Played Pirates for the first time at the Houston Arcade Expo. My wife is sold on it 100%. Going to have to sell my Theatre of Magic but it will be worth it.
The one we were playing here at the Houston Arcade Expo had a bit of warping around the outer edge of the disc (part where the removed large ring is). Does anyone seen this on other machines? Wonder if this was an altered machine and it's showing?
Was it "Grand Champion"? If so , it's a separate list from other high scores usually.
Threw out my back and had to have friends come help me set it up, but I joined the club this weekend!
The gate to arm the canon goes up, but when the ship sways over, it falls back down. The gate will be lit, but I feel I'm bashing it 15 times before it gets in once. Is this normal? How can I trouble shoot it?
I don't think so, yours seems to be more program solution and the way it's meant to be. Mine might actually be lack of clearance or out not holding up. (Loose)
When I run the coil check, it does this:
I increased the coil strength for the cannon load door. It has helped quite a bit. Maybe from 20%-80% so I was able to make it in a couple times last night.
I'm still searching the thread on how it needs to be bent for better clearance....
Ok! So I've narrowed my problem with the cannon hate load. It raises up enough and stays there, but as soon as I hit a flipper on either side it drops back down effectively making the shot impossible. My switches all check out and I've done the "bang on the playfield" test. Any ideas?
What could cause pushing either flipper to lower the gate?
I think I did, but I'll double check when I get home. The gate would stay up when it's supposed to, even with the ship rocking. It doesn't go down unless the flippers are pressed. I'll check and see if the flipper vibration alone is causing it to drop when the ship rocking doesn't, but I kind of doubt it.
Quoted from Burley9043:
I am having the exact same problem and have been hoping someone has a solution.
I figured it out! So I remembered people earlier saying if any switch was hit on the lower playfield, the gate closes. Days ago I had a leaf switch registered as stuck closed. It went away on its own without me adjusting it, I just kept a mental note of it in case it happened again. I adjusted it anyway and the problem ceased! It must have been touching when the flippers vibrated the machine. Odd it didn't happen during the "bang on the playfield test". Anyway, there it is. Hit the ship three times in one game.
Does anyone else here put their games on their easiest settings with max ball saves and tilt warnings so SO's and guests will have a better time? My wife was starting to not like the game until I did that. Even on easy I'll probably never get to the big wizard mode though.
Indeed, even with the problems I was having my friends, wife and I were still playing it and having a blast.
Had some friends over for games last night and about halfway through the auto plunge stopped kicking the ball more than about a foot. I look down and the left prong is on the center of the ball. Never seen one go this far off center before.
Does anyone know what the negatives are for the characters yet? I've been told there are positives and negatives for each character but I can't find them.
Ok, how do I adjust the auto plunger? It's not sitting far enough forward for the ball to rest on, so it's not auto plunging. Either that, or the manual plunger is sitting too far forward.
Makes multi ball a big fail.
Nice! Ok, I'll try all of these. What size washer is best for placing on the shooter rod? There are a million of them and I'm not familiar.
Quoted from Yelobird:
Well, as the shooter rod is 3/8" (.375) diameter that is the key most important dimension. The OD of the washer could be anything from 5/8" to 1" doesn't matter really. With that said, Do make sure your shooter tip is ALL the way on or the issue you are having might be pretty simple. Good Luck!!
Oh! I'll check that first. I'm noobie enough that I don't think of the simple things first!
I zip tied the coil, but that didn't seem to do it. I think my problem is that the auto launch is too loose, too much space between the right clamp and the launcher. I can't seem to find a washer that's thin enough. Hitting the hardware stores today. Am I on the right track?
Ok, so now I'm at a complete loss on the auto launcher. I've put washers on the plunger to pull it back further away, re-situated the auto housing, zip tied the coil, put a washer in so that it doesn't wiggle as much, tested the range of strength settings, and crimped the prongs to be closer together. There's no reason this shouldn't be working. It seems to get worse the more games we play on it in a row.
Here it is. The slow motion shows it hitting the rubber post to the left every time. How do I fix that?
Quoted from zaphX:
To me it looks like the ball guide rails are slightly bent inward on the right side which is affecting the trajectory. Removing this rail and reshaping it is something I had to do to mine.
I would advise contacting JJP support for walking you through this - I did it to mine but it requires great care and very gentle force applied in a specific way.
If that's the issue (hoping not) wouldn't it also do this on the manual plunge?
2 hours on the phone with tech help and my auto shooter started messing up again 3 games after we finished.
Going to try something when I get home and then call again. Just super bummed I can't get a game in without frustration.
Is there a way to mod the sound on this? I'd love to play with the audio and add some custom music and sound clips to it.
It is really good, but not quite there. I still walk away from the machine with the original song in my head. Wonder why there's not a pinbrowser type program for JJ's.
Quoted from FlippinJB:
Is there a video anywhere showing how to remove the ship safely? I have a wire off (green-brown) as all the switches in the column are not working. Stuck my finger underneath and gently wiggled things around a bit with one of the switches pressed in, and it registered, so I'm sure that's where the problem is. Damnit!
Butch from JJ support said it's on his list to make a video soon.
I've only had this game for three weeks, but I'm a bit overwhelmed with the difficulty still, so is my wife. I'm hoping time will bring the enjoyment back.
She keeps drifting back to Dialed In and I keep drifting back to Iron Maiden. :/
Quoted from heni1977:
I agree with villathrills
I moved the ship and spot character posts out and rubber on the right lane save. Makes it easier and I love getting the R/lane ball save. I have got it down and save it 90% of the time.
I also made the ball save 10 seconds. This one helps the kids and new learners as they often forget about the upper R/flipper.
Just moving that right rubber to the left side increased our enjoyment of the game immensely! It increased our ball times just enough to make the game more enjoyable while at the same time fixing the last bit of auto plunge problem I've been fighting for weeks. Thanks so much for that. I think I'm going to leave the left outlane alone, but move the upper playfield post too.
As far as Dialed In goes, we just fight to get to Chaos on Quantum City and feel we've done a good job. We have no dreams of ever getting to Showdown, so we just like doing all the other things this crazy machine has to offer. Theater Multiball was a nice addition too!
The electronic randomizer seems to leave out some of the more insane combinations. Did the physical one do this too? I've always waited for something crazy like "plunder - 6 - ball"
Ok, so I had a problem with the balls not releasing in the trunk. Turns out my balls were too big! I got them from The Ball Baron. Where does everyone get their pinballs? I've heard that some of the shinier ones don't react to magnets as well.
So where is a good place to buy some pinballs? Everyone I've found is trying to charge $9 and $12 for shipping and that seems ridiculous.
Quoted from Captchaos:
Anyone having issue with the pinballs not being released from the chest after being locked? I checked the mech and it works, during multi ball I see it trying to release but the balls seem stuck. Thoughts?
I was having this issue this week and it turned out my pinballs were slightly too big (ball Barton on eBay). Check your pinballs first.
Quoted from anathematize:
Very cool! Looking forward to hearing some rule/strategy talk on the newest code.
I kinda wondered if Jack was discouraged from playing machines from other companies these days now that he's kind of the 'face' of Stern but it looks like that isn't the case.
He was going to turn down the position until Stern ensured that he could still stream any game he wanted to.
Quoted from f3honda4me:
That would make no sense to get rid of the monkey. If they get rid of any toys then I think they will have a harder time selling those pins. From a business standpoint I just don’t see the logic.
If anything I’d expect the next run of WOZ to be the same as current LE/75th or better with tweaks. If it’s a lesser version then I’m out.
I was talking to a guy yesterday who has been having problems with his WOZ doors. He says Jack called him directly to talk about his issues and they got to chatting. The new WOZ Yellow Brick Road will have some problem mechs stripped out and will be super limited edition with new art at a staggering cost.
Third time I've had people over and the auto plunger starts messing up. I'm about ready to try sending the whole mech back to JJ and asking for another one.
Going to tighten the hell out of it tomorrow and hope I don't hurt the wood.
Quoted from zaphX:
Is it contacting the manual plunger?
No, from what I can tell, the whole mech twists under the cabinet. Whenever I loosen the screws, twist it counter clockwise as far as it will go, then tighten it, it plunges much better. The teeth on the mech are situated correctly. After about 15 multi ball heavy games though, I'm finding I have to do it again. I'm worried I'll damage the wood if I tighten them much more.
So my auto plunge mech wasn't off again like before. My wife and my guests agree that it's like it gets tired after awhile. Is that a thing? Can the auto launch coil get "tired" after it's umpteenth multi ball?
I think my question got lost in the shuffle of another discussion.
My guests and wife think that the auto plunger gets "tired" after a couple of hours of multi-balls and starts messing up. Is it possible for coils to get weaker with use and then be fine after being powered off after awhile?
It's hard for new people to grasp. My wife and I were ready to sell it after only a couple of weeks with all the issues that came with it. Now that I've finally gotten every issue fixed (so many!) she says it's a forever machine. All my guests still agree that their favorites are Iron Maiden Premium and Dialed In LE though. Pirates wows you at first several plays, has a plateau of "It's so hard" combined with "Jesus! another issue" but then settles out as a wonderful game that you don't regret.
Quoted from Energyspike:
Current issue, Black pearl gate to the cannon will open with spinner then load target etc. However, when pressing the left flipper it immediately closes and the same for the right flipper but takes a few flips before it closes. Any ideas of where to start.....? LTG......
I had the same issue. Turned out to be a switch hitting in the chapter select slings that went off when I hit the flippers. It doesn't register points, so it hides well. Check that.
EDIT: Didn't read on yet. I see you found the same thing.
Ok, so this little screw that holds the lever arm to the plate on the chest eject fell off last night (of course while I have guests again). I can't find the screw, I'm hoping it's under the chest as I can't find it anywhere else. It seems I won't be able to screw this back in without removing the chest. How do I go about this? This looks like it's going to be a royal pain for a tiny little screw.
Ok, I feel dumb for this one, but is there an easy way to get the plastic back on the rubber nubs. I'm pushing, twisting, even tried using my fingernails to grip it. No dice
Quoted from PanzerFreak:
I was thinking about that too but I think the ruleset is designed to allow just about everything to stack. The multiball modes in Pirates all have their own unique shot(s) to score jackpots. When a second, third, etc multiball is stacked shots for jackpots do not overlap which is pretty cool due to each multiball having their own unique shots. Still, giving players the option to turn multiball stacking off would be nice.
I agree. The multi balls are a bit too much.
I enlisted my wife's help for ideas and she used this tool to pull it through. It's a pore cleaner from the beauty isle.
Did Lloyd or Butch make a video about taking the ship out yet? I need to adjust a flipper and a video would be helpful.
I installed that button on mine and went from constant sticking to NEVER sticking. It's a great cheap fix.
Quoted from f3honda4me:
I don't think it's possible as I believe the code is encrypted. It's not like the stern pins where you can access code.
Why would they DO THAT?! Even most video game developers are leaving their code open to modding anymore. If their licenses are so prohibitive, then let us change it ourselves. It's almost rude.
Looking into it. This game needs OST music so bad it hurts. If it's just replacing a couple of files I'd be all over it. Sterns are getting the sound mod treatment all over the place. There's no reason our more expensive machine should be less accessible.
Quoted from gliebig:
I never got through the first movie, so I couldn't tell if that's original music or not. #happily ignorant.
Looking at the update files, they aren't encrypted, they are compressed, then re-compressed. IMG is the first barrier, but the rest are .gz broken up into aa, ab, ac and so on. Looks like the old winrar continuous compressed files. Can't find a decompression program for it yet....
I reached the end of the compression and found nothing but an 8Gig encrypted file. For whatever stupid reason, JJ did in fact encrypt the content on this game. Just when I thought this company could do no wrong, here is the dick move.....
Ok, so it's not truly encrypted, it just needs to be keyed from the pinball PC, not a desktop PC. Urgh, ok.
And checksums could just be for data error checks if they're there.
Thanks for the explanation.
If all this is the case, shouldn't the information then be available for editing on the drive after installation?
With the coming market saturation of pins, within 8-10 months there will be tons of used games on the market.
Quoted from zaphX:
Tonight I went to Bishop Cidercade in Dallas. They have a JJPOTC there - in fact it is the first one I played early last December that made me fall in love with the game and buy one. Ok, two.
I am sorry to report this game is now trashed.
- The chest release paddle was entirely missing. Every time you locked a ball in the chest it would roll right out, and you’d get zero credit making movie 2 progress impossible.
- The Depths VUK was jacked with super low power (or some other malady.). The balls would eject, slowly creep and drain out through the I lane.
- 2 spotlights were completely out and the one by the Pearl was pointed directly at the cabinet wall.
- Tortuga scoop was visibly loose and shook with each eject.
Aside from the spots, these are major game-breaking bugs. If I had played this game, I would have written it off out of sheer frustration.
If you’re gonna put a game on location, at least have the decency to keep it up.
I played a bunch of other stuff there tonight also. Several other games had similar major issues. A few were powered off entirely. Dialed In had a monitor sagging almost an inch on the right side. Indiana Jones had a one way drain gate that decided to go two-way. A few of the newer sterns were ok. Played a little Munsters. It doesn’t do much for me at all, but if you like the theme I’d say they did a good job.
I'm really sad to hear that Cidercade has gone down hill so far. 6 months ago I went there and was so blown away by how well their machines were loved that I came home and went off on my local arcade managers for everything being broken and told them to go see what pinball love is at Cidercade. Seems I can't use that anymore....
I'll have my hood up putting on game blades tomorrow, I'll check mine too.
On that note, this is the first set of blades I've had that want me to remove the head bolts on the side cabinet to install the blades. If the head is bolted down, there's nothing that can fall off from this is there? Seems silly, but I've never done it and want all the info I can get.
Quoted from Yelobird:
Just a heads up Warning doing this procedure. JJP uses a flared end pivot bolt so getting it out is a Complete pain in the butt! The end of the pivot tube is flared out on the outside of the cabinet so you need to hammer it out without splintering the crap out of the hole. Wish I still had a picture but Trust me its not as easy as it should be. I had to do this when installing mirror blades. If installing blade Art do yourself a favor and just cut the decal hole Larger and avoid taking that bolt out. Good Luck!
Lame. That's an argument against any TiltGraphics orders in the future. PinGraffix has the hole pre cut and makes an easy guide for install.
My spinning Tom was wobbling and not spinning well last night. Guess I'll have something else to try and fix tonight...
I really do hope they tone down the multi-balls in future updates though (or at least give the option). I still haven't seen a wizard mode but end up spending 45 minutes a game continuously stacking multi-balls.
Quoted from Yelobird:
So for clarity you are playing 45 Minute games and have not seen a wizard mode???? Seems a bit off. The only way to achieve multiballs like modes or wizard modes is to Aim for them or work towards them. Maybe change your strategy to focus on getting modes instead of multiballs? For me I personally Love the mix of modes and use of multiballs. Hoping they don't change a thing.
I feel like every time I'm trying to complete a chapter a multi-ball starts. I can usually complete 'a' chapter during a multi ball, but can't really string them together.
Disclaimer: Should have said "feels like 45 minute games". I've never actually timed it.
For those of you who were testing floor projectors, which ones did you settle on? I'm starting to look at them too...
Quoted from Skypilot:
I wouldn’t hold my breath. If they’re cutting production so soon it obviously means it’s not a financial gain for them to run this game. So why would they go ahead and release it a second time.
Also, the assets acquisition was so bad they fired a guy. Yeah, I think this is going to be a short run rare game.
I found the game settings where you choose the difficulty to start each multi-ball. I increased them all by one. Interestingly enough, these aren't changed by game difficulty presets. I'm going to see how it plays now...
Mine was tight also and it turned out that my pinballs were slightly too big. I put some other ones in and no problems since.
Quoted from AUKraut:
No, not a bad idea, I’d still do a little more checking first:
1) pin is leveled and pitched correctly
2) verify that the chest mounting screws are tight
3) is the hinge at the chest entrance working correctly
4) is the blue bumper plug mounted correctly
If you can confirm those, then yes, a little trimming may due the trick.
5) you've tried other pinballs and they do the same thing.
Quoted from Lermods:
More people have received games and may not have seen our lighted chest mod with controllable dimmer. Apologies for the spam.
Can you post one with the red light? I'm picking up one at TPF anyway, but I really can't decide with only seeing the gold.
There are settings for difficulties on each multi ball. I increased the difficulty on all multi ball qualifiers by one except the trunk and the game feels much better now.
Also, as suggested I used Norrington for the first time yesterday and finally saw two wizard modes in my first try! Thanks for that suggestion.
Quoted from KingBW:
Leg light ups, logo projector, and wave projector, coin door plaque display added. Still a lot of mods to add but thought that this looked pretty good and wanted to post it. I know mods aren't for everyone.
Without the waves
Which wave projector did you use? I bought one on Amazon and it wouldn't keep its settings every time I turned it off and on again. I'm looking for another one.
That's got to be one of the hardest cliffies I've ever seen to put on. I think I'll pass on this one and just check the mylar periodically.
So I got my Davy Jones from eBay in the mail and he was HUGE! At first I was let down, but I realized he makes a great topper addition.
Quoted from zaphX:
I’m selling mine at 9K. Not worried about leaving money on the table as I’ve easily gotten 500 enjoyment out of it and I’m happy to see it make another pinhead happy.
After all the help you've given everyone with this pin and talking to Kaneda, you're selling? Why?
So the only solution to STDM from the star map is the double flipper action (which cancels you seeing the goals) or nudging it.
Damn, that's not a good design.
I'll double check my firmware. The ball slams around like it's supposed to, but most of the time sits on the post afterward until the post drops. It occasionally gives one more yank but not all the time. I'll check it tonight.
Quoted from Pinzzz:
So, the precut hole on the Pingraffix blades was not large enough to go over the hinge nut? would it be possible to make the hole on the pinblade larger before the install to prevent the need to remove the nut?
Me and another guy on here just installed it over the nut without taking it out or cutting a hole. You can't tell at all and it looks flat even with the lights on.
Quoted from arzoo:
One thing I'm hoping gets fixed in the next code update is the BP cannon gate logic. As it stands, the gate closes when any switch on the main playfield is triggered, and when you return to the BP you need to hit any switch (on the BP) to reopen the gate. To me this doesn't make sense, just the act of getting back on the BP should reopen the gate - the VUK or the ramp opto should be the trigger.
This is probably because for the gate to stay open a coil is being drawn the whole time. It's probably done to save some voltage or coil wear.
Quoted from zaphX:
She’s adamant that we get good at it as shipped/designed, so our skills will be portable to other machines.
Ha! My wife is instantly like "move the posts, it's too hard". It's the only game we've had to do it to though out of South Park, Dialed In, and Maiden.
I agree with her though. This is a mean game. The first post we moved was the one on the ship so it doesn't fall off as easy.
I have a short in this spotlight. When I wiggle the wires it goes on and off. The shaker motor seems to shake it enough to make it stop working. How can I tighten the wires in it?
Not a big issue, but has been doing it since I've had it in January, but seems odd and no one even notices it but me.
Sometimes in gameplay I'll hear the sound that it makes when you boot it up and it tells you that there is a switch error. It seems software related and will probably be fixed when the next update comes out, but was wondering if anyone else has heard it.
Got my trunk mod working this Saturday! Breaths new life into this machine and gives it something that I didn't know was missing.
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?
Quoted from Psw757:
Does the chest stay open slightly?
It does just a bit. You can adjust it more to make it shut completely, but I reasoned that if it's not touching then that's less wear and tear. Also, none of them shut flush because of how they are molded and it's more noticeable if it shuts all the way.
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