(Topic ID: 284032)

"Morning MU/TH/UR" Pinball Brothers Alien Remake Owners Club

By Red_Devils

2 years ago


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Topic Stats

  • 13,656 posts
  • 508 Pinsiders participating
  • Latest reply 11 hours ago by Rdoyle1978
  • Topic is favorited by 218 Pinsiders

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Topic poll

“What are you in on an SE or LV?”

  • LV 62 votes
    33%
  • SE 59 votes
    32%
  • Not interested in this game 65 votes
    35%

(186 votes)

This poll has been closed.

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There are 13,656 posts in this topic. You are on page 259 of 274.
#12901 54 days ago
Quoted from javagrind888:

New issue today. Ran the firmware update, then the software update. Played a two player game but noticed that the start button wasn't working for the guns. Realized the button connector was loose, plugged it back in no problem. However, the game won't start anymore and the start button light does not come on. Weird thing is, both the switch and the light work while in test mode. Any ideas? Tried restarting twice.

And now my intermittent monitor issue has come back too (the reason I installed the updates)

#12902 54 days ago
Quoted from Zablon:

I looked into these the other night, but ended up going with this instead. They are a bit smaller. Going to see if they will fit up by the flippers. I would be interested in the footwork you've already done if you don't mind sharing. I may need a smaller servo, but we'll see. I want to try to add LED's to the ends, and tie them into the Ambush mode to match which side of the aprons are lighting.
ebay.com link: itm
This will be some good practice for my new endeavor into the world of animatronics.

Actually saw these as well, and didn't realize they were smaller than the accessory pack ones..although they are less detailed, that is probably a better route to go, for playfield placement. I'll come up with a picture story-telling how-to..you will definitely want to buy micro servos...these are the ones I bought amazon.com link » parts list for sentry guns are very little..1 micro servo, 1 small diameter 1" - 1 1/2" fine screw (this is the axel for the turret, directly screwed into the servo), 1 or 2 wide washers (same or smaller diameter of the turret). Hot Glue/Gun. electronics would be an Arduino (in my case I used the Arduino Nano), servo wire extentions (you will need 6..3 for each servo), and a power distribution 'thingy' that accepts a standard 12v male walwart..extra wire small gauge wire for power and ground for each servo and the arduino. Just copy/paste this, but this is the main list you will need. Also add 1 buck converter to the list (the kind pinsider who recommended this a few posts back)..that will give you the 5v power from the aux 12v in the game. hope this helps for now! any further stuff can be discussed via pm. cheers!

#12903 54 days ago

This game in a nutshell... and I quote " It's like you are a hood ornament on a freight train"

#12904 54 days ago
Quoted from Meadows22:

Not exactly alien pinball related, but I thought i would share some of my alien "big chap" pieces in my collection. I have the life size big chap head and 1:3 scale big chap that are in gigers museum in Switzerland. Also have an artistic 1:3 scale take of big chap on the nostromo. Looking to add pinball brother alien back to the collection real soon. I had a really early build that had a bunch of issues, but recently played an lv and gotten itch for round 2.
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Bro those hasbros!

#12906 53 days ago
Quoted from javagrind888:

However, the game won't start anymore and the start button light does not come on. Weird thing is, both the switch and the light work while in test mode. Any ideas? Tried restarting twice.

Insert Coin?

#12907 53 days ago

Anyone slowed down the airlock? Thinking of trying a smaller coil. Hitting high on left flipper and bounces. A lot. On lowest VUK setting. 2.8.

#12908 53 days ago
Quoted from Tsskinne:

Bro those hasbros!

Haha.. yeah, I have a lot of them moc. Most I've had since childhood and never opened them lol.

#12909 53 days ago

If you mean make sure it's on free play, I double checked it and it is.

#12910 53 days ago

Hey, I'm hopefully a new owner this weekend. Is it difficult to remove the head? Unfortunately, I've had to decapitate all of my games going into the basement. For reference, I have the Sterns down to a science and AP & CGC are easy to remove. Thanks!

#12911 53 days ago

In the club! I will start its own topic soon, but a sneak peak of next wireform mod. I need to plate the tail nex. And I am working on it being animated swinging over playfield. Awesome game! And it needs to look more menacing. The tail will extend over the pops to the head. I want it to look like its attacking you with the tail.

8AF4ED90-0075-4E9F-94A1-83E52ACB4BE9 (resized).jpeg30F5327F-F56D-4086-AAEA-6CC0375C19AB (resized).jpeg60149AE2-3300-4A1F-B80C-EE072D231D3A (resized).jpeg235F6B14-4158-4624-9455-839E0399C55F (resized).jpeg2AACB93A-A034-4B7E-B183-0E21E142CF18 (resized).jpeg787E524D-5938-43DC-8E2B-B2FF313DA329 (resized).jpeg

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#12912 53 days ago

I had the game boot with a black screen 3 times in a row today. I haven't kept up with this thread but is a code update in the works to resolve this?

#12913 53 days ago
Quoted from Loganpinball:

In the club! I will start its own topic soon, but a sneak peak of next wireform mod. I need to plate the tail nex. And I am working on it being animated swinging over playfield. Awesome game! And it needs to look more menacing. The tail will extend over the pops to the head. I want it to look like its attacking you with the tail.
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Liking what I’m seeing so far! Glad you joined our ranks!

#12914 52 days ago
Quoted from Loganpinball:

In the club! I will start its own topic soon, but a sneak peak of next wireform mod. I need to plate the tail nex. And I am working on it being animated swinging over playfield. Awesome game! And it needs to look more menacing. The tail will extend over the pops to the head. I want it to look like its attacking you with the tail.
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]
[quoted image][quoted image][quoted image]

Maybe. Looks terribly big! Overkill?

#12915 52 days ago
Quoted from Optimiser:

Maybe. Looks terribly big! Overkill?

Its easier to cut down spines then to add. Not finished with the tail. The spines are too big. But, I layed it in the game to see the scale. Same with length of tail, easier to cut it to size then to add. . The only way to figure it out is in the machine.

#12916 52 days ago
Quoted from Deez:

I had the game boot with a black screen 3 times in a row today. I haven't kept up with this thread but is a code update in the works to resolve this?

That's what PB told me.

#12917 52 days ago

Scaled down to match the size of tail relative to mouth. And shortening the length as well. Getting there.

D68B88CD-3128-4A89-996B-67B7CD7F445E (resized).jpeg13BA1905-4691-4120-8F32-81D7AC5F8926 (resized).jpeg

#12918 52 days ago

I really like your other metal work, but honestly not a fan on this one. It divides the playfield too much and it loses the ‘space feel’. Just my honest critique! It would have to be half as big for it to cosmetically work (for me).

#12919 52 days ago
Quoted from javagrind888:

That's what PB told me.

That's great news. Did they say when it's targeted for release?

#12920 52 days ago
Quoted from Mudflaps:

Unfortunately, I've had to decapitate all of my games going into the basement.

You know my basement door for reference. If it's only the head stopping you from getting in the door, for Twilight Zone and Sega games I unbolted the head and twisted the head to fit through the door. I've done it a couple of times now with no issue. Might save you from unplugging everything. Having a second person just to make sure the head is stable while getting through the door is recommended (for sanity), but I've done it once myself.

#12921 51 days ago
Quoted from Deez:

That's great news. Did they say when it's targeted for release?

I’m testing the alpha version and have not had the black screen issue at all. Tongue seems to work excellent as well. Not sure any public release timing.

#12922 51 days ago
Quoted from jsalce:

You know my basement door for reference. If it's only the head stopping you from getting in the door, for Twilight Zone and Sega games I unbolted the head and twisted the head to fit through the door. I've done it a couple of times now with no issue. Might save you from unplugging everything. Having a second person just to make sure the head is stable while getting through the door is recommended (for sanity), but I've done it once myself.

Thanks, yeah my basement stairs suck because they have one of those 90 degree turns. Taking off the head is pretty much standard. It’s not the door, it’s the turn.

I scoured YouTube and found an unboxing… looks like just a few wires, which is good. The CGC and AP heads were easy because of the hex bolts, Stern is trickier because the bolt assembly has a few pieces. I’m sure it will be fine, but you’re welcome to check it out any time!

#12923 51 days ago

New code update today... My machine is working flawless, so no updates for me yet. (knock wood)

#12924 51 days ago

Getting my LV this week if anyone has an extra lighted apron mod they want to sell me
Patients for the next run is not my strong suit haha.

#12925 51 days ago
Quoted from Baggerman:

New code update today... My machine is working flawless, so no updates for me yet. (knock wood)

Seems to be the same as the beta they gave me two days ago. I'll just leave it then.

#12926 51 days ago

Just installed 3.2
The Xeno main magnet and tongue were grabbing balls and not letting go.
I cycled power and then completed a Xeno calibrate. Played 2 games and no issues after the calibrate.

Game Rev 3.2
Video Rev 3.0

IO Controller
HW Rev 0.04
FW Rev 0.75

YMMV

#12927 51 days ago

I still haven't had any issues running with 2.6, but the updates appear to have a lot of fixes for potential crashes etc, plus with the shaker startup changes and the changes to the xeno mech I'm beginning to think I should go ahead.

Quick question - the updates are called deltas, so does that mean I have to install each update in turn to get ALL of the changes and fixes? It kind of suggests that if I jump straight to 3.2 it will only give me 3.2 updates, and not all the ones that went before?

#12928 51 days ago
Quoted from Ceemunkey:

Quick question - the updates are called deltas, so does that mean I have to install each update in turn to get ALL of the changes and fixes? It kind of suggests that if I jump straight to 3.2 it will only give me 3.2 updates, and not all the ones that went before?

Yes, you can go straight from 2.6 to 3.2. You only need to install the latest 3.2 file to get all of the changes in between.

Also 3.2 should work with either the old or new firmware, but the newest firmware is required to get the smoother xenomorph movement.

You should upgrade the code first, and then the firmware.

#12929 51 days ago

I have raised a ticket with PB. My airlock still shoots out too hard. Ball hits guide, sling or bounces off flipper so hard it bounced into right outlane on occasion. The Muthur VUK seems to be configurable with power settings but the airlock scoop adjustments don’t seem to dial down too much.

#12930 51 days ago

Seems to work fine with 3.2.

Make sure you reboot after installing and it seems rock solid now.

#12931 51 days ago

For those SV owners interested in adding beacons, thanks to Lermods I was able to install them over the weekend.
They basically are triggered by any insert you want, I chose Airlock which means they do go off quite a bit, but I like the effect.
Here's some attract mode video. Will try and get gameplay video posted when I can get the wife in the game room to film.

Also, here is a quick install video of what I did.

I got the beacons off Amazon, they came with a cigarette lighter connector for each one, but Rob tied them into one and adapted to the Mezel Mods power tap adapter from the bottom of the backbox controller. I have had no issues and everything has been running solid.

Amazon Link for beacons (you'll need two)
amazon.com link »

Mezel Mods link for power tap.
https://mezelmods.com/products/alien-pb-pinball-power-adapter?_pos=2&_sid=ec3c4a45b&_ss=r

#12932 51 days ago

Just solved my airlock kick out. Checked with a mate. His was -15. So I tried that. -15 is weaker than -50. Must be an euro thing….

#12933 51 days ago
Quoted from cleland:

For those SV owners interested in adding beacons, thanks to Lermods I was able to install them over the weekend.
They basically are triggered by any insert you want, I chose Airlock which means they do go off quite a bit, but I like the effect.
Here's some attract mode video. Will try and get gameplay video posted when I can get the wife in the game room to film.
Also, here is a quick install video of what I did.
I got the beacons off Amazon, they came with a cigarette lighter connector for each one, but Rob tied them into one and adapted to the Mezel Mods power tap adapter from the bottom of the backbox controller. I have had no issues and everything has been running solid.
Amazon Link for beacons (you'll need two)
amazon.com link »
Mezel Mods link for power tap.
https://mezelmods.com/products/alien-pb-pinball-power-adapter?_pos=2&_sid=ec3c4a45b&_ss=r

Thanks for posting, nice to see that it works as intended and install was easy. If anyone wants these, please let me know and I will make them on demand as long as the beacons are available. If you have a Mezelmods power tap, great, I’ll wire it to fit that. If not, I’ll wire it to connect into the power connection under the monitor as I have the stock connectors on hand. I’m figuring $150 if you supply the beacons by having them sent directly to me or $175 if I supply the beacons plus shipping.

https://lermods.com/shop-by-game/ols/products/alien-pinball-sv-interactive-alien-beacons

#12934 51 days ago
Quoted from Lermods:

Thanks for posting, nice to see that it works as intended and install was easy. If anyone wants these, please let me know and I will make them on demand as long as the beacons are available. If you have a Mezelmods power tap, great, I’ll wire it to fit that. If not, I’ll wire it to connect into the power connection under the monitor as I have the stock connectors on hand. I’m figuring $150 if you supply the beacons by having them sent directly to me or $175 if I supply the beacons plus shipping.

That’s the most functional and reasonably priced topper ever. Stern would charge at least $750!

#12935 50 days ago

Went ahead an updated code and firmware last night. Only played a handful of games but seems to be running well. Smoother faster xeno tongue is a great improvement. Had to increase my center magnet 25% to get it to grab.

Still having a problem with weapons target light to the right of airlock lighting left xeno target

#12936 50 days ago
Quoted from PunkPin:

Went ahead an updated code and firmware last night. Only played a handful of games but seems to be running well. Smoother faster xeno tongue is a great improvement. Had to increase my center magnet 25% to get it to grab.
Still having a problem with weapons target light to the right of airlock lighting left xeno target

You really shouldn't have to increase your center magnet strength to get it to grab. Are you finding your center magnet is intermittently grabbing? Or is it just consistently weak unless you increase the power?

#12937 50 days ago

Couple new issues today on 3.1. Right sling isn’t registering even though all connectors are plugged in. During test it won’t register unless I lift the playfield up a tad. Switches are gapped properly so I suspect there’s an issue somewhere down the line. Reseated about everything I could see, no change.

Might update to 3.2 but I know 3.2 has nothing to do with this issue. Anyone else have this happen?

#12938 50 days ago
Quoted from madamyates:

Couple new issues today on 3.1. Right sling isn’t registering even though all connectors are plugged in. During test it won’t register unless I lift the playfield up a tad. Switches are gapped properly so I suspect there’s an issue somewhere down the line. Reseated about everything I could see, no change.
Might update to 3.2 but I know 3.2 has nothing to do with this issue. Anyone else have this happen?

If you do a switch test, does the right sling work?

if you do a coil test, does the right sling work?

Based on those two tests, you should be able to identify if the problem is the coil or the switch. I've had several wires disconnect from the coil lugs and had to resolder them. After resoldering, never had a problem again with them. It may be a wire disconnected from the coil lug on the right sling.

#12939 50 days ago
Quoted from brado426:

If you do a switch test, does the right sling work?
if you do a coil test, does the right sling work?
Based on those two tests, you should be able to identify if the problem is the coil or the switch. I've had several wires disconnect from the coil lugs and had to resolder them. After resoldering, never had a problem again with them. It may be a wire disconnected from the coil lug on the right sling.

Coil works in test but the switch does not. When I lift the playfield just a little while in test the right switch, I think 38, does trigger. It won’t trigger when the playfield is put back down.

#12940 50 days ago
Quoted from madamyates:

Coil works in test but the switch does not. When I lift the playfield just a little while in test the right switch, I think 38, does trigger. It won’t trigger when the playfield is put back down.

As a test, you can try plugging the right sling switch into the left switch port and vice-versa to confirm whether or not it is a mechanical problem with your switch or something else. Sounds like a switch issue to me if playfield position is causing it to work/not work.

#12941 50 days ago
Quoted from brado426:

As a test, you can try plugging the right sling switch into the left switch port and vice-versa to confirm whether or not it is a mechanical problem with your switch or something else. Sounds like a switch issue to me if playfield position is causing it to work/not work.

I swapped the switch connectors, J8 and J9 work with either the left or right switches connected into it. J10 and J12 do not work at all, doesn’t matter which switches are plugged in. Board issue?

image (resized).jpg

#12942 50 days ago

Upright completely, now the right works and the left doesn’t. Something is obviously getting crimped it seems.

image (resized).jpg
#12943 50 days ago

Solved. Seemed as if the power connector below the top left flipper was moving ever so slightly.

#12944 50 days ago
Quoted from brado426:

You really shouldn't have to increase your center magnet strength to get it to grab. Are you finding your center magnet is intermittently grabbing? Or is it just consistently weak unless you increase the power?

Didn't seem to try any grab at all on most shots, had a few that tried to grab but immediately dropped. I'll play around again tonight and see what results I get,

Need to look into the light situation as well

#12945 50 days ago

3.2 is working great for me so far. Played about 25 games so far and working flawlessly.

#12946 50 days ago

3.2 kept my high scores as well! Super gratefull for that one. NO problems whatsoever so far.

#12947 50 days ago

I updated from 3.0/.57 to 3.2/.71. It wouldn't update properly unless I chose game update (code) first and the firmware second. I am glad to finally utilize the 2-stage flippers. Speaking of flippers... I only played a couple game but it seems like the flippers are way snappier as well. Also a huge thanks to everyone for posting on this topic. It's awesome to search this forum and get instant answers to so many of my questions.

#12948 50 days ago

found my first major problem with my newly aquired ALIEN LV...I waxed it, and now it's so fast that I got 'demoralized'.. scores went from 50mill to about 10 mill instantly..Should I write a ticket? .....

69768956604__DB306921-0406-4A8A-A571-D2078DF7D2EC (resized).jpeg

#12949 50 days ago

Press the start button 15 times...

#12950 50 days ago
Quoted from Thunder22:

I updated from 3.0/.57 to 3.2/.71. It wouldn't update properly unless I chose game update (code) first and the firmware second. I am glad to finally utilize the 2-stage flippers. Speaking of flippers... I only played a couple game but it seems like the flippers are way snappier as well. Also a huge thanks to everyone for posting on this topic. It's awesome to search this forum and get instant answers to so many of my questions.

I installed the same updates on my LV this evening. Game plays like absolute butter now, everything is just perfect! Even got Hypersleep multiball two times playing a dozen games for about 30 minutes. But good lord this game is brutal, wow. I mean, the best I could do was about 50M tonight. This thing is so fast and furious and the outlines are vicious.

It’s one of those pins that just pisses you off, but you keep pressing the start button over again until your wrists are like wet noodles. Alien makes JP and GZ feel like a walk in the park. Missed shots and flailing play lead to quick drains and this game requires a lot of nudging and lighting fast reflexes! It’s a keeper for sure, but man does this game grind my gears, lol

Can’t help but become a better player with this beast! I need to watch some Bowen tutorials or something and figure out the secret sauce to unlock this masterpiece. Hope to reach All Out War someday! My best so far is 218M and that was one of those once in a blue moon “in the zone” games when I got quite a few extra balls.

16AD36D1-E738-4F97-8686-56620E72B9E5 (resized).jpeg6F228296-8A06-42B2-86FC-5B18F37FA73C (resized).jpeg
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