I still think my initial first impression holds… HOWEVER, I seem to recall I had some similar concerns with Gomez’ design on Deadpool (specifically the cross-playfield katana shot that I thought was going to be very difficult to achieve and frustrate players - however, that shot ended up NOT being a critical shot in the game’s progress so even though it was difficult, it wasn’t required). so here are my thoughts.Īlso, after I did this video, I probably put another 40+ games on both the pro and the premium versions. I’ve had a chance to put a dozen or so games onto the new James Bond in both the pro and the premium and I thought I might jot down my first impressions because that is also what casual players are first-time players might experience. NOTE: This is just an initial “first impression” and I reserve the right to change my mind – the code is very early and obviously unfinished. Posted in How-To, Maintenance, Repair, Stern, Whitestar | Tagged coils, stern, tspp | Leave a reply A look inside the latest Multimorphic P3 Pinball Systems: Heist & Weird Al’s Museum of Natural Hilarity Had I been told about the shooter lane situation earlier, I could have fixed the opto before it blew the driver transistor on the SDB. Unfortunately, there’s not likely to be a software fix available, so what is important is to keep an eye on game behavior and try to catch switch malfunctions before they blow things. I’ve noticed this on several titles including WPT and NBA as well. This obviously isn’t the case in some of these 2000-era Stern games. I know in some later games this happens… when errors are encountered, the game just stops trying to fire coils rather than blow them. Meaning… the software could check to make sure that if a coil is firing too much (say x amount of times in y time), that it knows there’s some kind or problem and then put the game into some sort of error state rather than blow the coil or the drivers. It’s also possible the other coil failures are the result of a similar characteristic: Not having a certain timeout or duty-cycle enforced on coils. What’s interesting about this, is that this problem could be compensated for by software. This happened faster than the auto-plunger could handle and once X number of balls went in there, the plunger could not clear them, and eventually the MPU sent too many “fire-the-coil” signals and blew the driver transistor - interesting that it blew the driver transistor before it melted the coil - I suspect either (or both) can happen in this circumstance. When the ball trough opto started failing, it signaled false switch closings, tricking the game into thinking balls were moving through the trough and causing the VUK to try to clear a problem, which caused multiple balls to go into the shooter lane. The trouble with the ball trough opto led to the failure of the shooter lane coil. So here’s the take-away from the first 5 parts of this series.Įverything was basically inter-related (except I believe the slingshot and pop bumper coils were separate failures).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |