both times. Had to turn it off to get it to work again. Software glitch? Also what should happen if you win? I really like liars dice and have played it a lot. This is the only situation that seems to cause a glitch.

I remembered this being mentioned a long time ago. Here are couple old posts about it. Maybe something like, oh, I don't know, a code update could fix the bug that causes it to freeze:

Quoted from pinball_keefer:

In the context of liar's dice, souls refers to characters collected from chapters. You can double or nothing your characters to really help your wizard mode scores (or not).
Unless it says "your soul." Tread lightly!

Quoted from VillaThrills:

Yep, same here. Also if you bet your soul on liars dice and lose, the game hangs.

#12552 4 years ago
Quoted from PinMonk:

Yes. There's one behind the chest that you have to have a long screw or nut driver to get to because you have to kind of angle it behind the mini-coil area to get to it where it connects the bracket to the playfield.

Here’s a picture of it with the screw circled in yellow. It’s not super easy to get at and you might want a magnetic tip to put it back in.

DEAB7C32-C3F9-4E1F-A635-6075853567D7 (resized).jpegDEAB7C32-C3F9-4E1F-A635-6075853567D7 (resized).jpeg
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#12588 4 years ago
Quoted from EaglePin:

“At some point” definitely doesn’t sound encouraging. I’m thinking mid- to late October would be a reasonable time frame (about a year after shipping) but I’m not holding my breath. JJP seems to be pretty far from firing on all cylinders right now.

Good thing I haven't been holding my breath the last two months since writing that. Still waiting for #JJPOTC 1.0 code. Pretty telling about a company when a lack of confidence in them is reinforced by their continued lack of action. One year since first shipments of machines and no 1.0 code. Do they want to get it done by year-end? Who knows, it's not like they seem interested in communicating with their customers or anything.

#12593 4 years ago
Quoted from PanzerFreak:

I hope we hear something as well about Pirates code at Expo. If JJP doesn't say anything hopefully someone at the JJP seminar asks about it.

If someone does ask about it I’d imagine they’ll just give a standard non-response and say yes they’re working on it and it will be out soon without giving any timeframe.

There’s no indication they’re putting any effort into #JJPOTC. In hindsight I think it’s clear now that when you see only 2 code updates ever issued on the game and none since the end of April plus zero communication on any new updates it’s not a big leap to figure work on Pirates was put on the shelf earlier this year to develop Wonka. Wonka has already had many times the number of updates in far less time since its initial shipping. I’m sure they’re also now working on whatever their next title is, so between that and Wonka their attention is likely far away from Pirates. Just because JJP has supported code on the other games they’ve made doesn’t mean they’ll support Pirates the same way. That shouldn’t be the case, but JJP seems to operate pretty inconsistently in general so I don’t think it’s a stretch to give it a pretty high probability of actually being the case.

I don’t think it’s a stretch to envision them leaving Pirates code hanging for awhile longer. I hope they prove me wrong, but they haven’t so far and they’ve had plenty of time to do so.

#12594 4 years ago
Quoted from Rdoyle1978:

The expo thread implied that Keith had a bunch of big announcements but no one apparently actually saw the feed
Edit: sorry, I guess the announcement is on Saturday

I hope #JJPOTC code is one of them, but you’d think a company shouldn’t consider a code update to an old title as worthy of being lumped in with any big announcements. If it is then they don’t have much going on.

#12597 4 years ago
Quoted from Reznnate:

That's what I always tell the engineers... "should be easy" and "shouldn't take you too long". They LOVE that.
Geez, if I didn't already know, I'd guess you were from DOWNER'S Grove.

When you compare JJP code support on Wonka to the support on POTC it seems like it’s not an issue of them not having had enough time on POTC. I think their Wonka code support shows they can do it when it’s a priority. They just haven’t chosen to do it for POTC.

I hope they shift priorities a bit to get what I think is now an overdue (1 year past shipping) Pirates 1.0 done. I’m just analyzing the development history of #JJPOTC and how it intersects with JJP’s other recent work. I think their last 6 months of work speaks for itself with regard to their priorities. And yes, laying that out may seem like a downer. I wish the facts were different and I didn’t feel the way I do about their support for Pirates code. But I don’t think it’s unreasonable to say the game should be rules complete by now and that getting the code there hasn’t been a priority for them. The issue lies solely with their (lack of) delivering updates on Pirates.

#12599 4 years ago
Quoted from Reznnate:

You're not wrong but the reality is Wonka is still available for sale so it's going to have higher priority.
Considering they just shipped a nice Dialed In update, I'm confident we'll see improvements with POTC as well... eventually.
Since I'll never reach the POTC wizard mode, I'd like to ensure all of their available coders are focused on improved pirate hats, parrots, and eye-patches for the best 'score of the day' photos.

Yep, any updates at all would be good to have. I don’t think we should have to wait as long as Dialed In though.

#12611 4 years ago
Quoted from PinMonk:

Wonka is nowhere NEAR as polished as the existing jjPotC code, hence the need for more frequent updates. jjPotC doesn't need a whole lot, and I doubt most players have gotten anywhere near where the Wizard mode goes. Keith posted a picture of the updated pricing screen from the attract mode a while back and there's been little bits here and there, so the code is being worked on, it's just not a priority with Wonka needing the most attention (and currently shipping). Basically jjPotC code needs some bug fixes, more polish on the movie wizard modes (which are there, but not super-impressive), and the final wizard mode. What's already there is more than 99% of other machine's code and plenty impressive. This is not a Munsters situation.

Time keeps flying by and Keith's post was 5 months ago now. I think it should be a pretty reasonable ask to have the features in the game 1 year after it first ships, regardless of how attainable they are. There will always be a reason for the company to prioritize other work ahead of it, and those reasons will just continue to grow in number as time goes on. With JJP not issuing any communication and not even releasing any minor #JJPOTC updates for any polishing items since the end of April I think it's fair to start wondering what the situation is.

#12634 4 years ago
Quoted from PanzerFreak:

Read some rumors in another thread that Keith may talk about new Pirates code at Expo. JJP's seminar is tomorrow night. Fingers crossed for some Pirates code update news!

Hope so. That would be nice.

#12635 4 years ago
Quoted from joseph5185:

Oh wow... good to know.
I can ensure you Extra Ball is NOT the "default", but let's go with that!! Must be a pretty rare feat!

I set mine to award an extra ball for special too. I need all of them I can get. I think I remember getting awarded Special in either the mystery or the map once (I think it was a mystery award). I thought I read somewhere once in game rules that there’s a way to be awarded Special through gameplay also by making some shots or something but I forget. I think an insert by The Depths hole is labeled Special but I haven’t ever noticed it lit.

#12693 4 years ago
Quoted from zaphX:

I recently discovered what a huge difference fresh coil sleeves can make in a game.
I did them at around 4200 plays on Wonka and the flippers became as snappy as new. I did it on POTC (around 3400 plays) and I'm also happy with the result, I can make the chest shot consistently from the left flipper now!
I did all 3 flippers, the Depths VUK and the Tortuga VUK. However, Depths is still somewhat inconsistent. Around 5-10% of the time, it seems to shoot out with too little force, and drain in the I lane.
This is really disappointing when it happens, because it's not a skill thing...you just plain got screwed out of a ball.
I keep the game clean and waxed and the one way gate is not binding in any way.
Has anyone found a cause/fix for these occasional I lane dribble drains?

My Depths has also always been very inconsistent and I finally looked at it last weekend. I think the issue is the amount of play/wiggle of the plunger within the coil sleeve, and that’s causing the plunger to line up just a very slight bit off center when it’s at rest, but it’s enough that the ball is kicked at a different angle and so comes through at a different speed.

I’ve had similar issues with a cannon VUK on my STTNG and with the Tortuga scoop on POTC. They were all super inconsistent in kicking the ball out. My Tortuga scoop would very lightly kick the ball out one shot and then the next could come out like a rocket. I changed coil power up and down but always got the same inconsistency. Then I finally realized that on the ones coming out weak, the ball seemed to hit the deflector differently than on the strong kicks.

So a few weeks ago I checked the Tortuga scoop and realized when base of the plunger came back down to rest, the base was often just a bit off center resting on the bracket - meaning the plunger was just very very slightly not lined up not the same way for its next kick as it has been for the one before. It was only off by the slightest amount of wiggle, but I think it was enough to cause an inconsistent ball exit angle from one kick to the next. That then would lead to the ball hitting the deflector differently and having a different speed on each shot.

So I snipped just a very small amount of foam weather stripping and duct taped it to the base of the Tortuga VUK coil bracket, so the plunger base would have a softer resting spot just a bit higher up and it would line up more consistently each time. The weather stripping had to be snipped just thin enough so the tip of the plunger wouldn’t trip the opto when there wasn’t a ball there. The kick out became INSTANTLY more consistent and has now had every kick out at the same speed for three weeks after having been inconsistent since I got the machine last December.

When I checked the Depths this weekend I found its plunger has A LOT more wiggle than Tortuga, and the plunger is horizontal instead of vertical. So I think the same thing is happening. I think the plunger is resting at just a very slightly different angle for each shot, causing the exit path of the ball to be only just a bit different, but different enough to dramatically alter the ball’s speed coming out. I was going to do the weather stripping to see if it would work but I didn’t have a lot of time to monkey with it and I forget why, but I remember thinking at the time it might not work as well due to the plunger being horizontal instead of vertical like Tortuga. I’m going to try to get to it this weekend.

So, ridiculously long story short, I think I have a plausible theory as to what’s causing the inconsistent exit speed, but I haven’t tried the solution yet. Hope this helps.

#12694 4 years ago
Quoted from Tuna_Delight:

Word on the street is that you'll need to complete all 5 wizard modes AND then win the right to play Break the Curse via a game of Liar's Dice.
Easy peasy lemon squeezy.

Hope that’s not true. Seems like that would be an unnecessarily big hurdle.

#12696 4 years ago

Anyone ever measured the pitch of the playfield both near the flippers and up by the chest? Last weekend I was playing with the PinGuy app on my iPhone and it was showing 6.5 by the flippers but over 7 (I think 7.2 or 7.3) up by the chest. So I did the same check on my Jurassic Park and the readings by the flippers and farther up the playfield were much more consistent with each other on that game. I thought it was odd to have such a different reading in two spots on #JJPOTC. I recalibrated the app and measured both games again and got the same results though.

#12699 4 years ago
Quoted from PtownPin:

Yep ...just did it on my POTC....6.6 at the flippers, 6.9 just above the disc, 7.1 at the chest.....

Interesting. Thanks for checking. For the record, I’m not trying to say there might be a defect or anything wrong with it. I just didn’t expect that result and I’m just curious if it’s typical.

#12702 4 years ago
Quoted from Rdoyle1978:

Can someone point me to the posts that talk about the too-tight cable ties? I am still having the issue where my Pearl does not light up due to the RJ-45 jack not making a good connection.

I recall seeing posts about the ties to the Pearl with regard to the switch wires breaking under the Pearl, but I don’t recall anything related to that connector. I’m thinking that’s the Ethernet cable, is that right? I found this but I don’t think it relates to the Pearl.

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/68#post-4822671

Which end of the connection is loose?

#12713 4 years ago
Quoted from zaphX:

I'm a believer in keeping them on hand now after they gave so much new life to Wonka and POTC. I looked up the sizes in the POTC manual and bought 25 of each so I have plenty around and can swap whenever things feel a tad weak after 3-4k plays.
In a pinch you can remove them, clean with alcohol and reinsert. However they are so cheap and so nasty when you remove them it's better to just replace.

About how long does it take to replace the sleeves on the three main playfield flippers, and could you list the high level/overview of the steps involved? I haven't touched any flipper mechanics yet, but I did clean a bunch of gunk off the levers last weekend and I've got a ton of plays on it so mine could probably benefit from it too. Thanks.

#12717 4 years ago
Quoted from LTG:

A few minutes each one. Remove the two 5/32nds allen head screws holding the coil stop on. Remove the coil stop. Slide coil off of plunger. Slide old coil sleeve out. Slide new coil sleeve into the coil. Slide coil onto the plunger. Replace the coil stop. Replace the two allen head screws. Done. It's Miller time.
Do one at a time. In case you get really crazy creative and invent a few steps of your own. You can look to the others for guidance of where things go.
LTG : )

Thank you!!!

#12721 4 years ago
Quoted from zaphX:

About 2-3 minutes per coil.
- Remove the 2 hex screws on the coil stop and remove the coil stop.
- Pull out the sleeve and throw it away.
- Be repulsed at all the black powder on your hands and go wash them
- Insert the new sleeve
- Screw the coil stop back in, take care to ensure the stop is snug against the coil (no play/slop)

Thanks!

#12722 4 years ago
Quoted from luckymoey:

All that gunk is the coil stop turning to black powder. Even if it’s not mushroomed, after thousands of plays it’s likely worn changing the length the flipper travels and shot geometry. Not a big deal, but if you’re placing an order for sleeves, it’s a good idea to have some new stops on hand. They are pretty cheap, and you can compare the stop length against a new one to see if it’s time to replace.

Sounds good. I'll put that on the list. Might as well get them since they'll be needed at some point anyway.

#12730 4 years ago
Quoted from arzoo:

Hey all, I've posted in the past (and others have confirmed) that the inner orbit shot from upper flipper often does not make it around and instead ends up in the VUK to the upper playfield. I've never been able to make more than four consecutive loops, and even that's very difficult. So yesterday I removed the BP and dis some testing. Turns out the issue is that the ball does not transition smoothly from the inner orbit rails to the outer orbit rails. Instead it bounces between the top and bottom rails at the top of the orbit. To make matters worse, the top rail has no mounting points where the ball impacts so it flexes (causing the bounce) and the bottom rail is not even curved.
Here are a couple videos demonstrating the issue. The second is slow-motion.

I'm not sure why some POTCs have this issue and others don't, maybe the incline? One thing I noticed is that when the flex is removed from the top rail (pressure from behind) the ball still bounces but not nearly as much and orbits around faster. So for me the solution might be to add some sort of bracket behind the top rail at the point of impact. Any other suggestions or thoughts?

Could the problem instead be the shape of the inner orbit guide? I don’t know, but my first impression looking at the videos is the ball seems to hit the outer orbit guide in a way that it would have a tough time continuing on regardless of the shape of the outer guide. Could the shape of the inner orbit guide be a problem in that it needs to feed the ball into the lane at a better angle? Again, I don’t know but that was my impression from the video.

#12747 4 years ago
Quoted from LTG:

A few minutes each one. Remove the two 5/32nds allen head screws holding the coil stop on. Remove the coil stop. Slide coil off of plunger. Slide old coil sleeve out. Slide new coil sleeve into the coil. Slide coil onto the plunger. Replace the coil stop. Replace the two allen head screws. Done. It's Miller time.
Do one at a time. In case you get really crazy creative and invent a few steps of your own. You can look to the others for guidance of where things go.
LTG : )

Do the Black Pearl flippers use the same coil sleeves as the main flippers? I'm guessing they could use changing also?

#12750 4 years ago
Quoted from LTG:

Yes.
LTG : )

Thanks again!

1 week later
#12859 4 years ago
Quoted from pinballslave:

I've now got access to 2 SEs and 3 CEs my side of the pond so the cool mods are applicable to both the SE and the CEs? Has any of the missing stuff been produced by the modders to add to SE games? (or possibly even for sale through JJP). I missed any discussions on this, so please forgive me if I'm asking questions that have already been discussed... reading back through 257 pages is a daunting task...

Use keyword search for the thread and you’ll find the information you’re interested in without having to read every page.

#12899 4 years ago
Quoted from PtownPin:

is there a chart or something that lists all the symbols and their associated meanings?

I don’t think there’s anything that lists them.

#12902 4 years ago
Quoted from 3pinballs:

Question....there's a part in the game when it says to shoot the moving/roving arrow....what is the color of the arrow as I can't figure it out, as there seems to be other arrows flashing

The only one that pops to mind is the roving arrow for jackpot on Dead Men Tell No Tales (movie 5) multiball. I think the arrow is purple. It can be difficult to identify it flashing if there’s a bunch of stuff going on at the same time (like other MB jackpots using the same arrow at the same time). After you hit it then the Depths lights for a super jackpot.

#12939 4 years ago
Quoted from Munsters:

Lately the ball hangs in Jack chapter start and nothing happens until the anti jammer ball control kicks in. What can i do?[quoted image]

This does the trick to solve that issue:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/227#post-5094603

This is the sleeve I put on mine. You have to take the Black Pearl off to get at it but it's a great idea to do it to prevent balls sticking between the sling post and the star map entry post and to prevent wear on the sling rubber. (note you don't have to dremel the post to make it work).

https://www.marcospecialties.com/pinball-parts/38-5151

#12944 4 years ago
Quoted from paynemic:

Are these glue-able? I’m hesitant to take off my ship as it’s running SO well right now. Don’t want to tweak anything. Wondering if I can split one and superglue it back together after slipping it on. I know, lazy...

I don’t know if that would work or not. That spot takes direct hits all the time. I’d think it would give out kind of quickly from taking a pounding, but I don’t know. You could just buy the post and a replacement rubber for the sling and then just put them on the next time you need to take the ship off for something else.

I definitely understand your hesitation. I used to feel the exact same way about taking the ship off. But now I’ve done it 3 or 4 times in the past couple months for various things and it isn’t that bad anymore. The tricky part is still getting the eyelets lined up when putting it back on, but even that goes a little smoother with practice.

#12946 4 years ago
Quoted from paynemic:

Yeah. It would be my first time. And it’s all running so well right now I just don’t want to poke the bear!!
I like your idea of having it on hand. Did you say a new post is necessary? I missed that. I thought it was just the rubber sleeve?

No need for a new post. Just the sleeve. Nothing needs to be done to the old post except put the sleeve over it.

#12955 4 years ago
Quoted from pinballslave:

I just set up the CE I recently had shipped, what a stunning game in all respects! When I started my 1st game I could hear a whirring sound that I assumed was the motor trying to make the upper deck sway, but it wasn't swaying... it was leaning a lot to the left... started playing anyway thinking that it might start to sway when I got a ball up there, but it didn't... it actually got stuck under the left flipper... turned the game off and lifted the playfield expecting to find a disconnected linkage, but it was all OK... moved the motor by hand and saw the deck tilting... put playfield back down and now it works... but I noticed that when the ball drains I hear the whirring sound still, but the deck stops swaying again... next ball out and it's swaying again... any tips on what the heck's going on there?
2nd thing... played next game and had no idea what I was doing... at one point the playfield insert lights went out and the flippers stopped working, the ball drained and then the inserts came back on and it tried to kick 3 balls into the plunger lane... the 3rd one couldn't get there because the 2nd one was blocking the ball exit, so I nudged the balls forwards and the 3rd came out, and then it stopped ejecting balls, and the game sat with 3 balls in the plunger lane... I plunged them all into play and the game played like everything was OK, in multiball... seemed to get multiple multiballs after that, at world's end being one of them... is this normal? It says the version is 00.99--CE...
Thanks for help guys!!

Not sure about #1, but #2 sounds like what happens when a switch is broken or needs adjustment. The game thinks 1) there are too many balls in the trough or 2) that there isn’t a ball in the shooting lane when there should be. Have you checked switches in the trough (opto sensors) and shooting lane (rollover switch)? Those might be good places to start in trying to find what’s causing it.

#12990 4 years ago
Quoted from pinballslave:

I feel I'm getting closer to fixing the 3 balls in the shooter lane problem... below is the opto emitter board and the 2 culprit trough locations #2 and #3 are LED 3 & 4... these are both fed from the small black sweetly R2... so my guess is that R2 is bad... the question is, what is R2 and where can I get a replacement? Or maybe it's best to just buy a new emitter board...?[quoted image]

I’ve had a few trough optos go out on my STTNG. Re-soldering a loose connection on the back side of the board (opposite side of the side showing in your picture) fixed it each time. Someone did the soldering for me. You can try re-soldering the connections or, yes a new board should work if the problem is being caused by LED 3 & 4 being out. But you should confirm those LEDs are not working first so that you know you’ve found the problem.

A good way to check the LEDs is to view them through a cell phone camera. If you plug in the trough board and turn the game on (with the trough board not screwed in but instead hanging loose so you can view the LEDs through the camera), then you can view them through the phone camera screen to confirm which LEDs are on (working) and which are off (not working). Look at each LED closely one at a time to see which ones are on and which ones are off.

Also, to make sure the problem is with the LED emitter and to confirm there is not a problem with the opto receiver on the receiving board, you can hold a working LED on the emitter board up to each ball slot to trigger the switch in the switch test screen. That way you’re testing both the emitters and receivers to verify where any problem is.

#12991 4 years ago
Quoted from pinballslave:

Just re-soldered the joints on optos 3 and 4 and now I always get switches showing balls in those locations... I've killed it! Someone warned me that the JJP trough opto emitters are very fragile... he didn't use that word exactly... the opto positions look very similar to the Bally/Williams opto positions... anyone know if a B/W opto emitter board is compatible with this game? If they are, it could be a more robust solution... Thanks for any tips...

Well done!!!

#13008 4 years ago
Quoted from MurphyPeoples:

So I don't see anything marked "Super X" near the chest on the playfield. This is very frustrating, as I hear "Super X is lit" all the time, yet cannot find it. : (

Search “super x target” in this forum/topic/thread only (don’t enter it in the search area that searches all of the Pinside forums at once) and there are some old posts from people doing a good job explaining it. Here’s a link to one of the search results:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/8#post-4637063

#13027 4 years ago
Quoted from KornFreak28:

eaglepin Does the chest have to come out in order to put the sleeve on?[quoted image]

I didn’t remove the chest. I just removed the screw that holds the chest into the playfield to give it enough wiggle room for getting those top pieces off the post.

#13036 4 years ago
Quoted from KornFreak28:

Will do, Thanks!
Just tried the deflector with some actual game shots from the upper flipper and the balls gets rejected big time! So the deflector’s right side (picture) has to be higher than the left correct? All the way or half way?[quoted image]

After I installed Cliffys at the map hole my deflector was rotating to that angle and it caused huge reject issues. Turned out the deflector was slipping on top of the Cliffy and there was enough play in the screw hole to let it turn. I solved it by putting neoprene washers between the Map 1 (main) Cliffy and the Map 2 (small) Cliffy. For mine the deflector worked best with it being parallel to the map targets (so not angled like in your picture).

#13037 4 years ago
Quoted from wesman:

From what I know, it wears the sling rubber down, due to it resting there so frequently. I think so anyway....

It’s a two-fer. Protects the sling rubber and reduced SDTM.

#13038 4 years ago
Quoted from EaglePin:

After I installed Cliffys at the map hole my deflector was rotating to that angle and it caused huge reject issues. Turned out the Cliffy pieces were slipping on each other and there was enough play in the screw hole to let it turn. I solved it by putting neoprene washers between the Map 1 (main) Cliffy and the Map 2 (small) Cliffy. For mine the deflector worked best with it being parallel to the map targets (so not angled like in your picture).

Edit: let me double check when I get home where I put the washers. Might have been between deflector and Map 2 instead. I might have used some double sided tape between the Map Cliffys and then washers above Map 2 holes.

#13041 4 years ago
Quoted from KornFreak28:

I appreciate that very much

I checked and I used double sided tape (just rolled some tape up to create double sided) between Map 1 and Map 2, and I put the rubber washers between Map 2 & deflector. Without using that stuff the deflector on mine wasn't staying put and it was rotating to a big angle (same as in your picture) from the force of balls hitting it.

The way I thought about what angle to set the deflector was that the path of the ball from about 1/3 of the way from the tip of the upper flipper to the Map hole isn't perpendicular. It goes at the hole at a slight angle. So if the deflector is parallel or mostly parallel with the back edge of the Cliffys, then the ball will hit it and still bounce a little to the right and go into the hole. For me it was deceiving to the eye because it looked like having the deflector at an angle like in your picture would be best, but when it was at that angle on mine it was rejecting almost all shots. I tried to get mine exactly parallel but I couldn't get it to stay there. It's only just very, very, very slightly angled though and after I got it to stay put that way with the washers the shots started going in the hole again like they did before I put the Cliffys on.

#13064 4 years ago
Quoted from Rdoyle1978:

Anybody know if there's been any word on follow up to this?

When the code topic had some posting activity here about about a month ago there were a lot of responses about how complete POTC is compared to other games and how impressive it is already or that they don't feel it's overdue (without stating what they feel a reasonable time frame for delivering it would be). If most customers are indifferent to getting a code update why would JJP feel the need to work on it, especially when a code update on POTC is just additional cost to JJP at this point with no additional income for doing that work since the game isn't on the line anymore? I hope they deliver a great update, and I hope it's soon. But at this point even if they deliver one tomorrow it shouldn't be thought of as a great job by JJP, since it will be them delivering it very late because Pirates customers aren't a priority and haven't been for awhile now.

We paid JJP up front for code updates when we bought the machines. They've taken that money and sat on it with no regard to getting it done in a timely manner. The work was paid for but it's not been done yet by JJP, but I'm guessing JJP is just looking at it as additional cost to keep putting off for awhile instead of seeing it as work they owe their customers in a timely fashion.

There's no doubt in my mind JJP views this all as a pure business while some people like to view them as just being fellow pinball "hobbyists" who will certainly do regular updates because they've done them for their other titles. Newsflash, it's not playing out that way so far. As soon as a game isn't on a manufacturer's line anymore that game is not going to be a priority. The longer POTC goes without a code update the less incentive JJP has to finish it because it takes time and resource away from both the game currently on their line and the next game in development. POTC code may be good compared to some games, but there is a lot of work to do on it. The wizard modes are currently bland in terms of sound and video. Regardless of how difficult the final wizard mode is to reach, it should be in the game. There are many improvements that could have been made in small updates over the past 7 months, but JJP has obviously chosen to focus on Wonka and whatever else they're developing at the expense of the Pirates customers.

JJP said code would be feature complete at release and it wasn't. JJP knew they had playfield issues on POTC and shipped Wonka with the same issues, and didn't do or say anything about it for months until it started impacting sales. The POTC code is just another business decision for JJP, and their lack of attention to POTC code just reinforces the decision I made from their handling of the playfield issues that I won't buy another one of their games no matter how good it looks. Whether it's light boards, playfield issues, or POTC code update my impression is that JJP won't do the right thing for the customer unless absolutely backed into a corner to do it, and that's not a business I want to buy from.

#13065 4 years ago
Quoted from KingBW:

Well … after they get the WiFi enabling update finalized on Wonka (in the process of working on that with beta testers, almost there), they said that they would test and roll that capability out to Pirates, DI, TH, and WOZ afterwards. Maybe that update for Pirates would include the other updates that Keith was working on too. We can hope.

At this point why even think about getting a WiFi dongle for POTC when they apparently indicated at Expo there's only one update coming? Not worth the time or hassle for one update.

#13071 4 years ago
Quoted from zaphX:

JJP still pushes code updates to Woz, their first game. What makes you think they aren't going to do the same here?

What makes me think they aren't going to do the same here? Mainly because they haven't been doing the same here. And also apparently at Expo someone from JJP said they'd only do one more update with no timeframe given for it. That doesn't make it sound like something they're focusing on at the moment.

Were those WOZ updates done while they still had some games to sell & while the Yellow Brick Road was being sold/produced? I just checked and it looks like they released a very minor WOZ update in August, and a couple other updates in March & April of 2019. Prior to March 2019 the last update for WOZ had been December of 2017. Seems to me as though the 2019 updates were done because of YBR production, so JJP had some incentive to do them with machines to sell. POTC doesn't currently have that going for it. Seems that WOZ pattern actually kind of fits pretty well with what I'm thinking.

Again, I hope I'm wrong but I'm a realist. I'm looking at what the track record is so far and what the other current facts are (game not in production, likely developing other games, Wonka currently in production) without factoring wishful thinking into it. I think the timing of WOZ updates actually backs up the notion that they only updated it because they had machines to sell, and the lack of activity on POTC updates can't be excused away at this point (even though people seem to have a desire to make excuses on JJP's behalf).

I still think we've paid upfront for full POTC code when we bought the machine and JJP doesn't seem to care about delivering it any time soon. They could clear it all up in an instant if they wanted to, but so far their silence has said a lot.

#13072 4 years ago
Quoted from KingBW:

I'm sure that they have future plans to do more than just updates with it. Especially the way that Pat described the way forward at expo. JJP is putting some good UI features into the Wi-Fi / direct wire connections. I'm guessing that the Internet connection for updates is just the start of eventual future plans. I talked to a vendor at Expo that was hoping to work with JJP on some Internet based things. JJP heard their pitch, but didn't give them a reply yet at that time. Just guessing that JJP wont want to give a unaffiliated vendor access to much. The tech is moving in that direction though.
Oh, and the direct ethernet cable connection option (instead of WiFi) wont require buying a dongle.
I'm holding off on base gaming code timing complaints until I see what gets delivered with the JJPOTC Wi-Fi update coming after the Wonka update. I'm not defending it, but the code guys said that the code was not abandoned when I asked at Expo. It was just going to take a bit to concentrate on it. I believe them.

And that still fits what I'm saying. They know they have something to deliver that they've already been paid for, but they're not making it a priority. I guess I just disagree that developing internet connectivity should have any impact on delivering an overdue code update for POTC. They seem to have set their priorities against that though.

#13076 4 years ago
Quoted from RTS:

No we didn't. We bought the game as is.
If you expected something different, you'd be better off waiting before buying.
New code wouldn't be bad, but I think it's pretty good with how it is now.

The following is from This Week in Pinball on October 30, 2017:

"Pirates of the Caribbean New Info
As mentioned previously, Jersey Jack Pinball announced their newest game Pirates of the Caribbean at Expo. The game is packed with features and the response from the pinball community has been overwhelmingly positive. (Check out TWIP’s Deep Dive into the game here.) We reached out to Jersey Jack Pinball to find out some additional details:

The game will ship with the code at “Rules Complete” with all features included in the game (it was at around 20-30% at Expo)"

https://www.thisweekinpinball.com/twip-guardians-galaxy-rumor-round-jjp-pirates-new-info/

That is what we bought, and they haven't delivered.

#13080 4 years ago

I don't think it would be ideal because of its 1-1/16" height. I think that height would mean the sling rubber would have to go around the sleeve also instead of just going around the post. If you look at the 1/2" tall sleeve shown in the picture in the following post, adding another 9/16" height would make pretty tall (it's difficult to notice the sleeve at first, but the ball is resting against it under the white sling rubber in the picture).

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/227#post-5094603

Here's the one I used from Marco. It's 1/2 inch high and it tops out just below the sling rubber.

https://www.marcospecialties.com/pinball-parts/38-5151

If you're looking to order from Pinball Life instead it seems like this might work:

https://www.pinballlife.com/12-sternsegadata-east-black-rubber-post-sleeve.html

It's 1/2 inch high, so it will sit below the sling rubber. The inner diameter is listed as 5/16" vs. 3/8" on the one from Marco, but they both show the same Sega/Stern/Data East part reference number 545-5151-00, so it seems like they should be the same. Hope this helps.

#13106 4 years ago
Quoted from KornFreak28:

Like so? Do I need a rubber ring there?[quoted image]

Here’s a picture of mine.

272A263A-6416-430D-97A5-C17D831E0F02 (resized).jpeg272A263A-6416-430D-97A5-C17D831E0F02 (resized).jpeg
#13107 4 years ago
Quoted from KornFreak28:

Like so? Do I need a rubber ring there?[quoted image]

In the manual it looks like the hex spacer under the right ramp is 2” and the post holding up the flasher is 2-3/8”. Here are pics of the flasher assembly as requested. Let me know if you need any more.

74593A2E-1DA7-4EDF-A6B2-37E2269F403D (resized).jpeg74593A2E-1DA7-4EDF-A6B2-37E2269F403D (resized).jpegB3EC1B63-94A1-4DF9-B51D-8AE1F11DB097 (resized).jpegB3EC1B63-94A1-4DF9-B51D-8AE1F11DB097 (resized).jpeg
#13115 4 years ago
Quoted from VolunteerPin:

So, my LE finally arrived after almost 2 months of waiting.
Few issues I need help with
1. Some rod that looks like it is part of the ship mechanism behind the back of the Playfield is disconnected.
2. A thumb screw was sitting in the bottom of the cabinet. Not sure where it goes.
3. Couple bracket looking things loose in the coin box. Not sure what to do with them.
4. Funny enough I’m having a hard time getting the Playfield to slide back. Something seems to be in the way. Silly I know but any words of wisdom?[quoted image][quoted image][quoted image][quoted image]

See this post for a good picture of how the linkage (rod behind the backboard connected to the motor) should connect to the rod that goes from the Pearl through the backboard. There should be a white spacer and a clip to hold it all in place.

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/64#post-4808168

And here's a post with a picture of the thumbscrew that should give you a good idea of where it goes straight down between the ship and the backboard:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/26#post-4711321

#13154 4 years ago
Quoted from Walleyefisher:

Careful the sue happy will come after you with pitchforks and torches. Old games not so much but newer stuff cease and desist letters are already on the way.

Wouldn't that only be if it was identified with POTC IP? If it's just any old-style pirate ship in a bottle rocking back and forth then I wouldn't think that should infringe on anything.

#13163 4 years ago

Okay, so after a year of owning this machine I finally decided to try to tackle the one shot I can't seem to figure out, the Bayou. I can never seem to hit that shot when I'm trying to. Balls go in there pretty often, but just never when I'm aiming for it. I played a bunch of games the last few days only focusing on trying to hit that one shot, and I can't figure out the best way to go at it for consistent success. Is it better to shoot for it from the left flipper or the right flipper? I get close from both sides, but it usually rattles out. I haven't found a smooth consistent path into it. Any ideas?

#13187 4 years ago
Quoted from Psw757:

If Disney is as involved as much as many say they are in licensing and actually do care they should be begging JJP to put that in as an attract song.
Why on earth wouldn’t they, shit they even went as far as putting a hidden Mickey or two in the damn game.

Okay, now I’m disappointed in myself for never thinking to look for hidden Mickeys in the game. Where are they?

#13188 4 years ago
Quoted from heni1977:

Two things I am hoping for, Final wizard mode which I will most likely never achieve and a yo ho yo ho attract song!
How many folks on this thread would like to see a yo ho yo ho attract song?
You can simply vote with a up vote or down vote.

Yo ho yo ho would be good. A creepy call out of “Dead men tell no tales” for attract mode like they have at the start of the POTC ride might be good too.

#13189 4 years ago
Quoted from cscmtp:

So I'm not reading 264 pages of this thread...i know at the beginning everyone was pissed no spinning discs...what is the consensus now? Good game? A lot of issues? Please tell me its better than Hobbit....

Very fun and addictive game. Lots of interesting shots & a good variety of strategies to try in playing. Single disc is great. Sometimes saves you sometimes hurts you. It’s better than Hobbit (I’ve never played Hobbit but you asked people to please say that so I said it for you)

#13204 4 years ago
Quoted from MurphyPeoples:

I found both. And to prove it... it's the same one, but in two different places. So blatantly obvious on one... I'm kicking myself! LOL
Murph

Okay, I started scouring pictures in the topic gallery and found one. Another spot nearby could have one in there also but it would be tough to tell if anyone in that spot was intentional. Ugh. This was all so much easier at the park when I had the guide book on where to find them. Lol

#13205 4 years ago
Quoted from EaglePin:

Okay, I started scouring pictures in the topic gallery and found one. Another spot nearby could have one in there also but it would be tough to tell if anyone in that spot was intentional. Ugh. This was all so much easier at the park when I had the guide book on where to find them. Lol

Do chip spots around sling posts count for forming them? Lol just kidding (sort of).

#13243 4 years ago
Quoted from Psw757:

The one that is 100% officially a hidden Mickey is on the spinning disk.
I’m now heading there may be 2 more but I’m not sure if they are real.
FYI..there are two on the Stern POTC as well!

I found the one on the map, that's a pretty great one! I found one other spot that definitely has the shape of a hidden Mickey and may or may not have been intentional, and one spot that probably isn't intentional but could still be seen as being one. I don't want to say where they are if people want to look more. The first one is much bigger and more noticeable than the one on the map.

#13268 4 years ago
Quoted from Wanderers:

Ok having played my POTC a lot more now since my last post over the weekend.
I am a lot more happier and am really starting to get into the game now.
Not got a Wizard mode yet still trying to concour the 5 chapters, that’s what’s keeping me coming back for more. This truly is starting to grow on me.

Try playing as Norrington. That character makes completing chapters easier, which means less time spent on each chapter, which means a chance to play more chapters per ball. During multiballs with Norrington the chapters can get done pretty fast.

#13271 4 years ago

Just had a new stuck ball spot from a couple of goofy bounces. Off the 3x target, off Tortuga Tom, nothin’ but net.

FA950F3A-F61D-4FB3-A930-83E7D4A59513 (resized).jpegFA950F3A-F61D-4FB3-A930-83E7D4A59513 (resized).jpeg
#13292 4 years ago
Quoted from ellips6:

My chest is behaving in a weird way since today.
If 1 or 2 balls are locked inside the chest, and when I start any other 5-ball multiball such as Tortuga, the balls inside the chest do not get released. So I get to play a 3 or 4 multiball instead.
But, when I play the Dead Man Chest Multiball after locking 1 then 2 then 3 balls inside the chest, once dead man chest multiball starts the chest releases the 3 balls as expected. No issue there at all.
Why would the chest release all locked balls only for the Dead Man Chest multiball whereas it should release all locked balls for any 5-ball multiball? The Chest was releasing balls as it should (for any 5-balls multiball) since day 1 and suddenly stopped behaving like this.
I have not changed any setting and am running 0.99 for months now....
Anyone experienced this, and how can I fix it? Thanks!

Is Tortuga a 5-ball MB? I can't remember off the top of my head. The movie MBs definitely aren't 5-ball MBs. I think movie 1-3 MBs are three-ball and movie 4-5 are two-ball MBs. I'm thinking Tortuga also isn't a 5-ball MB. You can get 5 balls going at once if you already have one MB running and then start another one because the balls for the second MB you started are added to the balls you currently have on the play field, but I don't remember if Tortuga is supposed to start with 5 balls.

#13293 4 years ago
Quoted from ellips6:

My chest is behaving in a weird way since today.
If 1 or 2 balls are locked inside the chest, and when I start any other 5-ball multiball such as Tortuga, the balls inside the chest do not get released. So I get to play a 3 or 4 multiball instead.
But, when I play the Dead Man Chest Multiball after locking 1 then 2 then 3 balls inside the chest, once dead man chest multiball starts the chest releases the 3 balls as expected. No issue there at all.
Why would the chest release all locked balls only for the Dead Man Chest multiball whereas it should release all locked balls for any 5-ball multiball? The Chest was releasing balls as it should (for any 5-balls multiball) since day 1 and suddenly stopped behaving like this.
I have not changed any setting and am running 0.99 for months now....
Anyone experienced this, and how can I fix it? Thanks!

I just fired up my machine to play a game and check it out. Got Tortuga MB and it was a 3-ball MB to start... although it went to 5 quickly with a map award to add 2 balls So your problem might just be that you're expecting more than the game is willing to give you

1 week later
#13349 4 years ago
Quoted from GnarLee:

In my midnight cookie haze I was thinking how people always compare Stern to JJP when it comes to updates. The arguement is it sometimes takes stern a while to update code and even sometimes it takes a while before people think the code is "acceptable". I am going to argue that Stern comes out 4-5 machines a year and while it does take a while sometimes they literallly are doing 5x (prolly more) the work and still manage to get updates out for their machines. Wasnt jjp supposed to have 2 machines release this year? I kinda remember ther being an arguement about how they were doing 2 machines this year and thats why code updates were coming slow. Where is this second machine that "delay" finishing up potc code. Next someone will argue the Keith had a heart attack. Well he looked pretty good at the expo a couple months ago and I have known people that have had heart attacks and been fine a week later (not saying this is his situation). Wonka has had 19 updates this year from "first code" to current in 9 months. Potc has had 5 in 18 months. If you look at release dates and the amount of changes you can tell that the coding can be done in a timely manner if they would put ANY effort into finishing it up. Must be nice to work for a "good ole boys" company where you get paid to sit on your ass and do nothing. Pretty sure I will never buy another jjp machine due to horrible customer service. I have a 10k half finished machine. Yes I said half finished as if your able to get though 25 chapters there is nothing to do in the game (if I remember right you lose alot of the callouts at this point also).

On the Project Pinball stream last Friday one of the JJP guys mentioned they now have a good size software team (his description, not mine) of 6 people now. Seems like none of them have been given POTC update as a priority item in awhile.

#13350 4 years ago
Quoted from zaphX:

I feel certain your repeated complaints about this are helping the team work harder. /s

Lol. It sure can’t be slowing them down either.

#13361 4 years ago
Quoted from zaphX:

Anyone bitching that the final wizard mode isn't in yet needs to provide footage of them clearing all 5 existing wizard modes in one game.
People just like to find things to complain about.
JJP is not going to blow this off. They still release Woz and Dialed in updates FFS.

I think it's fine for anyone to state their opinion on the code updates & lack of communication from JJP whether they're annoyed by it or not, but nobody should be okay saying someone needs to show proof of anything to anyone to get a feature that was described in the marketing material and is still not in the game over a year later with no communication from JJP about an expected timeframe for it getting done.

I don't think this is nitpicking or searching for something to complain about. I think any complaining about a lack of code updates is pretty reasonable at this point, and JJP has earned a bit of criticism by not delivering what they said when they said they would and by not communicating about it. The more time passes the less likely the code is to get done as other business priorities and issues arise. Other projects will take priority or they'll have personnel turnover, all of which will continually push the POTC code timeline back further. They said the game code would be rules complete at launch and it wasn't. It's now over a year later and JJP is still not even discussing a timeline. They posted a list of new character traits for the new code in April and now we're at the end of December with only silence since then. I think it's fair for that to annoy some people.

For anyone who doesn't think it's a big deal, that's absolutely fine but it doesn't entitle you to trivialize or minimize the way someone else is feeling about it. There's no need police people's criticisms of JJP on this. Why should it bother you that anyone is aggravated about the lack of code updates? What stake do you have in how they feel? I don't care that you weren't bothered by chipping playfields and that you aren't bothered by the lack of code updates. I felt no need to post anything in reply criticizing your opinions on those things or anything else. I don't see why you still very often feel the need to try to dismiss other people's thoughts on those things though.

#13367 4 years ago
Quoted from PinballTilt:

Because if the criticism becomes rampant, the value of their game will suffer. That's my guess.

It's as good a guess as any. My main point is that I think it's fine to share whatever your thoughts and opinions are, but to frequently revert to categorizing opinions that differ from yours as somehow being inferior to your opinion or as being trivial & whiny is B.S.

#13368 4 years ago
Quoted from Rdoyle1978:

Here’s hoping that you were actually responding to the previous comment I quoted, and not my post

Whoops! Sorry, I meant to quote ZaphX's post and not yours. I just edited my post above to put the correct quote in. Sorry about that.

#13382 4 years ago
Quoted from KornFreak28:

Trying to put my ramp back in but there is this huge gap between the flap and the wood. There is no way to screw it down! Am I missing something here?[quoted image]

Couldn’t tell from your picture, but I took some shots of mine to see if they can help you figure it out. Let me know if you need any different angles of it.

41355C67-094F-4085-97AC-A75261C1C824 (resized).jpeg41355C67-094F-4085-97AC-A75261C1C824 (resized).jpeg443C7826-FA22-41AC-8A7C-BADFB244FFB9 (resized).jpeg443C7826-FA22-41AC-8A7C-BADFB244FFB9 (resized).jpeg6A9C0CD9-D32A-4CDB-9CBF-E611A8C27416 (resized).jpeg6A9C0CD9-D32A-4CDB-9CBF-E611A8C27416 (resized).jpeg736A4859-B789-4888-9857-0261FB321617 (resized).jpeg736A4859-B789-4888-9857-0261FB321617 (resized).jpeg885E38C1-B9BF-4449-8891-5EB0A27F0339 (resized).jpeg885E38C1-B9BF-4449-8891-5EB0A27F0339 (resized).jpeg
#13390 4 years ago
Quoted from KornFreak28:

Ok (so I don’t quote all 3 responses) Are you guys saying that the screws are not supposed to go all the way in? Can one of you please take a picture of these screws but from the side to see how much thread is sticking out?

I just snapped a couple more pictures of mine. You can see threads on my screws under the ramp (circled in the picture). Also, I took another of the wood screws and the transfer. The wood screws on mine aren’t holding the transfer flap, it looks like they’re only holding the ramp in place. Hope this helps.

E0232556-F76F-4E62-81C8-0607C16F6DF8 (resized).jpegE0232556-F76F-4E62-81C8-0607C16F6DF8 (resized).jpeg65C4DCAB-3189-4BFE-987A-F8C248831252 (resized).jpeg65C4DCAB-3189-4BFE-987A-F8C248831252 (resized).jpegD50B8A48-C99E-4CE5-A5E5-23E3A0135247 (resized).jpegD50B8A48-C99E-4CE5-A5E5-23E3A0135247 (resized).jpeg
#13395 4 years ago
Quoted from KornFreak28:

The screw does not even come close to the playfield[quoted image]

From that picture of yours it looks like your screw is farther back than mine. Mine is in front of the black line and clear wood line. Here’s another pic. You can see my screw is just inside that rectangle area. I’d think there should be screw holes from where yours were before. Can you line up with them?

05F18D45-FF20-4989-ABE0-501FA326B0E7 (resized).jpeg05F18D45-FF20-4989-ABE0-501FA326B0E7 (resized).jpeg
#13396 4 years ago
Quoted from KornFreak28:

Thanks! So the threads are somewhat visible? Sorry can’t tell from the pic

Yes, some threads are visible on mine but my screw is a bit more toward the front of the machine. Maybe 1/4 inch or so up from yours.

#13417 4 years ago
Quoted from Axl:

When you bet YOUR soul (not souls): you lose your ball like you normally do, but also your character (have to pick a new one). If you win, you get an extra ball.
An extra ball is potentially worth a lot of points. Good value in my book

Yep, I see the logic there and it makes sense. But since it seems to be a rare bet and difficult to win it still seems like there should be something a bit more exciting as a reward that's still potentially worth a lot of points. Maybe award the start of a multiball? Or even better maybe have it award the start of 666666 multiball?

#13418 4 years ago
Quoted from skyrex:

My game stops when you lose soul. No option for starting a new character or continuing. I have had 2-3 balls left and could go no further. Couldn’t even put on initials or take a pic. Now when I have bet extra ball and lose that ball drains and game continues. My game is either glitchy or something if the game should continue because after all those tries it most assuredly doesn’t. lol

It's a bug in the code that they've acknowledged needs to be fixed. You're only supposed to lose your ball and your character. It's not supposed to end the game.

#13507 4 years ago
Quoted from GnarLee:

Happy New Years All

Happy New Year to you too!!!

#13575 4 years ago
Quoted from joseph5185:

So there it is...
A faulty shooter lane from day 1 that I didn't notice and I guess? quality control didn't check. The list grows with issues. I just feel like it's not "okay" after spending near $13,000 on a... game.
Surely, I can't be the only one that feels this way, but I'll take my disappointment and thoughts elsewhere.

I don’t think you’re the only one, there’s nothing wrong with feeling disappointed about it, and I don’t think there should be any need to take your thoughts elsewhere. You’re a pirate same as the rest of us and we’re all in it together to help, as evidenced by the great support and suggestions people have been providing on this issue for you.

There’s nothing wrong with getting frustrated or disappointed with build, service, code or any other issues. It’s a great design and great game to play but that doesn’t mean there can’t be valid criticisms too. This game has required a lot of tinkering. I don’t know how it compares in that regard to other recent new games but it doesn’t really matter because each person has his/her own view of how much is acceptable vs reaching the point of feeling like things should have be been done better by the manufacturer.

#13611 4 years ago
Quoted from zaphX:

I tried, and lowered it to the point that it struggled. I'll keep playing with it though.

I’m convinced at least part of the problem with inconsistent VUK kick outs is a very slight amount of play for the plunger in the coil sleeve causing the plunger to not always line up exactly the same way to strike the ball on the next kick out. It seems to only take the slightest fraction of an inch difference in how the plunger sits on the coil rest to change it. I really think if the coil rests were shaped in a bit of a scoop it would force the end of the plunger to sit in the same spot every time and lead to consistent results.

For almost a year from day 1 of owning STTNG & POTC, the left cannon VUK on STTNG was horribly inconsistent (often sending the ball flying off the wire into the outline) and on POTC both my Tortuga and Depths were completely inconsistent. Tortuga would come out soft one kick, then like a rocket the next, and then maybe somewhere in between on the one after that. There wasn’t any rhyme or reason to it. I finally noticed that the ball was hitting the Tortuga deflector in a slightly different way each time, and figured that might be from the plunger not hitting it the same way every time. In thinking of this as a possible cause I doubted it at first because I figured the plunger must get itself corrected to hit the ball straight every time when it’s pulled through by the magnet. But I tested it by nudging the plunger resting position just very slightly to the side a bit, lowering the playfield, and testing the next kick out. In testing when I nudged the rest spot of the plunger slightly the ball came out inconsistently. When I made sure the end of the plunger was centered on the coil rest it was super consistent. I also noticed that after every test the end of the plunger was coming to a landing slightly off center one direction or another a lot of the time, meaning from one kick out to the next it was possible to have different results. The inconsistency is from the ball getting hit at a slightly different angle and ejecting just a bit differently, so it’s not hitting the scoop or deflector the same on the way out every time.

So I decided to try giving the end of the plunger a different surface to land on. I taped a square cut of some foam window stripping/insulation to the coil rest to give the end of the plunger a better landing pad, hoping it might come to rest more consistently. It INSTANTLY worked. After never kicking the ball out the same way twice in a row my Tortuga suddenly hit the left flipper solidly EVERY time. I did the same thing on the STTNG cannon and it also was instantly fixed. That was 3 or 4 months ago now and both VUKs continue to kick out the same shot every time.

For the Depths, it’s unfortunately a bit different because the plunger lies horizontal instead of vertical, and because of this the plunger seems to have way more play in it. I figured because it’s horizontal it’ll be tough to use the same solution with weather stripping to get the end to rest consistently in the same spot. I played with the coil power up & down, played with the coil rest, and wiggled the plunger a bit, and somehow got it to be more consistent. It’s way better than it was, but still not rock solid consistency like the others. I forget if I ever did the weather stripping or anything else. I’ll check tonight. I don’t remember the power setting I ended up at but I think I lowered it a fair amount.

I really think if there were a way to shape the coil rests into a bit of a scoop shape so the plunger was forced to sit in the same spot every time it would make a big difference in VUK consistencies. Sorry this is so crazy long without a specific solution to the Depths, but thought I’d share in case anyone has issues with other inconsistent VUKs and in case anyone can figure out a way to create something that would have the horizontal Depths plunger land & sit consistently on that coil rest.

#13613 4 years ago
Quoted from zaphX:

Interesting observations. It seems to me the coil sleeve ought to be keeping the plunger aligned side to side. I wonder if the weatherstripping pad is basically just reducing the overall travel of the plunger, and -that- is what is causing more consistency?
That pad idea might also help with another issue I'm having (overly aggro VUK on Wonka CE even at lowest level)

Yep, I thought the same thing. I would think that even with that play in the fit the pull of the magnet should straighten the plunger’s angle & location of strike the same way every time.

I hadn’t thought about the reduced travel making the difference. Definitely a possibility though. Either way I think the core issue is a super slight inconsistency in where/how the plunger is striking the ball that’s causing variations in the kick outs. Good luck with it!

#13618 4 years ago
Quoted from zaphX:

Interesting observations. It seems to me the coil sleeve ought to be keeping the plunger aligned side to side. I wonder if the weatherstripping pad is basically just reducing the overall travel of the plunger, and -that- is what is causing more consistency?
That pad idea might also help with another issue I'm having (overly aggro VUK on Wonka CE even at lowest level)

I just searched Pinside in general and it seems like scoop/VUK kickout consistency issues are somewhat common. I didn’t see a dedicated forum where this is discussed though. Maybe worth starting one to try to gather various solutions under one roof?

#13621 4 years ago
Quoted from Rdoyle1978:

The scoop *hood* has a LOT to do with the VUK success rate too. If it's too wide open, the ball will jitter as it escapes, and sometimes touch the playfield and bounce between them really quickly. This has the effect of reducing the ball velocity so much (in this case) that it might not be able to clear the gate

True, but also if it’s pushed through the scoop hood at even a slightly different trajectory each time it can make a big difference in how it comes out. I think the real indicator of the problem is the variation in how it comes out so differently from one shot to the next with no changes made to pitch, coil power, or anything else. If it were just the hood and everything else was consistent then I’d think the ball would at least come out pretty consistently the same way each time vs sometimes faster and sometimes slower.

The issues on my Tortuga & STTNG cannon could have been different than other people, all I know is when I fixed it I didn’t change the deflector or anything else at all. I had previously over the months fiddled with power settings on Tortuga but it never resolved the lack of consistency. When I added the pad to the coil rest it instantly went from zero consistency to 100%. The Depths could certainly be a different issue, but in looking at my Depths I was noticing the ball coming up out of there slightly differently from shot to shot also and just power changes weren’t eliminating that inconsistency.

#13622 4 years ago
Quoted from MurphyPeoples:

If you start a dedicated forum let us know. ; )

LOL. I guess it can’t hurt... said every Pinsider who started a forum that eventually spun wildly off topic into pointless debates

#13624 4 years ago
Quoted from EaglePin:

LOL. I guess it can’t hurt... said every Pinsider who started a forum that eventually spun wildly off topic into pointless debates

Ok, topic started:

https://pinside.com/pinball/forum/topic/inconsistent-vuk-kickouts-ideas-for-solutions

#13630 4 years ago
Quoted from zaphX:

Interesting observations. It seems to me the coil sleeve ought to be keeping the plunger aligned side to side. I wonder if the weatherstripping pad is basically just reducing the overall travel of the plunger, and -that- is what is causing more consistency?
That pad idea might also help with another issue I'm having (overly aggro VUK on Wonka CE even at lowest level)

I don’t know if it will help you but I checked and my Depths coil is currently set at 13. I guess I should have checked my pitch too. I think it’s between 6.6-6.8 though. I posted these pictures in the other thread too, but here are pictures of what I did on my Tortuga and STTNG VUKs.

3228507D-1602-479A-B237-F90F837EE8CC (resized).jpeg3228507D-1602-479A-B237-F90F837EE8CC (resized).jpeg95C4CB14-59C4-41DA-B7AC-8C4FF0125BB9 (resized).jpeg95C4CB14-59C4-41DA-B7AC-8C4FF0125BB9 (resized).jpeg
#13631 4 years ago
Quoted from lasermel:

Ok, so you know that pesky VUK launch right down the left outlane problem? I'm sure you do! Well, I figured out what to do about it! The nylon part of the plunger is FLAT on the end which makes getting a straight, consistently centered hit on the ball nearly impossible. Non-centered hits cause the ball to hit the sides of the VUK bracket in all sorts of random ways on the way up. So, if you look at most other VUK plungers, they have a little "dish" in the end that fits the ball perfectly, meaning it would be easy to balance a ball without a problem on the end and it causes the ball to basically self center when it's struck by the plunger. Stern's plunger needs this to center the ball and perform properly.
If I had another VUK plunger of the same size with the "dish" I would have replaced Stern's with that, but since I didn't.... I took the bracket holding the coil and plunger assembly off (5 screws - easy) and unplugged the coil. Then I put an old pinball in a vise and used a propane torch to heat it up to a fairly high temperature. Once hot, I carefully pressed the end of the plunger on the ball and it melted the "dish" into the end. To test, I simply balanced the ball on the end and it stayed perfectly centered.
I then put all the parts back and tested. 100% perfect! I lowered the power to about 200 cause it was slamming into the targets pretty hard. I have played a bunch of games since and no more outlane launches or getting pissed off cause it happened during a great scoring game
Have fun!

I just found this post from the Elvira club thread about VUK issues. Interesting solution to melt the tip of the plunger into a dish shape so it pushes the ball more evenly. It would be really nice to find a good solution to make the Depths kickout consistent.

#13634 4 years ago

So no problem with inconsistency of the kickout speed and it was just the gate? Nice! Glad you got it solved. I still want to try to find a way to resolve kickout consistency on mine. I think I'm going to try just a bit of window stripping on it.

#13651 4 years ago

Anyone know how many spins around the inner orbit it takes to re-qualify On Stranger Tides (Movie 4) multiball after the first time you play it? It's bugged me for a long time noticing that a lot of shots don't advance that multiball and I took the glass off and tested it tonight. First time through all shots advanced it and only had to cross the first opto. But after running the multiball I sent about 5 or 6 more balls around the inner orbit and while they registered for qualifying a chapter and made the sound effect for the shot, they never advanced the multiball. Does it take a bunch more shots around that orbit to re-qualify the multiball? This has bugged me for a long time now but I only finally decided to stop and investigate tonight. I looked at the Game Settings and there's a difficulty level setting for that multiball but it doesn't have any information about what the setting means. The manual on page B-34 doesn't give any detail on the setting either. Anyone know?

#13666 4 years ago
Quoted from Rdoyle1978:

I recall reading in some documentation that the loops are only counted when they are non-consecutive. I take this to mean some other switch needs to be hit in between. I sometimes hit the bumpers while trying to do the loop consistently, which I believe allows it to count toward the total.

I just did a bunch more glass off testing sending the ball around with my hand. After running On Stranger Tides multiball once, I wasn't able to advance progress for it again until all other multiballs had also been run once. I was tapping targets and shooting other main shots in between inner loops, and it was registering those inner loop shots for scoring and playing chapters but it wouldn't advance the multiball progress.

However, once I ran the other 4 multiballs I was able to get it to start advancing On Stranger Tides again. But even that came with a catch. It would only advance if a shot was sent through the chest lane before an inner loop shot. I'd tap targets and send it through other main shots before the inner loop, but it wouldn't advance. The only way it seemed to advance was if the chest lane in particular was hit before making the inner loop. By doing that I got it to advance to the next to last position, and then it seemed like there was another catch because suddenly when trying to advance to the last step it wasn't enough to hit the chest lane before the inner loop. I had to fiddle with hitting a bunch more shots before the inner loop finally advanced the MB to the last step. It might have been that all other main shots needed to be hit before advancing that last step though the inner loop, but I'm not sure.

#13667 4 years ago
Quoted from wesman:

That's a bit extreme.
Honestly, like I said above, I feel the shitposts come from people that would never consider buying JJP, most of all. That kind of mindset feels so determined, spiteful, vindictive. I wish people that never intended to buy, would not chase a game down, thread to thread, trying to kill it.
But people do need to have rational critical responses. Rarely in life do people surmise those thoughts, then leave them be. It's always got to be a battle of will attrition. My view is better than yours, more write, so I'll post again till you understand that. That's my biggest issue with pinside, not criticism, but ego dominance.
A game I thought got blasted ridiculously last year was Black Knight. That game got hounded. It's simple, basic, yet competent and fun. For as indifferent as I am regarding Stern games, man that got shit on. Munsters had, sadly, good reasons to get blasted....
Oktobefest, man that was another case of getting shelled by posters, podcasts, etc. Game never had a chance, and is as mechanically robust as any other release last year, maybe even more than Wonka.
POTC at least had loyal fans and owners fight for it. It eventually had incredible word of mouth. And the existing stock sold through fairly quickly, tough mech and playfield issues aside.
This game dying, has to be more a matter of BOM, and JJP wanting to take steps forward, rather than back. I doubt, but hope, that Eric's next game will be as robust feature wise as Pirates. Doubt it though....as Wonka clearly was a step back.
Pirates. Too pricey for it's own good. Too good to not have 2000 units out there....

Yeah, I don't get why people waste time and effort in a thread repeating the same things over and over about why they don't like a machine and even arguing/debating with people who do like it. It just doesn't make any sense. In the past year there have been a lot of games introduced and only one grabbed my attention as a game I'd like to have in my basement, but I felt zero desire or need to chime in on any threads about the other games to let people know a machine wasn't one I'd be looking to buy. I don't understand what someone doing that thinks he/she is going to accomplish or what they get out of doing it.

1 week later
#13749 4 years ago
Quoted from GnarLee:

Well there is issues with getting rewards before they are called out. For example light extra ball but it lights up before the fallout is made.
Bp gate has horrible logic and will close with ball on pearl and should open with boardings and does not
Pirate hat and parrot are almost non existent. Should have better trigger.
3 off top of head that I would consider bugs. Don’t get me started on ost super jackpots that are impossible. 2500 games and I’ve seen ost super like 3 times including games where that was my only goal to get super.

Also to disable post assist when COTBP MB is qualified and to fix crash if you bet your soul in Liar’s Dice. It would definitely be nice if they fix that BP door not opening with boardings. Seems like you shouldn’t have to hit a switch up there to get the gate open.

#13800 4 years ago
Quoted from PinMonk:

When this exceeds the 3+ years that it took to deliver the Ghostbusters wizard mode LISTED ON THE RULE CARD since day one, you will have every right to complain.
Whining about something missing you can only get to with the glass off is a little extra.

People have “every right to complain” about the length of time between updates whenever they feel like it’s been unreasonably long, not just when you give them the green light to do it. If you think comparing the length of time between POTC updates to one of the worst examples out there (Ghostbusters) is the measuring stick then that’s fine for you. But others aren’t required to use that as their barometer and can decide for themselves.

Also this isn’t about just the final wizard mode. Saying there’s no reason to complain about the lack of updates because most people won’t get to the wizard mode completely ignores the fact that there are plenty of things to fix & tweak without including the wizard mode. And the current wizard modes could use a lot of polish. And again, if you want to compare POTC code status now to the relative completeness of code on other machines that’s fine for you, but I (and I’m guessing at least some other people also) can look at it differently without needing to get your clearance.

Fact is it’s been almost 9 months of no update AND no communication by JJP. I think it’s pretty reasonable to think that’s not good regardless of what the situation has been with other games.

#13801 4 years ago
Quoted from GnarLee:

ok enough is enough. For all you that keep assuming I cannot do this. I will have 5 Wizard modes completed in 1 game by Sunday. Not sure how its hard to understand losing interest when ive been 2 chapters and 1 wizard mode away and know what lies beyond. Is there any special rules you would like to impose? Ive said before send me the streaming equipment and I will attempt to stream (live in country so internet isnt the greatest) this game for you. If not ill have a picture by Sunday.
*Edit Anybody know the first time they said game would be feature complete at launch?

It’s definitely been in the JJP game flow chart from the beginning and I think also the manual. Also there was this from This Week in Pinball on October 30, 2017:
"Pirates of the Caribbean New Info
As mentioned previously, Jersey Jack Pinball announced their newest game Pirates of the Caribbean at Expo. The game is packed with features and the response from the pinball community has been overwhelmingly positive. (Check out TWIP’s Deep Dive into the game here.) We reached out to Jersey Jack Pinball to find out some additional details:
The game will ship with the code at “Rules Complete” with all features included in the game (it was at around 20-30% at Expo)"

https://www.thisweekinpinball.com/twip-guardians-galaxy-rumor-round-jjp-pirates-new-info/

#13806 4 years ago
Quoted from PinMonk:

9 Months waiting is NOTHING in the Stern model (see: Batman '66, Munsters, Ghostbusters, any number of other gimped Stern releases that were/are terrible for a LOT longer than 9 months). So, basically the whiners complaining about a mode that 99% of them will never legitimately see means they own too few pins and therefore no point of comparison with much worse pin code situations to see how great JJP code completeness and long term code suppoet is compared to Stern, or they just like to whine.
Got it.

Only thing I got is that you should try to get over yourself and your ego thinking your someone who can set the standards for everyone else. That part I got very clearly. I get that you’ve been around pinball way longer than most, but it just doesn’t matter when it comes to someone thinking a code update (any incremental update) is overdue.

#13822 4 years ago

I just noticed something on my machine. The washer under the flasher by the shooter lane has what looks like an intentional deletion of a wedge on it. It seems like that style washer might have been a good idea under the ball guide by the shooter lane. I’m wondering if that’s what was intended but they got reversed in assembly. It doesn’t seem like there would be a need for that style on the flasher post, but definitely a need for it to keep the shooter wire clear. Here are pics of the two washers. I might try swapping their spots.

D248FFBA-B3B6-4D50-B6D3-6EE782DB3DF6 (resized).jpegD248FFBA-B3B6-4D50-B6D3-6EE782DB3DF6 (resized).jpegF8ACAAB6-0048-4E27-9132-47033167A3FE (resized).jpegF8ACAAB6-0048-4E27-9132-47033167A3FE (resized).jpeg
#13825 4 years ago
Quoted from V4Vendetta:

On a positive note, I finally got done building my topper and I think it came out pretty sweet. Also added couple things to make the game my own so it doesn't look like everyone elses. The topper is made from a kit I bought on ebay made out of wood and it took about a month to build and paint. But mostly those strings for the sail probably took majority of time. It's kinda funny that for how long I've been lurking on this site, I've never actually posted any pics of my pins on pinside before so here it is. Thanks for looking and all criticism are welcome.[quoted image][quoted image][quoted image][quoted image]

That looks amazing! Fits in with the look of the machine perfectly!!

#13857 4 years ago
Quoted from LesManley:

Hey guys and/or harryhoudini , does anyone know how to properly install Harry's Star Field map mod? I have an SE and I bought the lighted version. I assume I just use the double sided tape to adhere the LED plastic to the star field plastic and then bend it into place and install like normal? Only other question is where to pull power for the lights on an SE? I watched the videos so I know the basic installation, but I didn't see that it covers the lights at all, so any help would be super appreciated. Thanks!
On a side note, my Tortgua has started throwing it down the middle the majority of the time. I boosted the coil up to 28 even in the menu and it will still do it. I would like for it to kick out to the left flipper like I know it should. Any ideas for a fix there instead of dropping power to have it go to the right flipper?

If it was working consistently before and now suddenly started going a different direction consistently then as statsdoc & others said try retightening first. If it's always been inconsistent in how it kicks out leading up to this then other fix ideas might be in order.

#13858 4 years ago
Quoted from Zora:

To be honest I had problems to identify the little touches beyond the character changes from the Buffalo streaming. What have you noticed?
I am still struggling with the details of this complex rules. Can anybody tell me where I have to shoot to get the bonus from the treasure hord, once you achieve collecting all the treasures? Second what I red here is that a certain number of map awards reward an extra ball, is that a general rule and which number of shots is required?

I'm not 100% sure in remembering but I think treasure hoard is collected in the Tortuga scoop. I think you have time to hit shots/combos and then collect when you want to at Tortuga.

#13863 4 years ago
Quoted from KornFreak28:

Did you also add washers to the Tortuga deflector like you did with the Map hole deflector? How is that one holding up btw?

My map deflector has stayed locked in place and the ball goes in when it should, so I think that's in good shape for me. The kickouts from my Tortuga have still been 100% consistent since I put the foam on the plunger resting spot.

#13864 4 years ago

Lol. I hope everyone has their action button sticking issues resolved. I watched the stream and it looks like with the new Marty rule getting only one coin at a time we're going to get a good workout on it

#13866 4 years ago
Quoted from KornFreak28:

Plunger resting spot?

The plunger that comes through the coil at Tortuga and kicks the ball up and out of the saucer. I noticed mine had a bit of inconsistency in where the end of the plunger sits after firing, so i duct taped a small cut of window weather stripping to the spot. Now the plunger rests more consistently in the same spot with the same alignment so each time it kicks the ball out the same way. There could be several different reasons for why a ball isn't coming out of there consistently though. This just happened to be what was going on with my machine to make it work. Here's a link to my post about it:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/273#post-5406195

#13872 4 years ago
Quoted from cooked71:

How was this resolved? Mine is doing it.

I think there have been a couple different causes. For some people the button had a burr and was sticking when it was pressed, so that burr needed to be filed down. When I took my button off it was smooth though. Turned out the switch that the screw in the bottom of the button presses on is a very narrow strip of metal. That narrow switch was off alignment too far toward the front of the machine. As a result, the screw head on the bottom of my button was slipping past the switch and getting stuck on it. So I nudged the switch horizontally toward the back of the machine. Then the screw head starting hitting it flush and not getting caught on it.

1 week later
#13955 4 years ago
Quoted from VolunteerPin:

Hmmm. Getting around to getting my LE running. Bought a while ago and knew it had issues. Life is busy but chipping away at issues.
Next big job will be taking off the pearl to install cliffy and such and do the chest mod. Before that though, the game thinks door is open when it is not. Checking switches and neither door closed switch registers. Everything looks okay except one broken connector on a coin mech and a few loose wires that I don’t know the function for.
I would not think that is my issue.
[quoted image][quoted image][quoted image][quoted image]

I took a couple pictures of mine for reference. Hope this helps.

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10
#13962 4 years ago

Arrrrrrrgh!!!!! So close. So effing close to completing all 5 chapters. Got to 22 chapters played. Only ran 2 wizard modes. Dumb drains ended both early. A couple wicked drains to finish the game cut me short of 25 chapters. The past couple weeks I’ve felt like it’s within reach though. This was by far my personal best game.

Pics are end of true first ball with no extra ball, start of ball 2 after EBs and start of ball 3 after EBs. Default settings and posts positions with EB for Special (didn’t come into play) and for replay. Someone posted a few day ago that it would be nice to see the screen showing chapters played when the game is over. That would be a nice thing to have.

D09A4B2B-5025-4FE5-8AEC-CD725E314FD4 (resized).jpegD09A4B2B-5025-4FE5-8AEC-CD725E314FD4 (resized).jpeg10D22913-F03C-44B0-BF6A-6D79F88AA8FF (resized).jpeg10D22913-F03C-44B0-BF6A-6D79F88AA8FF (resized).jpeg12484AE0-37E9-441E-9A7E-B02EB154C937 (resized).jpeg12484AE0-37E9-441E-9A7E-B02EB154C937 (resized).jpeg89855875-8523-4B8A-8FC8-57DD5A238715 (resized).jpeg89855875-8523-4B8A-8FC8-57DD5A238715 (resized).jpeg2D499086-5BB8-4090-AC79-A167CC8CA74E (resized).jpeg2D499086-5BB8-4090-AC79-A167CC8CA74E (resized).jpeg
#13965 4 years ago
Quoted from VolunteerPin:

NICE! Still looking forward to getting my first game played, lol.
Does anyone have a link to how the Cliffy set gets installed? I have my pearl off and ready to get these in but can't seem to find any info

No link for it. Depths is straightforward, just clip it on. Here's a link to a post I made about the map hole cliffy:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/261#post-5315219

The thing to check there before you wrap everything up is that the map hole deflector is lined up straight and that it doesn't have any wiggle to it, so it's locked tight in place with the cliffys on.

For the Tortuga scoop, check the threads for info on loosening the pop bumper to put it on.

#13984 4 years ago
Quoted from VolunteerPin:

Well, I have the Map Cliffy installed. So far so good.
Put mylar in the map area and now going to wax under the pearl before putting back in.
The one way gate on my VUK was hanging by a thread and in fact I thought it was broke but after I looked at the diagram in the manual I think I'm good. I don’t really understand what good it is doing like this however. Do I have this correct?
[quoted image][quoted image]

While you have the Pearl off, you might want to consider putting a post sleeve on the post that is the left front entrance to the star map area. Doing so protects the corner of the rubber on that post so it doesn't take a beating and it won't need to be replaced nearly as often (and it's a pain to get to). Here's a forum post about it:

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/227#post-5094603

Here's the sleeve I put on mine:

https://www.marcospecialties.com/pinball-parts/38-5151

#14058 4 years ago
Quoted from KingBW:

Call me over-protective, but I saw a mark in front of the trough eject VUK on the wood. It was just a smudge, but with the pooling clearcoat issue, I predict that over some time that will be a problem area - maybe I'm paranoid about it. Before everyone was saying that you don't need a cliffy there as Eric designed the metal rails there in the trough. I'm still feeling like it needs a cliffy there. So, I'm testing out a beta cliffy. I found that one from a different pin works out pretty good with just one minor alteration. I'll report back if Cliff is going to offer it (the modified one) or if people will need to order the other one and modify it themselves if they really want this. I feel better about it now.[quoted image][quoted image][quoted image]

That's a good idea. Mine got a little ding in the clear in that same area. I used some clear Minwax Polycrilic to fill it in and it blended in and worked great, but it would be good to have protection there.

#14070 4 years ago
Quoted from KornFreak28:

Anybody know if washers go underneath this plastic on the posts?
Also, does anybody have any pics of how this shield is installed? Will it hit the cannon mod from Mod couple?
Any help is much appreciated [quoted image][quoted image]

Is it the cannon shield from Pinball life? If so, I have it installed. Here's a link to a post I made about how it's installed. I don't have the mod so I don't know if it will hit it.

https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/243#post-5196431

I don't think there are washers under the plastic.

#14078 4 years ago
Quoted from KornFreak28:

Thanks! My question is: Is it really necessary? How often do balls end up getting trapped in that area?

I had a couple instances of hard bouncebacks off the Dauntless after firing the cannon that went under the Pearl and broke wiring to switches, so for me it's been good to have. It's blocked a couple of those bounces from going under the Pearl since I put it on.

#14079 4 years ago
Quoted from KornFreak28:

It’s not from pinball life. It’s from a vendor in Germany I think. Thanks for the help!!!

Yep, based on the picture on the link posted it's the same one.

#14133 4 years ago
Quoted from VolunteerPin:

More research...D-86 shows motor relay board receiving 12V power at pin 5 and pin 2 is black to the motor. I'm guessing the black is the ground to the motor.
So, if I wanted to test pins coming from the I/O board to the motor relay board, could I just unplug the female molex connector and put my multimeter black lead into pin 2 and then the red lead in pin 5 to see if I am getting power TO the board?
As far as I can ascertain, I am not getting power FROM the board. If I do test power getting to the board, would I be able to similarly test the other pins to see if I am getting signal? If so, what kind of setting on the multimeter would I use to test the other pins?
Again, thank you VERY much for the helpful teaching and suggestions.

Sorry you’re going through this, but I gotta admit this is all fascinating reading for me to maybe start to learn a bit about troubleshooting electrical & board stuff. I’ve been looking all this up in the manual diagrams as it plays out. It’s like it’s an episode of “CSI Pinball”. Hope you can get it resolved soon though.

#14158 4 years ago
Quoted from harryhoudini:

Now that I've been playing my game a bit more I have some thoughts and questions.
1. A STDM ball save really is needed. I'm going to do some mechanical changes like others have done but it's lame when you drain from the chapter select or tortuga hole. On that note, why are VUKs never consistent? The tortuga seems to change from ball to ball. I've heard "after they warm up" and such before, but that coil is used once every so often, it should be pretty much the same condition each time I would think. Flippers are consistent, right? Which flipper do you have it hit when ejecting (I can't remember, I've asked before)?
2. It would be awesome to have a different sound for each state of a lock target hit on the chest. Hitting a blinking arrow versus hitting a solid arrow versus hitting an unlit arrow. Not a lot of satisfaction of hitting the right shot and getting the same sound as the wrong shot.
3. Is there some code that prevents you from hitting both chest targets too quickly? I'll have a ball ricochet from target to target (yeah, I miss a lot guys) and i'll get two sounds for the unlock target but only the first one will trigger.
4. Did I do something or screw up my "skill shot angle"? I used to be able to make skill shots no problem, even with a few loops. I can't hit the map shot for anything but mostly on ball launch. I can easily hit the inner loop, which obviously is easier but I am wondering if my flipper power needs to change or maybe the cliffy is interfering.

1) It would be nice to have a 2 second ball save coming out of the star map area. Or adjust the magnet action so it never just pulls the ball straight back and instead always draws it back at an angle (if that's possible). Occasionally when the ball is sitting to the left side of the post it will be drawn straight back by the magnet, bounce flat off the back target, and come straight down the middle. Doesn't happen as much as it did before I put the post sleeve on, but still more often than I'd like. I had the same problems with Tortuga being completely inconsistent, but got good results getting it rock solid consistent by adding foam to the plunger rest. Here's a link: https://pinside.com/pinball/forum/topic/jjp-pirates-of-the-caribbean-official-owners-and-fan-club/page/273#post-5406195

3) I'm 99.9% sure I've had shots deflect off both chest targets and both targets registered, so one shot ended up enabling ball lock.

4) Is your deflector parallel with the back edge of the map hole? When I first put my cliffy in I couldn't get my deflector to stay tight because the metal deflector slipped on the metal cliffy and would angle slightly. That resulted in most shots hitting the deflector not going in when they should have because they were bouncing out to the right. I had to add rubber washers between the cliffy and the deflector to get the deflector to hold its position. Now the deflector stays parallel to the back edge of the map hole and shots off the deflector are going in again when they should.

#14167 4 years ago
Quoted from harryhoudini:

Oh awesome to hear. I'm gonna take off the glass to do this and put something on the chapter select post to prevent those STDM and figure out what is wrong with my map hole.
I finally got the annoying audio cutting in and out fixed thanks to an owner on Facebook so I've been playing much more lately and that was annoying as hell.

Is it possible to put something on the chapter select post that retracts?

#14212 4 years ago
Quoted from harryhoudini:

So does everyone else have their slings turned all the way down? Seems like the scale on that setting is off. Wonder if that is something that can be fixed in code. I'd like to lower mine more, maybe just have to change the coil to something smaller. I still get stuff bouncing off the glass and ending up in the shooter lane or over the flipper. I am wondering if Titan isn't the best ring and flipper rubber for this game, it seems way too bouncy. I have the same rubber on my TOTAN and I can trap and catch balls much easier on that game. I'd like to compare it to my WOZ but I need to get it back together first.

This rang a bell with me when I read it earlier today. I vaguely remembered having a lot of air balls and dialing the slings down a bit. Just got home and checked my settings. I'm at 20 on both slings (down from the default 22) with original type rubber. Still plenty powerful enough to send the ball places I don't want it to go, but I haven't had any air balls in a pretty long time though.

1 week later
#14274 4 years ago
Quoted from Green-Machine:

Why would JJP care? They don’t have any to sell. Unless they are planing on putting them back on the line

Would set a bad precedent for future machines. People would buy more standards instead of LE/CE thinking they can probably get the LE/CE stuff later and save money.

Businesses have to make decisions based on the good of the business as a whole. One-off decisions that go against their model aren’t a good idea for the business.

#14276 4 years ago
Quoted from Psw757:

If the sum of all optional additional parts for the SE that are standard on the LE/CE are equal or greater than just buying an LE why not? An a la cart type entry level pin could be an interesting idea.

You’d likely be reducing profit while increasing costs. Increased costs would come from additional inventory management and labor on custom assembly for each machine, as well as increased risk of return/warranty issues from that custom/non-standardized assembly work.

Profit reduces because instead of making X% on the full LE/CE package you’re making X minus some percentage on every machine that doesn’t order all the options.

It would be customer friendly, but not as profitable so there’s a choice to be made there on how the business wants/needs to operate.

1 week later
#14363 4 years ago
Quoted from Rdoyle1978:

Another month.. I hope you’re right!

I hope he's wrong I think it would be good to get it sooner. If it doesn't come out for another month I'm guessing it would probably mean they're more tied up on whatever the next machine is and POTC code priority would again be pushed to the side.

Quoted from PanzerFreak:

I bet JJP is waiting to announce / release the code at TPF at this point. JJP has been pretty quiet in regards to big code releases over the past 6 months. They have incredibly talented staff with Keith, Ted, and Joe on the programming team. Perhaps all or most of them are working on GNR code at the moment?

I'd think the only way it would make sense for them to be waiting on a new POTC code announcement for TPF would be if they're also announcing additional production of the machine. If that's not happening then just announcing new code for an old title wouldn't seem to be worthy of the excitement a company's announcements should be trying to create at a big pinball show, so why wait until then? I'd think waiting to just announce updated POTC code at TPF would make the company look like it doesn't have much else to talk about. Either way though, it would be good to finally get it at some point in the near future.

1 week later
#14455 4 years ago
Quoted from wesman:

I wouldn't, but if they want to sell say...another 500 games?
Thing is, Kaneda didn't state, and most likely doesn't know either way, what type of assets they might be. Would they most likely be more non actor based snippets?
I kinda figured we'd see one way or another at TPF, but now...... Unless these companies start making fully produced and edited game debut videos, I have no idea how things will be presented henceforth.

I'd think most likely any assets would be video clips they hadn't used yet. I think they said once a long time ago they could use any video clip from the movies that didn't have an actor in it. I think they said that meant they had something like 20 to 30 minutes combined total from the 5 movies available to use. There's at least one wizard mode that needs work since it currently only has static soldier's outlines as a place holder. That one definitely still needs animation or something added to it, and all the wizard modes could use some additional fanfare when they start. Plus there are sill several bug fixes, shaker effects, and other things listed in the other thread that they should do. Hope it happens soon.

1 week later
#14525 4 years ago

I ran into what seemed like a bug in the On Stranger Tides (Movie 4) wizard mode today. Before starting the wizard mode, Tortuga multiball was qualified. I started the wizard mode and then after a making a couple Stage 1 shots I got Tortuga MB started. For a bit it seemed to continue running the wizard mode fine with MB going, but then it seemed like the wizard mode just stopped running. It suddenly went to normal screen and game play without me having drained out and with more than one ball still in play. Play just continued on with multiball still going and with chapter select lit and normal game play. Stage 2 of the wizard mode never started. Anyone else had that happen?

#14529 4 years ago
Quoted from GnarLee:

its been a while but if I remember right the timer on 4 is short. You only have like 20 seconds or something to hit 5 sequential shots. And im probably wrong but I also seem to remember losing a couple seconds for every missed shot. maybe not. Technically you are not supposed to be able to multiball during the wizard modes to start with other than with ragetti special. Tortuga MB during the wiz modes was supposed to be fixed on this patch but wasnt. Long story short tortuga mb is good on 3 of the 5 wizrd modes.the other one that would be a pain during mb is turning the ship upside down. Which makes me think how badly I need to learn to cradle balls better on multiballs.

Thanks. I hadn't thought about a timer. I'll have to check that out next time.

#14530 4 years ago
Quoted from LesManley:

I'm so glad I have this pin when we're all stuck inside. It is so much fun to play and just doesn't get old to me at all. I have cliffy's and the chest opening mod to install but my game works so I don't want to take it apart and roll the dice right now of it not working when I put it back together. My favorite way to play right now is look at the character high score list and play with whichever character currently has the lowest score overall. Last night it was Cutler Beckett and I ended up taking him from the lowest to a new Grand champion score. It's so much fun to take each character and see a high you can go with them. How is everyone else playing it?

I've been playing Norrington and trying to run as many chapters as possible. Still trying to get all 5 wizard modes run in a game and still getting closer and closer.

#14532 4 years ago
Quoted from GnarLee:

its been a while but if I remember right the timer on 4 is short. You only have like 20 seconds or something to hit 5 sequential shots. And im probably wrong but I also seem to remember losing a couple seconds for every missed shot. maybe not. Technically you are not supposed to be able to multiball during the wizard modes to start with other than with ragetti special. Tortuga MB during the wiz modes was supposed to be fixed on this patch but wasnt. Long story short tortuga mb is good on 3 of the 5 wizrd modes.the other one that would be a pain during mb is turning the ship upside down. Which makes me think how badly I need to learn to cradle balls better on multiballs.

I watched the video of the 20+ million shot posted in the thread a long time ago. I noticed he's able to backhand the right ramp. I'd be curious what the pitch and lower right flipper power settings are in that setup. The way mine is currently set up I can't backhand to the Pearl. It only gets about 3/4 of the way up the ramp when I try it. My pitch is 6.5 by the flippers (and 7.0 by the upper left flipper, and 7.3 by the chest) and my lower right flipper is at the default 25.

#14540 4 years ago
Quoted from MarZ_78:

My machine is currently a little more than 6.5 and can continuously backhand the right ramp. Interesting that some machines have issues doing that. Just curious... Flipper rubbers clean? what is the flipper coil strength at? level left to right? My right flipper coil setting is default (25).

Curious do you know what your pitch is at the left upper flipper and at the chest? Machine is level and the right flipper is clean with default strength setting 25. And I changed the coil sleeves and cleaned the underside mechanisms of the flippers recently too. Can't get up the ramp on a very clean backhand though.

#14544 4 years ago
Quoted from MarZ_78:

I used the pinball leveler app on my android. calibrated it using a table i leveled with a 3' bubble level. If i remember right it was at 6.5 at the flippers, and a little steeper at the upper playfield maybe (7.0). Im happy to take a couple measurements later and even a video if anyone is curious. I'd even make it steeper to change things up a bit and re test the backhand.
I'm curious what you all use for a level/pitch measurement. I bought a digital level that doesnt work very well and decided to defer to the app since from my understanding is its well accepted in the pin community.

I use the Pinguy app on my iPhone. It seems to be pretty accurate and reliable across my three machines. No need to go out of your way to measure. I was just curious if someone has a bit less steep upper playfield area could that make a difference. Can't think of anything else besides flipper strength setting that would have some machines able to backhand but not others.

I've got my machine dialed in pretty nicely the last few months to where it's playing pretty consistently and I can hit all shots pretty reliably. I don't know that I'd change anything to try to gain the right ramp backhand and risk other shots becoming less smooth.... Oh, who am I kidding. Of course I'd tinker with it

#14547 4 years ago
Quoted from Yelobird:

Just a guess but on some of my games like SW back handing shots can also be determined by the angle you have your flippers set to. On Star Wars I have the tips just a smidge (pinball term) higher and now I can hit that ramp all day. Just a thought.

Thanks! I'll check that out too!

#14617 4 years ago
Quoted from VolunteerPin:

My issue is that in the 'closed' position the door is only about half shut and blocks the standup to the right from shots from the left BP flipper.

I think it just comes down to adjusting it to a spot you can live with. The adjustment is pretty straightforward. Take the left side of the roof off the Pearl by unscrewing the three nuts at the back of the roof and then tinker with the bend of the metal tab and spring that connect to the door. That metal tab is similar in function to the chest lock opening in that it gets pulled & released by the coil to open and close the door.

#14619 4 years ago
Quoted from GnarLee:

Bigger question. Will we make it a whole year without an update?

Sure hope not. Would be nice to have it soon. The longer it takes the more things can happen that push it down the priority list.

#14636 4 years ago
Quoted from KornFreak28:

Any tips on how to out this plastic back in? I’ve tried everything, even lifting the chest some to make room but the holes still don’t line up as they should. Seems as the plastic was forced in there at the factory.[quoted image]

The holes in the plastic go on the two screws I circled in this picture. I’m not 100% sure, but I think I remember loosening the chest and lifting the chest bracket slightly off that middle nut to get in in and out of there. Had to loosen the screw holding the chest to the playfield to do it also.

1CF96D7F-C37F-406E-B7CE-CF020626C25A (resized).jpeg1CF96D7F-C37F-406E-B7CE-CF020626C25A (resized).jpeg
1 week later
#14710 4 years ago

Does anyone know the logic for when the magnet catches the ball coming through the orbit vs. letting it go around? I'm just curious what the rule for it is and I haven't been able to figure out a pattern for it yet.

#14722 4 years ago
Quoted from JamCat:

Here is my Norrington game tonight. Finished all 25 chapters and 3 wizard modes. Went through the last two balls unable to start either of the last 2 wizard modes. First one hit the sling and jumped over everything into the outlane and then I bricked the shots at least 10 times each until the “I” lane got me on the last one and I had no tilt warnings left [quoted image]

Awesome game! And not just running chapters but completing 23 of the 25. Even with Norrington that's amazing. Well done!!!

#14732 4 years ago
Quoted from arzoo:

I watched the IE pinball video and one thing he was able to do was lock a ball in the chest with a backflip from the left flipper or shoot the right ramp onto the pearl with a backflip from the right flipper. On my pirates neither of those shots are possible. Either my incline is steeper or my flipper strength is lower maybe?

I can hit the chest lock with the left flipper, but I can't backhand the Pearl ramp from the right flipper. My right flipper is at default power setting. I haven't tried increasing that power because I'm pretty happy with how all the other shots are set up currently and I'm thinking increasing that power would probably result in airballs off the Maelstrom.

#14735 4 years ago
Quoted from LesManley:

With a perfect shot, I can backhand the right ramp to just get it up there enough to qualify the shot and then return to the right flipper. I cannot backhand the chest shot when lock is lit with enough power to lock the ball, nor can I simply hold up the right flipper and trap the ball everytime on a ball return to the right flipper like Karl does. That auto trapping would be super helpful.

I noticed that right flipper trap also, and to me it looked like he flips right after the ball goes onto the flipper in order to trap it. To me it seemed like a skill based on timing.

#14737 4 years ago
Quoted from KornFreak28:

I increased the flipper power a bit and can now backhand the BP with the right flipper, no problem.....

Nice, what setting did you bump it up to?

#14776 4 years ago
Quoted from GrandFireball1:

Oooh nice, even more excited for the next update. The other thing I hope they add is a point bonus for sinking a ship and you build that with the spinners on the ship. Could add a nice risk/reward factor and the player could delay the start of their multiball to try and get a huge sink ship collect

I love spinner shots! It would definitely be nice to have the spinners incorporated to do more than just qualify the multiballs for those two movies.

#14803 4 years ago
Quoted from Rdoyle1978:

Someone explained it a few (10) pages back - you light the lanes and then you hit the pirate shot, then aim for the 2x 3x 4x 5x targets on the playfield. Whichever one you hit is what you are awarded. I think?

Which shots are worth a decent amount of points to try to use Shot X on? All the points from shots run together on the screen and I'm never certain which shots scored which points. Jackpots during multiball of course would be good for Shot X but that seems pretty tough to set up. Are there any other shots that are a decent amount of points to try to use it on? Maybe a shot that finishes a chapter?

1 week later
#14846 3 years ago
Quoted from PanzerFreak:

I'm no longer in the club since I sold my game (still a fan of it!) but just heard on Kaneda's latest show that JJP let Butch Peel go?! That doesn't seem to make any sense. Butch seemed like a huge asset to JJP and helped to create the best pinball manuals in the business. He also went above and beyond all the time with tech support. I remember meeting Butch at a Michigan Pinball Expo held maybe 6 years back and he was extremely nice and knowledgeable.

I never had contact with him, but based on all the posts I've read over the last 1-1/2 years that mention his great service it's very disappointing to hear this has happened. That manual for POTC is amazing and his video about what tools to have handy was absolutely HUGE for me to watch and learn from as someone new to pinball. When someone is that good and that connected to the customers you need to find or create a role for the person fit into. Letting someone like that go seems like either bad management or an indication of financial stress at the company (or both).

2 weeks later
#14935 3 years ago
Quoted from Dexje:

that sadly does not help - i´ve already seen it and searched for the part number. nobody sells it.

Yep, when I saw this posted yesterday I was curious and tried to look up the part number online at PinballLife, Marco, and then just a regular Google search with the part number and didn't find anything. Maybe if you sent an e-mail to one of the pinball parts companies like PinballLife, Marco, or another one describing what you're looking for they would know what it is or be able to find it?

#14946 3 years ago
Quoted from gumnut01:

How do others have their flippers aligned? I wish JJP had guided on the playfield. My flippers were binding a bit so had to loosen to fix. Getting them in the right position is confusing. Some of my games like AFM have lower flipper positions by design.
So where should pirates be? I adjusted my right so that I can backflip the pearl. My left sits marginally lower.
Balls out of the depth do not lane pass to the right flipper unless I drop the Left flipper just as it starts to roll over. I take it this is intended? Do people try to pass or just flip straight away with the left flipper.
One of the things I find frustrating with the game is the amount of time the ball spends in the depths or bouncing around the slings. If I can adjust flipper alignment, switch to superbands or learn better techniques that would be great.
Any help is appreciated.
Here is my flipper position. [quoted image]

I’ve been thinking about the same thing lately. Here’s where mine are. i think my right is a bit lower than my left and I’m going to raise it a bit to match. I’m especially curious about the upper left flipper though. Right now when I hit the loop and raise the flipper it doesn’t deflect into the gold targets. It misses above them. I’m thinking I should move it back toward the ramp a bit, but not so much that balls coming around the loop go SDTM if they aren’t flipped.

48AED97C-B4F6-423A-B6F6-0CEF137DAE22 (resized).jpeg48AED97C-B4F6-423A-B6F6-0CEF137DAE22 (resized).jpegB355C290-6F0D-43CB-8342-6C2EF36A7357 (resized).jpegB355C290-6F0D-43CB-8342-6C2EF36A7357 (resized).jpeg
#14965 3 years ago
Quoted from gumnut01:

I guess my point is a pass goes straight into the slings rather than the other flipper. Just curious if that happens to everyone.

On mine most of the time out of the Depths I can raise the left flipper and have it go the other flipper without it hitting the sling. On occasion it comes out faster from the Depths and then it hits the sling unless I get the timing right to keep the pass low. Basically whether or not I try it depends on the speed it's coming out from the Depths though.

#14966 3 years ago
Quoted from EaglePin:

On mine most of the time out of the Depths I can raise the left flipper and have it go the other flipper without it hitting the sling. On occasion it comes out faster from the Depths and then it hits the sling unless I get the timing right to keep the pass low. Basically whether or not I try it depends on the speed it's coming out from the Depths though.

And speaking of the Depths, does anyone think they'll do something to incorporate it into game play? Right now I think it lights for Special, but I can only remember that happening once ever on my machine. The rest of the time it's not used for anything.

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