(Topic ID: 248218)

Welcome To The Jurassic Park Prem/LE Club!!

By Royale-W-Cheese

4 years ago


Topic Heartbeat

Topic Stats

  • 9,221 posts
  • 803 Pinsiders participating
  • Latest reply 19 hours ago by scootss
  • Topic is favorited by 439 Pinsiders

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Topic poll

“What is the first MOD you will buy??”

  • Toppers 59 votes
    46%
  • New Jeep 51 votes
    40%
  • Plastic Characters 18 votes
    14%

(128 votes)

This poll has been closed.

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Topic index (key posts)

18 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 #885 TECH: PLAYFIELD. T-Rex alignment bulletin from Stern. Posted by pickleric (4 years ago)

Post #1396 TECH: PLAYFIELD. Shooter fix Posted by Chambahz (4 years ago)

Post #1619 read before dismantling the raptor Posted by timlah79 (4 years ago)

Post #1830 TECH: PLAYFIELD. T-Rex adjustment info according to Keith Elwin Posted by sk8ball (4 years ago)

Post #2358 TREX Adjustment info Posted by imagamejunky (4 years ago)

Post #2625 TECH: PLAYFIELD. Raptor pit detailed adjustment instructions. Posted by yancy (4 years ago)

Post #2994 TECH: PLAYFIELD. T-Rex head removal tips and Jaw screw fix. Posted by f3honda4me (4 years ago)

Post #3326 Amber Bonus rules and details Posted by fooflighter (4 years ago)

Post #3417 TECH: SWITCHES. Opto sensor not registering on orbit fix Posted by caker137 (4 years ago)


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

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#5346 3 years ago

I have been worried about protecting my game in hopes to keep it a long time and decided to add the slingshot and rail guide protectors from PL. They were easy to install and I did notice that the plastics already had a couple dings so I think it was a good $10 investment. I chose clear but they also had a neon green that would have illuminated nicely if I played in the dark.

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1 month later
#5547 3 years ago

I know there have been several posts about this previously but I wanted to share my experience with coil stops. I have played over 1000 games on my machine and check the stops for obvious signs of failure which didn’t seem to be the case. Tonight I was fed up with missing the S shot due to weak power and decided to replace the left flipper coil stop and clean the coil sleeve while I was at it. I will include a picture of the old and new coil stop for reference but immediately I could hit the S shot easily. I will replace the other coils stops another night but the right flippers don’t seem to need as much power and aren’t sticking or anything.

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3 weeks later
#5726 3 years ago

I have always played with the lights turn on because the playfield was too dark in the middle, however I like the arcade feel of the dark setting. I wanted to experiment with the idea of pin stadiums without dropping $300, I decided to build a prototype version of their x-stream version that can move from game to game easily. I was surprised how easy this project could be and what a difference it could make. I’ll post pictures but essentially a $15 LED strip, $2 worth of plastic and $5 worth of Velcro works. You could get black plastic and a few other things to make it look less tacky but whatever. Oh yeah, the candy cane effect of lights is more pronounced on camera than actual.

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#5729 3 years ago

I feel like Raptor multiball has a bug/opportunity for improvement when playing multiplayer. It seems that if one player locks a ball in the raptor pit, the next player can start multiball with extra gate hits, I don’t have an issue with this. My complaint is that when the player who locked the first ball gets back to their turn, it seems the gate should raise and only require the necessary amount of gate hits to start multiball, then the game could shoot two new balls into play instead of the normal add one to make it a three ball multiball. Also I noticed that after multiple players had unlocked raptor multiball the game would occasionally stop raising the gate and players could only start raptor multiball with a bunch of target hits. Can someone explain if this is by design, a bug, or expected?

Running code 1.02.0

#5736 3 years ago
Quoted from timlah79:

Does anyone else have an issue where a ball will fly into/behind the raptor figure in between the two clear plastics there and get stuck? (i.e. in between the tower model and next to/behind the raptor)? It's been driving me bonkers b/c when that happens it requires pulling the glass off to retrieve it, often with a magnet and losing your game. It seems the "dual" plastics there are supposed to prevent that but they don't on my LE. They like to "trap" the ball instead. Hopefully this pic shows the area where this happens often. Anyone aware of a way to prevent this? I will say that the tower mod might be partially to blame because that one plastic it comes with does tends to contact the tower wall itself "bending" it up/downwards from it's expected position.
[quoted image]

This happens to me once every hundred games or so, it’s been so rare I haven’t even attempted a fix. I just put the ball back in the shooter lane to avoid losing the ball. I seem to get more air balls since replacing with Marco standards, maybe they are a little less heavy or more polished and move quicker.

1 week later
#5791 3 years ago

So I accidentally order 3/8” flipper bands instead of the standard 1/2”. They are noticeably shorter on the flippers but initially I didn’t notice much difference. Is there a reason I should not just use the stock I accidentally ordered?

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