Quoted from wcbu64:
The Star Child Flame Protector Mod is listed here on Pinside in the classifieds linked to Kiss.
PM capguntrooper . He sells them.
Quoted from Magicchiz:
The new design from cliffy just went on mine. Its working great. Fits flush all the way around. One thing you must do is not screw down the rear post so tight that it buckles the cliffy in front. Ive seen people do it and then complain when the cliffy is popped up in front.
Remember it is a hard shot so you may have a few shots not go in everytime.
I have a new Cliffy coming for mine as well. The old one eventually buckled.
Quoted from Silkenone:
I seem to have a new problem with the Demon Lock on my LE.
Generally the first two balls get up from the VUK fine, but the third just won’t, come the start of multiball.
Anyone else had this? Possible causes?
*pins hopes on vireland once more*
Does it happen 100% of the time?
The machine locks it, but won't recognize it? Or the machine physically tries to lock it up, but the ball falls back down each time?
Reseat opto connectors and also check the trough opto. When these new optos go, they work and then crap out sporatically.
Quoted from Silkenone:
Just to update: Reducing Demon Eject (#8 on adjustments) from 32 to 28 seems to have done the trick. Thanks!
Weird for it to spontaneously become overpowered but there you are.
Funnily enough, during the same game that finally proved all was ok with the Demon, my left flipper decided to have a problem of its own. Went weak all of a sudden but it seems to be intermittent.
Pinball eh? Seems a bit early for a rebuild.
After a largely flawless couple of years, I think it’s determined to give me a couple off Kissues to sort before the final code arrives.
Still, Capgun Trooper’s Starchild protector arrived in post today, so it’s not all bad!
The intermittent flipper issue is the spikes system stable. Most likely a loose connection on one of the note boards under the playfield. It’s happened all my spike games before. Just look for and reseat loose connectors.
Quoted from headwedge63:
Hey Brain trust,
Just took delivery of an lightly used LE, I think something may have shook loose during transport; Upon power up, the solenoid that kicks the ball out of Gene's mouth fires like every 3 seconds, (see photo) like it thinks there is a ball there that needs to be ejected. Unable to start game during this....After about 20 attempts, I get the operator error message "Demon Lockup Device malfunction". The game will then sort of play, and it it will load balls toward Demon multi ball, but won't eject them.
I'm thinking there is a switch that became out of position that is triggering this, but a bit intimidated by disassembling the entire Demon head.
Any thoughts? Appreciate any advice. -Paul
It’s all optos in that head. Start simple first. Under the playfield, make reseat the opto connectors (they’re labeled). If that doesn’t work there should be an opto connector to the a node board too. Reseat that.
Quoted from Its_me_aj:
my kiss pro is giving me demon lock issues. balls are getting jammed and the VUK won't kick them out. It seems like the switch is intermittent and the coil stopped working. is there a way to disable the lock until I can figure out a fix for this? game is on location and need to get it up and running
Not sure if this would help, but there should be an option for VIRTUAL LOCK for Pro and Prem/LE machines. That mechanism should work easily, but just does not. It's poorly designed.
THIS IS THE #1 THING THE KISS UPDATE SHOULD ADDRESS. ADD VIRTUAL LOCK ONLY.
Quoted from MK6PIN:
Has anyone put a colordmd in this game ( Sigma obviously at this point) . I'm a sucker for HIRES, and curious how the display looks from that standpoint. .....I am sure it would get colorized at some point after code is baked...Taken this approach w several of my games....
You can't. Not supported by ColorDMD yet. There's an update coming, so you would imagine animations will be tweaked, so it's not final anyway.
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