Here is my first day testing report on my MG #006 that I picked up from John on Feb 28, 2017. Bear in mind that there are many issues here right out of the box. This machine is not playable yet due to ball hangup issues. I consider all 19+2 MG machines to be prototypes and from what I have seen here and from looking at other peoples’ pics and videos for their MGs I suspect that each machine is different in some ways. I hope this info will assist other owners and I’m very curious if they share these issues.
When I picked up from John I asked him the following:
Does Multiball work? “No”
Is it a code issue only? “Yes” (I don’t think this is true…)
Does the magnaflip playfield work? “Yes”
Does the magnetic “hare” bumper work or do we need to add a magnet under the playfield? “Yes you have to add the magnet and this an optional mod. The code is working for the magnet. I will send you the specs for the magnet. There are several optional mods that will be available and I will publish the info online.”
Setup and Issue Photos:
Playfield Issues and notes on my machine:
-Ball hangup issue on ramp beside diverter – ball hits closed diverter and gets stuck behind yellow post. I’m guessing there used to be a lock mech here. May have to install another post to alleviate this… note that ball hangs up here on every ramp shot!
-Ball cannot clear under ramp diverter – there is not enough room when diverter is opened. May have to install spacers to raise diverter mech slightly. This diverter fires in COIL TEST but I have not seen it fire in a game.
-Ball hangup on right ramp return to right inlane – ball does not fit through hole. Need to adjust ramp and metal piece
-Tesla skill shot – only one opto switch installed and this switch was installed with two sided tape so that the opto LEDs were sticking into the ball path where the ball smashes into them! Need to install spacers for the Opto PCB.
-Spinning disc and centre flipper up post are not flush with playfield and are on an angle – will adjust
-Main plunger shot not hitting hard enough due to plunger gauge metal keeping ball too far from plunger when at rest. My game included a second shooter gauge with graphics on it – I will install to see if problem alleviates. EDIT – installed new gauge, looks nicer but is exact same size. Need a longer shooter rod… will try shorter barrel spring on outside or other measures.
-Center Floating Spinner (jinx Spinner) works but spinner occasionally STRIKES opto LEDs! – must adjust opto PCB mounting so that there is more spinner clearance.
-There may be some switch matrix issues – ball trough opto column 7 switches all light up in switch test whenever column 6 switches are triggered (in switch test). EDIT this may be some weirdness with the Switch test itself – curious if other MG machines exhibit this behavior. Did not notice any trough switch errors while playing.
-Saucer kickout is too strong – ball smashes into Spinning lamp plastics directly above. Maybe missing a deflector?
-Spinning lamp assembly has already fallen apart from testing (and crazy saucer kickout)… will need to modify the 3D printed parts to make it spin smoother
-Ramp entry switch mount is only on one side and is not secure – need to figure out a way to secure from both sides of ramp.
One of the head hinge bolts is loose! – Tightened.
-LCD screen does not have any protective plastic over it and circular ramp is too close and actually touches screen – will to try to move it back… needs a plastic shield over the screen like CV has.
-While testing the machine seemed to CRASH and lock up on me once – cycled power and now machine booted but nothing on LCD… after a few more power cycles it started up ok. Will monitor this behaviour
Coil Issues/ Results from COIL TEST in TEST menu:
Right Magna Flip fires as Left Magna Flip
Left Magna Flip (14) fires as Right Magna Flip
Mystic Ring magnet (29) fires as Box Air Magnet (30) (Possibly re-tasked coil assignment)
Box Air magnet (30) doesn’t fire anything
Bagatelle Popper (31) fires saucer – NOTE this saucer kickout hole fires too hard and shoots ball straight up smashing into spinning genie lamp plastics
Diverter Up Post (11) fires Knocker in head – (Possibly re-tasked coil assignment)
Wand Grab left (12) does nothing
Wand Grab Right Fires Diverter on circular ramp
Left Magic Lock (16) doesn’t do anything
Right Magic Lock doesn’t do anything
(I’m Guessing the Magic Lock coils were the ramp locks for multiball in the protos)
Hare Jet (19) does nothing – needs magnet installed under playfield – connector is there labelled “Hare Jet” for future addition
Magic Mirror (23) does nothing?
Hare Spinning Disc (24 and 25) does nothing… is this a feature that was removed?
Jinx Wheel motor (26) works – mine turns clockwise
Lion Saw Motor (27) does nothing – needs motor/upgraded assembly…
Magna Hare (9) works – magna save above right inlane
Playfield Diverter (10) works – diverts between full left orbit shot or diverts to kings chamber from top
Ramp Entry switch not working (FIXED - was disconnected under playfield)
Missing Saw 1 Switch - mod/upgrade needed
Tesla Skill 2 (63) One sided opto switch is working but no other Tesla opto switches are installed that I can see – there is a hole for one other opto pair…
“Lead Coin” standup target fires as “Jack Mystery” switch # 48
-This machine does not go into ball search so far (Like Kaneda’s does in his videos)– missing this feature?
-The spring under the Magnetic Bumper cap is an actuator for a switch which is working.
-Right orbit shots do not light POWER letters to enable magna flip mini playfield… I did notice that you can enable the magnaflip by centre shots (to be confirmed) … the saucer magnet DID grab the ball but the VUK would not shoot the ball up to the mini playfield to start the mode… NOTE: it looks like all hardware is there to enable magna flip mini playfield. There are no targets to shoot at (as described by Jim) but there is a rear exit shot that goes to another small metal ramp that feeds into a another mini playfield above the pop bumpers. Then it looks like the ball falls through a hole and into the pops area.
-The levitating ball feature works but I can’t get the ball to levitate “above” the magnet as described… it hovers inside the square magnet assembly thus far. Also note that the blue standup target that activates this feature is on a 45 degree angle does not actuate reliably – will need some adjustments.
Other issues and observations:
-Code version is 0.7.24 – this is different than what Jim reports on magicgirlcode.org which is 0.7.11
-My machine was missing the two head bolts but included a WPC style rear latch assembly – but I’m not sure how the latch can be used safely with this cabinet with a neck beneath the head – will find some suitable head bolts…
-Are there different playfield versions? My center drain post is labelled “The Magic Post” but I’ve seen others online labelled ”Theatre of Magic Post”…
The large “?” insert in front of the Scoop looks like it was cut out later as an afterthought. You can see a previous insert labelled “Arthur’s Magic” or something like that underneath.
-Can’t find free play setting… have to actuate coin switches to add credits.
-“Wizard” playing mode does not function
-My “evil winking genie” plastic at the top of the mini playfield stack is mounted with 2 screws and two small spacers. This differs from Kaneda’s video which shows this plastic mounted on two springs.
-The data ribbon cable coming out of the computer case in bottom of cabinet has no slot cut out so we have to be careful not to “shear off” ribbon cable if computer box is fully tightened! My box came with only 2 of 4 thumbscrews installed on the cover and they were very loose to accommodate ribbon cable.
-The original left and right ramp lock mechs will be needed to make the main multiball mode function. Can they be added?
-The “impossible” standup switch under the left ramp does indeed look impossible to hit! It lights the ball save for either outlane.
-The power switch is on the rear of the machine… use a power bar!
-My 3D owl was facing backwards like others. You can turn it to face forward easily