(Topic ID: 277423)

Official Avengers Infinity Quest owners thread. "Pinsiders Assemble!"

By CoolCatPinball

3 years ago


Topic Heartbeat

Topic Stats

  • 12,777 posts
  • 932 Pinsiders participating
  • Latest reply 14 hours ago by C0untDeM0net
  • Topic is favorited by 386 Pinsiders

You

Topic poll

“Of the Avengers featured on the inserts, who is your favorite?”

  • Hulk 141 votes
    21%
  • Iron Man 127 votes
    19%
  • Captain America 76 votes
    12%
  • Black Widow 51 votes
    8%
  • Thor 72 votes
    11%
  • Black Panther 35 votes
    5%
  • None of those weakling, THANOS! 158 votes
    24%

(660 votes)

Topic Gallery

View topic image gallery

3.4 Billion Super Victory Laps Champion AIQ awesome1 (resized).png
2.3 Billion Soul Gem Jackpot Champion AIQ awesome1 (resized).png
312 Million Iron Man Multiball Champion AIQ awesome1 (resized).png
awesome1 AIQ Leaderboard 4-21-2024 Stern Insider Connected.PNG
awesome1 AIQ Leaderboard 4-2024 Activity Stern Insider Connected.jpg
12 Billion AIQ Pinball Grand Champion awesome1.JPG
IMG_1998 (resized).jpeg
awesome1 Thanos Attacks! Champion 362 Million (resized).JPG
IMG_1989 (resized).jpeg
IMG_1987 (resized).jpeg
look (resized).png
Screenshot_20240402_132312_Stern IC (resized).jpg
magnet (resized).jpg
tmold (resized).jpg
Avengers Right Orbit rattles.gif
05.jpg

Topic index (key posts)

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

Display key post list sorted by: Post date | Keypost summary | User name

Post #816 LE with T-moulding changed to yellow Posted by SKWilson (3 years ago)

Post #1417 Fix for Hawkeye loop not registering Posted by EaglePin (3 years ago)

Post #1797 How to adjust height of spinning disc to prevent airballs Posted by dbb143 (3 years ago)

Post #1847 Rules writeup with link to Stern rule sheet Posted by Flippersaurus (3 years ago)

Post #1870 Fix for spinning disc not registering hits Posted by WizardsCastle (3 years ago)

Post #1950 TECH: Pic of updated subway mech from Stern to replace broken one Posted by Motorcitypinball (3 years ago)

Post #2056 Fix for ball hangups and habitrail adjustment to stop ball hangup. Posted by hocuslocus (3 years ago)

Post #2125 TECH: Tight glass fix. Posted by MurphyPeoples (3 years ago)

Post #2163 Avengers LE with chrome T-molding Posted by Lermods (3 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider eaglepin.
Click here to go back to viewing the entire thread.

440 posts in this topic match your search for posts by eaglepin. You are on page 1 of 2.
#59 3 years ago

Annnnnnd we're back in the club thread! Thanks @scribbles!!!

#83 3 years ago
Quoted from CoolCatPinball:

I actually hear some taunting from the black order during gem quests on this stream! Awesome! I never could hear them before and thought it should be added. Apparently it's there already! So good to hear.

Definitely! A good mix of taunting and other humor in callouts can really add to the fun of a game.

#161 3 years ago
Quoted from CoolCatPinball:

Awesome!!! Time to get my Titan rubber order together.

I was ordering a couple other things so I added these to the cart to try out what colors might look good. Can’t wait for the machine to get here!

F9C43EB6-2033-4CE3-8B2C-8E2F6D5BC12F (resized).jpegF9C43EB6-2033-4CE3-8B2C-8E2F6D5BC12F (resized).jpeg
#163 3 years ago
Quoted from CoolCatPinball:

I was thinking red, yellow, or dark blue on the flippers as well. Probably going to go all red rubbers. Post sleeves as well. Put a little contrast on the post sleeves in the back.

Yep, I'm definitely going to try red also. I already had a supply of the standard red rubber so I'm going to give those a try first. What about the start button? I'm not usually very much into modding or changing things, but I don't know about that green start button on the front. It might be neat if anyone could make a button in a color that matches the machine better and has the Avengers "A" logo instead of saying "Start".

#216 3 years ago
Quoted from tbutler6:

Whatcha first-run Pro and LE owners got in mine for out of box adds or protectors?
A six pack and let it rip or ya’ll already got some plans?

Mylar & Pinball Life shooter lane protector, and I'll be checking to see if it looks like any fabric washers need to be added to protect the playfield from the apron and ball guides digging into it. Also will check to see if any ball guides need to be loosened just a bit to raise the bottom edge of them off the playfield. Then let 'er rip!!!

#361 3 years ago

I just read through the rules sheet. Looks like there’s plenty there to play a fun straight forward game or dive deeper into scoring strategies. Pretty cool stuff.

Looks like a coupe ways to boost multipliers too. If I read it right it looks like it’s possible to get 15x going with one of the gems.

#427 3 years ago
Quoted from Multiballmaniac1:

post broke off in two days.
[quoted image]

Broke off or unscrewed and fell out? Where did you take the picture?

11
#430 3 years ago
Quoted from CoolCatPinball:

Looks like it unscrewed to me, but I'm not the one taking the picture.

I think it looks like it unscrewed also, and I don't think he/she is the one who saw it and took the picture either. Just another example of someone spreading other people's pictures around and saying something happened without having any 1st hand information to know if that's actually what happened.

13
#437 3 years ago
Quoted from skink91:

By all means, freak people out without knowing any details.

Seriously, and even if it is worst case scenario it's just a broken post. Not much different or serious than replacing a coil stop.

It's always baffling to me why people feel the need to see someone else's story and start spreading it around like it's their own story to tell. Especially without having any real knowledge of what the facts of the situation are.

#443 3 years ago

So I see now on the forum where the picture was originally posted that the person who actually took the picture and saw what happened posted facts about it.

The post unscrewed. Looks like a little dab of blue Loctite is all that's needed.

I'm SOOOOOO not surprised that this 1st hand account is very different from what was posted in this forum by someone who felt the need to try to re-tell someone else's story without having taken the picture and without knowing what really happened.

Just wanted to point out the follow up post here since people who like to say stuff without really knowing facts don't usually go back to clear it up and acknowledge they were wrong.

https://pinside.com/pinball/forum/topic/continued-playfield-issues-with-jjp-and-stern/page/131#post-5875417

10
#444 3 years ago
Quoted from tbutler6:

The context may not have been the best-but I appreciate seeing the photo.
Doesnt hurt to be aware of these things.

Absolutely it's good to share information about your experiences so others can be aware. And the follow up post in the other forum was a straightforward and reasonable post explaining what happened. Definitely good to be aware we might need Loctite on the spinner post.

But the person who posted here didn't know jack about shit and essentially was getting some twisted amusement by trying to pull a fire alarm about it anyway.

#741 3 years ago
Quoted from chuckwurt:

Then no. That’s not the final wizard mode.

Rules sheet says Trophy Mania is the mode for collecting trophies. Looks like Battle Thanos would be the main ending mode unless they get all awesome on us again and put in an extra final mode like they did with WDRTE on Jurassic Park (not that I'll ever see it).

#762 3 years ago
Quoted from Reefkeep:

That’s crap, some of can’t dedicate a floor to our pins and that stern fan is obnoxious when it spins up.

The way I think about it is if I put myself in Stern's shoes I'd probably go with the same thing. It seems like a bit of a Catch-22. If you try to design for a quiet fan and it ends up not doing the job in certain conditions and a few games overheat you probably get people complaining that Stern is being cheap and not designing their games with good enough fans. If you put in a fan that will most likely handle any condition but that's a bit noisier you probably get complaints about the fans being noisy. So as a manufacturer I'd take the noise complaint over the chance of getting some complaints that some games are overheating because of cheap build quality.

Could there be a quieter fan that would still be as robust as the one they’re using? I’m sure there is but I’d guess Stern has reasons for what they’re using. I give them credit for acknowledging it in the video when they had no reason to. It’s not like there was a question posed in a forum that put him on the spot to answer. He addressed it in a produced video when they could just ignore it or say it’s not a big deal. Acknowledging issues or complaints isn’t something most companies in any industry do easily or frequently.

#767 3 years ago
Quoted from Motorcitypinball:

It was an amazing game. I made it and beat Thanos on code .90. It was Easy in my opinion. It appears they took it out of .91. I say that because he should of reached THANOS after he collected all 6 gems. Which he did. I have not made it back to THANOS on .91. Im working on it!

I couldn’t believe that game. He made playing pinball look really easy. His ability to stay out of danger was incredible. I don’t even recall seeing him do very many big moves or nudges to save the ball. I kept the rules sheet open on another screen while I watched to try to get more familiar with what was going on rules-wise too. Pretty cool game to watch.

#778 3 years ago

Lol, $17 framed for that seems really good and I guess other people think so too. Site says out of stock now. Should look great with the machine!

#820 3 years ago
Quoted from SKWilson:

The balls that came with mine were super shiny and looked great. (I did have backups just in case.)
I think yellow t-molding is a must.[quoted image]

That yellow t-molding looks good! Looks like a pretty good match to the yellow on the rest of the machine. Could you share a link to where you got the t-molding?

#1067 3 years ago
Quoted from ABE_FLIPS:

Voting for GnR for game of the year!... to make Stern thinking twice of how they produce their games?

Then find a voting forum or start a new thread and post your announcement there. Man, some people's kids...

#1112 3 years ago
Quoted from Indusguys:

I can’t imagine getting into this hobby and not being handy.

Ha, you just described me when I bought my first machine 2 years ago

14
#1331 3 years ago

Just got mine delivered! Big thanks to Kurt Hemispheres Amusements for another smooth buy and delivery!!! Haven’t played a game yet. Only had a chance to take a couple quick pics of different flipper colors. I’m leaning toward dark blue.

P.S. - New pinball machine smell beats new car smell any day!!!

2683EA6E-B946-4ACC-BD4B-18C6564323A3 (resized).jpeg2683EA6E-B946-4ACC-BD4B-18C6564323A3 (resized).jpeg57C6CA2C-28EE-498A-88F5-8EEDCC814192 (resized).jpeg57C6CA2C-28EE-498A-88F5-8EEDCC814192 (resized).jpeg8C7E678B-85D4-4E38-88C5-8A081BE78AB4 (resized).jpeg8C7E678B-85D4-4E38-88C5-8A081BE78AB4 (resized).jpegCF99D749-5147-4C77-B004-E3EBD1E3CA4D (resized).jpegCF99D749-5147-4C77-B004-E3EBD1E3CA4D (resized).jpeg

#1335 3 years ago
Quoted from BustedPin:

I would say dark blue for the lower flippers and dark purple for the upper flipper.

That could be good. I'll have to give it a try!!!

#1397 3 years ago
Quoted from RobbyIRL5:

Noticed early on that my secret skill shot wasn’t working

Ditto...

Quoted from Valorguy:

After reviewing your post I though I would investigate my lack of Hawkeye shots and found that my inner loop opto also doesn;t light up red on one side (Not working).

...And ditto again. Got mine today (born on date 10/6) and played a bit tonight. Noticed my skill shot and Hawkeye shots weren’t registering. Switch diagnostics menu showed a square lit around the inner loop opto switch when there shouldn’t be one (next to the right ramp exit opto in the pic).

I took off a wireform to take pics. The receiver under the plastic next to the gauntlet ramp doesn’t have a red light on. The emitter does show light coming from it though. The same part for the gauntlet ramp exit does have a red light on. So it looks like the receiver isn’t working for some reason.

Bummer, but in looking at the way it’s wired under the playfield my fingers are crossed that it’s just a plug and play solution. It looks like they have connectors so maybe no soldering required.

21F47158-9C4C-4C50-931B-E5C6801B4C53 (resized).jpeg21F47158-9C4C-4C50-931B-E5C6801B4C53 (resized).jpeg0FDDD57B-4EC2-41F1-B74B-27F7051BA6B6 (resized).jpeg0FDDD57B-4EC2-41F1-B74B-27F7051BA6B6 (resized).jpeg161F9A19-84AC-40C3-9523-8F48779E0E1B (resized).jpeg161F9A19-84AC-40C3-9523-8F48779E0E1B (resized).jpeg4E479400-1586-4102-B2FA-137EDA7E1A58 (resized).jpeg4E479400-1586-4102-B2FA-137EDA7E1A58 (resized).jpegD4C688B1-C680-4E4B-ABC7-4466EE2CDAC8 (resized).jpegD4C688B1-C680-4E4B-ABC7-4466EE2CDAC8 (resized).jpeg
#1398 3 years ago
Quoted from Pinzap:

FIX FOR BALL FALLING OFF RAILS AS IT CROSSES PLAYFIELD FROM CENTER RAMP:
I have seen several people with this issue and I had the same on my LE. Took a slow-mo video of ball and noticed it was riding the right rail as it came around the curve just below the Strange disk... sometimes would fall off and sometimes not. Take a look a photo below of my fix. Use a cloth to protect the rail and a pair of pliers and bend the last part of the guard rail to the left (towards back of playfield) ever so slightly. Not much is needed, but you can visibly see a few degrees of bend in my pic below. Fixed 100% of the time now. EDIT: Worked for me, but as always, bend at your own risk.
[quoted image]

I've got balls occasionally falling of this wire the same way. I'm going to give your fix a try.

#1399 3 years ago

Also, I'll be curious to hear what others are setting the pitch at. With leg levelers all the way in, mine was playing at 6.4. I upped it to 6.7, but immediately started getting rejects on the left ramp because the ball was hopping up and hitting the plastic cover at the very top of the ramp. I dialed it back down to 6.5 and it was great again. I didn't try any adjustment to flipper power though.

I haven't had any issue hitting the Captain Marvel ramp. I've only played a few games, but overall I'm really happy with the machine. I think it looks great, sounds great, and I really like the shot layout and flow. The portal, Avengers tower, Captain Marvel, and repeating gauntlet ramp shots are all fun to hit. Just need to get my inner loop opto fixed but I think that should be taken care of quickly.

#1412 3 years ago
Quoted from MapleSyrup:

Somebody can correct me if I’m getting this wrong, but I’m pretty sure that’s how Optos work. There is an Emitter, and a Receiver.
Your Emitter shoots a beam of light to the receiver which is dark. When the beam is interrupted the switch registers.
I think your screen is showing the switch registering?
If you put the machine in switch test and simply pass your finger or a ball between the optos, does it make an audible sound and display Switch 58?
Hope this helps.

Switch number is 59 I think. Thanks but yeah I checked all that, including covering it with my finger and slowly rolling a ball past it. In the picture I posted of the switch test the right ramp exit switch is also on the same screen. So the inner loop switch should show up on that diagnostic screen the same way as the right ramp exit switch but instead it's showing different it's not receiving a beam.

The main issue seems to be indicated by the red led on the opto receiver board not being lit like it is for the identical parts on other optos in the game, such as the gauntlet ramp exit opto. You're correct that there isn't a beam shooting out of the receiver, but on the board itself is a small red led. That led being out seems to signal the receiver board isn't working for some reason.

I checked under the playfield also. They have really nice tags on the wiring now that show which connectors are for the inner loop optos. I pushed on the connectors and wiggled the wires a bit and still no led on the receiver board. This morning I pushed on and wiggled CN12 on node board 9 where the optos connect and still nothing.

#1415 3 years ago
Quoted from hmannn1:

On sterns opto led off = led blocked.
Is there something in the way?

Quoted from MapleSyrup:

It could just be slightly misaligned? There is no lit LED on my receiver either. Only the Emitter.

Okay, that's definitely worth checking. I was thinking the led was an indicator the board was functioning. If it's just an indicator that the beam isn't being received then it could be an alignment issue. Thanks!

12
#1417 3 years ago
Quoted from hmannn1:

On sterns opto led off = led blocked.
Is there something in the way?

Quoted from MapleSyrup:

It could just be slightly misaligned? There is no lit LED on my receiver either. Only the Emitter.

That fixed it!!! I had thought the red led on the receiver board meant the board was functional. I didn’t realize it was only an indicator that it’s receiving the beam from the transmitter.

I unscrewed the opto bracket under the playfield and took it out, and it registered correctly in switch test . I put it back in and it wasn’t registering. So it was being blocked.

Long story short, with the bracket screwed in and flush against the underside of the playfield the emitter was sitting too high so the beam wasn’t going through the hole in the guide rail. I put a washer under each bracket screw to lower it and it’s working now. I’ve attached a picture showing my fix.

Thank you to you guys and also to Kurt Hemispheres Amusements and Stern tech support who all were super responsive and sent me emails pointing me in the same direction at pretty much the exact same time you guys posted.

D1E57D6F-3018-4732-A193-BFB351EB2925 (resized).jpegD1E57D6F-3018-4732-A193-BFB351EB2925 (resized).jpeg
#1472 3 years ago
Quoted from japespin:

Thanks for posting these! That dark blue really pops. I'm torn between that and the yellow.
Would you mind sharing where you bought them from?

I got them from Titan. Lol, so I guess that's pretty fitting since this game features Thanos the Titan

Full disclosure though, I changed back to the stock black because the Titans seemed too bouncy for my liking. I'd never used them before, but to me in playing a couple games I thought they seemed a lot bouncier than standard rubber. Maybe they calm down after some breaking in, I don't know. It's a bummer because I really liked the color.

Maybe I'm missing it somewhere, but I'm not seeing standard flipper rubber offered anywhere in anything other than red or black.

#1476 3 years ago
Quoted from CoolCatPinball:

Titan offers a "thin, low bounce" flipper rubber now I've never tried them out, but they offer them.

Yeah, those were the ones I ordered. The Low Bounce Standard. Maybe I'll put them back on and try them out a bit longer to see if my thoughts change.

#1478 3 years ago

Does anyone have information on sounds settings on the LE to get the best sound? I have no idea what I'm doing when it comes to the different sound frequency, gain, filter, etc. settings.

For JP2, someone posted the settings they were using and I remember changing mine to those settings and being absolutely blown away by how much better it sounded. If anyone has ideas on optimal settings for this one that would be great.

#1485 3 years ago

After playing for a few minutes again this afternoon I realized I wanted to try it set up a little faster, so I went back up on the pitch to 6.9 by the flippers, and on mine that's 6.8 up by the disc. I just played it for about an hour and I was really, really happy with it and all shots were still smooth. I don't know why I got some rejects at the left ramp when I first tried 6.7 but it seems all good now.

Also, I put the blue Titans back on and played for about an hour and loved it! I think the lower pitch was causing a lot of the bouncy/floaty action I wasn't happy with before. Now with it up at 6.9 I'm liking them a lot.

So far no issues with my subway or disc. I made the very slight adjustment to the left return wire and had zero balls off the rail in an hour of play. Took about 5 minutest to do from start to finish.

I'm really loving this game a ton, and I'm sure it will still get even better as I learn the rules more. The flow from shot to shot to shot is amazing and the shots are a lot of fun!!! What I'm really liking about the game is all the different choices you have for each shot. It seems like each time the ball goes to a lower flipper you have at least 3 good options to go after. I think it's going to be fun figuring out different ways of scoring and progressing in the game from all the choices available. Should keep the game interesting to keep around too.

One code request if anyone from Stern is reading. I had both Mystery and Change Gems lit at the Pym hole. I hit the hole, changed my gems, and then mystery awarded me... light Change Gems. But I just did that. Maybe remove that as a mystery award if change gems and mystery were lit at the same time? Okay, time to go play some more!

#1553 3 years ago
Quoted from Flippersaurus:

Anyone been playing with the challenge mode yet? It's pretty cool. I'm not so good at it yet. But, I was victorious a few times.

Quoted from RobbyIRL5:

5:12 is my best so far. It’s great practice.

Really fun mode, and definitely great practice!!!

#1572 3 years ago
Quoted from tbutler6:

Overall i am pleased with the quality of this playfield. Dimples are very, very mild. If that. It seems to be a thin but nice clear.
One area of concern is a single ballguide.
Thor captive ball guide right rail inside on captive side has a small section i will keep an eye on. Gameroom Goodies was the distro on this and so far Aaron over there has been excellent with communication. I just don’t have much to tell him at this point. May shoot a couple pics and pass it on to monitor. Overall this is a good looking playfield.

Yep same here. I put a couple fiber washers under that spot on the right so the end of the guide is off the playfield. I’d like to do the same thing to the guide on the left side of the captive ball that doubles as the right side entrance to the Marvel ramp.

I don’t see a screw under the playfield to loosen that left side one though. It seems like it doesn’t go through the playfield, so I can’t just loosen it enough to sneak a washer under it like the other spot. Looks like the whole Marvel ramp would have to come off. Here are pics of the right side where I put the washers and the left side where I want to put them but can’t figure out an easy way to get at it.

395FD017-E671-4D4B-A26F-000287580D9E (resized).jpeg395FD017-E671-4D4B-A26F-000287580D9E (resized).jpegBAB5C5BA-B52A-4A65-BAF9-174FB2FF5F32 (resized).jpegBAB5C5BA-B52A-4A65-BAF9-174FB2FF5F32 (resized).jpeg
#1573 3 years ago
Quoted from Indusguys:

Would you put JP in the same category as Stranger things?

I haven't noticed fade on my JP even after playing for 90 minutes. On Avengers I am noticing some fade after about 45 minutes to an hour. I don't think it's a lot of fade, but I think the steeper ramps on Avengers make it noticeable. On mine it seems more noticeable on shots up the left ramp from the right flipper. Still playable though.

#1591 3 years ago
Quoted from adamross:

I'm finding it impossible to make the U ramp from my left flipper when cradling the ball. Flipper power is max. Is this by design?

I don’t think it’s by design. I haven’t had trouble with the Marvel ramp from a cradle on mine. I’ve had pitch up to 6.8/6.9 and down at 6.5 and haven’t had trouble with it. Flipper is max power on mine too.

#1608 3 years ago
Quoted from TenaciousT:

So in the twitch video ( link at post #1594 ) near the end Gary S . and Jack Danger are playing a few games on a AIQ pro and they say - shooter feels weak . I think Gary said he had to change to a differnt spring on his . Ha ! Will they change springs when they build the Prem.s ? Now I know I have more games at my house than Gary Stern has at his ! Ha !

I haven't looked at the color spring on mine, but it's not weak at all. It easily gets the ball around the ramp to the right flipper on the plunge.

#1620 3 years ago

Is there a good order to play the gems in for strategy? Looking at the rules sheet, it seems like maybe going for power gem, getting it, and putting it at the drop targets to go for the time gem would be good. Any other ideas like that out there?

#1695 3 years ago
Quoted from Maverick203b:

Just got my Premium set up and it is beautiful. After a couple test games my upper left flipper is now an inch offset into the Playfield. I checked underneath and everything on the flipper assembly is in tact and the assembly is resting on the pad. Any ideas on how to adjust this?
[quoted image]

Lol, I was thinking about doing this intentionally to prevent SDTM drains from the Avengers tower That's been getting me a lot during multiball when I don't realize one's about to be released from there. It's also got me a couple times when I took a second to catch my breath after Soul Gem. I'm happy I won the mode and then suddenly the next thing I know the ball is released and draining while I relaxed for a second.

Hope you can get the flipper re-adjusted okay.

#1712 3 years ago
Quoted from WizardsCastle:

Just joined the club with an LE!
Having an issue with the ball falling off the wireform right after launching, as it approached the right inlane.
Also, wondering if the spinning disc is supposed to be really lose, or sort of tight as it turns? Mine seems sort of smooth, except when it hit likes 5-7 o'clock (assuming you're looking at it like a clock).
Anyone else have these issues?

I’m not sure about the disc, but here’s a link to a post that will most likely solve the issue with the ball guide. I had the same problem and this did the trick. Only took about five minutes to do. It’s easy to take the rail off, and then you just need to use pliers to very, very slightly bend the very end of the upper rail so that when you’re done the end of it is pointing pretty much parallel in line with the two lower rails the ball travels on as they cross the play field. Probably best to use a towel or something to protect the rail from the pliers. Here’s a picture of an overhead view on mine when I was done.

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/22#post-5899526

6B107860-8114-42F4-B865-1B88C2958514 (resized).jpeg6B107860-8114-42F4-B865-1B88C2958514 (resized).jpeg
#1751 3 years ago
Quoted from eyeguy123:

Does anyone have a problem with the avengers tower magnetic lock not holding the ball well? The ball goes up the ramp but does not hold every time . I think this was mentioned in a prior post. Also, this is my first game. I must be really slow but I am having a very hard time figuring out how to score and get gems and what to do with them. How do I learn all the rules :thinking ?

Mine has worked well overall at catching the ball but definitely could use a little bit of improvement. By far most good shots get caught on mine but some do bounce back from the top without being caught. Last night I had two instances where I hit the final Soul Gem shot to the top of the tower, but the tower didn't hold it. Each time it happened the insert for the final shot went out and the ability to hit the shot again was gone. I sent in a bug report when it first happened to me about a week ago. I'd be surprised if they don't get it sorted out in a code update.

#1760 3 years ago

Nice! Looks like a lot of great stuff in the update. Ball save from Tower drop will be nice, and fixing the final Soul Gem shot is great. Looks like lots of other good stuff in there too. Can't wait to load it and play!!!

#1784 3 years ago

Yep I’m really liking this code update. Lots of really great stuff. I like the new ball save from the tower, but it just ended my Space Gem quest.

I’d hit an arc reactor shot during Space Gem and the ball save lit so I didn’t flip when it came down because I figured I’d use ball save instead of possibly bricking a shot at the upper flipper and draining. The ball went SDTM and ball save kicked in, but the gem quest ended like it does on any other drain.

I had assumed the gem quest would continue with ball save. I don’t know if it’s what they intended with it, but thought I’d post to let people know so they don’t get the same surprise.

Overall really fun game to play, such smooth and fun shots and this update rocks!!!

#1786 3 years ago

I just had a really fun game and something happened that I'm not positive why it happened, but it was really awesome. I played the Reality Gem quest after powering up the Avengers and getting the Soul Stone and I was in multiball for all of the Reality quest starting out with portal locks, but I had Iron Man MB also ready to go with 2 locks before starting it (and yes that Iron Man light show is really great). I brought in Iron Man and kept 4 or 5 balls going for a long time and it was amazing sensory overload with lights going crazy as balls chased each other from shot to shot. Then suddenly the game just started pulsing the shaker and it immediately felt like something huge was available, but I didn't know why it was happening. The only thing lit seemed to be the disc and the screen text said Super Disc when I glanced up. So I don't know if Super Disc was causing the pulsing on the shaker but it was really, really cool especially while still playing 3 balls with lights flashing everywhere and trying to figure out what the heck was happening. Anyone know what that pulsing was for?

I know this is going to sound like fanboy over the top praise, but I'm not exaggerating when I say that game I just played was the most fun & exciting game of pinball I've ever played, although I don't have a ton of experience. I got one gem, powered up all Avengers, then got the Soul gem & Reality gem on ball 1. The lights and sounds of that mega multiball during Reality were already amazing and then the shaker pulsing with three balls still going suddenly ramped the action factor up to 12 out of 10. Really great stuff.

#1825 3 years ago
Quoted from snaroff:

Man, this ruleset really isn't clicking with me. Tried reading the https://sternpinball.com/wp-content/uploads/2020/09/AIQ-Rule-Sheet.pdf, but still feel clueless.
One thing I LOVE about JP2 is the intuitive, story-based rule set. All the MB's also have cool, obvious rules.
Maybe Bowen Kerins needs to do one of his awesome educational videos on this title...

I watched an IEpinball stream of the game on Twitch from about a week ago. Watching that really helped it click with me about how to think about the rules and what to go for first. Definitely worth watching it to hear him discuss his approach about what order to go after things and then see how it works when he blows up the Reality Gem quest. The game he starts at about the 47 minute mark is a big one.

I think a big part of the fun of this game is going to be learning how to use the gems to your advantage. For example, the Readme file for yesterday's code update mentioned fixing an issue with Soul Gem where the Mind Gem on the drop targets wasn't spotting the shot. I hadn't even realized that could be done and it seemed great because the hardest thing about Soul Gem for me has been clearing the three drop targets.

So I played last night going for Mind Gem first and placing it on the drop targets. It was amazing to get that shot spotted for me in Soul Gem so I could just move on to the next one.

During one game I missed the shot at the drops and accidentally placed the Mind Gem on Hulk. But then right as the portal opened for Soul Gem I noticed "Change Gems" was lit at Ant Man. So I hit into the Ant Man hole and moved the Mind Gem to the drops so I was able to use it to spot that shot for Soul Gem. I'm guessing there's a lot of fun stuff like that to be discovered in this game.

#1829 3 years ago
Quoted from snaroff:

Thanks for the response/link. Good points. It's not about depth (I love challenging/deep games), it's about knowing how to approach the game. That's what I'm looking for. Just shooting at blinking lights isn't fun for those of us looking to be immersed in how to approach it.

Right on! I'm the same way. I think you hit the nail on the head with the word "immersed". Before watching that stream I was just shooting at the lights and moving from quest to quest, and it's still a lot of fun with the variety of smooth shots and combos out the wazoo. But playing now the last two nights (and especially last night) with more of an idea about how things work and are connected I've really felt more immersed in the game and it's taken the fun to another level for me.

#1852 3 years ago
Quoted from MK6PIN:

So am I the first to notice or didn't catch the post:
Updated to .92 fine...always watch out of curiousity (and fear) for anything odd that may appear after update. To my surprise (just saw it tonight) when the game boots up it displays "Avengers Infinity Quest LE #374". Has this always been the case on newer games (my last NIB was MunstersLE)? It "knows " my machine #? The game is actually # 375 on the plaque, etc.
I'm not drinking...yet....but I've never seen this before. Guess I'll go through the menu as maybe you can change it, but what a wild thing it's so close!!!

I hadn't noticed that but I just turned mine on to check it out. Mine showed the same number as my plaque.

#1973 3 years ago
Quoted from koffeeguy:

I had the same experience except I earned the ball save at the drop targets, then immediately drained. Got my ball back, but it ended the quest I was in.

Yep, I had that one happen last night too. Ball save from drops awarded but quest being played ended. Hopefully they fix it so a quest doesn’t end if your ball doesn’t end.

#2063 3 years ago
Quoted from Mrawesome44:

On the main ramp in 2 spots the 1st is at the beginning of the wireform(There's a key post about this) and if manages to stay on then it it falls off where it curves right next to the vuk. I have bent the ramp like the key post but I has not made any difference. For the marvel ramp the ball goes up and either the shot is made, the ball rolls down or it gets halfway up and then just falls out. On wireform near portal the ball jumps out right before the exit near upper flipper.

On mine it was falling off right before the curve at the VUK, but adjusting the 3rd rail at the end of the wireform solved it. Even though the problem was further up the rail, the ball wasn't falling off immediately and was instead falling off on the other side of the playfield. That's where taking video and checking out the path of the ball leading up to and at at each place where you have an issue will help you figure out where an adjustment needs to be made to fix it. You might need to bend it a bit more, but you would likely be able to confirm what's going on if you take video and review it.

#2073 3 years ago
Quoted from EaglePin:

Does anyone have information on sounds settings on the LE to get the best sound? I have no idea what I'm doing when it comes to the different sound frequency, gain, filter, etc. settings.
For JP2, someone posted the settings they were using and I remember changing mine to those settings and being absolutely blown away by how much better it sounded. If anyone has ideas on optimal settings for this one that would be great.

Thought I'd try again to see if anyone has suggestions on the LE speaker settings. Any ideas as to what ohm, fade, gain, etc. settings give the best sound?

#2098 3 years ago

In the Mind Gem quest, hitting any Avenger shot and then spinning the disc progresses the quest. But the game calls out a specific Avenger during the quest. Is there any scoring advantage to hitting that specific Avenger instead of the others?

#2099 3 years ago

For using the gems, they have greater power depending on the level of the Avenger they're placed on. It looks like 5 out of the 6 possible gem locations are on an Avenger that can be leveled up, so when a gem is placed on the computer grid (Vision) is it just limited to only having its base power or am I missing a way to use a higher level gem power at Vision?

#2107 3 years ago
Quoted from WizardsCastle:

Noticing some wear one both edges of the Ant-Man (mystery) scoop.
Anyone have any ideas for protection on this? Was thinking mylar, or reaching out to Cliff to get some small edge protectors made.
Also, anyone finding the cheap SDTM drains from the pops infuriating. I'm really enjoying the game except for this. Feels even cheap, and less nudgeable than the pop drop in TWD!

Yep, I think even just by glancing at the layout it's evident that can be a potentially dangerous exit spot at any pitch even if the machine is level.

I started hitting the Captain America shot pretty pure last night and had the ball really whipping the other direction out of Hulk pretty fast a few times. That got a bit hairy too.

Haven't had wear at Ant Man yet but I'd think a little bit of mylar on the rim of it would do the trick pretty easily. Similar to protecting a shooter lane.

12
#2130 3 years ago
Quoted from vicjw66:

I’m not really seeing the point of the subway mech. It seems over complicated. You can’t see the balls traveling through the teeth very well, so what is the point? Why not just have it work like a ball trough?

Just my thoughts, but I think it's nice to have a ball lock that isn't taking up room on the playfield so it maybe allows for more room to work with in the shot designs on the playfield. And if you're going to have a ball lock underground, why not maybe try to liven it up and innovate a bit with a mech that lets you see balls progress through it?

I'm guessing its a fine line designers have to walk between using the same old mechs vs. taking a bit of a risk in developing a new one to keep things interesting. And probably no matter what route they choose probably 1/2 of people will wish it were different somehow. Unfortunately that sometimes will mean there are issues with the new mech. I'd bet on them being able to resolve the issues on this one though.

#2134 3 years ago
Quoted from JMK:

Good points EaglePin. Personally, I do like the subway but it has also caused a minor hiccup during multiball on my example with the ball sitting on the far right side by the vuk. It can always be nudged forward fairly easily.
I’ve emailed Pablo at Stern explaining the issue & included a pic of where the ball occasionally sticks. He has escalated to their engineers.
As others have mentioned in earlier posts, my hope is that it’s software related & an update will remedy the problem. It’s only during multiball that this has happened on my example.
It’s quite a punishing game- the outlanes can be deadly.
Still, my family is really enjoying the fast, frenetic gameplay.

Yep, same thing has happened to me a couple times in multiball where two balls get together between two fingers in the subway and the game loses track of them, then I drain and it takes a few cycles of ball search to find it. The balls get kicked apart from each other and then they march toward the VUK to come into play. I haven't seen it actually happen to notice if it's an issue with a ball scooting around a finger or a timing thing. Happened again last night too.

I'm really, really having fun playing this game. Had a game last night where I got 5 gems and over 500M. Brought 2 portal locks into at least two of the quests and had the Soul Gem early too but screwed up my shots trying to collect any Soul Gem jackpots or my score would have been a lot more. It's a lot of fun deciding where to put gems based on what you've already got and what you're thinking about going for next. And don't even get me started about how great it feels to shoot so many smooth 3 and 4 shot combos during a game.

#2150 3 years ago
Quoted from heyitsjoebob:

My wife just asked me why an Avengers game has Worf from star trek talking about trophies.
Can't un-hear that now...

Ha! I have STTNG also and as soon as I read your post I could hear the similarity in my head. Now I probably won't be able to play either machine without it coming to mind. As soon as I hear Worf's voice in STTNG I'll think "trophy collected"!

#2160 3 years ago
Quoted from CashMoney:

eaglepin I watched my wife play this last night and I found the issue with the 2 balls getting stuck in the subway. It happens when there is at least 1 ball already in a portal lock, then you shoot the Dr strange portal again and if the ball is moving too fast it will scoot around the first "tooth" and sit right next to the 2nd ball causing the game to go into 4-5 ball searches again... I just emailed my distributor about this as new code will not fix this, we would need a new Subway/VUK mech to address both issues.
I'll keep everyone posted when I hear back about the solution.

Sounds good, thanks. Maybe using washers to shim the angle of the subway a little bit one way or the other might work to prevent the ball from scooting around it? I thought I remember someone posting about trying something like awhile ago. Could be worth a try.

#2161 3 years ago
Quoted from CashMoney:

eaglepin I watched my wife play this last night and I found the issue with the 2 balls getting stuck in the subway. It happens when there is at least 1 ball already in a portal lock, then you shoot the Dr strange portal again and if the ball is moving too fast it will scoot around the first "tooth" and sit right next to the 2nd ball causing the game to go into 4-5 ball searches again... I just emailed my distributor about this as new code will not fix this, we would need a new Subway/VUK mech to address both issues.
I'll keep everyone posted when I hear back about the solution.

Which way did it roll around the finger (above it or below it from the player's view)? This might not be ideal of course, but could small cabinet bumpers that we use to prevent stuck balls be put there to force the ball to roll against the finger and stop instead of going around? Just an idea.

#2220 3 years ago
Quoted from rapidraw:

Don’t know rules yet, feels like a combination of Deadpool and JP2 anyone agree?

I have JP2 and I'm not feeling much similarity between it and AIQ, and I mean that as a really good thing. I think they're both great and I definitely feel like they're two different games to play.

Overall I think the main (gem quests/paddocks) and other modes in both games feel pretty different in the pattern of shots required, and the different layouts of the games just helps distinguish them from each other even more. For me having those two side by side makes for good variety on two smooth shooting & great flowing games. Multiballs in any game are mostly going to be 1 shoot shots, 2 collect jackpot, 3 collect super jackpot so I think it's going to seem like there's a familiar feeling about multiball in any game. But for the main modes and the wizard modes I'm not feeling much similarity.

I can't speak to a Deadpool/AIQ comparison though because I've only played a couple games of Deadpool and that was a couple years ago.

14
#2221 3 years ago

This was a fun one last night! Never say never, but I don’t see myself coming very close to this again for awhile. Felt like I caught lightning in a bottle.

DD06F58F-3540-4893-B95F-00A5C8F27F07 (resized).jpegDD06F58F-3540-4893-B95F-00A5C8F27F07 (resized).jpeg
#2249 3 years ago
Quoted from Wolfmarsh:

What's the general strategy on collecting and levelling the avengers? Is that something I should go for before starting gem quests or should I just kinda let the avengers collect/level as a natural part of playing?

I haven't been able to actually accomplish this yet, but with Black Panther (and some other Avengers) scoring 2x on their shot when they're at Level 2 it seems like you could put the Soul Stone there and then any Soul Stone jackpot should be worth pretty big points. Leveling up Captain America to 2x scoring could probably be pretty big for Black Order Multiball super jackpots too.

I guess with the structure of the game it seems like ideally you might want to level up all Avengers first, get the Soul Stone, and then collect all the gems and Soul Stone jackpots, but I don't know for sure. Just my interpretation of it so far.

#2290 3 years ago
Quoted from Wolfmarsh:

I literally made the same suggestion to someone else! I feel like this would be a nice improvement. You can still lose the quest, so all other mechanics stay intact.

I think the issue is that changing a drain to only decrease health would mean you wouldn't be able to lose the quest, since currently the only way you can lose the quest is to drain. I think your health bar only determines your bonus for the quest. The more health you have left the bigger bonus you get. Zero health remaining only means zero bonus for the quest, and you can still win the quest with zero health remaining.

So it's a design choice they went with to say the value of wining the gem merits a drain being a big risk.

#2293 3 years ago
Quoted from metallik:

You already have several tools to help win the quest:
- Shoot combos before starting a quest to get portal locks, these give you ballsaver plus multiball to help get through them
- Ancillary to this, avoid lighting Start Quest until you're ready so the right ramp is available for combos
- Left ramp, right ramp then inner loop is repeatable and never gives up ball control
- Secret skillshot and Hawkeye combo also light these locks
- If you get locks from SSS or Hawkeye, consider using them right away and saving combo-earned portal locks for later quests.
- Decision between 3x scoring in one quest or having every quest be a multiball
- Have IMMB or Thor close to completion. If you're close to finishing a quest, bring them in for ballsaver/multiball to guarantee you finish successfully.
Rules are fine the way they are. You gotta think, prioritize and plan ahead.

Yep, and I think what they did with the rules was a bit generous even. The only way to lose the gem quest is by draining. There aren't any negative shots to avoid and there isn't a timer. In a lot of games the main modes end on a drain and in addition to that some will also have timers or negative shots to end the mode, so this doesn't seem that unusual.

If the gem quest were changed to make it so you lose by getting to zero health it would essentially turn it into a timed mode and I think that's what they were trying to avoid in order to give players as much chance as possible to win it. As long as you don't drain you're going to get a gem that has some pretty nice perks.

#2314 3 years ago
Quoted from WizardsCastle:

What is the final shot required to defeat Supergiant? Is it just a bunch of disc spins?

Sanctum target for the final shot.

16
#2425 3 years ago

Okay, this is going to be a bit long but I thought it could be worth it to share what I did on my subway this weekend. Ended up not being too difficult to do for what I needed on mine. There are 8 wiring connectors, 3 RGB light boards, and an opto bracket to undo to get to it. Sounds like a lot but they were all easy to disconnect. The way the mech works and aligns is pretty straightforward.

Here’s what I did:
1) For balls scooting around the first finger resulting in two balls getting trapped between the 1st and 2nd finger, I put cabinet bumpers in the curve of the plastic tray to prevent the ball from riding slightly up the side of it to get around the finger. I tested by holding the mech in my hand and rolling a ball through it to see how the ball could get around. After I put the bumpers in, no matter how hard I tried to roll the ball through from any angle the ball could not get around the first finger. Pics show the fix and a markup of where I saw the ball rolling around the finger.

2) For other issues with balls in the channel, I re-aligned the fingers in the center of the channel in the plastic tray. Note that this alignment can be done without disconnecting any wiring and without removing the mech. With the mech mounted, there's a pretty good view straight down the channel to check finger alignment by looking though a gap in the VUK, and all the screw points for the metal frame holding the mech are slotted to allow for changing the alignment. Pic shows the view I had of the channel to align the fingers. While looking through that gap, I used my hand to pull the plunger on the coil so the 2 fingers would raise. Note that gravity won't won't drop the other three fingers with the playfield up in the service position, so this ends up giving you a view of all 5 fingers up at the same time. On mine I found it was most important at this point to pay attention to the alignment of the two fingers (circled one of them in the pic) that are usually down in order to get them centered in the channel, even if the other three didn't seem quite exactly centered. To test the alignment I pulled and released the plunger rapidly several times to make sure they weren't binding or catching at all. I found that if I only did one quick pull and release on the plunger to test it, then it could look like everything was okay but when I did it rapidly over and over it could catch or bind a bit once in 10 tries if it the alignment was slightly off. I think to really test the alignment you need to pull the plunger straight up rapidly 5 to 10 times to make sure it's staying smooth and not catching or binding at all.

3) For balls going into the Ant Man hole, bouncing into the end of the subway and getting stuck I didn't have a file as suggested by @chuckcasey. I tried shimming with washers to create a bit more slope in the mech but still had a couple balls get stuck and need a slight nudge to get out. I think the best solution for this is going to be @chuckcasey's suggestion to use a file and make a taper at the end of the groove in the plastic tray. Here's his post: https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/44#post-5934704. Pic shows where the taper needs to be filed at the end of the channel.

I play tested for about 5 hours yesterday. I can't say 100% for certain but I think I play tested beyond the point where I was previously seeing at least one instance of a ball issue in the subway, and in all that play yesterday I had zero issues with #1 or #2. Of course there could be other causes creating issues like fingers needing to be straightened a bit or weld issues, but I thought I'd share the basics of what I did on mine in case it can help.

7DD47421-BEE8-4C64-8FEB-669BC9ED5DEC (resized).jpeg7DD47421-BEE8-4C64-8FEB-669BC9ED5DEC (resized).jpeg70B685F7-3E07-4644-989C-8DDFAB2236B4 (resized).jpeg70B685F7-3E07-4644-989C-8DDFAB2236B4 (resized).jpegD7B78E31-B924-4A61-8CB8-D427B489585B (resized).jpegD7B78E31-B924-4A61-8CB8-D427B489585B (resized).jpeg693D44EA-FE51-4EF7-9981-74125004E0EA (resized).jpeg693D44EA-FE51-4EF7-9981-74125004E0EA (resized).jpeg6852D6F3-1C95-4D2B-AE77-AD5EDA97E92A (resized).jpeg6852D6F3-1C95-4D2B-AE77-AD5EDA97E92A (resized).jpeg47B075E8-12CD-4004-A5C5-3CE3CC27C30E (resized).jpeg47B075E8-12CD-4004-A5C5-3CE3CC27C30E (resized).jpeg57CFE36E-C5D0-4607-ABA6-8A3DEA09187B (resized).jpeg57CFE36E-C5D0-4607-ABA6-8A3DEA09187B (resized).jpeg

#2432 3 years ago
Quoted from hocuslocus:

1) interesting, I'll have to keep an eye out.
2) its pretty easy to align it right? that was like 99% of my issues down there, worked great until the weld broke.
I didn't use any washers until the end to make the slope, but I put 3 washers on the coil mech itself. (the ones where it attaches to the groove channels.)

Yep, it was pretty easy to align and very nice that all the screw points were open ended to align it. Just curious, what were the washers on the coil mech being used for on yours? What were they correcting/aligning?

#2450 3 years ago
Quoted from J85M:

Wow that’s something I haven’t seen before!
What washers are people using under ball guides I have some very minor pooling around the guide just in front of my Ant-Man VUK so want to raise the guide ASAP!

I tried getting a washer under that Ant Man ball guide, but I didn't see a nut under the playfield to loosen so I couldn't lift the end of the guide enough to get one in there. I pried up the end of the guide a bit so I could slide a thin strip of mylar under it for now, but I'd like to get a washer there instead. It didn't seem like that screw (or whatever it is) at the end of the ball guide goes through the playfield though. Is there a way to raise it to get a washer under that one? Does it just lift out?

D7725F30-EE15-4431-BB7F-90A29980BB9D (resized).jpegD7725F30-EE15-4431-BB7F-90A29980BB9D (resized).jpeg
#2454 3 years ago
Quoted from T-800:

Curious as to what strategies people are employing when they play their AIQ's. Seems to me there are a lot of different paths you can take, especially depending on how your game starts off. I just had a game that was close to breaking a billion points, collected all the infinity gems and was just a couple of avengers away from Thanos. This is what I did and it seemed to work pretty well and give me better odds at collecting the gems and scoring high.
I usually go for the tower skill shot right off the bat, if I miss I have a chance at the secret skill shot that automatically lights the first portal lock. If I get the tower shot my game is pretty reliable in a little nudge as the ball is coming down it comes over to the right flipper where I can catch it quite easily. From there I try to combo up as quick as I can to get a portal lock lit. I am bringing a portal lock into a gem quest about 99% of the time when i can to help get through it. the scoring is so high and the benefits of winning the gem are worth the risk of trying to collect the combos before hand.
I've been trying to get the power gem first, mostly because of it's perks (keep the avenger's level status or doubles the captain marvel shots) but also because it's one of the easiest gems IMO. I also try to have THOR ready to go just in case I get in desperation I can start that multiball to keep the gem quest going. Once collected I try to put the gem on either captain america (he is always the last avenger I have to collect) or captain marvel.
From there I move on trying to get portal locks and collecting gems all while trying to get Iron Man multiball or Thor multiball ready and waiting as I start the gem quests. If I have two portal locks ready I usually try for the time gem quest since it's such a pain to try and knock down those drop targets in three different series. Having those extra balls in play really helps for just getting lucky in completing the quest and getting triple scoring while you are doing it.
the risk reward on this game is so well balanced it really impresses me. I've also found that even though my game times are getting to be quite long on it (15 minutes or more on average) it's got so much excitement and so many cool mini-events along the way that I keep finding myself pushing the start button.
Anyway, curious to hear if people have other strategies as they start the game off and how they're working out!

I've been playing pretty much the same as you from the start with the tower skill shot and going for combos to get a portal lock, and then bringing in Thor or IM to help out. The first quest I usually play is the Mind Gem. I seem to end up playing the Soul Gem mode after 1 or 2 gem quests, so I like to go after Mind Gem first and place it on the drops so I can get that shot spotted during the Soul Gem mode. After that, if I have one or two portal locks ready and Thor or IM close to ready then I'll go after the Reality Gem. I've had some (I think) pretty good scores in Reality (90M & 130M) by starting it with 2 portal locks and then bringing in IM. It gets pretty fun getting it up to 6 balls and keeping it going. The lights flashing constantly from hitting all the shots is pretty great.

When I get the Soul Gem my idea is to put it on the Black Widow ramp to make it easy to collect Soul Gem jackpots, but I haven't been able to do that very well because I keep draining before collecting the jackpot. I have a hard time getting the ball under control at the flippers after it releases from the post. If I don't flip it's SDTM and if I miss the inner loop it gets out of control. I like the idea of just nudging as it comes down from there. I'm going to give that a try.

I still want to experiment more with different gem locations for different modes. Seems like the Reality gem on Captain America could be good for jackpots in Black Order multiball or in the Hulk lane for gamma jackpots. It's been really fun getting into this game.

#2455 3 years ago
Quoted from Flipstream:

The main strategy I'm playing with is getting the Mind gem readied on an L1 Black Widow before starting Soul Gem. Having an L1 Mind gem for the Soul Gem quest makes it significantly easier. Thought is to use the gem to clear the first right orbit shot right out of the VUK, the Vision standups, and the Marvel ramp.

I tried this a couple days ago and for some reason it didn't work for me. I must have done it wrong though. I placed Mind gem on Black Widow and got her to level 1 or 2. I was going to use it on the drops and Marvel in Soul Gem mode, but when I went to use it for some reason it wasn't available and had no uses left showing even though I hadn't used it yet. I'll have to try it again.

#2464 3 years ago
Quoted from metallik:

A risky strategy I've been trying if I don't get the secret skill shot on first plunge is to go for time gem right off the bat. The two ramps are easy, tough part is surviving the drops. If you are successful, the longer timers and ballsavers lay a great foundation for the rest of the game. Maybe bring in the first gimme Thor to help ensure completion.
Most entertaining is to start 3x reality gem and bring in IMMB. With add a balls, you can get all 6 balls going. Keep the wheel spinning and just make shots.

Nice! One thing I'm not clear on is using the Space gem and powering up gems. Let's say you put the Mind gem in one location and use it up. Then you get the Space gem and move the Mind gem to a different location. Do you now just need to hit the shot at the new Mind gem location to power it back up and use it again?

If so, then could you maybe use the Mind gem to help with the Time gem quest, then move the Mind gem and power it up at a different location to get it to Level 1 and use it again on a couple shots in Soul gem mode?

#2489 3 years ago
Quoted from Pinhead306:

Hitting the sanctum target says spots I-r-o-n as the first award before add a ball and extra ball. Not sure exactly how it works yet though.

There's no sequence to the lights on Sanctum. Whatever has been qualified/earned lights up. Spot Iron is lit when you hit the Ant Man hole.

#2525 3 years ago
Quoted from Peanuts:

New Game Code!
V0.93.0 - November 5th, 2020
============================
- Tower Ball Saver - only used up if you are in single ball play
- Tower Ball Saver - fixed an issue where single ball Quests would be ended early when Tower Ball Saver was in use
- Super Ball Saver - fixed an issue where single ball Quests would be ended early when Super Ball Saver was in use
- Super Ball Saver - now maintains the current number of balls in play for multiball quests

Love the ball save fixes!!!

#2569 3 years ago
Quoted from Pinhead306:

Anyone else watch Karl deangelo do the 2 flips to soul gem video on YouTube? If not check it out it’s a good watch

Wow, that two flip Soul Gem mode and the game he played later and used the gems for huge points were really cool. Amazing to use the gems to do all that!!!

#2575 3 years ago
Quoted from KnockerPTSD:

Could you post a link please?

On Twitch it's under "iepinball". It's his video from 2 days ago called "AIQ Soul Gem Runs". Here's a link to the iepinball Twitch page:

https://www.twitch.tv/iepinball

#2576 3 years ago
Quoted from Dorkboy:

Came home from work yesterday to cool surprise. Got a call from the delivery guy saying I’ll be there in 5 minutes. No call from them to setup delivery and tracking still shows it in Illinois. Luckily I was home and boy is this thing awesome. My first NIB game. Flipped a few times and then upgraded the code. No issues that I can tell from my limited experience. Changed out the rubber and installed the Sanctum mod. Next up is cliffys and then avengers tower.
[quoted image][quoted image][quoted image]

I think there's a very simple explanation for the delivery. Dr. Strange sent it to you through a portal.

#2586 3 years ago
Quoted from Theguyoverthere:

Get Hulk collected or leveled up (see LCD hexagons to see how many more spins), then it lights at right inlane (you'll see it blink). Roll over inlane to start.

I wish they would have made that inlane light an RGB so it would blink green.

#2622 3 years ago
Quoted from chubtoad13:

Anyone else start having issues with the ball walker mech after .93? Mine worked great until I put .93 in. Now it has to kick up and down a couple times to move it from the first to second stop.
Maybe just a coincidence and my walker needs adjustment.. is there a way to get .92 still to see if it works properly again?

I haven't had any issue with the walker in the new code. I installed it pretty soon after it was released and I've played a few hours on the new code now.

Overall, since I adjusted my walker last Sunday I played 5 hours that day and 1 to 2 hours per day every other day this week (including today) and all balls are moving through it the way they're supposed to. I've had had zero issues with multiple balls between fingers or fingers getting stuck.

#2634 3 years ago
Quoted from Blackzarak:

Ok my subway mech was working perfectly fine Before I just updated the new latest code and now its giving me problem on the last Third gate it won’t hit the ball up to the scoop.. is it just me ???? Dammm you stern. Looks like the last gate gets week and the mech doesn’t reach to hit the ball..

Not sure what you're referring to here. The last finger doesn't hit the ball up to the scoop. That finger is just supposed to lower so the ball rolls past it and then the ball just rolls into the VUK. If the last finger isn't lowering enough for the ball to go past then it could be an alignment issue. If the ball is rolling past the finger but not making it to the VUK, then it could be because just past the last finger balls have sometimes been hanging up at the end of the center channel that the fingers poke up through because there's no taper at the end of that channel.

Gravity is doing all the work to move the balls in the mech though. When a finger lowers the ball is just supposed to roll past it to the next finger or into the VUK if it's going past the last finger. Once it's in the VUK then it's popped up to the wire.

#2636 3 years ago
Quoted from chubtoad13:

Mine is also causing problems after the .93 update. I haven’t tried adjusting yet.
If anyone has .92 link they can share I would appreciate it. Before I start messing with the mech I’d like to see if it’s ok in .92

If you haven't tried testing the walker mech in the Subway Lock Test menu item under Diagnostics then it might be worth a try so you can see how/where it's not working correctly. That test walks the ball through the locks from start to finish so you can see how everything is working and where a problem area might be. All you have to do is enter Subway Lock Test, pull out the interlock switch, and drop a ball into the open disc and watch it progress through the lock spots. You'll be able to see how well the fingers are aligned in the center channel as they go up and down and if the mech acts up you'll have a chance to see where it's acting up.

Doing that test and checking alignment is at least worth a try if you're having issues, especially since tweaking the alignment only requires lifting the playfield up, loosening the nuts on the metal frame of the mech, slightly changing alignment, and re-tightening the nuts. When I adjusted mine last week I thought I had it at first but then when I started playing again a couple fingers were sticking so I just did another quick re-alignment.

#2645 3 years ago
Quoted from Yfichelle:

Hi all,
My subway dont hold the balls... When a ball is in the subway, it goes directly to the vuk... Do you know why ?
Thanks for your help
Yann

There are three metal fingers that should usually be up to hold balls. There is a lever under those fingers that holds them up. If that lever is stuck so that it's not holding the fingers up, then nothing will be there to stop the ball. Have you lifted the playfield to see if the lever that pushes up against the three fingers is stuck? The lever is connected directly to the plunger for the coil on the mech.

#2698 3 years ago
Quoted from yancy:

How long before fiber washers become standard? Has to be cheaper for Stern than dealing with endless complaints and (in some cases) replacing playfields. When they switched to decaled cabinets, they wrinkled badly. Steel (then quickly plastic) corner protectors became standard. Just robbing Peter to pay Paul.

Yep, it looks like they made some progress on the issue by cutting the bottom of the Avengers guides so a lot of the guide isn't touching the playfield now. But they need to put washers around the apron screws and any screws that are near the end of a ball guide. Those are the spots that still tend to scratch when they're cranked down too tight.

#2714 3 years ago
Quoted from mrgregb123:

Has anyone figured out the purpose of the subway? When I shoot a ball into the Strange disc to start a mode, the ball goes into the subway and slow walks through the teeth to the VUK and then is kicked out. You can't even see the ball from the playing position. What is the point of this? I've also changed the setting from the default to "pass-through" but it works exactly the same when starting modes.

Here's how it works when it's not on "pass-through": Hit enough combos before spinning the disc to spell STRANGE and you'll get a portal lock (green arrow flashing at the disc). That will hold the ball in the subway as a physical lock. You can get up to two portal locks for a gem quest. Then spin the disc to spell STRANGE to open the portal for a gem quest (purple arrow flashing at the disc), hit it in, and now you'll have a 2 or 3 ball multiball to start the gem quest.

#2775 3 years ago
Quoted from chuckwurt:

[quoted image]
[quoted image]

I could be wrong, but my understanding from Jurassic Park is that the actual part they used as a bumper to protect pieces behind the back panel from getting broken against the back of the cabinet was a handle that Stern already had in their parts inventory. So even though they used that same part as a bumper in JP, in the JP manual it's listed as "handle" because in their existing parts database that's the name and number of the part they used.

It can definitely be handy to use it as a handle to lift the playfield also, but I don't think it's a change in design where you'll see it in all games. I think it'll only show up in games where they want to use that particular part as a bumper/protector behind the backboard.

#2789 3 years ago
Quoted from Tsskinne:

Went to check on my AIQ on location with Titan rubbers. Same story. Weird never seen this happen with Titans before. These were just regular ones. The ones on the flippers seem fine.
[quoted image]

Mine's the same. Titan low bounce. I'm guessing anything is going to be showing wear on that spot though with all the direct hits it takes. I'm constantly hitting it when I miss the Hulk or Tower shots.

#2790 3 years ago
Quoted from CoolCatPinball:

I was just going to say, Stern should have put a post there like on JP

Raymond Davidson answered it on a stream saying not having a post there was a design choice by KME.

#2797 3 years ago
Quoted from Theguyoverthere:

I was referring to the post on the right hand side (right orbit). The big rubber on the premium and smaller rubber on the pro for the Marvel shot. Not sure why there's no post by the upper flipper.

I was responding to Scribble's post in reference to what Heyitsjoebob wrote about not having a post at the tip of the upper flipper. Not having a post at the tip of the upper flipper is what Raymond Davidson said was a design choice.

#2910 3 years ago
Quoted from Eightball88:

Quick question....I think there is a special challenge mode (battle royale challenge?)....how do you start it?

Hold in both flipper buttons for a couple seconds and the screen will bring up a menu for which setting to play. Use the flipper button to toggle it to Challenge Mode and hit start, then you'll be in Battle Royale.

#2911 3 years ago

When I get into Super Disc the game seems to get caught in an unending loop where the shaker makes the disc move just a fraction so the game registers a very small (25K-100K) Super Disc award. That award causes the shaker to go off again, which causes the disc to move slightly again, which causes another small award, which causes the shaker to go off, which causes....

And it doesn't seem to stop. Anyone else experiencing this? I'm guessing there isn't any adjustment for it and the only thing they could do would be to change code so Super Disc doesn't give points for very small movements of the disc.

#2923 3 years ago
Quoted from tdiddy:

Does anyone have issues with rejects on the captain marvel ramp..... I feel like if I hit it square but to hard the ball spins at the top of the apex and falls back down ..... 90% of the time sdtm

It seems like with the way the ramp is designed it can make shots that weren't quite good enough look like they should have been good enough and got unfairly rejected. I think it's just that some shots that aren't good enough look a bit deceiving. With how close the ramp is and the shape of the ramp a shot that isn't good enough can still go a pretty far ways up it or go a bit up and rattle a bit and then come back.

On mine I can hit good shots smoothly through the ramp pretty consistently. But there are also a decent number that end up looking like they were good because they go a ways up and then come back down for some reason, and some also fall out the back of the wire sometimes too. As long as I'm able to get good shots through it fairly consistently, then when one occasionally fails I just chalk it up to the shot looking good but not really being good enough. I think it's just a bit of a tougher ramp to make that what it seems like. And yes a shot coming back at you off that ramp is a big risk to go SDTM.

#2931 3 years ago
Quoted from Jazzbouche:

I’ll have a look but I’m pretty sure it’s an opto, and it seems pretty specific to the flippers.

Here’s an idea: Try testing it by removing the inner loop opto bracket using your hand to block it and see if it registers correctly in switch test. It’s easy to remove. Then with it still removed flip the flippers and see whether or not it registers. If you test it like this and there’s no issue, then I think the problem will likely be due to vibration moving the opto bracket just enough to make it register, so you might try shimming the bracket with washers to see if that moves them to a height where vibration won’t make them register.

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/29#post-5909864

#2970 3 years ago
Quoted from chuckcasey:

I have TWO questions about alignments.
1. Black Panther outer loop returns used to hit the rubber on the exit post and cause random bounces, sometimes drains but NEVER would the ball go to the right flipper. Where is the Black Panther loop suppose to go? Right flipper or somewhere else? I bent our the lane metal and now ball goes to right flipper.
2. Magnet lock drop from Avenger's Tower rolls past upper right flipper and SDTM (drain between flippers) nearly all the time. I rotated upper right flipper clockwise and now the ball goes to left flipper. Where does a Avenger's Tower ball suppose to go? Left flipper?

Where a ball coming back down from the right orbit goes will depend on how fast it’s moving and whether or not there’s any spin on it. On mine, balls that go more than 1/2 the way up the orbit and come back just graze the rubber and bounce to the left flipper. Any ball coming back from less than about 1/2 way I know I need to nudge or it’s probably draining.

On mine the tower release usually goes SDTM if I don’t nudge or get it with a flipper.

#2978 3 years ago
Quoted from yancy:

All the ones I've played do that. I think it's supposed to? Kinda sucks in multiball, if you hit the tower and look away to play other balls, it drops STDM after a few seconds. If you keep your eye on the tower, other balls drain. My fix was to sell the game.

Yep, I'm really loving the game and it's really clicked with me even more this past week (switching back to standard rubber really helped me) but this is still the one part of it that's a bit frustrating for me. I lose a lot of balls SDTM rolling past the upper flipper in multiball too.

#2997 3 years ago
Quoted from CashMoney:

The goal is to get a specific avenger fully powered up and then place the mind gem on it correct? Then that would spot you 3 shots in soul gem?

For this you don't want the Avenger fully powered up. If you fully power up the Avenger to Level 2 then the Mind gem only gives you one use (although that use is a big boom that works on all active shots on the playfield). If the Avenger where the Mind gem is placed is at Level 1 then you get 3 uses of the Mind gem for a single active shot anywhere on the playfield. And I think the Avenger has to already be at Level 1 when you place the mind gem there, otherwise it will only have its base power which only works on the shot where the gem is located.

#3023 3 years ago
Quoted from GamerRick:

Has anyone had this issue? Twice when playing for the soul gem, the seventh shot which is supposed to be the captain marvel ramp, counts apparently when you hit the right inner loop (could be outer loop but I thought was the inner loop). Wondering if that is the trigger on a pro that doesn’t have that ramp? Just want to make sure my switches aren’t hitting when they shouldn’t.

Once per Soul gem mode the Flank Attack shot (up the orbit and over the star rollover target) will count towards hitting whatever shot is currently active. Works for whichever shot is active at the time unless it's the final shot to the tower.

#3072 3 years ago
Quoted from J85M:

3 spots on this game to check that I noticed while removing my Ant-man guide to add a washer under the guide,
Ant-Man guide being the most effected!
The 2 guides on either side of the Thor captive ball!
At the end of the shooter lane there is a guide that holds down the shooter lane guide check there as well.
I had super small pooling in all those areas but so far I've only fixed ant-man none of the other areas seem to be getting worse and they are tiny areas effected.

Yep, when I first got my game I identified those same spots and the screws under the apron as most likely trouble spots for this issue. I was able to get washers under the right hand side of the captive ball and the apron, but initially missed the location of the Ant Man nut until you pointed me to it a couple weeks ago. I put a couple fiber washers stacked up under there now though.

I still can't find a nut under the playfield to loosen the left side of the captive ball and sneak a washer under there. Am I missing the nut there also for some reason? It seems like whatever post is at the end of the guide on that side isn't going through the playfield though. It's definitely a spot I'd like to put a washer under but I really don't want to have to remove the entire Marvel ramp to lift the guide and do it.

#3076 3 years ago
Quoted from J85M:

Stupid thing about all this, is stern just need to put washers under these guides as they build the games on the line and they would probably get like 90% less pooling issues from customers

Quoted from Lermods:

I don't know why they don't do this at the factory. I'll be keeping an eye on the other guides.

Yep, and they did seem to learn some lessons from JP2 to AIQ by cutting the bottoms of the ball guides so that in most spots the bottom of the guide is no longer touching the playfield. Even at the left side of the entrance to the Hulk spinner the bottom of the guide is cut at the end so it's off the playfield, so that was definitely a step in the right direction. All they need to do now for a next step is identify spots like the Ant Man guide and the captive ball guides to see where there's a screw near the end of the guide that will make the guide dig into the playfield and put a washer there. That seems like it will resolve pretty much any remaining issues of playfield scraping. Looks like from the posting above they started to do that now at the Ant Man hole, so fingers crossed they'll start to do this proactively now.

#3079 3 years ago
Quoted from Broohaha:

Folks be gentle with me here, but can someone help me understand the gravity of this pooling situation? Is it just cosmetic, or are there actual long term issues? Is it simply the expectation when you're throwing down this kind of money that you'd expect a little more attention to detail?
I don't even have enough washers laying around to resolve all of the pooling issues I have.
[quoted image]
I'm all for tinkering with my 13 year old SM, but I'm pretty pissed that I've had to:
- reinstall the Strange Spinner pin (fell out)
- level the Strange Spinner
- adjust the Strange Spinner sensor
- put 6-7 washers around PYM and Thor...
on a game with 30 plays...

It's cosmetic. It's not like an issue with a mech where it impacts game play, unless a chip develops in the path of the ball.

But while it doesn't impact game play it can lead to noticeable eyesores in the artwork around the playfield. Part of the enjoyment of a machine and part of a determination of the condition of a machine is the artwork, and part of the enjoyment & value of any item involves the condition of the item. If you have a couple of old bicycles to pick from and one has a bunch of scratches and chipped paint while the other is in better condition, the one in better condition is the one most people would choose because it's more appealing (and therefore it has held its value better). If a machine ends up with a bunch of chipped and scraped spots in the art around the playfield, it comes across as not being as appealing to the current owner for aesthetic or resale value purposes. So there's an element of seeing an eyesore while you're playing and an element of losing resale value due to condition.

Mechanical stuff can be adjusted or replaced to put the machine into great condition. Artwork can't be repaired nearly as easily, so if there's a choice between having a mechanical issue to resolve vs. an issue with artwork or playfield I'll take the mechanical issue every time. Just my opinion though.

#3083 3 years ago
Quoted from Broohaha:

Thanks for the explanation eaglepin. And just to confirm, there is no recourse with Stern on this, correct? (Apologies if I'm dredging up old topics from previous machines.)
Heading off to Home Depot to buy out their entire inventory of 1/2" washers...<sigh>

That I wouldn't know. I'd guess that it would be case by case discussion on an individual basis through your distributor and Stern.

After my experiences with POTC, JP2, and now AIQ it seems like it's just natural that there are going to be some mechanical or fitment issues that will pop up on machines (POTC was far worse for me than JP2 or AIQ). It would definitely be nice if some of the things that seem obvious like the level of the disc were noticed before they ship, but as long as they do a good job issuing adjustments and fixes when necessary then I'm good with it and so far they seem to be addressing any issues that are popping up pretty well. It seems like they're moving in the right direction on playfield issues too.

#3085 3 years ago
Quoted from Broohaha:

It's confusing that Stern opts for this approach vs. (what seems to be an easy solve of) placing washers on every post by default.)
Should I even ask if people are getting a lot of dimples? (Feel like this is the 3rd rail of pinball.)

I haven't had a problem with dimpling on my AIQ (or JP2). And for me on AIQ that's REALLY saying something because I've played the bejeezus out of it and it has tons of airballs.

1 week later
#3261 3 years ago
Quoted from SpectreJ:

I occasionally have the ball fall off the back ramp to right flipper wire form, but it’s not consistent. Is this likely a leveling issue? Anyone encounter/fix this?

Common issue discussed a lot and very easy to fix. It's saved/highlighted under the key posts index for this thread:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/22#post-5899526

#3275 3 years ago
Quoted from brickbuilder14:

Hey, so my right orbit shot (the one you have to make in order to "hit" the Hawkeye shot) is not registering. Anyone know how I can test it in the settings and or fix it? Thanks

If it's the inner loop you're referring to this might help:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/29#post-5909864

#3334 3 years ago
Quoted from LMTLESS:

I replaced my subway walker assembly for the ball getting stuck in the subway situation... worked for a day and a half-- thinking it was a miracle that it was a hardware issue when it seemed so much like a software issue. Now, I'm back with the same issue where I have to disable the subway. How many of you are still seeing this problem with balls getting stuck (primarily after a portal lock or multiple players)? You peaked my interest that it still may be a software issue. Thoughts?

It could be an issue with aligning the forks in the center channel of the plastic so they don’t slightly bind or get blocked. I had the same issues on mine when I first got it, but after figuring out good alignment of the forks it’s been absolutely 100% reliable. I immediately went from frequent stuck fork & stuck ball issues to absolutely zero.

If the forks are not in the right alignment they can get stuck or bind enough to cause an issue. If alignment is only slightly off it’ll be an occasional problem. If alignment is off by more then the problems will be more frequent. It’s pretty easy to adjust the alignment since the screw mounts of the mech are open ended to allow for adjustment, so I really think it’s worth trying to see if changing alignment can fix it for you if you haven’t already tried it. Here’s the way I’ve found on mine that gets it set up to be reliable:

You’ll want to loosen the mounting screws of the metal mech housing and then from the right side of the machine look down the ball lock tunnel through the opening in the VUK. Align the forks so you can use your hand to pull the plunger on the mech so all forks come up through the channel in the plastic. When I did it the first time I found these two things resulted in good alignment and 100% reliability for me:

1) Make sure the two forks that come up with the plunger don’t even slightly bind even once when you pull rapidly many (5-10) times on the plunger. If there’s even a slight catch or snag then it means the alignment for those two forks isn’t quite right.

2) Make sure that when you look down the channel you see a little bit of space between the three forks that are usually up and the bottom edge (as you’re looking at it with the playfield up) of the center channel in the plastic. I found that if one of those three forks is up against an edge of the plastic then it will likely get stuck when you start playing.

I’ve taken it off and put it back on twice now and both times I found that when my alignment met those two conditions it worked 100%. The 2nd time I took it off was to file a taper at the end of the channel, and I got alignment correct on the first try that time by remembering those two keys from the first time I did it. I play the game a lot just about every night, so if it was a software issue I’d think I would have encountered at least one instance of trouble with it in the past month, but since aligning it about a month ago it’s been zero trouble for me.

It could be that there’s an issue with the lever connected to your plunger being loose or bent, or that your forks themselves are bent a bit and need to be straightened so they don’t get blocked. But either way I think it’s worth looking down the tunnel through the VUK and trying to align it the way I described to help figure out what’s causing your issue. Just an idea though. Hope it helps.

#3385 3 years ago
Quoted from ChrisBardon:

-The CM ramp is *just* making it around the loop on a clean shot most of the time. Still getting rejects off it more than I'd like. Stock rubbers and settings (flippers ship at 255), and around 6.8 pitch. The up/down play on the left flipper seems fine actually (not too tight to the PF). I suspect this is by design, but having not played another premium/LE yet, I can't say for sure.
-Anything coming off the right orbit (towards the BP ramp) is very close to SDTM. Same with the exit from the pops. Again, both seem intentional.
-The release from the tower also seems to head SDTM, but what's odd is that sometimes it will trigger a ball save, and not at other times. I think if you lock a ball, there's a short ball save after it drops, but not on a hawkeye challenge or a MB jackpot.

For the CM ramp, try lowering pitch. My experience has been that lowering pitch a bit makes the ramp a bit more makable. Mine is the same for the right orbit returns and the tower releases heading for a lot of SDTMs. There was an update that I think added ball saves for your first two tower shots.

#3386 3 years ago
Quoted from ChrisBardon:

T
There should also be a HS listing for fewest flips remaining in Soul Gem. My record so far is finishing it with 2 remaining (although almost had it on the last flip last night).

Lol, I think it would be fun to have that on a leaderboard too. I had one a couple weeks ago where I got it on my last flip.

#3401 3 years ago

Line drive airball last night!

4CD5F079-E7B6-4814-B056-F85522E5D72B (resized).jpeg4CD5F079-E7B6-4814-B056-F85522E5D72B (resized).jpeg
#3538 3 years ago
Quoted from TenaciousT:

The one I don't get is - they couldn't hide Stan Lee somewhere ? After all no Stan Lee no Marvel World .

That would have been pretty cool to sneak him in the art somewhere. Too late for that I guess but maybe they could sneak an image of him onscreen somewhere.

And while they're at it maybe fit an image of Keith Elwin in there too like they did on JP2. That was pretty funny. It would be fun if it became a regular thing in his games.

Quoted from Ericc123:

That's more of a movie thing not a comic thing but I agree that would have been a nice Easter egg.

Nah, I think it would be perfect. Stan Lee was in Marvel comics way before the movies were around. I'm not a comics buff, but I think he created the Avengers comics.

#3563 3 years ago
Quoted from beastmaster1981:

An other problem , when the ball goes into the antman hole, sometimes she goes into the tunnel and get stop inside !!! I have to nudge the pinball to get it out and getting back in the antman hole (vuk). How can i solve this problem ?

Quoted from chuckcasey:

Subway - ball would get stuck (1 of 20) times after last finger / right before VUK. The plastic trough long middle hole did not have the taper you see on other playfield switch grooves. See how your in-lane switch playfield hikes have a taper at the end of the groove? The subway doesn’t. I lifted playfield, removed VUK mech and used a small round file to cut same groove used in Playfields. Fixed.

For your Antman hole problem, since you are in Europe and it might take awhile to get the new replacement of the subway plastic from Stern I suggest you try what chuckcasey wrote and use a small file to make a taper edge at the end of the center channel of the plastic. I did this on mine and I haven't had any more stuck balls in that spot.

Right now the end of the center channel in your subway plastic is a flat edge. The idea is you want to make that spot look like the end of the inlane rollover switch which has a gradual taper angle instead of a flat edge.

I've attached three pictures. One picture shows the edge of the inlane switch circled in blue. This is what you would try to copy by using the file at the edge of the subway channel.

The other two pictures are from the subway in my game. It is difficult to see in the pictures, but in these two pictures I have circled in red the spot where I used the file at the edge of the subway channel. This way it is more like the taper edge of the inlane rollover switch instead of having a flat edge.

You can still order the replacement from Stern, but this might fix it so you can play without the problem until it arrives. Hope this helps.
8BC7C3D9-1195-43DA-8758-9C963AB9A3C4 (resized).jpeg8BC7C3D9-1195-43DA-8758-9C963AB9A3C4 (resized).jpeg709100D9-41AC-40C3-89E3-8DAD39E1E9C7 (resized).jpeg709100D9-41AC-40C3-89E3-8DAD39E1E9C7 (resized).jpegC22AB186-A76E-412F-B292-0210F155B5CD (resized).jpegC22AB186-A76E-412F-B292-0210F155B5CD (resized).jpeg

#3577 3 years ago
Quoted from beastmaster1981:

Hi everybody,
An other little issue with the right ramp that goes from the launcher to the dr strange slingshot. When the ball come from the autoplunger , she gets out of the ramp before the end of it.
I ll do a video tonight because my english is so bad.
Thanks for help

This is a common issue that is easy to fix. Here's a post describing what to do:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/22#post-5899526

#3582 3 years ago
Quoted from beastmaster1981:

Wow thanks eaglepin, i will look at that tonight
The issue doesnt fall near the disk but just in the end of the ramp , it goes on the dr strange slingshot or in the outlane right
my video of the issue : https://photos.app.goo.gl/TmVpXwYeK3RFjXmG8
Thanks a lot all

Yes what your video shows is the same as what other people (including me) had happen, so bending the wire just a little bit as shown in the post I linked should work for you. You'll want it to look like the picture I posted here after you adjust it.

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/35#post-5922304

#3585 3 years ago
Quoted from beastmaster1981:

Ok eaglepin, thanks i will try but how to bend the wire without scratching it?
Thanks

Put a soft cloth or towel on the end of the wire where the pliers will grab and then use the pliers on top of the cloth to bend it just a very a little bit. That way the cloth will be between the pliers and the wire so the wire will not scratch.

#3642 3 years ago
Quoted from jlock:

Joined the Pro club today. I feel like the following was already covered but I couldn't find it; sorry. My spinning disk is a bit crooked: one side is flush with playfield but other sticks up a bit. Is it possible to adjust the tilt of the disk to make it level? Thanks.

Yep that's a known issue. I have it on mine also where the plane of the disc isn't parallel to the playfield, so it causes a lip on one side of the disc while it's level & flush with the playfield on the other side. I sent an e-mail with pictures to my distributor and they passed it on to Stern support. I'd suggest going that route if you can.

Stern just started mailing the kits to fix the issue. I just got mine yesterday but haven't had time to install it yet. Here's a post where someone posted the instruction sheet that was sent out in advance of receiving the kit.

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/61#post-5969186

Quoted from jlock:

That was my mistake; I didn't realize it was multiple pages. I will try step 2 tomorrow, though I remain concerned if that step is capable only of raising/lowering. I definitely need some lateral adjustment to fix the fact that the plane of the disk is not quite the same as the playfield. I will try tomorrow and report back. Thanks.

What you're describing is a different issue than what those instructions cover. Those instructions are to just raise or lower the height of the disc to make it flush with the playfield, but that will only solve the issue if the plane of the disc is parallel with the playfield. In a case like yours (and mine) where the disc isn't parallel to the playfield the new fix kit should be the way to go.

#3650 3 years ago
Quoted from cyberkryten:

Not heard anything back officially about any of my issues (UK)
I've had a look through the thread and index, but for subway problems, is the only solution to get new mech/plastic moulding from Stern? Sometimes the balls don't make it through (though it's a lot better since 0.94) but they still often get stuck when dropping down the Antman VUK - they lodge at the end of the subway, having entered from the wrong side.
I also have problems where the ball gets stuck in the pop bumpers between bumper and ramp - is the only solution to fit the plastic cones to stop them - nothing official?
Shooter lane launches don't make it around correctly and sometimes lodge under the gauntlet - whilst the plastic cones may stop them lodging, it doesn't fix the issue that they are smashing into the plastics because they don't exit the shooter lane correctly, which also messes up skill shots if it happens on manual plunge - is there anything official to do for that? Slowmo video shows that the ball is heading left before exiting the shooter lane and I cannot figure out why as it happens on both a manual and auto plunge.
[quoted image][quoted image]

For balls hanging up after going in Antman there's a DIY option that should fix it if you don't want to wait for the replacement plastic part. It's worked on mine. Here's a post I made about it:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/72#post-6009443

If you're having issues with other ball hangups in the subway due to the mech sticking, you can try to realign the mech:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/67#post-5990515

#3651 3 years ago
Quoted from jlock:

I would like to ask a follow-up question; I appreciate your help and patience. What is supposed to happen when the machine is in switch test mode and the disk gets spun? I would have expected that would trigger some switches. But nothing happens. I looked under the playfield and the connectors to the sensor immediately below the disk shaft are apparently all connected. Am I wrong that spinning the disk in switch test mode should do anything? Thanks.

I just checked on mine and spinning the disc while it's down in the regular switch test menu doesn't register, so that test must not be applicable to the disc. If you go into Diagnostics-Game instead of Diagnostics-Switch there are two menu items for the disc. One is the Strange Motor test that raises and lowers the disc and the other is the Strange Disc test that checks how well the disc is registering. That one is the test described in the instructions for raising and lowering the height of the disc and needs to be done with the disc down by using the Strange Motor test to lower it first.

#3664 3 years ago
Quoted from ChrisBardon:

Good call, but I think that left me with a question. I recorded a video in test-is this normal behaviour (ball not held at switch 47):

Nope, not normal behavior. There are two "groups" of forks in the mech, and all the forks in each group go up and down together. One group of three forks is usually up and the other group of two forks is usually down. When the three go down, then the two come up and vice versa.

In your video the ball gets paused correctly at the 2nd of the two forks that are usually down, but then when that one goes down the third fork in the group that should come up seems to stay down for some reason so the ball just goes into the VUK.

From my experience with mine it can definitely happen where the forks aren't lined up straight enough in the center slot of the plastic and the last fork of that group can bind or get stuck against the edge of the plastic. There could of course be a different issue with it also but it seems like it's worth checking to see if it's just out of alignment.

Here's a picture of drawing I just did to try to give an idea of what I'm saying. Depending on the alignment, Fork #3 can get completely or partially blocked by the edge of the center channel while the other two forks in that group are clear of the edge so they come up and down okay. Aligning the mech so all forks are clear of the edge lets them come up and down the way they're supposed to, assuming there isn't anything else wrong with your mech.

If you didn't already, it might be worth doing the subway test by dropping a ball in and only staring at that last fork to see when/how it gets stuck. And that fork should be in the up position to begin with.

3540520F-1A47-48F1-8482-CFFC31433C78 (resized).jpeg3540520F-1A47-48F1-8482-CFFC31433C78 (resized).jpeg
#3679 3 years ago
Quoted from cyberkryten:

Thanks, I was hoping for soemthing that didn't involve disassembling the whole thing. I guess this is just a less extreme version of what Stern have actually done by removing the end of it?

Yep. Unless you can get a file at it through the side opening in VUK while the playfield is up you'll need to remove the assembly to use the file, but if you file a good taper into the end of that channel it should work great for you.

#3692 3 years ago
Quoted from Fezmid:

The distributor told me to reach out to Stern directly. Mailed them Thursday, received a response Friday afternoon - they are sending me the leveling kit and the subway fix, even though I've only had the subway issue impact me once (I told them that, but they're pre-emptively sending it anyway, which I thought was nice).

Wow, glad you're getting the replacement from Stern but I would be pretty disappointed in my distributor if I got that response. Mine has never hesitated to handle communication with a manufacturer on an issue for me.

#3817 3 years ago
Quoted from Fezmid:

"- Combos - remove the Right Orbit from being a combo after Left Ramp"
Does this mean Black Widow to Black Panther is no longer a combo...? Because that's my main source of combos...

Yep, lol I think we should call this one the Raymond Davidson rule

#3820 3 years ago
Quoted from Metroshica:

Sounds like I’m staying on 0.94 if I ever want to get a portal lock again. Lame.

I think there are still good combo options from both lower flippers. From the left Widow ramp maybe go for the Gauntlet ramp for a combo. For me that one has been easier than Widow-Orbit.

1 week later
#4057 3 years ago
Quoted from dougPDX:

Anyone getting crazy sanctum air balls? I hit it straight on and the ball launches all over the table.

Yep I get big air balls off the sanctum target. A few have flown all the way back and into the right outlane. I’ve started occasionally using my hand to lightly pull the top of the target forward a bit to try to angle it a bit down. That seems to help for a few days until it leans back again. When balls start air balling off it again I just pull the top of the target forward again.

I haven’t yet looked into a way to try to shim it so it stays leaning more forward. Also, I haven’t had a chance yet to install the fix kit for the disc being off level. Balls hitting the disc lip could be contributing to it also, but it does seem to get better after I pull it forward.

#4107 3 years ago

Does anyone have a tip on the best way to loosen the white plastic adjustment jam nut under the disc? I'm putting in the Stern fix for an uneven disc and one of the steps is to loosen that plastic nut but it's super tight. I don't think I can get it by hand but I also don't want to break it with a wrench. Any ideas?

Edit: Never mind. Wrench worked!!!

4A7A3C15-65D7-4D1C-B0F3-73E1A1222012 (resized).jpeg4A7A3C15-65D7-4D1C-B0F3-73E1A1222012 (resized).jpeg

#4119 3 years ago
Quoted from Kevlar:

Bumping my own post, has anyone fitted the magic levelling bush?

I put it in last night and was really happy with the result. Pretty easy install too.

Before there was a very noticeable raised lip on one side of mine and the ball would often hit it and get redirected. Playing last night after installing the fix the ball was rolling straight over the disc. Here are before and after pics from mine. Maybe still not exactly absolutely 100% flush if you measured closely but it’s pretty level now and it did the job & got my desired result of the ball now rolling straight over the disc without deflecting.

C0B21117-B9CD-4E2A-8C8C-CC45534CC9F0 (resized).jpegC0B21117-B9CD-4E2A-8C8C-CC45534CC9F0 (resized).jpegFC8A5228-CFC5-478A-AC04-22720D3BB1B5 (resized).jpegFC8A5228-CFC5-478A-AC04-22720D3BB1B5 (resized).jpeg
#4120 3 years ago

The first post holding the rubber that the ball bounces off of when it comes back down the Black Panther orbit after a weak shot had come loose/unscrewed on mine. So when the ball hit it the post was wobbling and I wasn’t getting consistent bounces from it. It was a pain to get at it but I used blue Loctite and screwed it back in. Big improvement in how the ball comes off it for me now.

Might be worth checking your post there occasionally to make sure it’s still tight.

#4125 3 years ago
Quoted from Kevlar:

Thanks Eaglepin. How exactly did it level the disc? was it just a replacement for a badly manufactured bush?

That would be my guess since that part is the only thing that changed in the process, but I don’t know for sure.

1 week later
#4322 3 years ago
Quoted from BrackAttack:

The Disc leveling kit, document number 755-7711-00
I'm stuck at step 6: "Unthread and remove the leveling jam nut." ...easier said then done!?
Is the leveling jam nut the white plastic gear looking part (it is gray in this document)? Or is it the outer silver groved ring? Either way, neither of those parts want to budge.
I wish Stern would film a video of the repair in addition to the printed instructions.
[quoted image]

It's the white plastic gear looking part. It's pretty tough to get it started turning but once you get it broken free it turns very easily. Like Peanuts suggested, using a wrench or pliers that can lightly grip between the gears and give you some leverage to turn it is probably the way to go.

When I did this fix I used channel lock pliers on mine to lightly grip between the gears and just kept adding a little bit more pressure until it broke free and turned easily. I had the same feeling/fear about breaking the part as you when I was doing it. But it ended up being fine. Once I put the channel lock pliers on it and started turning it broke free pretty quickly.

#4330 3 years ago
Quoted from Pin_Fandango:

sooooo....
I know some of you have said 'do not bother with the PF protector' but because this is my first game I went ahead and bought it.... it is here now.
I do not have the game yet, I am just getting ready for when it arrives so I am now wondering (did not think of this before):
Can the spinning disc be adjusted/elevated so it can compensate for the thickness difference once the protector is installed?

Yep, there are 15 Topic Index (Key Posts) at the top of this page for this thread. The one you need is the 4th one down. Here's a link:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/36#post-5924517

#4341 3 years ago
Quoted from colonel_caverne:

Who find this game repetitive?

Isn't every game repetitive? Pinball, video games, board games, card games. They're all repetitive, it's just a matter of whether or not you like a certain game and want to play it again.

#4359 3 years ago
Quoted from vicjw66:

Is the subway available during multi ball? I think it stays down once a multiball is started.

Quoted from colonel_caverne:

I think i don’t get yet the gem perk feature and don’t know how to use them.
I do not know yet too how to approach this game in a different way.
I always try to level up Avengers in the same time i play and complete gem modes. 3 gems is my best (even if i already all got them once) and only reached the black order MB right now
Then i have the feeling to play the same over and over as i don’t manage to go further in the game.

Yep, I love the layout on this game and I like trying the different ways people have suggested to use the gems. If you look through some of the ideas people have written in this thread try them you start to get a feel for how the gems can be used in different ways to help with score or even with getting other gems. For example, I like to get the Reality gem and put it on the drop targets first. One reason for doing that is that I like to get Mind Gem and place it on the center ramp and power it up to Level 1 to help with Soul Gem. But a lot of times when I'm trying to place the Mind Gem the ball accidentally hits the targets so the Mind Gem gets placed there instead. If I already have a gem on the drop targets then I don't have to worry about the Mind Gem getting placed there accidentally.

Reality Gem on the drop targets also helps with the time gem shots to those targets, so it's good to have it there for that reason also. Then after getting the Soul Gem I like to move the gems around. Usually time gem on center ramp though because it's easier to power up in that spot and it's very nice to have fully powered. Lots of different things to try in this game. If you're playing it the same way over and over you're missing out on a lot.

#4388 3 years ago
Quoted from MK6PIN:

While I'm in this thread, the only thing that has baffled me from a mechanical standpoint is why didn't they put a post in front of the top left flipper? Gets a bit annoying always smacking it, as I'm sure it will wear that flipper rubber down quicker than usual.
I've scratched my head, and see no fix without drilling the playfield (not gonna happen for me) or maybe finding a way to modify the wireform directly above it to secure a post (?).
Seems like a hefty endeavor...just curious if anyone else has thought about it. All of my other games w upper flippers seem to be guarded from direct ball strikes from the lower flippers (maybe there are other machines that have this same exposed config.?).
Just makes me wonder....can't imagine a post there impeding gameplay at all.....

On one of the first reveal streams on Dead Flip it was asked why there isn't a post there like on Jurassic Park and I'm pretty sure I remember correctly that Raymond Davidson responded "designer's choice". No real explanation though.

#4390 3 years ago
Quoted from Peanuts:

I'll list here all the little things that I would like to see evolve in the game code. Don't get me wrong, I love this game and, like most of us, I think the layout and the art are stellar. The rules, as they are, are also very good. But, here are my gripes:
The Musics:
Hawkeye Challenge, Victory Laps and Thanos Theme are generic tunes and aren't as epic as they should, for a quest.
Ken Hale has made some pretty good electronic tunes for Stranger Things, this style would have fit perfectly on Avengers Infinity Quest also. There's not enough variety in style and not enough tracks in AIQ, making the music package the weak point of the machine. This sounds a lot like the Stern's Jurassic Park sound package, also composed by Ken Hale (minus the John Williams original theme), which isn't a reference for me.
The Modes:
Thanos must be more present in the game. Thanos Battle mode is a great thing (when it'll return) but most of us won't see it anytime soon. There should be an intermediate, accessible mode, where he attacks the Avengers.
The Features:
The Snap of Thanos should be in the game, the direct effect on the game could be the loss of 50% of the collected Avengers.
The Main screen:
As most of us think, it looks empty. It could contains more informations and/or the collected Avengers, animated and busy in the control/trophies room.
The Quests:
Mind Gem, Time Gem, Power Gem, Reality Gem, Space Gem backgrounds are taken from the animated serie "Avengers Assemble" season 1. They look blurry, pixelated, low res and somewhat generic. Furthermore, why the same city background is used in 3 of the 6 quests? The locations should be more varied. Please add a spaceship (Q Ship), an ancient temple (Necropolis and Atlantis). There are a ton of fantastic backgrounds in the Infinity comics, drawn by artists like Mike Deodato Jr, Jim Cheung, Stefano Caselli or Leinil Francis Yu, they would fit perfectly. I'm pretty sure the animation team at Stern could also make better backgrounds than the provided ones. I love the fight and thumbnails animations. A great effort has been made on effects and particles.
Ironman Multiball:
Please insert an Inronman logo on the start screen (like Thor Multiball start screen or Dr. Strange disc feature).
The Match Screen:
It looks uninspired for me. The hulk animation and city background are already used in the Power Gem mode. The Infinity Gauntlet and a finger snap could be used here. A vertical scrolling could make appear the gauntlet. If the Gauntlet is on the arm of Thanos, no match. If it's on the Nebula's or Warlock's arm, then it matches.
The Easter Eggs:
Pip the troll could make a great Easter egg, appearing like Ed Boon in Mortal Kombat, as a popup animation.
Wanda and Vision could be another one great Easter egg opportunity.
The Voices:
I think they do the job, but why the members of the Black Order have nearly no voices?
Characters:
Where is Adam Warlock in the game?

I agree the use of music, sounds, & callouts can be improved in the game. The good news is those things are easily fixable. I think the playfield layout & shots are really great and I really like the variety of rules for gem quests, gem placements, computer grid, Thor & IM MBs, combos, etc. It's still early code and this is a proven team with Iron Maiden and Jurassic Park so I'm thinking there's a pretty good chance they're going to be delivering some good stuff in future updates. I think it's a good sign that it's taking awhile for the Thanos mode to come back. To me that's a sign that they're working to make it great instead of just rushing to get it back in the game.

Right now I agree the battle modes don't have a lot of emotion and feeling to the music and sound effects. Hopefully that will be addressed. One thing I've thought is that during the gem quest battles, Black Order Multiball, and Battle Royale the effects as they are now don't really give you a sense of urgency or a feeling that you're in the middle of a big battle. Revamping the music to make it more intense and adding sound effects to add to those modes would definitely be good. Maybe have some sound effects like crashes, explosions etc, happening in the background while the modes are running instead of only having a sound effect happen when a shot is made. Something like that would give a feeling that you're in a battle and then when a mode shot is made the sound for it could be a much bigger effect to distinguish it from the background battle sounds.

#4496 3 years ago
Quoted from Pin_Fandango:

I understand we are trying to get the best out of our games and this forum has provided lots of feedback to report and fix other issues (that affect gameplay) but if this is a defect or design flaw, should not the ramp and wire be replaced by stern???
Why do I have to go out of my way to add a piece of plastic to a $8000 dollar brand new game??? I simply can't understand this logic

Quoted from Pin_Fandango:

is this causing a gameplay issue or are we just being fuzzy about it.... has anybody considered that the ramp might have been designed like this so it makes the shot more difficult...

If some people are getting misses they don't like and this fix helps it so shots that might otherwise not make it can go through, then I don't think it's an instant leap to start thinking there's an inherent design flaw. I recall Keith or someone else saying it's not designed as an easy shot to make.

It could be in some cases that putting the acrylic in is an equivalent to using bumpers when bowling. It's going to still let the good shots go through and now some shots that wouldn't have made it before will go through. There's nothing wrong at all with anyone putting the acrylic there for any reason, but just because putting it there has the ability to improve people's success rate on the ramp doesn't mean there's a design flaw. It could be in some cases that it just makes the shot easier than it was designed (and there's nothing wrong with doing that on your machine).

And yes, of course there can be and probably are cases of machines that for whatever reason are getting a higher percentage of true rejects (due to things like game pitch, wire guide needs slight adjusting, etc.) and the acrylic will help get a better result without having to troubleshoot those things. On mine I had pitch up to about 6.8-6.9 when I first got it. After I lowered it a bit I had better success with that ramp, and that was a side benefit because it wasn't the reason I lowered the pitch. Each machine is going to be slightly different in setup and those differences can impact that shot.

I think the real test is whether or not you're getting clean shots through it frequently (and that's a relative term). There will still be many good looking shots that seem "rejected" though just because of the ramp design. On a traditional ramp a shot that looks pretty good can still make it up the ramp. A shot like that on this ramp usually isn't going to go through.

On mine I feel like the good shots I hit go through cleanly and I also get some slightly less than optimal shots that still make it around. Do I get shots that look like "rejects"? Yes, of course. But then I often immediately shoot right back at it just to test it and there are a ton of times the ball sails cleanly right through on the next attempt right after getting a rough "reject" on a shot that seemed pretty good. I interpret that as meaning the shot that seemed pretty good and got "rejected" in reality just wasn't good enough, because otherwise how to explain another shot within 15-20 seconds flying through it easily? Spin, shaker motor, and other things could have an effect also. But I'd be very surprised if this is really a design flaw.

#4502 3 years ago
Quoted from awesome1:

Yeah, I'm not trying to make the game "easier", just more consistent.
If there's a lasting mod to get the auto plunger to consistently launch a ball all the way around to the right flipper I would try that out as well. My manual plunger also only makes it about 80% of the time. I've centered both and for about 15-20 games after a "waxing" both will make it about 99% of the time. Once the game slows down a little, inconsistent on making it around. 6.8° pitch, but I've tried others.
BTW... I have also added flipper coil fans (my only pin I've ever done that on) and I do think they help with consistency with long play sessions. Does that make the game "easier" or have a "design flaw"??? I would say no to both, but could make an argument either way...

Yep I agree. There will definitely be instances like yours where it gets it to the right consistency. I put the flipper fans on mine to. I think they make a big difference when playing longer than an hour.

#4579 3 years ago
Quoted from Onwallst:So I need help. Last night I installed my topper I ordered from Nitro Pinball last week. The pink stone all the way to right seems to work fine in attract mod but is nearly always on when playing the game. It doesn’t appear to match the game stones. Also lately it wants to serve two balls into the shooter lane randomly. It is doing it more and more? Thoughts? Running.95 code. Thanks for the help.

Maybe check the switch in your shooter lane to see if it needs adjusting. I think if a ball gets sent into the shooter lane but that switch doesn't register then the game will think there isn't a ball in the lane and will send another one.

#4642 3 years ago
Quoted from Ryancaseystudio:

Anyone having issues with their Auto Launch assembly getting weak during a game? I have maybe 750 games on my pro. When I get a couple of games in and I hit a multi ball it can only shoot the balls to the bottom of the ramp by Cap. Wondering if I need to replace the Diode already? Seems pretty early to have something like this wear out so quickly.

I had a similar problem with my Jurassic park once. The power from the auto launch got really weak. I pushed & wiggled on all the wiring connections from the auto launch coil to the board. Something must have been a bit loose and causing the problem because after I did that the launch power returned back to normal and it's been fine ever since. It had been like yours for a couple days where I'd play a few games and it was fine but then it would start to get weaker.

#4812 3 years ago
Quoted from cooked71:

Ok, the Soul Gem putting the first shot on the right loop is starting to piss me off. If you don’t nail that first shot on first attempt it’s very difficult to retain control quickly enough without losing too many shots. What’s everyone’s strategy getting the ball to the left flipper from the lockout?
How do Pro’s start Soul Gem if it’s not through the subway?

Put the first shot up the Black Widow ramp and the ball is delivered to the left flipper for the orbit shot on the next flip. Whether it’s the first shot of the mode or the fourth shot of the mode the shot has to be made at some point. If you aren’t winning Soul Gem often, then just keep at it and you’ll start getting it. And play the challenge mode sometimes also. It’s been posted fairly often that playing that mode is really good practice for hitting the various shots in the game. Using one flip up the fairly easy Black Widow ramp to get it to the left flipper shouldn’t be a deal breaker for winning Soul Gem.

#4820 3 years ago
Quoted from bossk4hire:

I ordered a set too! But I only comes with 2 fans and this table has three. Are folks only having issues with the bottom flippers and not the top?

I have the fans on only the bottom flippers. I'm sure there's probably fade with the upper flipper also but it hasn't impacted gameplay for me so having just the two fans has worked well for me.

1 week later
#5072 3 years ago
Quoted from Jediturtle:

That rubber is just enough to bounce most balls perfectly into the center drain instead of my flipper. I need to pull mine apart and see if there is any room for adjustment on those posts, otherwise I might need to replace them with the cliffy/post rubber style posts instead of rings. The way that lane guide is shaped, it seems clear that they should be feeding clean to the right flipper, but those rubbers peak out JUST enough to screw you over. Anyone else with the same issue, or is it just me?

I had the same issue on mine, then I checked that post and realized it was pretty loose, which meant it was giving a little when the ball hit it so the ball wasn't bouncing off it strongly enough. I used blue loctite on the post and re-tightened it and now the ball usually bounces nicely over to the left flipper. My SDTMs from it have almost disappeared since tightening that post.

#5079 3 years ago
Quoted from bossk4hire:

Which post are you all talking about? I can't picture it, I'm at work hahaha.

This one at the entrance to the orbit.

9A6125A4-8E32-4DA1-A350-469268A0A078 (resized).jpeg9A6125A4-8E32-4DA1-A350-469268A0A078 (resized).jpeg
#5162 3 years ago

Am I missing something in Mind Gem? When I complete the three cycles of Mind Gem while in Iron Man multiball, the finishing shot at the Sanctum won’t light up until Iron Man multiball is over, and if I hit Sanctum while still in IMMB it doesn’t credit the finishing shot. Then once MB is over the Sanctum shot lights and I have to hit it. I’ve lost a lot of balls because of drains going for that shot after IMMB is over. Seems like the finishing shot should light while still in mb.

#5175 3 years ago
Quoted from Eightball88:

I swear I’ve made the final shot at the sanctum during IM mb, but I’ll pay attention now.

Hmmm. I just tested it with glass off and the Sanctum shot did finish Mind Gem while still in Iron Man MB. I swear though there have been many times when I finished all Mind Gem shots while in IMMB so that only Sanctum should be left, and while still in MB I hit the Sanctum target but then the finishing shot lights up when back in single ball play.

#5199 3 years ago
Quoted from hawkmoon:

I have a question for you owners,I've been reading your posts about game play and strategies so I can learn about play when my pin arrives!! I've not read anything about team-ups to defeat Thanos?? Is it possible to team up Avengers to defeat Thanos?? Thanks!!

No team-up or co-op play in the current code, and they haven't given any hints or indications on whether or not it might be in future code.

#5292 3 years ago
Quoted from Deyanks98:

What's the best way to power up each Avenger just keep hitting their shots over and over? So it's best to place the soul gem on the same person you have a power gem on is that right? 200 million in one shot that's crazy to me. Also how do you keep track of which power level each avenger is at? Does the screen show it as I'll be honest I barely look up in this pin. Thanks for the advice and the things others have mentioned. Definitely helpful.

1) Hitting the Avenger shots is the main way to power them up (I think mystery awards can power them up also).
2) You can't place two gems on the same spot. But you could have the Power gem on an Avenger and power up that Avenger, and then use the Space Gem or Change Gems to move the Soul gem to that spot after the Avenger is powered up.
3) The main screen shows the powered up status for each Avenger. There are icons on the main screen for each one telling you how many shots/spins/pops/completions remain until the next level of power for each one.

This is a good site to read the rules:
http://tiltforums.com/t/avengers-infinity-quest-rulesheet/6740

#5299 3 years ago
Quoted from bocce:

Bowen tutorial

Lol his description of how trophies work.

#5312 3 years ago
Quoted from atrainn:

I set my AIQ up last night, this game is fantastic! I might be my favorite Elwin, it's only been a day so it's hard to say right now. Are rejects from the center ramp plastic piece common? I have had numerous shots hit the edge of that piece and get totally rejected. I also think my portal needs some adjustment. It randomly stops raising at times, and doesn't fully raise itself often.

I've had shots reject off that plastic above the Black Widow ramp on mine. If I remember correctly, it happened a fair amount when I had pitch set higher. I lowered the pitch slightly and now it doesn't happen very often.

#5316 3 years ago
Quoted from dougPDX:

Received my Disk Leveling Bushing kit from Stern yesterday - any advise or other pointers from anyone who has already done this repair?

I installed it on mine and it was a pretty straightforward job. The only part that caused any thinking was unscrewing the white plastic nut. Didn't want to use too much force and break it. It was a bit tough to get it to release but once it did everything was easy. I just used pliers and gently applied pressure until it released. Everything else was straightforward and pretty easy.

#5381 3 years ago
Quoted from lockeness:

I’ve posted here before as I am now having autoplunger issues. Everyone has been helpful with ideas, and I will readily admit, I have not done all the detailed analysis of taking videos and bending the auto plunger, etc. up until about a week ago, it was fine. could it be mechanical? Failure of the auto plunger whatever it’s technically called?

Could be a variety of factors. The best way to evaluate it is what you already mentioned by taking video and seeing if the prongs of the auto launch are lined up on the ball to push it straight out.

Mine hadn’t had issues since I’ve owned it until about a week ago. Then I noticed the ball was veering left a bit just before it left the shooter ramp and entered the orbit. That meant it was hitting the left wall of the orbit and losing power. So I experimented with using the leaf adjustment tool to lift up the left side of the shooter ramp. It instantly worked great, but then after several games the ball started veering left again. So I put something under the left side of the shooter ramp as a shim to put pressure on it from below. It’s worked great since then and seems to be staying consistent again after 3 days of playing. Here are pics of what I did.

A4A2A765-44F3-4CF1-B8F2-015CBD0D4D3F (resized).jpegA4A2A765-44F3-4CF1-B8F2-015CBD0D4D3F (resized).jpeg3DF70D62-1E8B-4C54-AC00-827593C921D0 (resized).jpeg3DF70D62-1E8B-4C54-AC00-827593C921D0 (resized).jpeg6282DB4A-8D37-4EDC-9875-F205233EAD49 (resized).jpeg6282DB4A-8D37-4EDC-9875-F205233EAD49 (resized).jpeg
#5387 3 years ago
Quoted from lockeness:

Thanks for the help. A lego fix is at high end of my technical competence so I will investigate. The ball does rattle around a bit. I guess I’ve just been lazy. I kind of think that for what we have paid something like this should just work.

Lol, yep a Lego block with a cabinet bumper on top of it. The block alone wasn't quite tall enough to work.

#5393 3 years ago
Quoted from Jediturtle:

Does anyone know if the Stern lit shooter rod came and went already, or has it still not been made available? I have only seen a quick flash of it, but is it basically the JP rod in clear without the mosquito in it? RGB lighting then?

Shooter rod hasn't seen the light of day yet. Still waiting on it to start shipping. No details on it other than the initial accessories video Stern released when the game was revealed.

#5395 3 years ago
Quoted from Jediturtle:

Just watched the video again. Definitely looks like a clear version of the JP shooter. That's not a bad thing, but they only showed white light, and that would be a bummer. It should cycle between the six gem colors. Maybe that is why there is such a delay. Probably wishful thinking on my part.

Yep it would definitely be nice if it can do different colors for each gem.

#5539 3 years ago
Quoted from dougPDX:

I am pretty sure that when my game was new, a portal lock ball indexed over the the position closest to the eject. Now a portal lock stops in the middle. Which is the correct position?

On latest code the first portal lock rests in the middle.

#5591 3 years ago
Quoted from bocce:

Yeah, that's weird. Level 2 will collect all lit shots which works great for finishing reality quest in one button push or victory laps. But if you use it for soul it will only spot one shot.

Yep, a Level 2 Mind Gem lets you collect all lit shots one time. If you use a Level 2 Mind Gem during the Soul Gem mode, then technically it is still collecting all lit shots for that one use. It's just that during Soul Gem only one shot at a time is lit, so when you use the Level 2 Mind Gem you're only getting use out of it for the one shot that was lit when you hit the button.

#5637 3 years ago
Quoted from PinballHaven:

My one week old premium does this frequently, and I can see the balls are not together in the subway. Also sometimes does not recognize a drain and then goes ball search after a bit and gives me those two subway portal lock balls to play when it should be moving to the next ball or ending the game. I think there s a software problem in the .99 code...........subway moves balls properly with spacing but the game is losing track of them.

I don't think it's a code issue. Mine hasn't had any issues with it. The type of behavior you're describing is often caused by an issue with an opto. Maybe check the trough and subway optos to make sure they're connected and registering properly in switch test. Make sure when you trigger each opto that it's the one being registered in switch test instead of an unexpected opto showing up (which would be the result of the wrong opto wiring being hooked up to it).

#5656 3 years ago

I like the new hard level for Soul Gem. I just used it and hit the first four shots pretty quick, used L1 Mind gem for three shots, then got the Tower right away & finished with 20 flips remaining. Got 200,250,000 for it. Captain Marvel hurry up is fun too.

#5664 3 years ago
Quoted from Eightball88:

I feel sheepish asking this here since I’ve had the game since November but...what is the CM hurry up and how does it work? Has it always been there and I just didn’t notice?

It wasn't in there before, it's new for this update. I don't know the details on how it works (how many shots it takes to start it), but I hit the CM ramp a few times and then the Black Widow and CM shot inserts lit up similar to how the Black Panther arrow lights for a combo jackpot. I then hit both the Black Widow and CM shots back to back right away after they lit and got about 10M out of it. Seems to take a certain number of CM shots to start it, but I don't know how many. I think it may have said how many shots it takes on the screen when the CM shot was hit but I wasn't able to take a good look at it.

#5683 3 years ago
Quoted from DylanFan71:

Was the Marvel logo with the Avengers on the sides always in the game during attract? Looks great!

It's new in this update. I really like it too!!!

#5684 3 years ago
Quoted from mrgregb123:

So let's take the most fun game I own - Deadpool, and least fun game I own, Avengers: IQ and compare my audits.....
*DeadPool*
Ball played: 7331
Ball saved: 1720 (23%)
Right drains: 1040 (14%)
Center drains: 5616 (77%)
Left drains: 675 (9%)
*Avengers*
Balls played: 1924
Balls saved: 600 (31%)
Right drains: 502 (26%)
Center drains: 957 (50%)
Left drains: 465 (24%)
My games gets played by both me (70%) and my kids (30%) so these numbers represent a good variety of skill levels. Matches up with all anecdotes - Avengers IS an outlane drain monster. Both games have outlanes set at factory settings. Both have the inlane post rubbers removed.
BTW - I've found that turning slingshot power all the way up to 64 is the best no-drain setting. At the lowest setting, they actually seem to aim the ball into the outlane. At 64, they overshoot the outlane area far more often.

I thought this is an interesting way to analyze it, so I just checked my percentages on Jurassic Park vs. Avengers (both at factory settings)
JP2 (12,449 total drains)
Left 17.4%
Center 58.4%
Right 24.2%

AIQ (4,072 total drains)
Left 21.1%
Center 55.1%
Right 23.8%

So, for me, my AIQ is playing pretty similarly to my JP2. I love both games. Like awesome1 said it's all personal preference. I don't care so much about where the ball is draining as I do about whether or not I like the layout of the shots, the rules & objectives of the game, and if it seems to be a fair & fun game. For me I check the "Yes" box on all three of those things, but it's just my preference. I had STTNG previously and those outlanes were hard also but it didn't bother me because I thought it was a fun game.

#5694 3 years ago
Quoted from mrgregb123:

If anyone feels it might be interesting, I'll get the numbers for a few others to provide variety...some older SAM Sterns and Williams games and see how they compare. ST:TNG did have shitty outlanes (especially the right) so when the ball gets over there, it's going out. BUT, because the playfield is wider and the geometry is more forgiving than AIQ, it's not such a drain monster.
For me I much prefer a game that favors center drains because in multiball especially, it's hard to watch the outlanes. Avengers is the only game where I've routinely lost 5-6 balls all at once at the outlanes. I laugh. Can't even get mad. But yeah, it's an absolute outlane drain machine.
EDIT - Here are the numbers for a bunch of other games I own. All at factory outlanes, etc. I offered a reason why I included each game.
Center vs. Outlanes Draining
Lord of the Rings - Super long ball times
L: 20% R: 14% C: 66%
Iron Maiden - Another Elwin game
L: 25% R: 24% C: 51%
Metallica - Stern favorite
L: 14% R: 18% C: 68%
Medieval Madness - All-time favorite
L: 14% R: 19% C: 67%
Dr. Dude - Nortorious center drain monster due to top ball exit
L: 17% R: 13% C: 70%
Addams Family - Most popular classic
L: 19% R: 17% C: 64%
I'm no expert but it's safe to safe Elwin's games specifically are designed to funnel balls to the outlanes. I love Iron Maiden, which goes to show that you can still make a fun game that favors the outlanes as much as the center.

I think you just touched on the difference between games with 2 flippers vs games with 3 flippers. A lot of the non-Elwin games you’re citing only have 2 flippers. Additional flippers create side to side bounces on missed shots and those bounces often lead to the outlanes. I just checked the audits on my POTC. It doesn’t seem to have the same drain stats and there doesn’t seem to be a good way to get a percentage from the stats it has. But I know there are a lot of outlane drains in that game. I’d be really surprised if the outlane drain percentages on it are lower than JP2, AIQ, or IM.

Again, it all comes down to personal preference and you like what you like. Nothing wrong with that at all. But if you’re going to compare games to make a point about a designer then it seems like the comparisons should have similar flipper setups. I have no idea for sure if other 3 flipper games would have similar stats to the games you listed, but my guess is they’d be closer in stats to JP2, AIQ, and IM.

#5699 3 years ago
Quoted from LargemouthAss:

Unboxed my Premium yesterday and so far it is a blast. I keep getting balls stuck at the end of the CM shot. I removed a washer from the post at the end and that did not help. Any idea how to fix this? Game is at 6.5 pitch.
[quoted image]

Had this on mine also. The end of it has a couple rough bumps that can hold the ball up. I took the wire off and tried to bend the end down by hand a bit. It helped. I haven't had any balls hang up there any more. I don't know if that bump also might have now worn down a bit over time. You could also try adding a washer to the connection point further up the line. In addition to removing a washer at that spot like you mentioned, adding one at the spot further up might give it a slight bit more angle down also. I don't know if it would help though. Just spitballing an idea.

#5739 3 years ago
Quoted from nicoga3000:

I always go for the gem that let's you collect shots with the action button first. And stack in Thor multiball so that I stand a better chance at completing it!
On that, if I use the action button to collect a shot, how do I recharge the action button use?

To recharge the Mind Gem, you have to level up the Avenger it's on or use the Space Gem or "Change Gems" to move it to a different Avenger that's been collected. For example, if Mind Gem is on an Avenger that's been collected and you use it up then hitting shots to power up that Avenger to Level 1 will recharge it and give you Level 1 Mind Gem power (3 uses on the best shot available).

#5889 3 years ago
Quoted from RC_like_the_cola:

It seems like there is one generic call out that says "entrust an avenger with the infinity stone" and then there are specific ones that say "choose an avenger to entrust the space gem to". Maybe just remove the generic one from rotation and problem solved?

Lol, I alternately call them stones and gems when I talk about them so I guess to me the callouts seem normal

#5962 3 years ago
Quoted from V8haha:

I’m having difficulty down loading the latest code. Normally the files are zip files i down load them then once down loaded i can click on the file and drag each folder onto my USB.
However now when i down load it won’t allow me to open the file i don’t have an application with the ability to open it.
Do i just drag the file onto the USB and I’m good to go? No need to open up and drag each file separately anymore?
Thanks

Yes, the download files are .spk and they are not in a zip. So just drag them to USB and update.

#6048 3 years ago
Quoted from Pinballnewb01:

Hi Guys,
I see a lot of comments about the Captain Marvel ramp rejecting shots.
My "fix" was waxing the playfield and then after each +/-100 games putting some extra wax in front of the CM ramp.
Just my 2 cents.

I waxed mine for the first time last weekend (it was way overdue for it). The game is playing like a rocket ship now! So much fun with how much faster the ball is zipping through all the shots. My CM shots are going so fast through it now that sometimes the ball is hitting the end of the wire form above the inlane and bouncing back a couple inches before rolling back to the end to drop down. When super combos are running getting that super combo sound effect with the extra speed of the shots on the waxed playfield is a rush.

1 week later
#6194 3 years ago
Quoted from jandrea95:

Surprised this hasnt been brought up more frequently. Anyone have a solution for this? I did take a slow mo video if it helps, but basically the ball hits the end of the wireform, and goes where it wants to go. Mine only feeds the upper flipper clean about 50 percent of the time.

On mine it was a pretty simple tweak. Just loosened the nut holding the wireform, slightly moved it to adjust where the ball drops by a fraction of an inch, and re-tightened the nut to hold it in that spot. After doing that slight adjustment mine feeds very cleanly 90%+ of the time now.

#6234 3 years ago
Quoted from chuckwurt:

Any rules nerds in here?
So I have the mind gem on a level 2 avenger.
Start a 3x gem quest, add iron man and Thor. Got all kinds of craziness going on. I hit the lock bar button. I get all lit shots awarded at their multiplied values?

I thought Thor and Iron Man couldn't be run together, but other than that yes I think with Mind Gem on L2 you get all lit shots at current values when you press it.

#6240 3 years ago
Quoted from awesome1:

I believe multiplied values are collected... I have used an L2 Mind Gem in Reality Gem quest... spin the disk to get the 7x multiplier and hit the Boom button!!!

I got about 93M for a button push: L2 Mind Gem, 3x scoring from 2 portal locks, Iron Man MB running with jackpot ready, spin the disc & press the button.

#6256 3 years ago
Quoted from jandrea95:

Having issues with my new topper. Didn’t come with instructions. [quoted image]

Congratulations! Not a very deep game though. Really only two modes: 1) I'm tired, and 2) I'm hungry

Wizard mode is you trying to get enough rest to semi-function.

#6279 3 years ago
Quoted from chuckwurt:

This pretty much guarantees me getting a pro unfortunately. I’ve had enough of dialing in a ramp shot for 10 lifetimes. Haha

If you have a chance to play a machine with the loop Captain Marvel ramp maybe try it out before deciding, but if you're main concern in the decision is reliability of that ramp and whether or not you'll have to tinker with it then I'd say go for it. I still smile every time I hit that shot because I think it's such a fun and unique shot. Mine hasn't taken any dialing in. Some people have had issues with it but I'd guess there are also many who haven't or who have only had to make small tweaks. And any issues seem to be mainly alignment related. There isn't a mech that you're trying to get to work along with it (*cough*TK Lock*cough). If I had to bet on it I'd say someone getting it shouldn't have much trouble with it though.

#6304 3 years ago
Quoted from chuckwurt:

Pretty sure the code is the same on both games, but I could be wrong.

There are a couple differences in code for the Captain Marvel shot. Tiltforums rule sheet has a good summary of it:
1) Go Binary - no shot multiplier on pro, up to 5x on prem/LE
2) Soul Gem Jackpot - Captain Marvel on Premium/LE is double scoring so essentially 100% quest value.

#6309 3 years ago
Quoted from chuckwurt:

I don’t want to spend hours dialing in a shot again. Haha.
I don’t know what going binary means sorry.

It's the name for the Black Widow/Captain Marvel hurry up shot. I believe it's in the pro but I think the difference is you only get points and don't get a Captain Marvel shot multiplier awarded as part of making it.

#6327 3 years ago
Quoted from awesome1:

Hmmm... I'm pretty sure I've had Captain Marvel higher than 5X... maybe I had the Reality Gem placed on CM and it was including that?

Yep I think Reality gem would multiply the base 5x max of the Captain Marvel multiplier.

#6352 3 years ago
Quoted from dougPDX:

For balls coming back down the Black Panther loop, where do they drop on your machines? I get far too many SDTM. Sometimes it kicks over to the left flipper, sometimes it catches the right. Seems like it should be a consistent drop to the left flipper...

Do you have a pro or premium? Pro should return to right flipper with no bounce. Premium should kick off the post at the entrance to the orbit and bounce reliably over to the left flipper. If it's an inconsistent or weak bounce check to make sure that post is screwed in tight. Mine was inconsistent like yours with many drains SDTM and I found that the post was loose and a bit wobbly. That meant when the ball hit it the post would give, so the ball didn't bounce consistently or strong off of it. I took the post out, put some blue loctite on it and screwed it back in and it's been reliable to the left flipper ever since.

#6391 3 years ago
Quoted from Tekblade:

Thanks so much for the information. I have browsed pinball life and see many coil stops. Not to sound dumb, but I assume the "classic stern" coil stops are the ones I need as I didn't see any other stern coil stops there. I assume these aren't the same as already in my machine.
I looked at the parts reference in the manual to determine if I need the #6 or #6 and #8 coil stops, but the parts reference doesn't show the screw size. Which size do we have on AIG Pro, 6 or 8?
EDIT: posted too soon, what size coil sleeves are AIG PRO, flanged or "regular"? sorry for my ignorance...
Any info is appreciated!

Page 45 of the game manual lists the coil sleeves as part #545-5388-00. You can search that part number on Pinball Life.

https://sternpinball.com/wp-content/uploads/2020/09/AvengersInfinity_Pro_web.pdf

1 week later
#6430 3 years ago

I'm still loving this game. I finally put up a couple 1B+ point games in the past few days, but I didn't even make it to Battle Royale in any of them so I still have more work to do!!!

#6459 3 years ago
Quoted from CashMoney:

Agreed on the audio and callouts.
Out of all of the games in my collection, I just keep coming back to this game. Its easily the best Elwin game to date with the rules/code and layout.

Audio and callouts definitely have room for improvement but for the most part it doesn't impact game play enjoyment for me... except I think for one area that I'd still like to see improved. When I'm in IM or Thor multiball and finish a gem quest it's still sometimes hard for me to tell when the gem quest has been completed. I'd still like to see something that does a better job of letting me know during IM or Thor multiball that the gem quest is done. The shots, layout, rules, & gem strategy are so great though!

#6486 3 years ago
Quoted from Aniraf:

Has anyone noticed that locking two balls in the subway results in a ball search and unnecessary multi-ball in the new code? It could be a switch issue but I've seen it on two machines now.

Hasn't happened on mine and I've played a decent amount since the latest code dropped. My guess would be it isn't code related.

#6499 3 years ago

Random question about strategy: If you get a super jackpot in Black Order MB and then at some point after that use the Soul Gem to keep BOMB going do you have to get another super JP to avoid losing the Soul Gem or does the first SJP you get mean you won’t lose it if you don’t get another SJP?

#6512 3 years ago
Quoted from WJxxxx:

Finally got round to downloading latest code and gave it a whirl last night.
I had earned the Soul Gem and then reached BOmb. Drained down to 1 ball, and while the grace timer was counting down used the Action button for an the add a ball. Then managed to make the SJp but when I drained down to single ball play I had lost the Soul Gem (got it back by completing Battle Royale).
On the same game I activated the change gems late in the game (I had 5 gems) as the ball came from the side ramp it jumped the up-post (Pro). As I was trying to both keep the ball alive and place the gems where I wanted I ran out of time. When I got control back of the ball I looked to see where the gems had been placed and the Time Gem was nowhere on the playfield, and there were 2 unlit shots.
I then lit, started (It only offered me that mode as an option) and completed the last gem mode and when I came to place it there were 2 available spaces.
After placing it, I then got Battle Thanos lit - which awarded 1,000,000 indicating that all 6 gems were indeed collected.
What happened to my Time gem in that interim period?

Yeah neither of those scenarios make much sense. Seems like you should have kept your Soul Gem for making the super and it's odd that there were two spots unlit but it still apparently somehow had kept track of you possessing the other gem since it gave you the 1B bonus. Did you happen to see if all the gems were lit at the bottom of the screen? Might be good to send an e-mail to Stern's bug report so they can check it out. Well done getting the gems and 1B bonus though!!!

#6514 3 years ago
Quoted from WJxxxx:

It was definitely the SJP.
FWIW I think completing Black Order is far harder than completing Battle Royale (I can't recall a time when I haven't completed BR having got to it). Having to hit the side ramp for the JP to even light the disc for spins is tricky enough in mb, then to have to hit the tight CA shot can be so frustrating - especially as you can't use the mind gem on it.

I thought you were supposed to be able to use mind gem on the BOMB super. There was a note in the 1.00 code Read Me that said: "Black Order Multiball - fixed an issue where Mind Gem would not spot Super Jackpot shot".

I haven't been able to pull it off yet, but I've been trying to play so I have Mind Gem at Level 1 when I get to BOMB so I can use it on the inner loop JP and the the CA SJP. But I always seem to overshoot and get Mind Gem to Level 2 or I drain and it goes back down to collected right as I'm about to start it (and I can't seem to power it up again to Level 1 without hitting it into the hole accidentally before I get it back to L1). So I guess if Mind Gem isn't really available to collect the SJP I need a new plan

#6516 3 years ago
Quoted from Pin_Fandango:

Those are not bad ideas.
What I do not like about the game is the possibility of choosing which gems you want to get first.
To me this makes the game repetitive because I would try to work and practice on a specific gem and try to build a strategy.
It takes all the randomness of the game away, because the only way to build a strategy is by practicing to see if it works.
Now the game adds to layers to it, gem selection and gem placement.
This means that someone more experienced, will find shortcuts or better strategies = boring and unfair. It is like knowing the answers before taking a exam.
Modes should be random, not selectable.
This will make Each different and the gems should be fought in random orders and not in an order that can be selected by the player.
I think the only input should give is the gem location, and that is already excessive.
Everything else is too much. The game is overly complicated and its repetitiveness in search of a ‘strategy’ is something I am not interested in when I play pinball.
The game needs more randomness in my opinion. It tries too hard to be a ‘mke your own adventure’ but it actually makes it very repetitive and predictable.
Get 2 gems, get soul gem, defend gem, rinse and repeat.
At the moment it is my least played pin and I only have 2. I find Stranger Things to be leaps and bounds more fun.
I will probably put it on the chopping board soon if the next Stern is a title I like.

I see what you're saying but I think it's all in how each person approaches it, and I think the good thing about the game is that it can be played many different ways by different people with no real wrong answer in what strategy to use. I fall into the habit of trying to get Mind Gem first, but I like to play it in single ball play and save my portal locks to use on other gems. So if I end up having a portal lock for my first gem quest I switch it up and go for a different gem instead.

Lately I've started to sprinkle in going for the Captain Marvel binary multiplier more, and also placing the power or reality gem on CM and using it in combos. I've also started to let balls drain at the start of multiball and use manual plunge to get them into the pops to build up the Captain America level.

But yes it's very easy to fall into a habit of trying to play the game the same way every time. That's just human nature. But in the past couple weeks I've had a lot of games over 600M (including two over 1B) where I didn't even make it to Battle Royal and used different strategies so I think there are a lot of ways to approach it.

#6519 3 years ago
Quoted from Jediturtle:

Co-op could be implemented in some interesting ways. I know it's more Dwight's style than Keith's, but a character selection could add an interesting twist, even if only in a co-op mode. Have the collectible Avengers be the character choices. Maybe have the one you picked start automatically leveled up to "collected" (or some different minor perk each). Other players would have to pick different characters. Would add some different strategy to what gems you go after when, and how to place them.

Seems like co-op might even work well enough without needing each player to select a character. Just make it so all gem possession and placement carries over to each player from ball to ball and that could be fun enough for progressing through it.

#6520 3 years ago
Quoted from Jecco74:

Has anyone changed the flipper coils out for something stronger? Any recommendations? I have them turned up all the way and they seem a little weak.
Love this pin. Its not leaving my collection.

Maybe try waxing your playfield. I'd played it a ton but it was the first time I'd waxed this machine and I was blown away at how much faster the game was afterwards. Also of course try lowering pitch if you have it set way up.

#6523 3 years ago
Quoted from zacaj:

Yeah, this nags at me too. I do appreciate that it seems to select a random quest when you start one? So if you don't look at the screen and just hit the button you can at least get something random. I find I enjoy the game much more when I take whatever random gem it defaults to rather than choosing my own, because if I do I end up choosing the exact same gems and playing the same modes with the same positionings every time

There are different ways to approach it, but for a single person's playstyle, whatever it may be, I feel like they're always going to get stuck in some 'optimal' (for them) path of how they try to play it. The game could do more to prevent that, it's not just some unfightable aspect of human nature.

Yep I agree players will gravitate toward a path that fits their play style, but I think the good thing about this game is that it offers choices and variety that accommodate a really wide range of styles so a lot of players can enjoy it however they want to attack it. No game is going to appeal to 100% of players. I think the best thing a game can do is give players a variety of good, fun choices for what to go after with balanced scoring so that it's really up to the player to choose how to proceed. The variety & choices are there if they want them and if they don't want them then they can play it the same way each time and there isn't anything wrong with that either.

#6527 3 years ago
Quoted from Pin_Fandango:

that is exactly my point.
I am not interested in following other peoples strategy, that not only makes the point of selecting a path moot but makes it boring as you tend to repeat the same path over and over.
Putting the hours to become better can be done and should be done like it always has been done in pinball, with skill and ball control by following the games randomness and not by manually triggering a sequence through an options menu that could lead to bigger rewards in a shorter ball time.
This puts a less experienced player at a huge disadvantage and it has nothing to do with actual pinball skill, it is simply exploiting the scoring system through the ruleset and taking the easiest path or better strategy. To me, manually selecting modes is the equivalent of removing the glass and pushing switches with my fingers.
It is not fair unless all players know the strategies available and that is not what pinball is about.
Pinball should be an approachable game that can be learned in matter of minutes/hours, not months.

Yeah but then wouldn't we be getting back to the style of games that were build in the past, which were absolutely fun games but which weren't as deep? I get what you're saying, but it seems like it applies way more toward competitive pinball than stepping up and playing a game for fun or owning a machine at home that's going to hold interest for a longer time because of it's depth.

But even in competitive pinball aren't there going to be times where someone hasn't played a machine as much as the opponent and so is at a bit of a disadvantage, even for an older less complex game? And how would you ever eliminate that except by making all games much more simple in rules or by (*shudder*) making them all very, very similar in rules. It seems like making a game so it's easy for a person to step right up and not be at any disadvantage to someone who's played it before might just result in that game not holding interest very long for a decent segment of the market.

#6528 3 years ago
Quoted from LargemouthAss:

Get the pinmonk flipper fan kit. It fixes this problem. The coils get hot after a few games and lose power, the fans keep the coil cool.

I added these to mine also. I found that after playing for about 45 minutes to an hour straight my flippers were losing power and since adding these fans that doesn't happen anymore.

#6532 3 years ago
Quoted from Pin_Fandango:

Nope, I do not prefer that era... I enjoy them for what they are.
Choice is great, but the choice should be at random... selected randomly every time, not by player but by the computer. You still have your 'multiple paths' and multiple ways to play it, but randomly. To me that is way more fun that a selectable option.
Otherwise, as already mentioned before, the player tends to follow one path and it defeats the purpose of 'choice'

If true choice is available (with similar potential for big scores from many different ways of playing) and the player only tends to follow one path then I don't see that as being the fault of the game or something the game needs to correct. I guess I look at it this way:

1) If it's designed so the first mode shown to play on the screen is random, then the player can either press the button to play that randomly selected mode or make a choice to change it. But either way, with it designed this way both styles of player can get what they want.

2) If it's designed so the mode to play is only randomly chosen by the computer then there really isn't any "choice" involved for the player. Players who like completely random computer selection will be happy but players who want a bit more freedom & strategy won't like it as much and they won't have any option to play the way they would prefer.

So #1 enables both styles of play while #2 limits it to only one style. I think why limit it? Again though, it's all personal preference and some games are more suited to what someone likes than others. No game will appeal to 100% of players so it's good that there are a lot of machines with different layouts and rule sets to choose from.

There are definitely games out there that many people like that I don't like, but I wouldn't suggest changing the rules on those games. I'd just find a game I like better.

#6555 3 years ago

Anyone noticed an... um... well I'll avoid swearing and just say "unfortunate" bug with the Extra Ball award? Just happened to me again which makes it twice in the past week I've had games over 1B going and while I'm playing my last ball I get an extra ball awarded (not just lit, it's awarded). However, while the extra ball animation is still playing my ball in play drains and the game ends instead of giving me an extra ball.

The first time it happened I hit the Sanctum target to collect it and the ball bounced back like a rocket SDTM while the extra ball animation started, but the game ended. The second time (just now) I hit the Hawkeye challenge shot to the inner loop to be granted an extra ball (not just lit) and while the animation was playing the ball came out of the pops SDTM and the game ended. I'm going to send an e-mail in to the bug report but was wondering if anyone noticed the same thing happening.

The one just now hurt a bit. I was only an Avenger collect away from Battle Royale and had all gems collected when it happened. Still a really fun game to play though!!!

Also in this game I was finally able to get into Black Order MB with Mind Gem at Level 1. I hit the button intending to collect the inner loop jackpot but it didn't seem to give it to me.

#6563 3 years ago
Quoted from WJxxxx:

In regard to the extra ball not being rewarded - I haven't noticed that issue before, but could it be that you had already reached the maximum amount of extra balls allowed from the settings, so it was only a points value awarded? There's no shortage of opportunities to achieve extra balls in different ways.

I hadn't thought of that. I just checked my settings and it was on a default of 5 extra balls max. I changed it to unlimited. I'll see if it happens again... although I'd rather not test it again by draining while an extra ball animation is playing Thanks!

#6584 3 years ago
Quoted from jacksparrow0112:

Just picked up a premium and need to level the sling ring disc to the playfield. Too high currently so ball catches on back. Looking at page 2 of the PDF and I am curious to know how to actually make the adjustment. Do the 3 small nuts need to be removed from the white plastic “adjustment jam nut” in order to loosen it? Wasn’t able to loosen by hand and didn’t want to grab the pliers before checking here first. Thanks!!
[quoted image]

The three small nuts don’t need to be removed. I used pliers on mine. I just slowly upped the force I was using until it loosened. Once you get that initial loosening it’s easy to turn by hand.

#6594 3 years ago
Quoted from jacksparrow0112:

Mechanically dialing in my new (to me) premium today. Hoping to validate some assumptions here before tinkering:
Issue 1: Low Percentage Auto Launch. Slow motion video shows a lot of back and forth rattling in shooter lane immediately at launch. Photo shows ball is not touching one side of auto launcher and fully resting on other side. Do I just bend forks of auto launcher with pliers to get even contact?
Issue 2: Uneven Sling Ring. Front of ring height is almost perfectly even with playfield but back of ring is probably 1/4” raised. Also, front of ring is basically touching playfield with zero gap, but back has a big gap. Based on what I’m reading here, besides performing the leveling PDF procedure, I should also shim the front of the ring assembly under playfield with 1-2 washers to correct the gap/level...accurate?
Issue 3: Hungry outlanes...I love ‘em because it forces me to play better. Problem is my wife hates them. I don’t want her loosing interest in game. What rubbers can I order to shrink the size of those outlanes?
Thanks in advance!!
[quoted image][quoted image][quoted image][quoted image]

Here's a link to my post with pics before and after installing the Stern fix kit for the disc not being flush with the playfield on one side similar to what you're describing. Kit worked great for mine.

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/83#post-6048506

#6630 3 years ago

Question on the pop bumpers: At times when the ball goes into the pops they start making a different sound effect and the screen shows a short countdown timer for them powering up. I'm not sure what activates this though. I've looked again through the Tiltforums rule sheet and did keyword searches in this thread but I'm not seeing any mention of it. Anyone know what that is and how it works?

#6637 3 years ago
Quoted from shaub:

From the tiltforums rulesheet, see: Shield Bonus http://tiltforums.com/t/avengers-infinity-quest-rulesheet/6740/1#heading--shieldbonus
Does that sound like what you are referring to? 15 seconds to collect?

No I’m pretty sure it’s separate from shield bonus. The screen says power up pops with about a 5 second countdown and the value showing for the pops is 3 or 4 million and increases with each hit.

#6638 3 years ago
Quoted from Eightball88:

Does it happen during the space gem quest? After an attack the pops boost quest scoring for a short time (nice touch since the attack lands the ball in the pops). They make a different sound when this is happening.

I’ll have to look to see if that’s it.

edit: Yep it looks like that's what it is. Here's what it says in Space Gem on Tiltforums: After each attack, the pop bumpers will also score some bonus points (50k per bumper, multiplied by the attack combo multiplier, for 5 seconds).

Thanks!

#6639 3 years ago
Quoted from EaglePin:

No I’m pretty sure it’s separate from shield bonus. The screen says power up pops with about a 5 second countdown and the value showing for the pops is 3 or 4 million and increases with each hit.

#6651 3 years ago
Quoted from nick_k:

I went out to check my AIQ on route and was pleasantly surprised to see it being played. It is a very casual location but I do have the regular pinheads play test at least once a week. Today I noticed the washer and nut feel off the wireform from the right ramp to the up post. I was able to find it and replace it but in my test games afterwards the feed for the Hawkeye shot was bouncing out past the disc and not directly to the upper flipper. Anybody else experience this issue? I have a feeling I need to adjust the nut and pull the wireform back farther to prevent it from hitting the lane. Picture provided as a reference for where this is occurring. This was before I replaced the nut.
[quoted image]

Yep just a slight adjustment should take care of it.

1 week later
#6726 2 years ago
Quoted from DeathHimself:

Is there a setting to have the subway empty itself upon the game ending?
Thanks

Quoted from Jkaping:

I’m having an issue with the opto in the inner orbit. It seems to be working when I remove it, but something is blocking the sensors from connecting. I’ve tried adjusting the switch every way I can and occasionally they align and the light comes in but it’s always temporary. Eventually it becomes obscured again
Has anyone else had this issue? What was the adjustment/ fix.

Not sure if you've tried this before or not, but here's an idea from when I first got mine and the inner loop optos weren't lining up:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/29#post-5909864

#6730 2 years ago
Quoted from shaub:

I feel like the proper behaviour would have been to not have allowed Marksman Difficulty (because I hadn't lost a Gem) in the first place

Since a successful Marksman shot will award the gem for a failed gem quest, a running quest, an unplayed gem quest, or give 5M points then it would seem to make sense for Marksman to be an option to select any time. If you don't fit into any of the other categories you get the 5M points.

The only "opportunity" I see for them to enhance the logic of the award would be if you'd lost a gem to Thanos in Thanos Attack.

Based on the way the current logic is worded in the Readme file I could be holding 5 gems (due to either an unplayed quest or a failed quest), hit the Marksman shot, and get awarded the 6th gem.

But if I was holding 5 gems because Thanos had taken the missing 6th gem then I would be in a situation where I had played and won all gem quests (no unplayed quests, no failed quests), so it seems like Marksman wouldn't award it to me unless I hit it while I was running the quest to get the missing gem back. It would give the 5M instead.

Quoted from shaub:

I'm guessing that the Marksman "Light Gem" award treated my Time Gem waiting to be collected as either a "Running Quest" or "Failed Quest."

I think it makes sense to say any gem quest is still active until the gem is collected. Really a quest isn't over until the gem is in your possession, and that would be why you got the Time gem for it with gem collect lit. So I think the way it played out makes sense. Just my reading of it though.

#6748 2 years ago
Quoted from Crowbass:

just curious, how many counts are people getting when they rip it? I feel I hit it pretty squarely and I'm only getting maybe 10-15

I think mine is usually about 30

#6749 2 years ago
Quoted from HookedonPinonics:

Ill have to give it a listen but every time I get into Thanos Attacks it reminds me of the Spider Man theme song. Spider Man....da na na na...Spider Man

Lol, thanks a lot. Now I'm going to have that thought running through my head every time Thanos Attacks starts!

#6759 2 years ago
Quoted from vikeking27:

Had a strange issue recently with this game I’d been running the stock balls and they got dinged up pretty quick, so I swapped them out for some BB Polaris carbon steel due to the tower magnet. After playing a few games we noticed anything but a perfect full power shot around the Captain Marvel loop (it’s a pro) - would cause the ball to hang up at the exit point. Turned out the balls had magnetized quickly and were getting stuck there. I switched back to the original stock balls and it still seems to be happening - could it be some component on the playfield has gotten magnetized as well? Got some new balls coming today to try (BC Precision carbon steel), but I haven’t had this problem in any other game with the same balls and most of my games are magnet games. Could I be arriving at the wrong conclusion about the captain marvel loop? The magnetism on the balls wasn’t strong enough to pick anything up, but it would move a spring or washer slightly…

When you say they're hung up at the exit point, what spot are you referring to? Do you mean the end of the wire right before the ball drops back down to the playfield? If so, I think that's a common hang up spot on that wire. I've adjusted mine by removing a washer from the last mounting point (where it's attached to the insane plastic). Doing that and also using very light pressure to try to just slightly bend the end of the wire gave mine just enough extra down angle that it didn't get hung up there any more.

#6762 2 years ago
Quoted from DeathHimself:

He has the pro version so I don't think it's a drop issue, but maybe just after that hairpin curve in the loop? I been trying to think what he was talking here as well lol.

Ah, yep I see now he said pro. I was just seeing the references to the CM loop and figuring it was the wire.

#6771 2 years ago
Quoted from Phantasize:

Hi everyone. I have a couple of really annoying ball hangup issue on my AIQ Premium. One of the worst is when the ball falls out of the vertical ramp, and gets stuck. This means I have to take the glass off. Happens quite often actually...
I have a feeling there is something wrong with my ramp. I am thinking the ball should not be able to fall out halfway at all?
Please see the video, here, where i demonstrate the issue.
If anyone can compare to their own ramp, i would really appreciate it.
Thank you!!

PS: Sorry for the terrible english

I just took the glass off of mine and checked it. Mine is the same where the opening is wider than the ball until about the top of the loop, but I haven't ever had it get stuck where yours is. Maybe try making a slight adjustment to the alignment of your ramp to see if that helps your shots go through?

#6831 2 years ago
Quoted from KnockerPTSD:

RANT
Ive had my premium since the first run. Ive had lots of time home with it. Im a comic nerd and i like Keith Elwin layouts.......
I cant seem to love this game. It just shoots so well thiugh. Until tonight i havent been able to put into words what i think that missing feeling is.
I think i realized its the lack of reward feeling vs the punishment feeling this game (code) provides.
Winning a gem is great and has its perks but losing any gem mode feels like a true loss. A mode doesnt time out. You win or lose. A loss however drastically changes the rest of your game. Ive never had the urge to restart a game as often as AIQ jist because i did poorly in a mode.
Then, even if you are doing well and completing gem quests, Thanos shows up to try and take them back. Defend them, ok, nothing overly satisfying imo. Lose a gem and it feels like another major punishment though. As much as i want to love AIQ the constant feeling of only having a really good game or shit one forces me to only like the game. What should have been a keeper for me will likely be gone as soon as something more desirable pops up.
Also getting to Soul gem every game gets old fast imo.

Yep it costs a lot to lose a gem quest or Thanos Attacks but the way I look at it is that it fits with the theme. You're battling to stop Thanos from snapping, so every gem he gets to keep costs a lot in that battle. The good thing is that you can still progress through all the modes with or without any of the gems and can also change the game settings if you want.

#6838 2 years ago

Watching some of the Pinclash qualifying streams I noticed a lot of people seem to have their machines set up to be able to ski jump pass pretty easily. I'm at 6.7 at the flippers and my flippers are lined up so the front edge of the bat (not the rubber) is even with the alignment hole. On mine a ski jump pass only just barely works, sometimes.

I'd ordinarily just increase pitch to test it out, but right now I'm really happy with my current setup (other than not being able to ski pass) and don't want to change it without a good reason. So I'm just curious if anyone has an idea of how much farther up in pitch I might need to go to have ski jump passes be reliable.

#6851 2 years ago

Lately I've been trying to get the 1B bonus so I've gone for Mind gem and Space gem first. Mind gem I can usually get but for some reason Space gem is the hardest of all the gems for me to collect, so I go for it early. That way if I don't win Space gem I go into Thanos Attacks (after powering up the Mind gem again) with only 2 gems (Mind & Soul) to defend and three free shots to use from the Mind gem. If I win Thanos Attacks I get my Space gem and continue on. I haven't been able to actually pull it off very often, but it's fun trying! Lots of fun ways to explore in this game!!!

#6855 2 years ago
Quoted from PinballHaven:

Space gem is most always the last gem to collect in my topper........I think portal locks and multiball hinder winning that one so I rarely try for it (I’m no where near getting all 6 ever).
If there was a timed two step process to use the space gem when in single ball where you could hit the right ramp and hold the ball with the post and then move gems more like the ant man gems shot I might try for it, strategically it’s a useless gem unless something ends up on the targets by mistake AND you don’t have a gem on black panther for me, maybe I’m not getting something.

Yep Space Gem is the one I use the least also, and I have the same problem trying to win it with more than one ball in play. I'm going to start experimenting with Space Gem to try to figure out how best to use it though. Right now I have two ideas I want to try:

1) Use it to move Mind Gem from a Level 1 spot to a Level 2 spot to immediately use Mind Gem again at L2. For example, maybe in Black Order MB have Mind gem on Hulk at L1 with Cap fully powered. Use three free Mind Gem shots, then use Space Gem to move it to Cap and immediately have it available with L2 power

2) Use it to power up Avengers after BOMB. It takes a lot of hits to collect Avengers for Battle Royale. So maybe after BOMB use space gem to move the Power Gem around through Hulk, Cap, and Widow to collect those Avengers quicker.

I'm guessing there must be some other good ways to use it too though.

#6911 2 years ago
Quoted from RhettDR:

Any of you guys have issues with the Hawkeye challenge? If I hit the loop, it always says I missed...? It seems as though something is going on there...? Am I the only one?

Check your loop opto. It's been an issue in the past, but usually pretty easily resolved. Here's what I did on mine:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/29#post-5909864

#6932 2 years ago
Quoted from TaylorVA:

Having an issue in which balls in the Portal Lock are released prior to a gem quest. Anyone else have this issue?

What else is happening when this occurs? Is there a ball already in play so it's causing a multiball before the gem quest starts?

#6942 2 years ago
Quoted from Phantasize:

Hi everyone. I have a AIQ Premium, and almost have it perfectly dialed in now. But i am experiencing 2 annoying issues, and would really like your opinion:
1: Sound distorted
The sound sounds pretty extorted at times? Its like there are some crackles one in a while. Especially when Thanos speaks in the beginng of a game. But also during some of the music. It is either distortion, or just plain poor sound quality on the music itself. I tried unplugging the sub, and then it was even more audible coming from the backbox speakers. But you can also hear it coming from the cabinet speaker. Does anyone else have this issue? I tried resetting the sound settings to default, but the crackles / distortion is still there.
2: Ball rattle in shooter lane
When i auto launch the ball, about 1 in 4 times it wont make it all the way up the ramp in the back. instead it just falls down between the pops. This is really annoying! Especially during soul gem mode. I shoot some video of it with my phone, and it seems that it happens because the ball it rattling form side to side in the shooter lane, and then on the playfield before making the turn to the left. When the ball is idle in the shooter lane, it seems to sit perfectly centered on the auto plunger arms. Any ideas?
A bad launch:
A good launch:
Another good launch:

There are a lot of posts in this forum about ideas for fixing auto launch issues if you use the Keyword Search for the forum. With the videos you posted it's difficult to tell what advice might work. If you take a video that shows the full path of the ball through the shooter lane from start to finish (maybe take the video from behind the ball) it might be easier to see what's happening.

Here's what I did on mine, and mine now gets around the ramp over 95% of the time:
https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/108#post-6152817

Every machine is a bit different though, so what worked on mine might not be what you need to do to adjust yours. Lots of good ideas in this forum though.

54B0593B-12F4-4058-8CC2-9247F6F6D4F0 (resized).jpeg54B0593B-12F4-4058-8CC2-9247F6F6D4F0 (resized).jpeg
#6966 2 years ago
Quoted from PinballHaven:

Not sure if this has been brought up before, but I realized today my marvel ramp right side front mount to the play field is not a bolt it’s just a free floating peg. Not sure if some plastic should be there? I cut a wedge out of a post rubber and fished it through the hole. Cleaned up everything and just hit the ramp about 3x my normal total (yeah I was trying for it more) and got a 58M binary champ with reality gem on marvel and my best combo total. I hope this helps others! Getting that right entrance gate further right by filling the void in that hole reduced the rattling and really changed my game.
[quoted image][quoted image]

Did you remove the guide to get the rubber in there or just push it in with the peg already in the hole?

#6973 2 years ago
Quoted from awesome1:

Where? Under the circled mounting "bolt" area? I'll have to check mine.
[quoted image]

Oh, I thought he was talking about putting the rubber in this hole

905437c760c62126589f917b99720a9a3b79ca61 (resized).jpeg905437c760c62126589f917b99720a9a3b79ca61 (resized).jpeg
#6974 2 years ago
Quoted from awesome1:

Monday night was the first time I lost ALL 6 Gems!
Time gem got away as I drained my final ball. Mind and Power I just didn't hit the final shot.
[quoted image]

And still 400M+ score. Nice!!!

#6981 2 years ago
Quoted from bsrhardy:

OK Guys and Gals,
Picked up a brand new (10 Plays) AIQ Prem. 2 issues. Dr. Strange portal not coming up. I hear that is it qualified, but no rise. #2 subway VUK not firing. Uggh. I check all the tests and did not see even a test for the VUK. Help..... Repairers Assemble..............I would love a step by step troubleshooting method. Super technical.. Solder be damned! I will prevail.
Standing by.

There are tests for these in the menu:
1) Diag/Game/Mtr (Strange Motor Test)
2) Diag/Game/Sub (Subway Lock Test)

1 week later
#7030 2 years ago

I installed the shooter rod. I like it a lot!!!

1D22B4C6-12D4-4749-8915-5567D0D02ED4 (resized).jpeg1D22B4C6-12D4-4749-8915-5567D0D02ED4 (resized).jpeg321C0288-1EF2-4665-875E-A661C31EFC52 (resized).jpeg321C0288-1EF2-4665-875E-A661C31EFC52 (resized).jpeg64396D31-5A78-4CD0-9511-9DF09FF791E2 (resized).jpeg64396D31-5A78-4CD0-9511-9DF09FF791E2 (resized).jpegC3AACB42-CAF6-494F-9845-BB21C7956228 (resized).jpegC3AACB42-CAF6-494F-9845-BB21C7956228 (resized).jpeg
#7033 2 years ago
Quoted from EaglePin:

I installed the shooter rod. I like it a lot!!!
[quoted image][quoted image][quoted image][quoted image]

So I played a quick test game with the new rod installed. I like it a lot, but I'm hoping they add more code support for it. When selecting which gem quest to play it was good. The color of the rod changed to match the color of the gem showing on screen and it changed color with each flipper press as I cycled through the gem quests on screen.

But then when the quest started the rod went unlit and stayed unlit. I played Mind Gem and Soul Gem and it was the same on both. I won the Soul Gem and it remained unlit even after winning it. Seems like it might be nice if it would stay lit as the color of the gem quest you're currently playing and then if you win the quest maybe have it start flashing until you collect it.

It also wasn't lit during Thor multiball. Might be nice to at least get some flashes for jackpots there. I'm also hoping that when you aren't in a gem quest it cycles through the colors of the gems you possess. I don't know whether or not it does that but it seems like that could be another good way to use the lit rod. Maybe also when you have a gem placed on a shot it could flash the color of that gem each time you hit that shot. Could be pretty cool with a gem placed in the pops.

Captain Marvel binary hurry up would be another good spot for it to start flashing and changing color while that hurry up is running. Again it was unlit during that.

Overall I'm happy with the rod. I think it looks really great both with the machine off and when lit up. But it would be nice to see a code update really put it into play a lot more. Seems like there's a ton they could do to integrate it with game play.

Edit: Changed "Captain America multiball" to "Thor multiball"

#7038 2 years ago
Quoted from WJxxxx:

Have I missed a multiball?

Sorry, meant Thor. Edited original post.

#7084 2 years ago
Quoted from Jlemank:

Also, i find it very difficult to hit the black panther shot and have it go up and onto the right ramp. it almost always just falls down through the pop bumpers. Is my flipper not strong enough or do i just suck at this shot?? haha.
Thank you all so much in advance for your help!
[quoted image]

For the Black Panther shots, what pitch is your machine set at and what flipper power is your left flipper set at?

For manual and auto plunger issues, there's already lots of advice in this forum for ways to try to solve its. Try keyword searching this forum for ideas. Unfortunately the cause can vary from machine to machine so you need to evaluate what's going on with your launches (use slo mo video to check it out) and then see what you need to do to get it plunging straight down the lane into the orbit.

As @schaub mentioned, just bend the wire slightly and the ball falling off will be resolved. There was also a Key Post above in the Topic Index that addresses the issue with the same advice. Good luck!

#7102 2 years ago
Quoted from unsavory:

Thanks for the feedback! Can you suggest the best method for cleaning the playfield and at what frequency? The wholesaler that I purchased it from only told me to go in and tighten everything on the playfield that has a nut or screw as they loosen in shipping.

Everything Jediturtle and awesome1 said is spot on. There really isn't a set frequency. I play about an hour or so per night and clean every 1-2 weeks.

For the general/frequent cleaning I usually do it when I start to see ball trails appear in front of the flippers. I'm using rubber on the flippers. I think silicone doesn't result in as much ball trail so if you're using silicone and playing a lot then once every week or so just spray some Wizards Mist N Shine on a microfiber and wipe down the playfield. If there are any ball trails that are tough to get I use my bare finger to rub them first and then if that doesn't get them I use Novus 1 or 2. For cleaning the flippers, standup targets, and other playfield rubbers I put some Wildcat RC-88 rubber cleaner on a rag and wipe them down. Works really well.

For less frequent (every 3-4 months) deeper cleaning I put some Novus 1 or 2 (depending on how long it's been) on the microfiber to clean the entire playfield and then I wax it with a carnauba wax as Jediturtle said. I use Mothers California Gold wax and I've been really happy with it.

#7116 2 years ago
Quoted from Fezmid:

I had an issue with my subway mech - the last finger didn't come up high enough so the opto in the trough never knew the 2nd ball was locked. I contacted Stern, they said it's a known issue and sent me a new one. It looked the same from my eyes, and after a few games, 50% of the time the same issue occurs. Better than the old one but still terrible.
I really hope Stern permanently fixes this as physical ball locks are my favorite feature in pinball.

Have you tried slightly changing the alignment of the fingers in the slot of the white trough? On mine I found that a very slight change in alignment kept the last finger from rubbing and catching on the edge of that slot. Here's what I did:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/49#post-5942919

#7213 2 years ago
Quoted from JPloof:

if this has already been discussed and if someone can point me in the right direction to earlier in the thread, most appreciated. Does anyone else have any issues when starting gem quests on the pro where the ball doesn't fall and hold with the post? Mine seems to fall and stay there to start the mode properly only about 50% of the time - so quite often I'm having to start my mode with the ball not falling to the left and holding properly - instead it falls to the right, back into the playfield. The ball drop from the ramp seems to be positioned correctly and the game is perfectly levelled. Anyone else with a pro have this issue?

A super slight adjustment to the wire form to move where the ball drops can make a big difference in whether it bounces slightly off the ball guide and rolls around the post or if it lands and gets trapped by the post.

#7251 2 years ago
Quoted from Fezmid:

Oh, didn't think to look at the outer spring. I'll check that, thanks!

I swapped the outer spring on mine for the one that originally came with the stock shooter assembly and it helped a bit, but not completely. I upgraded to a red spring and that took care of it.

#7254 2 years ago
Quoted from Eightball88:

-Do a happy dance!

It would be pretty funny if this line were included in all instruction cards on the aprons of machines

#7265 2 years ago
Quoted from king_pin:

Hey everyone. Received my nib JP last week. Thought my shooter lane was messed up so reached out to Stern. They told me that this is how it is done now and sent me a pic of an AIQ machine that has same setup. Wondering if your games are setup the same?
[quoted image]

If you're referring to the metal ends of the prongs not coming all the way to the end of the wood groove they sit in then yes that's normal. Hasn't been an issue on my JP2 or my AIQ.

#7293 2 years ago
Quoted from 1956PINHEAD:

I like art work, lighting, shot layout, code depth, games that have curb appeal when you look at it from an overall standpoint, which I think this game has. I'm I right?

I think you're right.

Quoted from 1956PINHEAD:

So I guess I'm considering this game because it's an 'ALL AROUNDER' that is satisfying to play, look at, good lighting, and code that offers many different ways to play it, am I right ?

I think you're right again.

I think every machine has its pros and cons where some people think the layout/art/code/video/music/callouts (take your pick) could have been better. On AIQ I think the curb appeal elements you mention are all pretty great. I think the video screen and callouts could have been done/used a bit better, but for me that's just a minor "if this game could be made PERFECT" thing and it hasn't detracted at all from how fun I think the game is to play or look at while playing.

Great shot layout & flow and really fun to string together 5, 6, or 7 shots in a row. Fun rule set and coding with plenty of depth plus an extra layer of depth from the strategy of gem placement that most games don't have. Experimenting with different gem placement makes for lots of different & fun ways to play. I don't see it leaving my lineup any time soon.

As dougPDX mentioned I don't expect more in the way of updates, and I'm good with that. I think it's come along really well and I think it's really good. I don't really see any obvious or big holes in the code & rules and I'd guess the AIQ team is well into work on their next game.

#7312 2 years ago
Quoted from Animal:

What was the original code for AIQ?

The Read Me file shows initial release listed as .90.

https://sternpinball.com/wp-content/uploads/2021/04/avengers_infinity-1_01_0-README_LE.txt

#7321 2 years ago
Quoted from Magicmike0:

You guys running the latest code? I got mine a few weeks ago. I believe it’s manufacturing date is April or May 2021(I’ll have to look again). Anywho, I was looking to make sure the code was up to date and it looks to be ahead of the website. Mine shows V1.02.0 and Sterns site says V1.01.0
I’m not sure of any changes because this is my first Stern, and I’ve never had a game where I could update code.
[quoted image]

Definitely seems different. I've updated to 1.01 on mine and, like you said, that's the most recent on Stern's website.

#7322 2 years ago
Quoted from Jlemank:

Hi all,
first off, thanks to everyone for all your help all the time. Second, i'm sure there are generic posts on Pinside about this, but any tips on how to strengthen my flipper power? i've had AIQ pro NIB with about 600 plays on it so far and i just dont feel like its dialed in. in order to hit the black widow ramp from my right flipper, i have to manhandle the button and lately i can only get it if i catch the ball and time it perfectly. i almost never hit the ramp (power wise, not accuracy) from a shot off the right inlane. i am getting so much better and "right there" in killing it in this game, but i can get consistent shots from a flipper power standpoint. Any help is appreciated, thanks!

Check the coil stop on the right flipper to see if the metal rivet at the end of it is loose at all. That can cause a drop in flipper power, and it's an easy part to replace if needed. Other than that the things to check would be the pitch your playfield set at and the flipper power your right flipper is currently set at.

#7323 2 years ago
Quoted from ShrimpPimp:

Forgive me if this has been mentioned but I didn't see it in the sticky list.
So we've enjoyed our AIQ Premium for several months with zero issues. Easily over 1200 plays or so. Last night nearly every time I hit a ball into the portal opening it would slide down to the first position in the under playfield subway. It simply sat there and the ball didn't advance like it should. The game went into search mode looking for the ball, which did trigger it to advance through the subway and get ejected back into play. I'm thinking maybe one of the switches at the first position isn't recognizing that a ball is there, which is why I am not seeing the "click, click, click) of the ball advancing automatically as it should.
Anyone have any advice to troubleshoot? Thanks in advance.

Sounds like it would be an issue with the opto at that position. Two main ways to check it:

1) Go into switch tests to test the opto. You can use either the regular switch test to check if the opto is responding to being blocked or you can go into the active switch test to see if that opto is listed as active while the other two are not.
2) Use the subway test found at Diag/Game/Sub (Subway Lock Test) to see what it does. Most likely it will behave the same way it's behaving while playing but it's worth checking. I'd check the opto in switch tests first.

#7328 2 years ago
Quoted from Jlemank:

Thank you, how would i check / change the power of the flipper? Is it in the configuration menu?

Yes, it's in the menu settings under game adjustments I think. Scroll until you get to the setting for right flipper power. If the flipper had previously been strong enough and nothing changed and now it's too weak then I'd look at the coil stop. If it's always been too weak since you got it then it could be a setup issue with the pitch being very high and/or the flipper power low.

#7332 2 years ago
Quoted from ShrimpPimp:

Ok, so I went in to the diagnostics menu and removed my glass and I went into the Swich testing menu. It says to press any switch to continue but I’m not sure how I access the opt a switch in the subway to see if it’s going to trip or not. So then I would into the diagnostics menu for the subway and this is the image that I see. I dropped the ball into the open portal and it went to the number one position in the subway. But nothing happens and pressing the buttons on the coin door aren’t helping me figure anything else out further. I apologize but I am a complete newbie when it comes to going through these menus. I spent a lifetime building and flying model airplanes and programming RC radios but this is a new area for me. Thanks in advance. [quoted image]

PM sent

#7339 2 years ago
Quoted from maxheadroom:

Hy, i am the lucky Owner of AIQ LE #308.
I posted the Captain Marvel Ramp fix on Thingiverse today. Its free for private use: https://www.thingiverse.com/thing:4891746
[quoted image]

I may be misreading the situation, but your post above and these posts from you in @tdiddy's ramp fix forum for his mod make it look like you've taken the work tdiddy did to create the mod and are now posting it for everyone because you don't like the shipping cost? I hope that's not what's happening here but that's what it looks like.

Quoted from maxheadroom:

Hi, because the shipping and custom costs, makes it very expensive for Europe, i would like to ask if you sell a Stl for self printing?

Quoted from maxheadroom:

Sorry but 18bucks shipping is very expensive for me.
So i will construct the mod on my own and print it myself.
Sorry for steeling your idea, i wanted to pay for your work on construction....

#7366 2 years ago
Quoted from Nstone4425:

I have a premium and have searched but can't find the exact answer.
When battling for Soul Gem. Do you have make the Captain Marvel shot twice for it to register?
On different Soul gem attempts I've hit that shot when it was lit and it stayed lit.

There's a ramp entry switch (opto) and a ramp exit switch (micro switch on the wire form near Ant Man hole). Both need to be triggered for a shot to count. If you're hearing the "woosh" sound effect when the ball enters the ramp then your ramp entry opto is ok, if not then it could be misaligned and should show up in the active switch test in diagnostics.

If the ramp entry opto is okay then you might need to make a slight adjustment to the microswitch for the ramp exit switch. That switch has a metal arm that's pushed in like a lever to press a button that's located under the metal arm. You might need to adjust the bend in that metal arm a bit to make it more consistent in pushing the button as the ball passes by it.

#7427 2 years ago
Quoted from Magicmike0:

I haven’t had this problem yet but my guess would be the nut just to the lower left of the arrows in your pic. I’ll circle it. It would allow you to move the ramp left or right a little.
[quoted image]

^^^ Yes

#7431 2 years ago
Quoted from Phantasize:

Unfortunately that would not solve the issue. My issue is that sometimes the ball "catches" the edge of the little bended "gate" at the right side of the drop. That results in the ball bouncing around and not falling down to the flipper.
I circled it in the picture:[quoted image]

It sounds like your issue is that the ball comes down the wire from the gauntlet ramp and when the ball drops to the playfield from the wire it catches the edge of the gate.

If that is the issue then the solution will be to move the wire a little bit so it drops the ball a bit more to the side away from the gate. That is done by loosening the nut Magicmike0 suggested, moving the wire, and re-tightening the nut.

#7434 2 years ago
Quoted from Boscoe64:

I have an Opto out #59 inner loop for the Hawkeye shot. I've tried 2 new opto boards...transmitter and receiver...still won't register. I've reseated all connectors, Node Boards all show good...any ideas?

Have you tried changing the height of the optos? It was a problem on the early runs. They weren’t lined up correctly with the holes in the ball guides. If you unscrew the opto bracket off the bottom of the playfield and and remove it to test and see if it registers while holding it and it does register then that’s likely the problem. Here’s what I did on mine:

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/29#post-5909864

#7436 2 years ago
Quoted from Boscoe64:

Yep...did that...still doesn't register...even swapped one new receiver and transmitter..

That’s an odd one. I’m guessing you’ve checked with your camera phone to make sure the transmitter is emitting light

Just throwing out an idea here, have you checked that the correct optos are connected to the correct plugs/switches? Could it be that a different opto is out but it’s connected into switch 59 by mistake? Probably unlikely but thought I’d throw it out there.

2 weeks later
#7542 2 years ago
Quoted from 1956PINHEAD:

So I had a strange glitch happen with my game today. After I get a Portal lock it appears that the ball in the subway doesn't lock, it will kick the ball out and back into play. It did this repeatedly for all of the remainder of the games I played. It used to lock the balls in the subway and kick em out during gem quests like it should.
So could it be my subway mech is acting up? Game has 210 plays on it now and it has the updated subway mech. Any ideas?

Is the pass through menu setting on your machine turned on for portal locks?

1 week later
#7628 2 years ago
Quoted from ohiojosh:

Hey guys… im having a ton of trouble with my black panther shot! Most of the time it rattles like crazy. I was curious what other orbits looked like.. seems like there is alot of play near the end of the shooter lane and was wondering if that gap should be closed. Thanks
[quoted image]

Is the rattling in the orbit from shots from the flipper, plunges from the shooter lane, or both?

#7655 2 years ago
Quoted from palmab03:

When you're playing the soul gem quest, like the 4th shot has the infinity gauntlet blinking green, but I have no idea what shot to hit at that point. Anyone know?

Here's the order of shots from the Tiltforums rule sheet
http://tiltforums.com/t/avengers-infinity-quest-rulesheet/6740#heading--soulgemquest

Right orbit
Left ramp
Gauntlet ramp
Left orbit
Captive ball
Drop targets
Captain Marvel (ramp shot on Prem/LE, 30 spins on Pro)
Tower

#7717 2 years ago
Quoted from gumnut01:

Thanks to EaglePin, Markharris2000, DugFreez and hoby1 I was able to get a DIY version of the gem shooter rod working.
The rod is from modfather and looks great, but it does not light quite as well as the stern one.
But I’m happy with it.
If people want instructions, I can post the how later. Here are some pics. [quoted image][quoted image][quoted image]

Awesome! Looks great!!!

#7731 2 years ago
Quoted from shaub:

I wish the Pro had an equivalent multiplier rule, I like the additional strategy that can go into that shot with the multiplier. When they added that to the Premium I started thinking about how you could implement it on the Pro without it being unbalanced because the shot is so much easier to hit on the Pro.
The best idea I came up with, and I may have posted this before, was to make it so the number of spins on a shot would determine the percentage of the multiplier applied to it. So if you had a 10 million point soul gem jackpot lit there, with a 3X Capt Marvel muliplier, the total possible value would be 30M, but you would only be awarded 30M if you hit X number of spins (30 spins = 1 ramp shot in awarding mystery/binary start, so maybe that), otherwise you'd receive a reduced value (but no lower than the base/unmultiplied value)
For example: 10M base, with 3X capt marvel X
30 spins = Full value = 30M
20 spins = 2/3 value = 20M
15 spins = 1/2 value = 15M
10 spins = 1/3 value = 10M
<10 spins = base value = 10M
You could make the "full value number of spins" adjustable in the settings as well. You could also make it so the spins are based on thresholds (round down to the nearest 5 or something just to simplify the scoring of it a bit).
It sounds good to me, but there's quite possibly something about this that wouldn't work that I haven't thought about. But I sure love ripping a spinner, and I could imagine the excitement of setting up a 5X Soul Gem Jackpot and NEEDING to absolutely rip the spinner clean to collect the full value (and then actually just bricking the shot and collecting the minimum value!)

Just an off the top of my head thought, but I'd think the issue might be more with initially earning/qualifying the 2x or 3x multiplier than how it's applied to a shot value after it's been earned.

On the Prem/LE the Marvel loop and Black Widow shots have to be made on a hurry up countdown to initially earn the multiplier. Seems like a stumbling block could be how to earn the multiplier with a similarly challenging countdown shot sequence on the Pro. Just a guess though.

#7751 2 years ago
Quoted from Magicmike0:

Anybody have a problem with the ball bouncing to the left when it comes down from black panther? Mine started doing that all the sudden. It used to roll straight down to the right flipper but now it bounces toward the middle of the playfield when it rolls back down. Frustrating. I can’t tell yet if it’s somehow hitting the rubber rings all the sudden? I felt the guide and it doesn’t feel loose. Anybody else getting this? I did see it during gameplay for avengers guide for dummies that Allen did, but not sure what was going on with it.
[quoted image]

The design on the Prem/LE is for balls rolling back to hit the rubber rings near the entrance to the orbit and bounce over to the left flipper. Awhile after I got mine I noticed the ball wasn't bouncing very well off the post rubber any more. It was very inconsistent and very often SDTM. Turned out that when the ball was rolling back down the orbit it was slightly unscrewing the post a bit each time it hit, so the post was loose meaning it would give a bit when hit by the ball, so the ball was only weakly bouncing off it. I took the post out and used blue Loctite on it. Not the ball kicks solidly and reliably to the left flipper every time.

#7755 2 years ago
Quoted from Magicmike0:

Thanks bud! Mine is super loose!
Now to take apart the entire right side to remove that one plastic so I can tighten it. Ugh.

Yep, that's the downside of that job. Had to remove a fair amount to get at it. If you use the blue Loctite it should work great and you shouldn't have to do it again for a long, long time though. So you've got that going for you, which is nice

#7757 2 years ago
Quoted from per3per3:

Just joined the club with a Premium and excited to dive into the code! I think the flippers aren't aligned properly judging from their position compared with the alignment holes in the playfield. Can someone that has their machine dialed in take pics of their flipper position? I'm especially interested in the upper flipper. For that one, the alignment hole is such where the flipper would basically be angled a bit up vs fairly straight.
Thanks!

Here are some pics of mine

0FB8CA6D-332B-4B69-AB24-62C061F4FFC1 (resized).jpeg0FB8CA6D-332B-4B69-AB24-62C061F4FFC1 (resized).jpeg7C5E869A-804A-4812-AB25-75F3A304857F (resized).jpeg7C5E869A-804A-4812-AB25-75F3A304857F (resized).jpegBFA485D4-E257-4145-9523-EFB78EA77F4B (resized).jpegBFA485D4-E257-4145-9523-EFB78EA77F4B (resized).jpeg1470321B-672F-4D1D-B170-C6E8C453DBF8 (resized).jpeg1470321B-672F-4D1D-B170-C6E8C453DBF8 (resized).jpeg16FE22EC-40A0-427C-B96C-5A87C904AB2C (resized).jpeg16FE22EC-40A0-427C-B96C-5A87C904AB2C (resized).jpeg
#7790 2 years ago

Just got this cool stuck ball during Iron Man MB. The ball on top caught air and wedged in like a basketball does sometimes between the rim and backboard. Then the other two balls came down the inlane and couldn’t get past.

72AB0454-7E78-492D-BD55-C7680C0ACC00 (resized).jpeg72AB0454-7E78-492D-BD55-C7680C0ACC00 (resized).jpeg
#7795 2 years ago
Quoted from DaddyManD:

Hi team,
Anyone have a link to gem or scoring strategy ideas? Just got a Pro (LOVE IT OMG) and digesting the exhaustive ruleset!
Thanks!

If you do a search of this thread for "strategy" a lot of posts with a variety of ideas come up in the results. One of the fun things about this game is there are so many different ways to place and use the gems, and it's a lot of fun experimenting with different gem combinations and placements.

#7798 2 years ago
Quoted from shaub:

I'm also interested in some new ideas to utilize different Gem combinations, I still haven't been able to really utilize the Space Gem in any meaningful way.

I've just started experimenting a bit more with the Space gem to try using it to get more uses from the Mind gem. So placing Mind gem in Hulk or the pops, getting it to Level 1, using it, then using space gem to move it to the next spot (pops or Black Widow) and getting more uses out of it. Only tried it in a couple games so far but had one game where I got some good use out of it. Seems like Space gem could be pretty great to have if I can get a handle on how/when best to use it.

#7814 2 years ago
Quoted from trilamb:

This look about right? Shot to tower feels super tight. Git gud or upper flipper a little too "in"?
[quoted image]

edit: oops, on 2nd look Thomas3184 is right. I wasn't looking at it correctly. You'll want to dial it back to align with the dimple in the playfield.

1 week later
#7836 2 years ago
Quoted from Pinpals:

OK I think I've finally figured out my love/hate relationship with "Thanos Attacks" by bringing in just the Space gem (hardest for me) and Reality (easiest)
Previously I had generally drained in a 3 or 4 gem mode, losing both a gem and a ball
I either now get Space back or if I get it prior to Thanos Attacks, get the victory laps mode at half the difficulty
If I have a terrible start to Thanos Attacks and lose the ball saver with little progress on Reality, I wait it out with the hope of regaining Reality later
Even for more skilled players, I question the risk/reward of a four gem thanos attacks just to get one victory laps mode
What are your strategies?

I've always tried for fun to beat it no matter how many gems I bring into it, but yeah, I like the idea of timing it out on Reality gem since it's an easier gem to win back. Then you can take a loss on Thanos Attacks without losing a ball and still have a good chance at getting all 6 gems for the 1B bonus. I think I'm going to give this a shot.

#7837 2 years ago
Quoted from awesome1:

To me - in your case it sounds like the ball is stopping just before the Ant Man Vuk, usually from a ball going INTO the VUK on my machine.
Stern has a replacement subway plastic that has a slot all the way to the end at the Ant man VUK. You could also cut a slot in your current one.
I still have the original and rarely get a ball stuck there, but when I do, a slight shake will always free it.

Cleaning and waxing the shooter lane and back ramp will help, but No, I never found a permanent solution other than changing the coil.

Could be this but I'm guessing the last finger of the mech isn't coming all the way up, which means the ball is resting past the opto.

After I did an initial alignment of the mech right after I got my machine it had been working perfectly ever since, but in the past week the last finger on mine has started to occasionally not come all the way up and the ball rests past the opto so it isn't detected. I've got to take a look and see what's going on with it.

#7856 2 years ago
Quoted from Mjesposi:

Hey everyone. I just installed the Stern light up gem shooter rod today and lined everything up exactly the same as the original. Now when I launch I most of the time cannot get the ball through the full
Metal ramp structure. Auto launch is no problem but manual shooter rod does not have enough power.
Any thoughts on a fix? Should I call Stern or possibly take the spring from the original rod and put on the new one? Both are orange springs.
Appreciate any help!!!

When I put mine in I had the same thing happen. I compared the old setup to the new setup and it seemed like the tip of the shooter rod was just slightly back farther on the new one so it wasn't hitting the ball hard enough. All the components were the same size but for some reason the outside spring seemed to be holding the rod farther back on the new one. I swapped the outside spring (the spring outside the cabinet) of the old assembly into the new one and it helped a bit. Then I bought a red spring for inside the cabinet and that got me the rest of the way there so it worked the way it should.

#7861 2 years ago
Quoted from Mato:

Hi all just got my Avengers today, a few questions
What’s the best set up to stop air balls?
Mine came with 1.02 code but seen on sterns site they have only 1.01, did they release a code that was bad and reverted back to 1.01?
Cheers in advance

The air balls question depends on where you're seeing the air balls happening. Is it happening off the slings, a ramp, the Sanctum target, etc?

#7864 2 years ago
Quoted from Mato:

The target right behind the portal seems to be the main one and sometimes off the portal itself

Yep I have that happen sometimes off that Sanctum target also. Occasionally I'll get a finger behind the target and just very gently push the target a bit forward. It seems to reduce the issue for a bit but then the target eventually gets bent back again by ball strikes. I'm guessing there could be a way to adjust the angle the target is resting so it will stay that way, but I haven't looked into it yet.

#7876 2 years ago
Quoted from Munsters:

Installed the gem shooter rod today, really nice! But now it makes only skill shots. Unable to put the ball all the way up to the wireform and flipper. Is this normal? Or should i change the spring?

Here are some very recent posts about the same issue. Spring change definitely helps.

Quoted from Mjesposi:

Hey everyone. I just installed the Stern light up gem shooter rod today and lined everything up exactly the same as the original. Now when I launch I most of the time cannot get the ball through the full
Metal ramp structure. Auto launch is no problem but manual shooter rod does not have enough power.
Any thoughts on a fix? Should I call Stern or possibly take the spring from the original rod and put on the new one? Both are orange springs.
Appreciate any help!!!

Quoted from gorditas:

It took a red spring from Pinball Life to fix mine.

Quoted from EaglePin:

When I put mine in I had the same thing happen. I compared the old setup to the new setup and it seemed like the tip of the shooter rod was just slightly back farther on the new one so it wasn't hitting the ball hard enough. All the components were the same size but for some reason the outside spring seemed to be holding the rod farther back on the new one. I swapped the outside spring (the spring outside the cabinet) of the old assembly into the new one and it helped a bit. Then I bought a red spring for inside the cabinet and that got me the rest of the way there so it worked the way it should.

Promoted items from Pinside Marketplace and Pinside Shops!
$ 29.00
Playfield - Toys/Add-ons
The MOD Couple
 
$ 36.00
Playfield - Other
Pin Monk
 
$ 749.00
Cabinet - Toppers
Orange County Pinballs
 
8,924 (OBO)
€ 40.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
$ 6,500.00
Pinball Machine
The Pinball Place
 
$ 120.00
Playfield - Toys/Add-ons
Diddy's Pinball Mods
 
$ 135.00
Gameroom - Decorations
Dijohn
 
$ 6,995.00
Pinball Machine
Pinball Alley
 
$ 16.00
$ 19.00
€ 50.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
$ 30.00
Cabinet - Decals
Inscribed Solutions
 
From: $ 40.00
Playfield - Toys/Add-ons
Lermods
 
$ 16.00
€ 50.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
$ 255.00
Cabinet - Shooter Rods
Pinball Haus
 
$ 5.00
Cabinet - Decals
Pinball Fuzz
 
9,000
Machine - For Sale
Boston, MA
8,750 (Firm)
Machine - For Sale
Glendora, CA
9,500 (Firm)
Machine - For Sale
Sarasota, FL
$ 19.95
Playfield - Toys/Add-ons
ULEKstore
 
€ 48.00
Cabinet - Shooter Rods
Kami's Pinball Parts
 
€ 40.00
Playfield - Toys/Add-ons
Pino Pinball Mods Shop
 
440 posts in this topic match your search for posts by eaglepin. You are on page 1 of 2.

You're currently viewing posts by Pinsider eaglepin.
Click here to go back to viewing the entire thread.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/1?tu=eaglepin and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.