(Topic ID: 277423)

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

By Scribbles

1 year ago

Topic Heartbeat

Topic Stats

  • 8,923 posts
  • 683 Pinsiders participating
  • Latest reply 2 days ago by KadeP
  • Topic is favorited by 297 Pinsiders


Topic poll

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

  • Hulk 103 votes
  • Iron Man 94 votes
  • Captain America 62 votes
  • Black Widow 38 votes
  • Thor 61 votes
  • Black Panther 26 votes
  • None of those weakling, THANOS! 135 votes

(519 votes)

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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 (1 year ago)

Post #1417 Fix for Hawkeye loop not registering Posted by EaglePin (1 year ago)

Post #1797 How to adjust height of spinning disc to prevent airballs Posted by dbb143 (1 year ago)

Post #1847 Rules writeup with link to Stern rule sheet Posted by Flippersaurus (1 year ago)

Post #1870 Fix for spinning disc not registering hits Posted by WizardsCastle (1 year ago)

Post #1950 TECH: Pic of updated subway mech from Stern to replace broken one Posted by Motorcitypinball (1 year ago)

Post #2056 Fix for ball hangups and habitrail adjustment to stop ball hangup. Posted by hocuslocus (1 year ago)

Post #2125 TECH: Tight glass fix. Posted by MurphyPeoples (1 year ago)

Post #2163 Avengers LE with chrome T-molding Posted by Lermods (1 year 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!

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#59 1 year ago

Annnnnnd we're back in the club thread! Thanks Scribbles!!!

#83 1 year ago
Quoted from Scribbles:

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 1 year ago
Quoted from Scribbles:

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!

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#163 1 year ago
Quoted from Scribbles:

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 1 year 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 1 year 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 1 year 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?

#430 1 year ago
Quoted from Scribbles:

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.

#437 1 year 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 1 year 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.


#444 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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

#1331 1 year 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!!!

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#1335 1 year 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 1 year ago
Quoted from RobbyIRL5:

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


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.

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#1398 1 year ago
Quoted from Pinzap:

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 1 year 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 1 year 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 1 year 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!

#1417 1 year 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.

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#1472 1 year 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 1 year ago
Quoted from Scribbles:

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 1 year 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 1 year 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 1 year 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 1 year 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.

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#1573 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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.


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#1751 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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.

#2130 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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.

#2221 1 year 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.

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#2249 1 year 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 1 year 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 1 year 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 1 year 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.

#2425 1 year 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.

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#2432 1 year 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 1 year 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).jpeg
#2454 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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:


#2576 1 year 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.
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I think there's a very simple explanation for the delivery. Dr. Strange sent it to you through a portal.

#2586 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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

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 1 year 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 1 year 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 1 year 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 1 year 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 1 year ago
Quoted from Scribbles:

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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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.


#2970 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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:


#3275 1 year 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:


#3334 1 year 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 1 year 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 1 year ago
Quoted from ChrisBardon:

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 1 year ago

Line drive airball last night!

4CD5F079-E7B6-4814-B056-F85522E5D72B (resized).jpeg
#3538 12 months 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 12 months 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).jpeg709100D9-41AC-40C3-89E3-8DAD39E1E9C7 (resized).jpegC22AB186-A76E-412F-B292-0210F155B5CD (resized).jpeg

#3577 11 months 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:


#3582 11 months 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.


#3585 11 months ago
Quoted from beastmaster1981:

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

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 11 months 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.


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 11 months 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:


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


#3651 11 months 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 11 months 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.

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#3679 11 months 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 11 months 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 11 months 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 11 months 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 11 months 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 11 months 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!!!

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#4119 11 months 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.

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#4120 11 months 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 11 months 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 10 months 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 10 months ago
Quoted from Pin_Fandango:

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:


#4341 10 months 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 10 months 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 10 months 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 10 months 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?
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 10 months 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 10 months 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 10 months 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 10 months 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 10 months 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 10 months 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 9 months 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 9 months 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.

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