(Topic ID: 277423)

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

By CoolCatPinball

3 years ago


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Topic Stats

  • 12,836 posts
  • 933 Pinsiders participating
  • Latest reply 3 days ago by SirMachismo
  • Topic is favorited by 386 Pinsiders

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Topic poll

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

  • Hulk 141 votes
    21%
  • Iron Man 127 votes
    19%
  • Captain America 76 votes
    11%
  • Black Widow 51 votes
    8%
  • Thor 74 votes
    11%
  • Black Panther 35 votes
    5%
  • None of those weakling, THANOS! 158 votes
    24%

(662 votes)

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3.4 Billion Super Victory Laps Champion AIQ awesome1 (resized).png
2.3 Billion Soul Gem Jackpot Champion AIQ awesome1 (resized).png
312 Million Iron Man Multiball Champion AIQ awesome1 (resized).png
awesome1 AIQ Leaderboard 4-21-2024 Stern Insider Connected.PNG
awesome1 AIQ Leaderboard 4-2024 Activity Stern Insider Connected.jpg
12 Billion AIQ Pinball Grand Champion awesome1.JPG
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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 (3 years ago)

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

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

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

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

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

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

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

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


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

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#9417 2 years ago

Hoping to join this club soon, if all goes well. I got in a deposit with Mad Pinball for what they said was their last premium of the March (and running into April apparently) production run.

Quoted from shaub:

My favourite is when I aim for the centre drop target but it misses and hits one of the other ones and somehow bounces through the hawkeye loop and awards me that Skill Shot for a portal lock.

I thought that's how you were *supposed* to do the secret skill shot. Not exactly by missing the drop targets, but I thought you were meant to *shoot* the loop for it, that the "secret" part is that first you fail the Tower skill shot to get the ball to the upper flipper (or a lucky bounce from the disc stud.) I was playing AIQ on location for quite a while before I looked up the rule sheet to see that you're supposed to plunge to the upper end of the Hawkeye loop.

1 week later
#9459 2 years ago
Quoted from Gentax:

However despite this, I only can finish with 40 million a game.

How far are you getting? 40 million is fairly normal for finishing one or two gem quests and a modest Iron Man or Thor multiball.

To crack 100 million, you need to do several gem quests well (with a portal lock, and hit the more valuable shots like the critical hit for Power, first drop target for Mind, spin up the disc for Reality), or else get several tens of millions from something else like multiple Binary hurryups or Super timed modes, or by reaching Black Order Multiball.

To play with the big boys up over 300 or 500 million, you've got to start really diving into the deep end. The big scores come from stacking and comboing everything together: get a gem quest with two portal locks for 3x scoring, add Iron Man multiball on top of that to keep it going, hit some add-a-ball shots too, finish the quest early, rack up victory laps, and then re-collect it all over again with a Soul Gem Jackpot placed on a max-leveled Avenger.

#9477 2 years ago

From playing both on location, I feel the Premium flows quite a lot better. Portal locking in the actual portal feels so much better than just bumping the disc yet again. And Marvel and Ant-man both feeding the flipper also feels much better than just dumping the ball back on the playfield, particularly during multiballs. The spinner on Pro for CM is a poor substitute, since nothing works with just one shot there (particularly Soul Gem), you have to make multiple shots for a lot of spins. I put up the cash for my Premium on order since I knew I'd always regret it if I didn't.

#9479 2 years ago
Quoted from awesome1:

You don't have to avoid the non fast flashing shots in Mind gem to avoid having to hit Sanctum shot... just have to get the fast flashing shot before spinning the disc each time. You can also hit the other shots during that time. Your score will be higher because of it.

This is true. But you might still want to avoid the secondary shots, so that the disc isn't enabled yet to accidentally spin too early, before you succeed in shooting the primary shot.

There also might be strategic reasons to avoid a certain shot. Maybe you want to keep Black Widow at level 1 for putting the Mind Gem on instead of level 2, for example. Or I'm sure there could be more reasons among the many gem effects. Or even avoid Black Panther just so you don't miss and hit Thor accidentally to start him when you don't want to. So yeah, there are reasons to use any kind of side-to-side transfer.

#9524 2 years ago

Same here, I've got a premium that my distributor says should arrive this week. I'm a first-time Stern owner here so looking for the must-have tips for AIQ. I'm not sure I understand what's going on with that Pym shot protector - that link is to Cliffy's WIP page, is it actually orderable?

Ha, I can't tell if you're asking "what to do first" about playing it or owning/maintaining it. For playing, the basic first strategy is get a portal lock before your gem quests (from secret skill shot, shoot combos, or the computer grid - not the lock square which is for Iron Man, portal lock will be one of the three-in-a-row awards.) I like to start with Time Gem if I do get a portal lock (the center ramps and drop targets are easy to hit in multiball, but the drops are risky for draining), or Mind Gem if I don't.

#9527 2 years ago
Quoted from Sleal16:

As far as non-gameplay.... The protectors people are suggesting are for key ball guides and rails that can tend to scratch up the playfield underneath it. Scoops/etc as well.

Yeah - I'm trying to understand for AIQ specifically, what's available and relevant. AIQ only has the one scoop and eject. I haven't seen anything anywhere mentioning wear around the drop targets, tower drop, up-post, disc, or anything else. Looks like the essentials besides coil stops are for Ant-man and if you have problems with rattling and rejects on the Captain Marvel ramp or the plunger lane entrance to the playfield. Any other advice?

#9548 2 years ago

And I'm in the club too, got mine Wednesday and been having a blast on it, even around some setup issues. Just had my best game so far, 540 million, four gems, including winning Thanos Attacks, and when I had the foresight to Change Gems right before to put Mind on Black Panther for free hits and Reality on Black Widow for the multiplier. (I think Reality's multiplier should work on Thanos Attacks shots? Didn't get to see the shot values during the game.)

My most beautiful moment was this: Iron Man MB, phase two, one ball held on each flipper. I shot Panther from the left (jackpot), Hulk from the right (jackpot), the returning ball from Panther up into the tower (super), the ball from Hulk came to the upper flipper to shoot Hawkeye, and from there into the tower for double super. The only thing better than flowing combos on this machine is doing it with two balls at the same time!

Bunch of assorted comments:

I've got both plunger problems. Autoplunger shots rattle somewhere and fail to make it around about one-third of the time. I decreased the autoplunger power to 230 which helped a bit but didn't solve it. Going lower meant clean shots wouldn't make it. I saw upthread that this happens when the ball is falling off the shooter ramp too early and too far to the left; I need to get slow-motion video to see what's happening.

My manual plunger never comes close to making it around. I think the problem is that there's a big gap between the tip of the shooter rod and where the ball rests on the autoplunger forks - the ball sits over a quarter inch beyond the tip. I think this is because the outer shooter spring is too long - has anyone tried either compressing that or replacing it with a shorter one?

I get launched balls stuck under the gauntlet frequently. Was there an official Stern fix for this?

I agree with the folks who say to turn UP the slingshot power to avoid outlane drains. That makes them often kick partway up the Thor and Panther orbits, for a slow return to gain control. It also helps in multiballs, they clear the area in front of the flippers more. Also get a few more random hits to the drops and Ant-man.

I get a lot of balls falling out of the left side of the Captain Marvel ramp, sometimes even onto the gauntlet ramp wireform, I definitely want to put in some kind of shield barrier there.

For slow returns from the Panther orbit, I've got the issue where the post there bumps the ball out towards the center. I kinda like it this way. Most of the time it goes to a flipper, and when it doesn't, I can see and react early enough to slap save. Better than hitting the slingshot I think.

Had some minor problems when a drained ball would sit at the top of the trough instead of rolling down. I think I got this fixed by sanding the edges of the trough groove, hasn't happened again since.

No problems with any of the following: disc (smooth and flush and level), subway, optos (none miswired or mislabeled as far as I can tell), or balls falling off the gauntlet ramp or getting stuck at the intersection of the gauntlet and CM wireforms.

#9551 2 years ago

Mind Gem is tough, since you lose control shooting the disc so much. And you can't have the Mind Gem placed anywhere to help!

The best tip is to pay attention to the stud and don't force a shot that's likely to thud. Don't shoot it near the 11-12 or 5-6 o'clock positions - don't assume you can hit it off-axis from its center to get it moving, only shoot at angles where any contact will make it move. If the stud isn't nearly perpendicular to the angle from the lower flipper, shoot the Gauntlet ramp instead and use the upper flipper for the disc.

Also practice basic skills to gain control for rebounds from the disc area - dead pass, slap save, drop or live catches. Also tweaking the machine setup can help you catch - steeper slope, low-bounce flipper rubbers, and increasing the slingshot power for them to kick the ball higher instead of towards the outlanes.

#9554 2 years ago

It works for the theme too - that ramp also conveys the feeling of Captain Marvel blasting off at full power!

Waxing the ramp entrance is an interesting suggestion, I'll try it too. Sounds like the problems (for both Widow and CM) are that the ball gets knocked off its straight line somehow around the ramp entrance, so waxing it for less friction might minimize that. Also I saw a post upthread that suggested adjusting how the ramp flap is attached -- mine looks like the bolts are in tight enough to crease the flap slightly (again both Widow and CM), maybe I can space that upwards a millimeter or two.

#9620 2 years ago
Quoted from Thunderbird:

Great score! Now what’s the quickest way to fight Thanos

There really isn't any quick way to get there. The only shortcuts are to intentionally fail the Soul Gem (and don't win it back via another method) since then you don't have to play Thanos Attacks, or to win an unplayed gem via Hawkeye at Marksman difficulty (which requires first winning it on easy and pro, since you can skip to marksman only if you lost a gem.)

Really, the way to get to Thanos is to win gems - but not because the gems help directly - it's because winning the gem is the only way to get out of a quest and into another without losing a ball.

Also, I think most people reaching Thanos regularly here are doing it with significant help from mods, like smaller outlanes, the metal disc, low-bounce rubbers. Or even 5-ball game setting. It will be harder as factory stock.

#9626 2 years ago
Quoted from EaglePin:

Or in theory you could get there without ever even starting a gem quest if you only hit shots to collect Avengers.

I don't think that's true? Battle Thanos requires you to have attempted all 6 gem quests. (Since version 1.00 software at least.)

You can get to Thanos with no gems won, yes. But you have to attempt all 6, and the only way to get out of any (except Soul Gem) to start another is by winning or draining. Getting to Thanos with 0 gems won means you lost 5 balls attempting gem quests. It's possible if you get that many EBs, but you've got no margin for error. Reaching Thanos is realistically going to mean winning some gems just to avoid spending drains on them.

You're right that collecting the Avengers 3x might be the longer task overall. But you've got more shortcuts to help with that, like the Power Gem, the grid square to Spot Avenger, or just long multiball sessions. There's no way to shortcut through the gem quests besides winning them or Hawkeye Marksman (and that's if you never lost any.) Draining isn't a shortcut, it's the biggest penalty you can take.

1 week later
#9760 2 years ago
Quoted from LexiG:

ok, got another question. I am having serious flipper issues, I can't make the Black Widow shot most of the time, and that should be super easy. But the ball goes 2/3 up the ramp then rolls back. I have tried adjusting playfield pitch, flipper power is up at 255, I have no luck. My only thought is that the flippers are under powered or something. The game is essentially new. Only ever been played 529 games, so flipper rebuild seems like a waste. Cooling fans for the coils? Different coils? what is everyone's thoughts? Someone created a video where he said he changed out the flipper coils for the ones used in Godzilla cause they were more powerful/performed better, but he had to snip the diodes. I am a novice when it comes to things that require electrical knowledge so I am concerned about anything requiring cutting of diodes... I don't want to screw up a new machine. Thanks for everyone's thoughts!

Bad coil stops are most likely (they tend to show up around 500 games, right where you are). Other solutions besides already mentioned:

Try waxing the ramp entrance, that may help. Also check if the ramp hardware is loose at all so that it's absorbing some energy from the ball.

Also, check your flipper alignment. There's a tiny tiny hole in the artwork that should be centered just beyond the tip of the flipper bat. If it's not, then your flippers may be aligned slightly too low. This is more likely to be the case if it's only the Widow ramp that's the problem, if you can make all the other shots alright. AIQ is very sensitive to flippers that are aligned too low, because of the two important ramp shots straight up the center of the playfield. My own AIQ is aligned about half a millimeter too low and it feels like the Widow and Gauntlet ramps are a tiny fraction harder than they should be, and I'll try adjusting this soon.

#9768 2 years ago
Quoted from vikingerik:

My own AIQ is aligned about half a millimeter too low and it feels like the Widow and Gauntlet ramps are a tiny fraction harder than they should be, and I'll try adjusting this soon.

I just did this, and wow, the flipper alignment does make a difference. I adjusted the alignment so they're about a millimeter higher than being centered on the hole, and the game feels great. Feels like it improved my make rate for running shots on the Widow and Gauntlet ramps by about 15%. Also gives a hair more power to Captain Marvel shots; I think it's because the ball picks up less sidespin from the flipper starting a touch higher. And they can catch more balls of course, but not enough that it feels like any kind of cheating. Just put up my second-best score, including the Black Order MB super for the first time.

I also tried going up another millimeter, but then the Panther shot verged on unmakeable, the flipper couldn't deliver enough power at that low angle.

Quoted from Squeaks5635:

Before I try to send this as some evidence can someone else try their game out and see if they lose flipper during this intro like I do.

Mine doesn't lose flipper control during the Thanos intro at all. One possible guess is a flaky trough opto, so that the game is very briefly going into "looking for pinballs" mode. And if it happens during a ball, maybe the game thinks the ball reached the trough and goes briefly into bonus mode.

#9831 2 years ago

I pick up my playfield to get it over the hump. Shoving it feels like it takes way too much force, even though I know it's designed for that, it still feels too harsh and abusive. I can reach one hand all the way to the bottom of the playfield in the back, while also lifting with the other at the apron. I don't mind doing it this way, although anyone with a shorter wingspan than me (about 5'11") wouldn't be able to.

Quoted from tonycip:

Hey I have a Premium and have a question about the glove with the jems . do they just light randomly? for no reason some flicker . and is it my glove of thanos's glove? I would think they should light up as you get them? but it doesn't seem that way. sorry if this has been asked and answered somewhere in the 197 pages . also sorry for my avengers ignorance. love the pinball machine. : )

Yeah, this is a very common FAQ, and answered often, though it's hard to search for. The gems on the gauntlet have four states:

- Flickering dimly: not contested yet (default at game start)
- Flashing brightly: current quest in progress
- Solidly lit: Thanos has it (you lost the quest, or he stole it when you lost Thanos Attacks)
- Off: Avengers have it (so it will be on one of the playfield locations instead)

It's Thanos's glove - so you're not trying to light up the gauntlet gems - you're trying to turn them OFF which means Thanos doesn't have them. You're trying to turn on the *playfield* gem locations that represent what the Avengers have.

The LEDs are bright enough that it's hard to distinguish the flickering and lit states, but once you know what to look for, you'll see it.

#9868 2 years ago

And I've got the opposite problem. My Captain Marvel ramp is too wide open at the top. Just after the standard plastic cover and just before the peak, there's a place where the wires are far apart with a huge opening, more than a quarter-inch wider than a ball. Balls fall out of here all the time, close to 25% of shots. Sometimes they even land on the gauntlet ramp wireform.

There's also a second problem area on the downslope where there's also a big enough space for a ball to fall out, and a few (maybe 5%) do.

I suppose I should talk to Stern support - do you think they would issue a replacement?

captain marvel ramp (resized).jpgcaptain marvel ramp (resized).jpg
#9877 2 years ago

The spot that Diddy's fix covers isn't where my problem is - that's on the vertical section going up, my problem is at the top just before the peak.

I'll try the radiator hose clamp to get the wires bent closer together.

1 week later
#9925 1 year ago

The toy on AIQ was supposed to be the subway walker lock mechanism, but that fell flat in practice, you can't see it, and it accomplishes nothing that wouldn't have been done with a simple plain subway tunnel and virtual ball locks.

Besides that, the toys on AIQ are the gameplay components - the tower magnet shot and loop ramp are new physical elements, and so is the gauntlet ramp shootable from all three flippers and feeding an upper one. And the disc gives good variety to gameplay since how you have to approach shooting that area varies so much by where the post currently is, including how it makes the Sanctum target delightfully infuriating.

But yeah, all that is only going to matter to serious pinball players. For a casual fan, all that isn't even as interesting as bashing AFM's saucer or MM's castle. Elwin was concentrating on making AIQ the flow fest that it is, although we can wonder what might have been if the game had been built around a big Thanos bash toy.

#9956 1 year ago
Quoted from EaglePin:

I think it comes down to AIQ not having enough emotion or those big pinball moments in games when you know you just did something big.

Yeah, this is it, there's no big moments. Winning a gem should yell out a huge "GEM VICTORY!" fanfare. Instead what you get is a "final blow" display for two seconds that you can easily miss, and a confusing aftermath where you still have to make two more shots to collect and place the gem.

The big moments aren't emotional, they're all mathematical. The big moments are when you set up a big Soul Gem jackpot or shield bonus or Binary hurryup or combo jackpot, with some combination of powered-up avengers and gem placements. That's what the depth of the game is about, and what the game is designed to be doing... but it's really obtuse and tangential compared to what the main progression of the gems should be. Winning a gem should be the big accomplishment to celebrate, not just one step out of five more convoluted sequences to make it do something useful. Each gem should do something big *right when you get it*, not just modify stuff for later.

Quoted from TheLaw:

I personally don't get the "no energy" thing at all, but the stacking being confusing I find myself. There's always a countdown going on I have no idea what it is. Probably using the characters voice should be telling me but it's still like; "Whatever."

Those countdowns are either one of the Super modes started from the computer grid, or the timer for a tower super jackpot during Iron Man multiball. Neither is really important for gameplay (although super modes can earn a trophy), they're just a few million points. There are no countdowns for the gem quests, even though that's what anyone would immediately assume it is. The countdowns have nothing to do with which character is speaking, that's just random.

#9962 1 year ago

Has anyone has this experience? I put on Titan low-bounce silicon rubbers, and then my left flipper can't make the Captain Marvel ramp from a catch.

It's definitely this rubber causing it. If I switch back to the original rubber, the flipper makes the ramp fine. Playfield is at 6.5 degrees by a digital readout. It's not a problem with flipper strength, I replaced the coil stops and sleeves, and it hits every other steep shot fine. The behavior is the same with or without a lexan barrier on the left side of the Marvel ramp entrance. Making the Marvel ramp from a rolling shot is more consistent than from a catch, but still less consistent with the Titan rubber than the original.

I think the cause is ball spin - the ball needs some clockwise sidespin to grab and climb the outer wall of the Marvel ramp. The original rubber applies more spin than the Titan. A rolling shot picks up more spin (with either rubber) for a better shot at making it.

Any thoughts on this? Any suggestions for other flipper rubbers that are good with control and can also apply the bit of sidespin that seems needed?

#9969 1 year ago
Quoted from bigguybbr:

That seems backwards. Titans usually add way more spin to the ball. They are more "sticky" (i.e. greater coefficient of static friction) than regular rubber rings, which is why it is easier to trap up using them.
Have you cleaned and waxed recently?

The Titans don't feel that way to me - they feel slicker than Stern's standard rubbers, they seem shinier and harder. It's hard to tell for sure, but it feels like they impart less spin, like if a soft shot or tap pass comes back to a flipper, it's spinning less than with standard rubber. Less spin is good in general, but it seems like some is needed to grab and climb the Captain Marvel ramp wall.

I've been cleaning almost obsessively (almost every play session), though haven't waxed.

#9996 1 year ago

Thanks for that pointer. That's pretty much what I'm seeing - silicon flipper bands make the Captain Marvel ramp much harder, and some impact on Panther too.

I believe the cause is the opposite of what he says though. The silicon bands impart *less* spin (because they're harder), and it's that *lack* that hurts the shotmaking. Think about the geometry. A left flipper applies clockwise spin, which helps the Marvel ramp, since as the ball contacts the right wall and roof, clockwise spin will propel it upwards and leftwards. Same goes for the Panther shot, clockwise spin propels upwards while the ball is in contact with the right wall. Mirror image for the Hulk shot (counterclockwise spin from the right flipper) which Jediturtle mentions too. Conversely, the other shots (Widow, Gauntlet, Tower, Captain America) don't involve the ball spending time along a wall, so spin won't matter, and those are the shots that we find aren't affected by different flipper rubber.

All the evidence points to spin as the differentiating factor - but the logic of the geometry points to *less* spin being the culprit, on Marvel primarily and Panther and Hulk secondarily.

I think I'm looking for *softer* flipper rubbers to get more spin for the tough shots - even just for the experiment to see if it works.

#10001 1 year ago

I hate Thanos Attacks and it needs to die in a fire. It's got nothing to do with the progression of the game at all. It was crammed in because Gary Stern whined that players would never see Thanos if he was only the final mode. No, the points aren't worth risking a ball. It's way too many shots. I always select Soul Gem and just trap up and let him have it, then win it back later from Black Order MB or Battle Royale or Hawkeye.

Agree that Space Gem isn't useful enough. I always do it last. Moving the gems around doesn't really do anything, or actually it's usually a net loss, in moving gems to worse locations more often than to better locations (since you put them on good locations in the first place.) You can do cutesy stunts like the 2-flip Soul Gem, but that's way more work to set up than it's worth. It doesn't really work to use Space Gem to recharge Mind; it's not going to land on a powered-up avenger often, and an unpowered Mind isn't very useful.

Thor takes way too many hits after the first one. Seriously, 9 risky rebound shots for a 2-ball multi? I never go for that, unless I accidentally get multiple hits with the Widow inlane helper. Thor always gets completed from Spot Avenger after the first time.

But really, the game's problems aren't code related. Code can't fix an uncooperative Marvel ramp, or that every reject from the Hawkeye loop blasts straight down the left outlane, or that half the rebounds from the disc area go down the right one. What AIQ really needs is an outlane ball resurrect feature, like on Star Wars and Rush and Led Zep and many others. There's no insert on the playfield for it, but it could be indicated by flashing/pulsing the I or N outlane light.

The biggest thing code could fix is how many times you need to spin up the disc to enable the next mode. I drain half my balls just doing that. The game could really use some shortcut to spinning up the disc sometimes, maybe the Sanctum target. Also allow disc spins to count during the Collect Gem / Place Gem steps, it's completely maddening that you have to finish those before spins will count again. Also for Thanos Attacks, just enable it right away like the Assembled modes instead of spinning up the disc yet again, if you're going to screw over the player with this useless mode, at least give him that much.

#10007 1 year ago

I'm trying to keep the difficulty where it belongs, on the gem quests (and the physical shots which are steep and tough enough already), and not on the secondary faff that only serves to give you more chances to lose a ball.

Thanos Attacks just shouldn't be in the game at all, or at least have a setting to get rid of it. If it has to exist, I agree that making it drain-proof is a bit too much and too similar to Soul Gem. But it needs some help; it just takes too many shots and too much risk for not enough reward. The worst part is how it actually punishes you for having more gems, which is just dumb, you should never be worse off for owning more.

I'd structure it like this: shoot a total of 5 shots on any of the gems you own (so having more always helps), plus the usual spots available from flank attack and mystery, maybe also one more way to get shot credit (say a Hawkeye combo), then end it with a final blow to the gauntlet ramp (once, not once per gem.)

I love zipping the multiplier around on Star Wars. I don't mind the side faff modes there (Lightsaber Battle, Escape from Boba Fett, and the video mode) - I get excited at another chance to use the multiplier. I wish Thanos Attacks could have that same level of excitement. I think the design could get there by making it a showcase for the gems, not a liability - the gem powers should help you beat Thanos, like a Power Gem shot should count double, Space could light an extra shot, and so on. These gem perks were in older code but somehow disappeared when the Thanos modes were reorganized.

11
#10049 1 year ago

My turn for the big brag post, got the 6 gems and to Thanos for the 1 billion score, for a 2.6 billion GC. All factory settings (except for adjusting power for ejects and autoplunge and slingshots.)

Funny part was that as much as I was complaining about Thanos Attacks, it was key in this game. I got there with two gems (having lost one), and finished the first one during the ball saver, so decided I might as well go for it, and pulled off defending the second gem to reclaim the third.

Also made Computer Frenzy for the first time, but fell short of Trophy Mania, at 20 trophies. You really gotta get almost all the Super mode trophies for that, and also several level-2 avengers.

I also discovered what happens if you assemble the avengers again after Battle Royale (so the fourth time total): the wizard modes loop back around to play Soul Gem again. I assume it would keep going to Black Order MB and Battle Royale again as well. Although at that point you'd only ever be collecting them via Spot Avenger; it was up to 13 shots for each of Widow and Panther.

avengers 2600m.jpgavengers 2600m.jpg
#10053 1 year ago

It's only somewhat the outlanes themselves; they're not all that different than any other pin, although the slingshot post being above the outlane post is irritating. Really I think the problem is how so many areas on the playfield rebound towards them: every rollback from the Hawkeye loop goes towards the left outlane; lots of rebounds from the disc and Sanctum and drop targets and weak/missed shots to Ant-man all go into the right outlane. It's also more infuriating since draining ends and loses your mission, unlike many games like Star Wars and TMNT. AIQ really could have used a lightable outlane ball resurrect feature.

#10067 1 year ago

For pitch, I found mine is best at exactly 6.5, with a digital level. Any higher and the ramps get brutally hard (particularly after flipper fade), any lower and it's too bouncy and floaty around the flippers to gain control.

Other NIB advice: check that the disc is level and flush and the post is screwed in tight, turn down the trough eject and slingshot power, install some kind of blocker under the gauntlet to prevent stuck balls there, maybe install a barrier on the left side of the Marvel ramp if it's a premium (although mine doesn't really seem to make any difference.) Also inspect the flipper alignment: mine were a millimeter below centered on the indicator, I adjusted them to be a millimeter above, and that makes a noticeable difference in hitting the two center ramps and in trapping a bit more easily.

#10109 1 year ago
Quoted from A_J_B:

Looking for just a little bit of feedback from some of the veteran pin folk here, see comments below:

2: For trouble with the ramp shots, yes, clean and wax the playfield. It makes a lot of difference particularly on the Captain Marvel ramp. My make rate went from like 50% to like 80% after just a quick wipe-down with Novus 1. This ramp is incredibly sensitive to having a clean and slick playfield. (My hypothesis is that the ball needs to be sliding, not rolling, when it reaches the ramp entrance; rolling makes for just enough friction to sap just enough power for the ball to not make it.)

I put a lexan barrier on the side of my Marvel ramp, but it doesn't really seem to make much of any difference. A shot that's off-axis enough to hit the barrier isn't going to make it anyway.

For Widow and Gauntlet, I found the most important thing was make sure the slope is at 6.5 and not higher. But just by their nature, these ramps will have a lot of rejects - the ball comes in at quite a range of angles and speeds, and the ramps are hard metal that the ball will clunk off hard, not plastic that has a bit of give. I have occasional problems with the ball jumping too high on the Widow ramp so it hits its roof instead of making the shot; I haven't figured out how to solve this.

Mine saw the shavings indicating a bad coil stop after about 250 games. I took it out and yes the brass center piece was slightly loose. I replaced it with Pinball Life parts. Only the left side was bad for me, but if it was then the right side would probably also go soon so I did that too.

3: I installed flipper coil fans and they do seem to help. The Marvel ramp in particular got a lot worse after 20-40 minutes without the fans.

#10124 1 year ago
Quoted from Da-Shaker:

Is there a mode or gem where your flippers go dead? This has happened to me 3 times. One time they went dead and then came back on.

There are two, but both are very late in the game, when you beat Battle Royale or Battle Thanos. Probably not what you're seeing. (Soul Gem doesn't do this, if you run out of flips, the game just changes back to normal play with no break.)

Flippers going dead is most often a node board problem, either a loose connection or it's bad and resetting on its own. The other possibility is a trough switch making the game think a ball drained, but you'd know this because it goes to the bonus count.

#10128 1 year ago
Quoted from Thunderbird:

Two sudden issues:
1. What’s the best way to straighten out the sanctum target so it will not send the ball into the air much of the time after hitting that target?
2. At the end soul gem shot on Stark tower, the ball is not registering as magnet grabs it, to register shot made to capture soul gem. Haven’t looked at it yet, but is it an opto problem?

1. I think you just bend it back down periodically. There are mods to install a stronger bracket if you want. I haven't yet but might soon.

2. The tower magnet should grab the ball to end Soul Gem, but it might happen to miss on any given physical shot. Did this happen repeatedly or just once? In normal play, does the tower magnet grab it when lock is lit?

In normal play, if you can get 4X Arc Reactor shots and lock balls, then the optos are working (for a lock, you just have to make the top switch, the magnet doesn't have to grab it.) If the magnet isn't consistent or never works at all, it's most often a loose connection to it or its node board.

#10139 1 year ago
Quoted from Da-Shaker:

It seems to mostly happen during multi-ball. I have added some light mods to the game, but don't think they're the issue.

Light mods can indeed be the issue. They can pull enough power so that a node board gets underpowered and resets. That it happens in multiball with more going on also points to a power issue. Try disconnecting the light mods and see if it still happens.

#10147 1 year ago

Same here, mine needs Novus 1 very often or the Captain Marvel ramp fades and becomes unmakeable. Basically as soon as I can see any ball trails in the inlanes. It can be as little as 40 or 50 games (although my average length of those games is going up quite a bit.)

#10166 1 year ago

Bet ya can't beat this:

avengers soul gem 267m (resized).jpgavengers soul gem 267m (resized).jpg

That's not a Soul Gem Jackpot, that's the Soul Gem Quest. 267,750,000.

Hard mode of course. The linchpin was the second-to-last shot, on Captain Marvel, at 5x from Binary hurryups and holding the Reality Gem. 1,750,000 base value, x10 for hard mode, x5 for Binary, x2 for Reality Gem, comes to 175,000,000.

You know how Rush teases you with the "100x scoring" that's never awarded? Avengers actually has that, for this one shot. 10 x 5 x 2 multipliers on this shot = 100x.

The only ways to beat that 267M would be more remaining flips, or more level-2 avengers to double some of the early shots for a few million more, or Space Gem shenanigans (start with Reality on Widow to double that shot, then move it to Capt Marvel.)

This happened on the second loop of the game - after battling Thanos, complete all avengers again (a fourth time total) and you play Soul Gem again. It would be quite a task to get Binarys up to x5 before playing Soul Gem the first time.

avengers binary 196m (resized).jpgavengers binary 196m (resized).jpg

Also got this Binary champion - different game, same setup, x5 for Binary and x2 for Reality Gem. The first shot was 16m and the second was 180m. I'm not quite sure what the math was there - I think it was 8M base doubled by L2 Black Widow, then 9M base x2 (for being the second shot of the hurryup) x5 (Binary) x2 (Reality Gem).

#10177 1 year ago
Quoted from Eskaybee:

Do you guys make it to battle thanos often? I’m finding this game isn’t as hard as I thought it would be; in fact the rules are becoming quite easy to follow (still need to learn computer grid stuff). I don’t think it being easy is a bad thing, just means I get to set it up harder

I've gotten there about 8 times in about 400 games total. Half with all six gems for the auto-win, half battling him normally.

Portal locks are absolutely the most important thing you can do to make the game less hard. Get at least one for every quest, unless Thor or Iron Man MB is ready to go instead. Although it's even better to stack a portal MB into Iron Man or Thor. More balls at once makes for a self-sustaining effect, where you're likely to get one or both add-a-balls, which refreshes the ball saver each time, plus also more random bashes of the drop targets to keep making progress there.

I also found that it's more important to collect Avengers than to play the gem quests. Battle Royale is always the longer task than the gems. I've never yet had a gem quest still left over after playing BR. If you're close to an Avengers Assembled mode, go for the shots to finish that over the next gem quest. It's always better to clear out and reset the Avengers, so that you can make progress towards the next set with whatever you're doing next.

I also found that Power Gem is the most important gem to have and do first, since it makes the most progress towards collecting Avengers, and to getting level 2 Avengers for the trophies towards Trophy Mania. Get it before Soul Gem so you can carry over one avenger then, then change gems to help collect another one, who then gets carried over after Black Order MB. I like to put it on Hulk first, since he'll get enough spinner spins eventually to reach level 2, then change it to Panther to get carried over after Black Order MB, since his shot is the least likely to make progress from random activity.

I still wouldn't call the game easy by any means, but it's incredibly skill-rewarding, both for strategic planning and physical execution. All the extra balls do soften the difficulty significantly. There's a self-sustaining effect there too: get the first couple EBs (target completions and 8 trophies) and that will make you last longer to the rest of the EBs (computer grid, 12 Marvel ramps, 50 combos, second Hawkeye Challenge.)

I still hate Thanos Attacks and just work around it: select the Soul Gem on purpose and just time it out to avoid losing a ball, counting on reclaiming the Soul Gem in Black Order MB or BR. This plan does give up any Soul Gem Jackpots, but that's tolerable.

#10178 1 year ago
Quoted from jalpert:

It’s less about getting to the end, and more about maximizing your gem quests or whatever they are called.

The scoring is all about getting to the end. It's a billion if you get all six gems, or still 400M or so from the battle itself plus super victory laps. And Battle Royale, Computer Frenzy, and Trophy Mania all each score in the hundreds of millions too. The points from the gem quests are peanuts compared to that. Portal locks are critical for making each quest a multiball, not really directly for the points.

The quest multiplier does matter if you're chasing replays on location or trying to top someone else in a tournament, but if you're chasing high scores on a home game, the end modes are the only way to get up into multiple billions.

#10179 1 year ago
Quoted from awesome1:

Looks like I have gotten the exact same score for Soul Gem!

That's amazing! I did say I bet ya couldn't *beat* mine

Quoted from awesome1:

(I'm not sure how to place the pics inline between the text here on Pinside)

First drag it into the box to upload, then there will be an "insert into post" button at the bottom left of that area. It will insert some bracketed text that will be converted into displaying the image.

#10183 1 year ago

If you win Battle Royale, yes, the flippers cut and drain the ball. You will get a new ball served to the shooter lane after the victory animations. You don't lose a ball.

If you lose Battle Royale, there is no cut, the game immediately switches back to normal play.

#10206 1 year ago

Besides the optos, tower magnet problems can be a loose connection to the magnet or its node board.

There was also one report far upthread where someone figured out it was the balls - that somehow one particular ball out of the six wasn't getting magnetized enough for the magnet to hold it.

#10207 1 year ago

On a different topic, I managed to eff something up. I was installing the Cliffy shooter lane protector, and when reassembling, overtightened this nut and actually broke this bolt.

It's a weird bolt, with the flat top and those tiny little wings. Is this something a local hardware store has, or am I going to embarrasingly contact Stern support for one bolt?

broken bolt.jpgbroken bolt.jpg
#10210 1 year ago

If your plunge isn't consistent, you need to take slow motion video to figure out exactly what's going wrong. There are several places where the ball can deviate from its straight line and start rattling around and losing power. It can happen starting from the plunger forks, or where the metal fork starts near the end of the shooter lane, or all the way at the end where the ball drops onto the playfield, or farther up the orbit when contacting the ball guide to the right. The fix will be different in each case.

#10231 1 year ago

Right, the portal lock multiplier only ever goes down as you lose balls, it doesn't go up by adding them.

One of the info screens does tell you how many portal locks you have (but not how many are *lit* and not collected yet, which is sometimes a problem.)

On the Premium, you can just look at the locked balls. Although there are cases where the physical count doesn't match the rules count; if you have two portal locks, and get another multiball up to 5 balls (Iron Man or Black Order with both add-a-balls), the game has to put one of the portal-locked balls into play since there aren't any more in the trough.

#10235 1 year ago

I've been watching the Avengers Assemble cartoon too since I got the pinball. They do fight among each other a lot. But it's not the same vibe as the taunts in the pinball. The difference is that in the cartoon, the insulted Avenger always fires back, but the pinball player doesn't get to retaliate, there's no way to get revenge on Carol for the taunt.

I agree, the Avengers really shouldn't be taunting the player - that's what the bad guys are for. The callouts for losing gems are enough, the Avengers don't need to add insults on top of that. The right tone would be a frustrated but ultimately sympathetic callout, like "better luck next time".

#10267 1 year ago

I'd say the better use of the Captain Marvel multiplier is for the Reality Gem, not the Soul Gem. All the blowup scores I get come from that - shots of 100m or more during more Binary hurryups, Battle Royale, Super Victory Laps, and 30m multiple times in Trophy Mania. (Not sure about Computer Frenzy - I've been trying to figure out if the multipliers apply to a Computer Frenzy super jackpot collected by shooting CM.) Soul Gem jackpots happen only two or three times in a game; the Reality Gem can multiply many more shots.

#10271 1 year ago
Quoted from Da-Shaker:

I need a cheat sheet on where to place these gems.

I go like this:

Power Gem goes on either Hulk, Captain America, or Black Panther. Whichever needs the most help powering up at the moment. After each Avengers Assembled mode, that avenger stays collected, so hit Change Gems when you can and move it to a new avenger to power them up and carry over next time. (The advanced version of this: leave it on the same avenger until they reach level 2 for the trophy, then move it to power up someone else.)

Mind Gem always goes on Widow, since she's the easiest to power up to levels 1 and 2.

Reality Gem goes on the drop targets if I get it early, then Captain Marvel later once the Binary multiplier gets up.

Time Gem most often goes on the drops, those get the most random hits for tacking on time.

Soul and Space go wherever is left over, doesn't really matter.

Sometimes I will move Soul or Mind for short-term tactical reasons. If I happen to hit Change Gems while a Soul Gem Jackpot is lit, then of course I'll move Soul to the currently highest-powered avenger (or Captain Marvel if Binary is at least 4x.) I will also sometimes change Mind for a specific next quest or mode - move it to a level-1 avenger for most quests, or a level-2 avenger if I have any and Reality Gem or Battle Royale is up next.

Quoted from Maniac227:

Some quick questions regarding Capt. Marvel and gems...
How does Power gem compare on Capt. Marvel? Getting the perks faster and more binary shots worth it or Reality all the way?
I have the Pro and i heard that my Capt. Marvel multiplier doesn't go up? If that is the case should i go with Power?

Right, there is no CM multiplier on the Pro. I've tried using Power Gem on CM, but it's not all that great, problem is the opportunity cost of not using it to power up and carry over a real avenger. If you want to make Battle Royale and the other wizard modes, you really need it helping on the avengers.

Quoted from Bagdad:

Joined the club with a NIB premium on monday. I only played a couple of test balls but I already noticed some minor issues:
1- Intense airballs from the sanctum target.
2- Manual plunge is way too weak/weird most of the time. Auto Launcher is fine.
What are the best solution to fix theses? I'll search the thread but if someone knows the best fixes, I'm a taker.

1 - Just bend the target back down. There are mods for a stronger bracket if you want to get and install one.

2 - You need to get and install a stronger plunger spring - that seems to be the only thing that works for it.

#10275 1 year ago
Quoted from Bagdad:

1- I tried bending it but was'nt sure which direction. Does it need to be pushed toward the player or more toward the back?
Also, is the game supposed to come with it's own keyfobs? It seems I only had the "dog fob".

Push it down towards the playfield. The airballs happen when the target isn't vertical but is slanted upwards.

Not sure what keyfobs you mean? I just got two keys for the coin door and two for the backbox, just on standard key rings.

#10306 1 year ago

The magnet should grab the ball for every shot that reaches the top opto in the tower. There are no exceptions at all. It can occasionally miss the timing or not hold strongly enough, but it always tries on every shot no matter what's going on.

If it's not grabbing, then either the opto isn't registering correctly, or the magnet itself has a problem, either a bad connection or a bad node board. If you can get "Ball 1 Locked" during a game, then the opto is correct. (The magnet doesn't have to hold the ball to register a lock. It *does* have to hold the ball to register the Soul Gem shot, or a super during Iron Man Multiball.)

Try replugging the connections to the magnet and its node board. If that doesn't help, then contact Stern support.

#10312 1 year ago

I discovered an interesting feature: When you have the Mind Gem on the Captain Marvel ramp, if you hit the button to spot the shot that will start the Binary hurryup... it also COLLECTS the hurryup in the same button press! So you just need to make the easy Widow shot to get the ramp multiplier.

So I used that with some new gem strategy to put up a 4.8 billion GC. Basically get Captain Marvel up and then collect big Soul Gem Jackpots there.

Do Mind Gem first of course, ideally without using any portal locks on it, since we don't care about the scoring from the Mind Gem quest itself. Stacking it with Thor is a good idea, since spinning the disc for Mind Gem also qualifies Thor's add-a-ball. When finished, put Mind Gem on Captain Marvel (this may be the toughest part, it's a bitch to get control and hit that without hitting any drop target or spinner or pop bumper!)

Bring Captain Marvel to 2 ramp shots (remember that the gem placement shot itself will count as one), then hit the button, which will both count as the 3rd shot and collect the CM side of the Binary hurryup, so you just need to shoot Widow for the multiplier. You can even do this with a caught ball so you're totally ready to shoot Widow. Bring CM to 5 shots and do it again. Easy 3x, and you can leave the Mind Gem there until you get up to 14 ramp shots to do it one more time for 4x.

Don't start any other gem quest until after Soul Gem, so that its jackpots will be available for all the following quests. And you can take advantage of Soul Gem itself to get some extra CM ramp shots in. If I get it down to the last shot with lots of flips remaining (can often do this with 40+), I'll take advantage of the time to pound CM a few extra times before ending the mode, I'm pretty confident in hitting the tower within about 20 flips if necessary.

After Soul Gem (and the third use of the mind gem at 15 ramp hits for Binary to 4x), then do Change Gems. Put the Soul Gem on CM, and Mind wherever you want, generally Widow is best since she's the easiest to level up. Now start gem questing for real - get portal locks for triple scoring, and ideally stack with Iron Man MB for some nice long victory laps. Now I pick quests based on the status of the Mind Gem at the time: when it's low level, go for Power Gem; when it's at level 1, go for Time Gem (use Mind for all three drop target hits); when it's level 2, go for Reality Gem and super-boom it all at once.

And of course for each of them, hit Captain Marvel for the jackpot of 200% or 250% of the quest score (if/when you can get it up to 5x with one more Binary.) I got four Soul Gem Jackpots each over 200M in that GC game, and up to 400M in another game (actually came from the Space Gem quest, thanks to Panther happening to be at level 2 via the Power Gem, and some lengthy victory laps.)

For Thanos Attacks, select whichever was your third gem (not Soul or Mind), and catch the ball to time it out -- so you can quest for that gem again and get another Soul Gem Jackpot! Go for the repeated gem quest when you have two portal locks, so you're most likely to win it and avoid losing the Soul Gem.

Once you finish all the gem quests, then change gems again for Reality to be on Captain Marvel, since that gives the biggest scoring in the wizard modes (Battle Royale, Super Victory Laps, and Trophy Mania.)

Short version: Exploit Captain Marvel's multiplier for big scores (sorry Pro owners!) Start with the Mind Gem on her for super-easy Binary hurryups, then Soul Gem for big jackpots, then finally Reality Gem for the wizard mode payoffs.

#10317 1 year ago
Quoted from greben0ts:

Sitting at a 673M GM score, having never battled Thanos yet. Reaching for the 1B, which will ironically probably eclipse 2B when I finally do beat Thanos.

Yeah, the scoring really blows up when you reach the wizard modes. You really want Thanos with all six gems for the billion, and then Battle Royale, Super Victory Laps, Computer Frenzy, and Trophy Mania each score 200-400 million. And the way to get to the higher ranges on those is to have Captain Marvel multiplied and holding the Reality Gem, plus ideally use a level 2 Mind Gem. (Although I've twice had what should have been a crazy L2 Mind Gem foiled by accidentally hitting the Space Gem shot just before and moving all the gems out of position!)

The scoring blows up from under 1 billion to around 3 billion when you can make all the wizard modes. Then the way to blow up from 3 billion to 5 billion is by adding multiplied Captain Marvel stuff on top of that, with Soul Gem Jackpots and then the Reality Gem.

#10324 1 year ago
Quoted from awesome1:

Good strategy for building up CM boost and hopefully converting into large Soul Gem jackpots!
Keep in mind that the second shot to collect the Binary multiplier is 2X... so if the second shot is Captain Marvel, it will be twice as big as if CM is the first shot and that of course, is multiplied by the Binary multiplier!

Yes, using that Mind Gem method means that CM is the first shot, so you don't get to double the ramp-multiplied value. That's why I use Mind Gem just up to 4x, then try to get the next one normally with Widow first to double the CM shot.

Quoted from awesome1:

So many different strategies on AIQ and I love to hear how everyone else is attacking it!

Thing is, I think it converges back into one approach on the high end - there's a lot of strategies, but to really blow the roof off (I'm chasing 5 billion now), you have to do ALL of them. You have to get the Binary hurryups, AND the Soul Gem jackpots, AND the wizard modes, AND blow up some of them with a level-2 Mind Gem. For Thanos Attacks, I now think it's a good idea to intentionally lose an unimportant gem (not Soul or Mind) - just so you can go play and win its quest again for the portal multiball and Soul Gem jackpot.

Reaching the wizard modes is great, but the thing is that the scoring pretty much tops out after them. There's not much of anything left to do, just more instances of Iron Man multiball, but even that can't get as big without a portal multiball stacking into it. You need to score big along the way, and that means portal-lock triple scoring on every gem quest if you can get it, plus the Soul Gem jackpot on CM at 5x.

Quoted from greben0ts:

except for the space gem, which still gives me trouble.

Yeah, Space Gem can be surprisingly tough, since you're always constrained into just one or two specific shots to make progress, even a multiball has trouble hitting those single shots one at a time. I try to have a level-1 Mind Gem for it (or reach it during the quest), which helps a lot, use it whenever you have a ball on the wrong flipper to move the current shot to the other side. BTW, note that a level-2 Mind Gem will complete both the parry and attack shots together, even though it usually goes left-to-right and the parry shots are on the right.

#10347 1 year ago

You guys want more gem shenanigans? Of course you do.

soul gem 467m (resized).jpgsoul gem 467m (resized).jpg

467 million Soul Gem Jackpot. Here's how. It was with the Power Gem quest, because that is the only one that scores points on the multipliable Captain Marvel ramp. (The Reality Gem quest also can, but you can't have the Reality Gem on a shot while questing for the Reality Gem.) I set this up very deliberately.

Reality Gem on Captain Marvel, Soul Gem on Black Widow, Space Gem anywhere (I had it on Panther.) Marvel ramp multiplier at 5x (10x with Reality Gem.) Start the Power Gem quest, with triple portal locks of course. I got a good rip on the Hulk spinner to build the value, and shot the critical hit on the Marvel ramp for 6.4 million x 5 x 2 = 64 million. Then three glancing blows on the other shots, then that critical again. Finish with the final blow (I really don't know how the scoring works for that shot), total quest value 186 million.

Then shoot the Space Gem and hit the button, to move the Soul Gem from where it was waiting on Widow into position on Capt Marvel. Then collect the gem and the jackpot! 186 million x 50% x 5 = 467 million.

What's really going on here is applying the 5x multiplier *quadratically* to the points - the base value gets multiplied for shooting the shot, then the result of that gets multiplied *again* by the Soul Gem jackpot, made possible on the same shot by changing out the gems in between.

Also this (in a different game):

avengers battle royale 595m (resized).JPGavengers battle royale 595m (resized).JPG

595 million Battle Royale.

The key was a level 2 Mind Gem, and of course Captain Marvel with Reality Gem (although only at 4x from Binary so 8x total.) I got Wasp into play quickly, shot enough shots to beat the first villain, then hit the Mind Gem as the second villain started with all shots lit for Wasp's 2x damage -- this beat two more villains instantly and catapulted into the middle of the fourth! (The display said Mind Gem 46 million, but it should have been higher, maybe the Mind Gem doesn't use the Binary multiplier?) Anyway, this put the Avenger Attack Streak counter at 14, and I got two more shots on that same streak: Widow for 39M, then Captain Marvel again where I didn't see the display but it should have been more-than-39M x 4 x 2 = more than 312 million.

#10355 1 year ago
Quoted from awesome1:

In the meantime, here's a few pics of a few of my "best" accomplishments on AIQ so far!

How'd you get the 830m Soul Gem jackpot? I assume on a 5x Marvel ramp of course, but which gem quest was it, and how did you build up the quest scoring, was it mostly victory laps?

My GC so far is 5.4 billion, in a game where everything went right except I biffed both Computer Frenzy and Trophy Mania for very low scores. I'm definitely gunning for your 6.3 billion

#10358 1 year ago

Correct, Victory Laps don't count towards the quest high scores. They do count for the in-game displayed total and for the Soul Gem Jackpot, of course.

This is the deal with Computer Frenzy. It changed in one of the code updates. Old behavior was that Computer Frenzy could not be started until you had played all 6 Super modes. This changed, so now that is not a requirement, new behavior is that you can light and start Computer Frenzy as soon as it comes up on the grid. It was never a bug, just unintuitive behavior that the game didn't explain.

The requirement to *reset* the grid sequence is to play all 6 Super modes and Computer Frenzy. As long as there is still any super mode waiting on the grid, all future bingo slots will be filled with "Light Computer Frenzy" until you play that, and then "5 Million" until you play all 6 Supers. I very clearly saw this happen in one game: played Computer Frenzy, saw the grid full of "5 million" awards, played the last remaining Super mode, and then the grid reset to the beginning.

The purpose of both versions of the rule is so you can't miss out on the opportunity to get any of the trophies for the super modes. Originally the grid reset after Computer Frenzy, but it was unintuitive to make Computer Frenzy wait for all 6 super modes, so that was changed, and now the grid resets after Computer Frenzy plus all 6 super modes, with the "5 million" awards as placeholders until that happens.

#10361 1 year ago

As I understand it, this only happened in older code: when Light Computer Frenzy goes gone from the grid, it's because you collected that grid line, but you didn't play all 6 Super modes, and so Computer Frenzy will wait until you do, it will light at the portal when the 6th Super mode finishes. I vaguely remember Rayday saying this in a video or stream.

I believe that never happens in current code. (Not sure of the exact versions; I think likely post 1.00; mine shipped with 1.03 from the factory.) I've never seen Computer Frenzy fail to light at the portal upon completing its grid line, in maybe 15 or so instances total.

#10366 1 year ago
Quoted from shaub:

Are you saying that you don't need to play all 6 super modes to play computer frenzy? Doesn't playing all 6 super modes make it an available computer grid award?

You don't need to play all 6. You did in older code. Currently, you just need to advance the grid far enough for Light Computer Frenzy to come up as an award for one of the lines.

Currently, if you play Computer Frenzy but haven't played all 6 Super modes, the unplayed ones will stay on the grid until you do get them, and any otherwise vacant grid lines will fill up with "5 million".

Once you've played all 6 super modes AND Computer Frenzy, in either order, then the grid resets to the beginning.

#10368 1 year ago

It's not automatically up next after all 6 Super modes. You have to complete enough grid lines (9 total since game start) to get Light Computer Frenzy to move on to the grid, and then complete its line too.

#10376 1 year ago

On the Computer Frenzy topic, I captured in a game what happens (with a potato quality dirty camera lens):

grid1 (resized).jpggrid1 (resized).jpg

This is the grid after getting Light Computer Frenzy and playing it. Notice that Super Arc Reactor is still on the grid, and that "5M Points" replaced all the vacant squares that previously had Light Computer Frenzy.

grid2 (resized).jpggrid2 (resized).jpg

This is the grid while Super Arc Reactor is running. 5M Points has also replaced that.

grid3 (resized).jpggrid3 (resized).jpg

This is the reset grid after Super Arc Reactor finished. All the 5M Points awards have been replaced by fresh awards, but other awards (portal lock, collect bonus, trophy) are still there. (Wow I played that whole game without ever getting that portal lock.)

grid4 (resized).jpggrid4 (resized).jpg

And this is the new list of upcoming awards - notice that the first three of those are on the grid at game start, so resetting the grid is the only way to get those into the upcoming list.

#10383 1 year ago

Battle Royale shuts down so it can display the victory animations and score awards for finishing. It doesn't have a final shot that can hold the ball like Soul Gem or Thanos Attacks (at the gauntlet ramp), since any shot could be the last one to deal damage. Also the second ball from Wasp could be in play and that should get cleared out too.

You don't lose a ball for winning Battle Royale. You get a new ball in the shooter lane but it didn't count as a drain, and it gets autoplunged with no skill shot, like any other ball save.

#10414 1 year ago
Quoted from greben0ts:

I’ve been practicing this and I’m wondering something. Sometimes after doing *something*, the remaining shots (or maybe some of the shots?), will turn purple for a short time. Do you know what that means?
Also, is there a good consistent way to relight the arrows that are already collected?

The purple shots are a combo from the Hawkeye loop into something else that is still lit. When you shoot the upper loop (feeding the right flipper), any shot that flipper can hit (Hulk, Tower, Cap, Widow) that is still lit will turn purple for a Hawkeye Attack shot, for 2x damage and points.

There is no way to relight any arrow other than beating the current villain.

BTW, note that the Battle Royale Challenge is somewhat different than the in-game Battle Royale. The Challenge version takes 8 hits per villain but the in-game version takes 6, and that's quite a significant difference. Also the Challenge version deals only half damage to you for draining.

#10453 1 year ago
Quoted from Monarca1091:

And when you start a game the letters s-t-r are purple and the letter A is flashing yellow

That is normal, the game begins with the progress toward the first gem quest already halfway credited for you.

I don't know about the blinking magnet board, ask Stern support.

Quoted from A_J_B:

Gem quest question (I might be overlooking this in the rule sheet so please forgive me if I am)...
Once I complete a gem (doesn't matter which one), I collect it via the gauntlet ramp and the ball is held with the post, normal stuff. Now, if I qualified a portal lock or Soul Gem during the gem quest, the disk comes up and the gem is automatically placed on Capt America for some reason.
Is this by design and I'm missing something or do I have and error somewhere in the machine?
Thanks!
-AJB

This is not normal. Sounds like you have one of the pop bumper switches registering when it shouldn't be. Hitting any pop bumper is enough to place a pending gem on Cap.

1 week later
#10485 1 year ago

In the settings, reduce the trough eject power to the lowest number that will consistently eject the ball. This saves a lot on shooter lane wear. It's also recommended to reduce the Ant-man kickout eject power similarly. And many find that the game plays better with lower slingshot power.

For mods, many people get a protector set from Cliffy. https://passionforpinball.com/wip.htm AIQ is available even though it's on the "work in progress" page. There's no online ordering, you have to email him and he'll send a Paypal invoice. These aren't a must on day-one, though you may want them if you expect to keep the machine longer than 500 games or so.

Besides that, for a new machine: Check that the portal disc is level, and flush with the playfield, and that the stud is screwed on tight.

Some people install a barrier on the left side of the Captain Marvel ramp to help guide balls upwards. I did on mine although it doesn't really seem to make much difference. Marvel ramps can be manufactured pretty inconsistently from machine to machine. Mine had too wide a space at the top and balls would fall out, until I disassembled it and crimped the wires together with pliers.

This will be a little more involved for a first-time owner, but another thing for AIQ is to check the flipper alignment. There is a super-tiny hole in the playfield artwork that should be centered just beyond the tip of the flipper bat. Mine shipped from the factory about a millimeter too low. I adjusted it to be a millimeter too high instead, and that helps quite a lot on making combo shots on the ramps up the middle, and on trapping and catching a bit more easily.

1 week later
#10516 1 year ago

It's fairly normal for a ball dropping from the tower or the up-post to go SDTM. But you've got the upper flipper there - hit the ball!

#10550 1 year ago
Quoted from Peanuts:

- Soul Gem Mode - entering the mode with Mind Gem powered up to Level 2 you will have your "Award All Shots" single Mind Gem use converted to 3 "Award Best Shot" uses

This is pretty important too. Although its biggest effect is going to be even more people complaining that they don't understand the gem powers, since now this functionality differs from everything that's ever been written about the game.

#10552 1 year ago

I mean, it's a positive change, sure, that the gem at level-2 won't work worse than at level-1.

It's just that it's going to cause even more confusion over the gem powers, which is already the #1 complaint about the game.

#10570 1 year ago

Or Reality Gem was already won and awaiting the Collect Gem shot. If you hit Hawkeye Marksman while in that state, then yes you collect and place two gems back to back.

#10585 1 year ago
Quoted from Wildbill327:

That’s exactly what my game was doing, except it was the middle one. I ended up putting to small washers on the two back screws(closest to the rubber side on the drop assembly)to lean it forward away from the rubber just enough to let the drops have a bit of space. Since doing this it’s been behaving a lot better. I still get a brick once in a while but nowhere near as it used to be so I’m satisfied with the results.

Thanks a ton for this, I'll try it. My top target fails to drop about a quarter of the time, and occasionally the middle one too. I saw upthread where someone re-drilled the mounting holes to move the entire assembly forward (to the right), but I couldn't bring myself to dare to do that.

BTW for all, if you have the Cliffy protector here, it makes this significantly worse by narrowing the gap. I had to take it out.

#10589 1 year ago
Quoted from mannymasy:

Does it happen to someone else that when you release the ball from the stark tower, the ball rebounds on the way down and does not fall clean until the flipper? I can't do the hawkeye shot...

There have been a few reports of this. I had it happening a little bit after I moved the machine to another room. The key seems to be to raise the right rear leg - make sure the playfield is level at the back, or even leaning a little leftwards. Or if the ball is hitting something on the left, maybe it's leaning too far leftwards already and you need the opposite solution.

#10602 1 year ago

Don't brick your shots? Problem solved

#10616 1 year ago

Whoo, finally had the miracle game where everything came together, and topped awesome1 's score.

gc 6848m (resized).JPGgc 6848m (resized).JPG

All factory settings (including 5 EB max), and still on 1.03 code, so not the increased Gamma Ray and Thor Multiball scoring.

My quest progression: Power Gem (on Panther), Soul Gem (on Capt Marvel), Reality Gem (then intentionally lost to Thanos Attacks), Reality Gem again (on Cap specifically for Black Order Multiball, then Hulk for the Space Gem quest, then later Capt Marvel), Mind Gem (on Widow), Time Gem (on the drops), Space Gem.

gc 6848m space gem (resized).JPGgc 6848m space gem (resized).JPG

The big thing I blew up was the Space Gem quest. I don't know exactly how the scoring for this works, but the general idea is that most of the scoring happens on the left orbit, and adds to the final blow value, so I set up for this with Reality Gem on level-2 Hulk and also Panther at level-2 from the power gem. I think I hit the upper loop for all three possible 4x attack shots (once by way of a level-2 Mind Gem hit, which I think counts to collect the left orbit plus all of the next attack combo for center ramp - gauntlet ramp - upper loop.) I also cashed in the Soul Gem Jackpot for over 700M, although the Capt Marvel multiplier was only at 4x not 5x.

I also went big on Time Gem, for about 90 million base then 100 million worth of victory laps, and got the Soul Gem Jackpot for 380M there.

And the billion for Thanos of course. Nothing else went really big, but I didn't biff anything else either; Battle Royale, Computer Frenzy, Super Victory Laps, and Trophy Mania each all scored in the low 400M range. This included a level-2 Mind Gem hit during Trophy Mania (after using Space Gem to get Mind Gem over to a level-2 Black Panther), although then I drained out of the multiball with the super lit for 240M.

gc 6848m soul gem (resized).JPGgc 6848m soul gem (resized).JPG

And the last big thing was that I got around to Soul Gem a second time, and nailed it bigtime in hard mode, with a level-1 Mind Gem ready to go. The big thing here is Reality Gem on a maxed Captain Marvel, which scores 1,750,000 x 10 x 5 x 2 = 175M for the one shot.

I also got to Black Order MB a second time, scoring decently but not huge on both, about 200M the first time and 100M the second time. Besides that, tacked on some Binary hurryups, combo jackpots, and also bonus of over 100M three times including the collect-bonus grid award.

So now I'll be ready to focus on the Star Wars I have on order for later this month...

#10621 1 year ago

I had this problem with the Captain Marvel ramp:

captain marvel ramp (resized).jpgcaptain marvel ramp (resized).jpg

There was a gap, just before the apex, big enough for balls to fall out. I fixed this by unmounting the entire wireform and crimping the wires towards each other with pliers.

Also the outermost prongs at the end of the wireform on the right side were sticking out. I could tell these were flexing and absorbing momentum from the ball instead of guiding it up the slope. I also bent these prongs inwards so they sit smoothly against the metal piece (where the opto is mounted.)

Balls should not get stuck at the intersection of the gauntlet and Marvel wireforms. (No matter where they came from; even if they aren't falling out of the Marvel ramp, they can airball into this spot.) If this is happening, the gauntlet wireform is sitting too low. Try adjusting it from its mounting point there; it may work to add a washer or two to that mounting point to raise it up.

#10631 1 year ago
Quoted from mannymasy:

I'm having problems getting the fly to go up the captain's loop.....I have the power of the flippers at maximum power...(255). but I can't get the ball to go up the loop...only when the ball is very strong I get it to go up....and it seems like a problem because on many occasions it is necessary to do that loop....is anyone having that problem? or is it something common?

I had this problem, as described in my previous post in this thread, with the pic. I fixed it by crimping the wires towards each other at the spot where the ball would fall out just before the apex, and bending the outer prongs on the right side inward so they're flush with the metal ramp entrance. That second part is important - if those prongs of the wireform are too far out, they are flexing and absorbing momentum from the ball instead of guiding it up the slope. Bending those prongs will require unmounting the entire wireform.

#10636 1 year ago

This is your problem:

temp.jpgtemp.jpg

The prong on the outside there is floating in space. It will flex outwards and absorb the ball's momentum instead of guiding it up the slope. I fixed this on mine by bending that prong back inwards. This requires unmounting the entire ramp wireform (disconnect all of its attachment points), so you can lift it up to get pliers on that spot to bend it.

#10642 1 year ago
Quoted from mannymasy:

Thank you very much for the information, if you could put a photograph of how you have yours, it would be good for me to know how much I have to fold it. Regards

P1020163.jpgP1020163.jpg

Both metal prongs should be flat against the metal side piece. And you want to bend them a little too far, so that they are constantly pushing a little force against the side piece. That means they will also push that force into the ball instead of absorbing its momentum.

I fixed my Captain Marvel ramp by bending these prongs to the left, and the success rate from the left flipper was much better.

1 week later
#10711 1 year ago

There are four ways to get a gem back if you lost it to Thanos:

- Simply play the quest again. This requires possessing the Soul Gem, and if you fail the quest again, you lose the Soul Gem too.

- Win Thanos Attacks. This also requires the Soul Gem, and to have started at least two other gem quests.

- Win Hawkeye Challenge at Marksman (highest) difficulty, which can be accessed by pressing the action button as it starts if there is any gem you have played but don't possess.

- For the Soul Gem only, you can win it in Black Order Multiball (get a super jackpot) or Battle Royale (win the mode).

#10714 1 year ago
Quoted from noysboy:

Thinking about this.
If you play two gem modes and fail, then play and collect soul gem...
Thanos Attacks (TA) is next and you will only have to defend one gem.
If you beat TA, do you get both gems that you lost? or only one?
I might have to test this out. Obviously not a great strategy for score, but if you have a lot of trouble with defending 3+ gems in TA, it could be a strategy?

You get only one back.

My strategy for Thanos Attacks is to intentionally lose it: select an unimportant gem (usually Reality), trap up, and time out. It's better to just play an easy gem again (including another Soul Gem jackpot) than to risk losing a ball in Thanos Attacks.

If your goal is to get all six gems, and you have all three for Thanos Attacks, then the easiest way is to intentionally lose the Soul Gem which you can win back in Black Order MB or Battle Royale.

#10717 1 year ago

The name for "Gem Mania" is randomized among a bunch of synonyms. It can be any of Gem/Rock/Stone/Jewel + Mania/Frenzy/Lunacy and several others.

Cute concept, but it's yet another thing about this game to confuse you if you don't know what's going on.

The mode is enabled by collecting all six gems total *across multiple games*, tracked by either the topper if installed (all code) or the Stern Insider account (new in code 1.05.) It doesn't score much, it's just more multiball fun.

#10720 1 year ago
Quoted from Eskaybee:

How do you track it with Insider Connect?

I haven't done it myself, but what I understand from reading here is that it just happens automatically in 1.05 code if you're signed in to Insider (including via Home Team.)

1 week later
#10785 1 year ago
Quoted from DiabloRush:

You also need to make sure that the EOS pawl doesn't rotate and catch on the head of one of flipper bracket mounting screws. This is common on Stern, and one of the most frustrating things to have to look after when you're tightening the shaft pinch bolt. It takes a lot of torque to properly tighten the pinch bolt on the shaft.

I have exactly this problem on my AIQ too. The only way I could figure out to solve it was to just allow a *lot* of up-and-down play for the flipper on its shaft (about 3/16 inch where standard is 1/16) so that the EOS pawl could be far enough away from the surface to clear the flipper bracket mounting screws. Is there any better way to handle this?

#10792 1 year ago
Quoted from EaglePin:

Seems like the portal lock should have been awarded for the first battle since the drops were hit before going into the hole to start the battle. Does that seem right?

I would guess that was just timing - it takes a couple seconds for the grid animation showing the award, and the ball got into the portal and started the quest before that.

The alternate explanation is that you already had two portal locks, in which case another one will wait until the next quest, though that doesn't sound like the case here.

#10795 1 year ago
Quoted from EaglePin:

Since the portal lock was earned before the ball went in the disc, both the portal lock and quest should have been active at the same time when the ball went into the disc so I could get it in that battle.

Well, whether it's a bug is a matter of semantics. Do you earn the portal lock at the instant the drop target falls, or do you earn the portal lock when the animation plays out and says so? If it's the latter, that isn't necessarily a bug, you could say that's the design and it's working as designed.

#10796 1 year ago

Oh my goodness. You guys aren't going to believe this one. I'm not sure I do either.

gc 11b.JPGgc 11b.JPG

gc 11b space gem.JPGgc 11b space gem.JPG

gc 11b soul gem jackpot.JPGgc 11b soul gem jackpot.JPG

gc 11b trophy mania.JPGgc 11b trophy mania.JPG

Blew away my previous high by more than 5 billion. The differences were in the Space Gem quest plus its Soul Gem Jackpot (about 1.5 billion difference total), Trophy Mania (another 1.5), bonus (1 billion total - had 390M on one incredibly long ball, plus got Collect Bonus from the grid when it was at 350M, plus had the multiplier held for another 200M next ball), and the rest from assorted Binary hurryups and combos and such.

The Space Gem quest went so huge like this - it comes from the Reality Gem on level-2 Hulk, since all the quest's scoring is concentrated on this one shot. The third attack shot scores 3M base x3 for portal locks x4 for a parry combo on the upper loop x4 for Reality Gem, which comes to 144M. The first two attack shots scored a few tens of millions as well, to a total of around 240M. Then the final blow on Panther collects 60% of the quest value so far x2 for level 2 = 288M, for a quest total of 538M. And I got the Soul Gem Jackpot for 250% of that, on Captain Marvel at 5x, of course.

And I got in the biggest groove I've ever seen on Trophy Mania. Three different times I railed off 8 to 10 consecutive gauntlet ramp shots to get the add-a-ball each time (this is what to do in Trophy Mania, catch everything you can on the right flipper and loop the Gauntlet ramp with one ball.) I got a lot of disc spins early on to raise the value as well. I got the super jackpot three times, going up to about 250m for the last. Also had Reality Gem on level-2 Black Widow which added quite a bit for that shot along the way as well.

This was all still on 1.03 code, so not the higher Thor and Gamma scoring. (Too bad - with those in place I probably would have made 12 billion.)

#10799 1 year ago
Quoted from awesome1:

I haven't been playing AIQ as much since the game times are so long

Yeah I feel that too. I started playing this game to fill a little time before dinner. When it was over, I'd missed the closing time for the restaurant I was going to grab dinner from. The joy was somewhat diluted by being really hungry.

Quoted from awesome1:

I can fully appreciate "putting it all together" in a single game and man everything must have gone right this game!

It wasn't quite everything, that's what surprised me. The big things were Space Gem and its Soul jackpot, Trophy Mania, and the bonus. Everything else was no more than decent - I got all the way around to both Black Order MB and Battle Royale twice, but scored peanuts on them both times and also Computer Frenzy and Super Victory Laps (all under 200M.) It was only those three big areas that blew this game up.

#10802 1 year ago

I'll get around to a long strategy post eventually, but here's the quick hits:

Portal locks, portal locks, portal locks. The game opens up so much when you always have both portal locks to start a gem quest. Of course it makes the quest a multiball and multiplies the scoring - but the other part is that a portal lock multiball is the only time you can make progress towards Thor and Iron Man multiballs *during another multiball*.

The portal locks are lit by the secret skill shot (try on every ball, I can hit it about 1/3 of the time) and shooting combos. On my machine, I'm really dialed in to keep looping Widow - Gauntlet - Hawkeye - Widow and repeat. That sequence does not have the limiter that is imposed on the Panther-Widow and Capt Marvel-Widow combos. I'm perfectly willing and able to do that for 20 or 30 combos if necessary before starting each gem quest. The Hawkeye Combo shots make significant progress towards grid awards as well.

Extra balls. There is a tipping point where you start collecting extra balls and then that snowballs into many of them. There are quite a number that are at approximately equal distances from the start button (3 target sets, 3rd grid line, 12 Marvel ramps, 12 trophies, 50 combos, 2nd Hawkeye challenge). Once I start collecting one or two, it keeps going into most or all of them.

Gem strategy. The big point is Power Gem first and put it on Panther. He's always the hardest to level up, his shot gets the least amount of random progress during multiballs. I found myself getting to Black Order MB and Battle Royale far far more consistently once I started doing that. The other effect of the Power Gem is holding that avenger's level-1 ability active all the time, and Panther's is the most important for that too - longer combo timer, which is very significant for the portal locks. There are a *lot* of times that I miss a flow shot, but get control again and can shoot Widow or Gauntlet or Capt Marvel during those extra three seconds to keep the combo streak going.

Physical setup of the game. I admittedly have the tilt bob very loose, and it's on a hardwood floor so I can easily make slide saves. I adjusted the flipper alignment upwards by a couple of millimeters, which makes a significant difference for making flow shots onto Widow and Gauntlet. And my autoplunger almost always fails to make it all the way around but lands in the bumpers instead - this is an advantage, for easily powering up Captain America, and when I do want a plunge to go all the way around I quickly grab the manual plunger to launch it.

#10805 1 year ago

Mine is a premium. 3 ball. No mods on the outlanes or disc or anything else besides adjusting the flipper alignment and a stronger manual plunger spring. I didn't set up the autoplunger to the bumpers on purpose, it just happens since my ball launch is inconsistent and usually rattles around a lot going up the orbit.

By Hawkeye I mean the upper loop, which feeds the right flipper, from where you can shoot Widow. The Widow - Gauntlet - Hawkeye - Widow combo sequence is the same on either model, although on the Pro you can't do it once a gem quest is lit, since the gauntlet ramp starts the quest.

I do miss getting the Power Gem on Panther about half the time, either a weak shot falls into the bumpers or an uncontrolled ball hits the drop targets. If that happens I hit Change Gems as soon as I can to fix it (although if it's on the drops, do clear them a few times to use up the power gem uses there.)

#10810 1 year ago

To get another shot at any gem besides the Soul Gem, you can just start the quest again the normal way by possessing and risking the Soul Gem. If you lose the quest again, you lose the Soul Gem too.

You can't play the Soul Gem quest again, but you automatically get more chances at it in both Black Order MB (get a super jackpot) and Battle Royale (just win the mode.)

If you play the other five gems (win or lose) and Battle Royale (also win or lose), you're going to have to fight Thanos underpowered without whatever gems you don't then have.

#10818 1 year ago
Quoted from Richter1019:

Thanks for all the tips! Now I just need to play better… Where do you place Reality gem, I go with drops for easy grid completion…

If you're just trying to reach Thanos, the drop targets are a good choice, yes. For me, the drop targets don't need the Reality (or Power) Gem. I'm going for high scores beyond just Thanos, and I get enough activity on the drops from all the portal lock multiballs, to pretty consistently get to Computer Frenzy by the time I'm done with all the gem quests and approaching Trophy Mania.

I aim to get Reality Gem twice in a game. I get it second (after Power Gem) in order to intentionally lose it in Thanos Attacks, because it's the easiest gem quest to do twice, and it's easier to just play and win the quest again (with a portal lock multiball) than to win Thanos Attacks itself.

If I get it before Black Order MB, I put it on Captain America, specifically to multiply the super jackpots in that.

After Black Order MB, I put it on Hulk, specifically to multiply all the scoring in the Space Gem quest.

Later I will sometimes move it to Captain Marvel to get 10x shots there, for any of Battle Royale or Super Victory Laps or Trophy Mania. Also during these I will often use up the Mind Gem wherever it is for whatever it can get, and then use the Space Gem to refresh Mind on a new location, and while doing this also look to move Reality onto Black Widow when she's at a high level and I'm hitting that shot frequently in one of the wizard multiballs.

#10819 1 year ago

(accidentally double posted, and I don't see a delete button?)

#10848 1 year ago
Quoted from c_mario:

5th - top drop target not dropping on hard straight hit. Cant seem to improve this.

This happens because the target is too close to the rubber behind it, so bounces off that all the way back into position before it falls.

Here's how to fix it. Under the playfield, take out the screws at the front (right-side) edge of the drop target assembly. Put a washer (or two) between the assembly and the playfield. This will make the entire assembly tilt forward (rightwards) a hair, so there's enough space for the targets to fall reliably. I did this on mine and it improved the top drop target fail rate from maybe 25% to under 5%.

#10859 1 year ago
Quoted from Yoko2una:

Once you have all the gems, what are the other milestones that have to be reached to beat the game, and how do you qualify for them?

You have to collect all the Avengers three times total. The first time starts the Soul Gem quest, the second time starts Black Order Multiball, and the third time starts Battle Royale. After you have attempted all six gems at least once and have reached Battle Royale, then the next time you open the portal will be Battle Thanos.

That's not quite beating the game; there are two more wizard modes beyond Thanos. You get Computer Frenzy by completing enough grid lines, and Trophy Mania by collecting 24 total trophies.

For the other question: There is no way to quickly explode the score on AIQ, it's not Star Wars. All the big scoring in the billions is back-loaded into the wizard modes. The gem quests and multiballs don't score all that much, typically only in the tens of millions. Besides the wizard modes, the big points come from Soul Gem Jackpots, on a multiplied Captain Marvel ramp on the Premium, for up to 250% of a quest's value; this requires four successful Binary hurryups to set up.

Quoted from EaglePin:

There are a lot of videos of AIQ game play streaming online. Search and watch them and you'll get some ideas. Or search this thread for the word "strategy" and you'll see what people have posted in the past.

One caveat is that a lot of those videos are outdated from older software code, which had a much different structure around the modes where you fight Thanos. Make sure you're watching something from v1.0 or later.

#10871 1 year ago
Quoted from blizz81:

Joining the club today. I'm reading through the thread to catch up but I've noticed the dates on these are still 2020. Was curious if the current state of the code is more or less the same base structure re: the ruleset?

The Tiltforums rulesheet is updated and accurate. The Stern PDF isn't, since Battle Thanos changed drastically since then, but other than that yes everything is the same for the gem quests and collecting Avengers.

1 week later
#10914 1 year ago

Do you mean to reach Black Order MB or what to do within it?

BOMB is kinda the least important thing to do strategy wise. It's only points, it doesn't make any other progression; you can't progress the grid or avengers or combos or super modes or anything. You can win the Soul Gem if you didn't have it, but that doesn't require much strategy, just light and get the jackpot then the super. Actually the one thing you can progress is the Capt Marvel ramp count-up, and I often do hit that 5 times or so during the mode.

Really the biggest strategy for BOMB points is to have the Reality Gem on Captain America ahead of time, since the super jackpot is always there. Besides that, it's all about ball control, catch everything you can on the right flipper and make all the shots from the left (everything except Hulk.) Do aim for Capt Marvel each time you qualify an avenger, since that shot increases the jackpot multiplier, but doesn't stack if you qualify more than one avenger.

I generally risk the Soul Gem for the multiball restart only once I've already collected the jackpot so I'm close to the super, or else if I drain the last ball during the 15-second grace timer. Of course if you've already collected one super, then the Soul Gem is risk-free.

Regarding Widow-Marvel-Iron Man combos: This is very effective with Black Panther's level-1 ability (ideally held there by the Power Gem), since after the tower drops the ball, it happens very often that you can get control on the left flipper fast enough to shoot the gauntlet ramp while the combo is still lit there.

#10932 1 year ago
Quoted from Richter1019:

Yes, I was looking for what to do within, there’s not really a breakdown of what goes on. I always seem to end my game here and IMO would be easier if it wasn’t a MB. Does it always start out with the orbits and Widow? What kind of thresholds need to be met?

What do you mean by ending your game here? It's a multiball, and when it ends you just transition back to normal play, it doesn't do anything to end your game. BOMB isn't something you win or lose like a gem quest or the Thanos modes, it just scores points.

The thresholds to qualify the jackpot from each Avenger are displayed directly on the screen. You can do any of them in any order. Each completed Avenger increases the jackpot multiplier, and lights the Captain Marvel ramp/lane to increase it again. Once you light at least one jackpot, you collect it at the Hawkeye loop. After that, spin the disc to spell Strange to light the super jackpot. Collect that at the Captain America lane to add a ball and recover the Soul Gem if you didn't have it.

1 month later
#11078 1 year ago

1300 and change... but I think that number isn't accurate. I think that only happens when the sensor registers phantom hits inaccurately. 1300 RPM is over 20 spins per second, and I don't think it's going quite THAT fast (though maybe with the disc mod.) I often see up to about 900, and a rare fluke of 1200-plus, but nothing in between, so I think the latter is a false reading.

#11087 1 year ago
Quoted from moat-pin:

Never mind I reviewed rules. Damn 1500 spins seems like a lot!
Captain Marvel: 50 ramps / 1500 spins

That's out of date, newer code also has an EB at 12 ramps / 360 spins. (For all the Marvel awards, 1 shot on the premium = 30 spins on the Pro.)

Quoted from Deez:

I need some help. I have a premium and the ball gets stuck on the tower magnet about 75% if the time and I have to nudge or flip to get it to drop. I installed all new balls which didn't help. Anyone else having this issue?

Try reseating all the connectors to that node board, that sometimes helps with problems there.

Quoted from bigguybbr:

I beleive the RPMs also depend on how close the magnet is to the magnetometer sensor. I remember having mine perilously close when I set a 1470 record. When I switched to using a credit card to set the gap, I rarely get over 600-700 even with the precision disc and bearing holder.

Yeah, this means the high numbers aren't actually measuring the disc's physical speed, it's phantom readings. 600 rpm is 10 spins per second which is about what it's actually doing. 1470 per minute would be over 24 spins per second and there's no way it's going THAT fast.

#11091 1 year ago

I don't know personally, I've never had to do anything with mine. Just repeating what I've heard in this thread from earlier.

1 week later
#11117 1 year ago
Quoted from Soulstoner:

Closing on a deal to trade Rick & Morty for Avengers: IQ Premium + Cash...
I've never played A:IQ. Currently own Deadpool Premium and it's my favourite machine out of all that I've had (IMDN, TMNT, JP, R&M).
Anyone in here that's played both give an honest opinion on this being a worthwhile trade?

You're in the AIQ thread, of course you'll get replies that like AIQ.

The downsides of AIQ are the lackluster callouts (the avengers have all the enthusiasm of a retail worker reporting for their next shift) and the complexity of understanding the gem powers. These are particularly in opposition to Deadpool with great callouts and the simplest power imaginable in the boom button. If those are not a problem for you, then AIQ is as spectacular and deep as you can get.

#11125 1 year ago

Besides that, the other way to recover a lost gem is to win Hawkeye Challenge on Marksman (top) difficulty. If a gem is available for this, the display will offer for you to hold the action button to skip to Marksman.

The Soul Gem can also be won/recovered by winning Battle Royale, or by completing the avengers for a fourth time total which loops back around to the Soul Gem quest again. Stated another way: All three of the Avengers Assemble modes allow winning the Soul Gem, and they loop around after the third one, so it's always possible to re-win the Soul Gem and therefore to replay any quest you lost, so you are never permanently locked out from winning any gem.

#11129 1 year ago

avengers screw.jpgavengers screw.jpg

My turn for a mystery screw to appear on the playfield. It's a small black Philips head (smaller than it looks in this close up pic.) I looked around the Sanctum target and building since that's the most common area to lose a screw, but didn't see any empty holes. Anyone got more suggestions?

#11136 1 year ago
Quoted from Eightball88:

You’ve already looked there, but that looks like a screw from the Sanctum plastic assembly (at the top holding the overhang). There is a similar black screw on the top of the tower plastic assembly as well. I hope you find its home!

Finally found it - turned out it was way up at the back panel next to the Black Widow ramp.

avengers screw found.jpgavengers screw found.jpg

I'm trying out that zip tie there to help with Widow ramp rejects, which I get a lot. It seems like the ball goes up too high into the roof and the roof flexes upwards, deflecting the ball backwards (towards the player). There might have been a connection between this and the rogue screw, in either direction - either the loose screw made for more slack in the area causing the rejects, or the zip tie focuses some force towards that screw and loosened it.

#11146 1 year ago

Same here. I lean into losing a gem. I just trap up and let him have the Reality Gem. I'd rather play that high scoring quest over again (including a portal-lock multiball and soul gem jackpot) than attempt Thanos Attacks. It's true Super Victory Laps might score more on its best day, but on average the risk-reward is clearly worse for attempting it.

That said, I did once go for Thanos Attacks just out of bloodymindedness when defending 5 gems (happened because I failed Soul Gem the first time and only got it late from Battle Royale), and got through all 24 shots to win it for a total of 340M.

If you just want to reach Battle Thanos, let him have the Soul Gem instead, since you can win that back in BOMB or Battle Royale without playing an extra quest.

14
#11153 1 year ago

POINTS

soul gem jackpot 2191m.jpgsoul gem jackpot 2191m.jpg

space gem 876m.jpgspace gem 876m.jpg

Here's how. The setup for this is Reality Gem on the left orbit with Hulk leveled up, Black Panther at level 2 (easy way is to have the Power Gem on him), and the Soul Gem on the Captain Marvel ramp with the Binary multiplier at 5x. In the Space Gem quest, for each of the three parry shots, do a combo of Widow-Gauntlet-Hawkeye (can use level-1 Mind Gem for the Hawkeye hit) to light the attack at 4x on the left orbit. Multipliers for portal locks (x3) and the Reality Gem (up to x4 though I had it at x3 here) apply also. This all multiplies the base values for the attack shots of 1M/2M/3M to as high as 48M/96M/144M.

Then the final blow is lit which scores 40% of the quest value so far at Widow or 60% at Panther. Now drain out of the multiball intentionally, and hit Change Gems to move the Reality Gem to Black Panther for x4 scoring, while still in the middle of the quest. Now that final blow scores 240% of the quest value (I got 611M for this shot here.) Then collect the Soul Gem Jackpot on the Captain Marvel ramp for 250% of *that*.

There you go awesome1 if you need a challenge

#11155 1 year ago

I actually wasn't that nervous. I figured if I missed it, I'd try again tomorrow. I've pulled it off a few times before, just didn't have the numbers quite that high - the biggest problem tends to be an accidental Flank Attack stealing a shot during the quest (doesn't enable the 4x, or doesn't use the Reality Gem if it collects the attack), and once I got everything except that I only had Binary at 4x. The intentional multiball drain was with the remaining ball already caught on the left flipper to aim at Change Gems. Really the hardest part was gaining control from the Ant-man feed without shooting Black Widow, since that would be the wrong final blow. I actually had Iron Man Multiball ready to start right then (the quest had been stacked with Thor) and hit it, so I had plenty of time during that to get the final blow, and then the only stressful shot was the SG jackpot itself.

1 week later
#11219 1 year ago

Yeah, I fairly often get backhands like that one in the first video, where an incoming ball already has some rightwards velocity and the right flipper can redirect it up the ramp.

I recently removed the lexan barrier that I'd had on the ramp, and interestingly I actually seem to get such backhands more often without it. My theory for this is spin - that sort of backhand applies clockwise spin to the ball, which would work against it climbing a left-side wall, so it flies up more smoothly without the barrier.

And without the barrier, I also get noticeably less nasty returns when a reject happens. They rattle around a bit instead of plummeting straight down. I'm guessing this is why Stern chose to build it as it is (we saw the prototypes where the wireform extended all the way down, and then they changed it but never said why.)

#11236 1 year ago

For anyone having problems with Captain Marvel ramp rejects, check this:

pasted_image (resized).pngpasted_image (resized).png

Look at those prongs at the bottom end of the wireform on the right side of the entrance. Make sure these are pressing against the metal wall to their left (the right wall of the entrance), and not floating out in space as in this example pic here. If they are not flush and pressing against the metal wall, the wireform will flex outwards and absorb momentum from an incoming ball instead of guiding it up over the top.

When I first got my AIQ, I had a terrible make rate from a catch on the left flipper, about 25%. I unmounted the entire wireform and bent those ends inward with pliers, and that made a tremendous improvement up to about 80%, a far bigger swing than anything minor like waxing or a barrier on the left side.

1 week later
#11271 1 year ago
Quoted from TroyS:

I'm still a new owner but it seems that this pin gets dirty faster than my others. I have GZ, Mando and TMNT. Am I just seeing things or is this common?

My AIQ noticeably gets dirtier way faster than my Star Wars. I think the worst of it comes from harsh impacts to the upper flipper rubber from below, where there's no post protecting it like on the other games. There's noticeably worn spots on that rubber after only about 5-10 hours of gameplay.

#11281 1 year ago
Quoted from teddyb73:

Hello fellows,
Just got a premium and this machine is so badass shooting wise. Had a question. Does anyone make a alternative translite for this machine?
Thanks and Happy New Year!

I got a Pro translite for my premium. I like that one better since it shows the Avengers more instead of being 90% Thanos. That's an option if you don't find alternatives (I don't know of any.)

Quoted from Eightball88:

I believe that when the disc raises to start a quest, if you qualify a portal lock in the meantime (eg from Hawkeye challenge, or combos) then the next shot to the portal will award the lock AND start the quest. The disc will remain raised if you have two portal locks stacked, each one requiring its own shot.
My machine’s subway is set to “pass through” but I don’t think this makes a difference to game play in this instance.

This is correct.

On the Premium, once a quest is ready by spelling Strange, you can then qualify ONE more portal lock (from any method - combos, grid, Hawkeye challenge, secret skill shot), and the next shot into the portal will both lock the portal ball and start the quest. (You won't be able to add TWO portal locks because the first one will start the quest. If you lit a second portal lock, it will wait until after this quest finishes and become available for the following one.)

On the Pro, you can continue to light any number of portal locks, and lock up to two of them by spinning the disc again, before you shoot the right ramp to start the quest.

#11296 1 year ago

Right. Gem Mania (or all the random synonym names for it) is started like this: Collect all six gems across multiple plays. This is tracked across games by either the topper if installed on that machine, or by your Insider account if logged in with machine code 1.05 or later.

Once qualified, Gem Mania becomes the next award on one of the computer grid lines. Collect that grid line to actually start it. That might not happen for quite a while after you actually collected the sixth gem, and might happen during an already-crazy multiball. So that's why it's confusing that everybody doesn't know what they did to start it.

#11313 1 year ago
Quoted from SirMachismo:

I love this pin so much i just played to practice shots while it was down, since no progression could be made.

You actually can make progression anyway, if the portal can still physically open. Get two portal locks by shooting combos and lock them. If you then light another portal lock, it shortcuts past spelling Strange and will open the portal to start the quest.

Granted, the rest of the game won't be much fun without the disc (you can't win the Mind or Reality gem quests, and progressing towards Iron Man MB is a pain if the disc can't cycle the outlane lights), but playing most of it is still possible.

#11320 1 year ago

I'm still playing my AIQ with one particular goal - I'm trying to get that absolute max Space Gem quest score (1 billion plus) and Soul Gem jackpot (would be 2.5B). And I still want to beat that 11 billion game I had a few months ago. Other than that, yeah I've seen everything on it by now. (And I might not succeed in those - my Captain Marvel ramp has been getting harder to make lately and I haven't figured out why.) The games are indeed long, but that's not a turnoff for me, I'm single and I like spending time on it.

I think its resale/trade value isn't that great. AIQ has been in production for years and everybody who wants one has it. When I look at the wishlists for people's trade ads, almost every time they've already got or previously owned AIQ. And the theme is getting a little dated now that the Thanos movies are a few years past. Premiums like ours seem to be going for well under $8k now.

As for Stranger Things - I'm tired of that one even just from playing it on location, maybe 80 or so games total. Same for Mandalorian; those are the only two LCD Sterns that I have no desire to own. They both feel more like grindy work than fun.

1 week later
#11354 1 year ago

Yeah, the big difference is in the scoring. The Premium scores much higher for long deep games, because of the Binary multiplier on the Marvel ramp, which can push Soul Gem jackpots into the billions and other stuff (Binary hurryups, wizard mode shots) into hundreds of millions.

I got tempted into the premium because of that, but other than that I actually prefer playing a pro on location. The Marvel ramp can be more frustrating than cool, and the rest of the premium-ness (rising portal, subway locks) doesn't really make much of any difference.

#11359 1 year ago
Quoted from Richter1019:

To me, the widow-marvel-iron man combo is one of the most satisfying combos ever. Then you can finish it off with the Hawkeye inner loop. Can’t do that on a pro.

Yes you can. The Marvel spinner on the Pro lights all the followup combos on the left side the same way as the ramp on the premium. You just have to get control coming out of the right orbit to make the next shot into the tower.

#11366 1 year ago
Quoted from NoSkills:

A lot of other games start a mode and if you drain, you lose the ball, that’s your punishment, mode failure either doesn’t matter, you just move on to the next mode or you can pick up progress on the same mode on the next ball. Draining on AIQ in a mode makes you fail the mode which then makes the game harder.

This nails it. The only hard thing about AIQ is when you fail a gem quest. It's a big loss (unlike games where losing a mode doesn't really matter, like Mando, TMNT, Maiden, or isn't even possible like Star Wars and Led Zep); you can't resume progress (like GZ, GOTG, BKSOR, Deadpool) or easily try again (like Rush); and the ways to try again or otherwise get gems back are confusing and also difficult.

The other thing people think is hard about AIQ is that just doing the gems isn't enough to reach Thanos, you also have to complete collecting all the Avengers three times, which can actually be the harder leg. This isn't unusual (compare Star Wars or Iron Maiden with a bunch of other requirements beyond the main missions), but people get the wrong idea and blame the game rather than their own understanding.

AIQ's reputation for hardness is somewhat real, but also somewhat psychological, in the form of misplaced expectations. Learn the rules and roll with it, and you'll be fine.

#11368 1 year ago

Right, the most direct way to get to Battle Thanos is to never get the Soul Gem at all (including not winning BOMB or Battle Royale), since then you never have to play Thanos Attacks.

The second most direct way is to get the Soul Gem and lose it on purpose in Thanos Attacks (select it then trap up and time out), and win it back in BOMB or Battle Royale.

Both of these are really counterintuitive and non-expert players would never think of playing the game that way. It's a fair point to criticize the leaky game design, but you can either be mad at it or accept and roll with it.

#11391 1 year ago

Soul Gem quest score about 320 million. This happens by getting to it a second time (after Battle Royale; complete the avengers for a fourth time total), with the Marvel ramp maxed at 5x and the Reality Gem on it. In hard mode the single shot to the Marvel ramp scores 175M.

https://pinside.com/pinball/forum/topic/official-avengers-infinity-quest-owners-thread-pinsiders-assemble/page/224#post-7276845

Soul Gem Jackpot over 2.1 billion, see that linked post for details.

Soul Gem flipmaster is 72 I think, but I don't go for that any more - if I get to the last shot with 40+ flips remaining, I work on the Captain Marvel ramp count for a little while instead rather than finishing the quest right away.

#11407 1 year ago
Quoted from PinHead50:

Anyone have any issue form the portal lock ball launch? I keep getting some crazy ball pops, one went to the ball launch, one up the ramp... Its random but sometimes it just launches out of the wire form.

You mean the Ant-man VUK eject, at the end of the portal lock subway?

Turn down the kicker power in the settings, to the minimum value that will consistently make the eject. I think mine is at 180 or so out of 255.

#11412 1 year ago

Also you can do one flip better on the Pro than on the Premium, because the ball starts at the upper flipper, where you can either shoot Hawkeye from there weakly to get a flank attack, or let it drop to the lower left flipper to shoot Panther. On the Premium it starts from Ant-man and you have to flip with the right flipper just to set up your first real shot.

#11419 1 year ago

Some games have an option in the settings to enable coin door ball save, that the game will serve another ball when the coin door closes if a ball drained while it was open. I don't remember offhand if AIQ has the option. It's not on by default and has to be enabled (you can go into the settings and enable it mid-game.)

BUT, you can work around this anyway, on any machine. Open the coin door and let the ball drain (it won't register yet as long as the high voltage lockout is off.) Then feel around inside for the trough eject kicker - you can manually push the coil and feed a ball into the plunger lane that way. It will wait there until the coin door closes. This works on any Stern with the coin door lockout. You can even do this during a multiball and manually push multiple balls into the plunger lane (lightly tap the shooter rod after the first to make room for another.)

One other possibility - you can also go into the settings mid-game and change the balls-per-game setting up from 3. You'll get Ball 4 eventually. Up to you if this method would bother you for your legitimacy of the game result.

#11430 1 year ago

My AIQ has Insider but I've never hooked it up to use it. As I understand it, Gem Mania is the only thing it does for gameplay. Besides that, the only purpose of Insider at home is to buy in to the ecosystem, if you care about tracking the achievements and scores and everything (or if you have guests that do.)

#11444 1 year ago

I did the USB stick update on mine, that's easy. Just download the .spk file from Stern, plug in the drive in the backbox, and the machine does the rest on power-up. (One detail that Stern doesn't mention - games with Insider have a USB wi-fi adapter plugged into the USB socket, you have to temporarily remove that to make room for the drive.)

#11464 1 year ago

Yes, you should be able to hit Widow on the fly from a ball feeding the right flipper. If you can't, look at the flipper alignment. There is a tiny hole in the artwork that should be centered just beyond the tip of the flipper. I bet your flipper is drooping too low at rest. Mine was too from the factory. This can be adjusted, search youtube for a video on Stern flipper alignment and you'll find it.

#11528 1 year ago
Quoted from hodgesm0:

Hi all, joining the club with a late production (Spring 22’) pro model that I’m picking up this Friday, any must do mods / adjustments that I should know of? Thanks in advance.

The biggest must as with all Sterns is to turn down the trough eject power, to the lowest number that consistently makes the eject. Also replace the coil stops and sleeves after a few hundred plays.

Most of the problems for AIQ are on the premium model - unreliable subway, balls falling out of the Captain Marvel ramp or wireform, Ant-man scoop wear. With a Pro, there really aren't any common problems. Just the standard places for wear - shooter lane, drop targets, trough - and you can get standard protectors for those if you want.

A flipper cooling kit might be desirable if you play long sessions - the flippers can weaken and have trouble making the steep ramps - although that's less of an issue on a Pro without the Captain Marvel ramp.

The Sanctum target can give airballs from being bent upwards by impacts - some people install a stronger bracket there. Also some people want a mod for the lights above it, to more clearly see the extra ball and add-a-ball lights, though I never found that to be a problem.

#11535 1 year ago
Quoted from BrokenChair:

Here’s my final update with the black widow issue changing coil stops and calling it a day ;
I’m tired I still think my games messed up; stupid halfway rejects again all day today from both flippers ; I can hit it 50% of time maybe that’s normal
I’m still having huge issues hitting the black widow ramp on the roll from the right flipper that has to be normal right ? it’s way easier to do trapped ; soo hard when it’s rolling always missed
on roll from left flipper is impossible trapped is possible but hard ;
I’ll do an update once I install and change the coil stops and sleeves …
I actually had 3 gems today and had my ultra high score of 400 million I was so happy to be able to battle thanos and loose but still made it to thanos !
We will see what this big deal about coil stops is about they are pricey

My machine sometimes gives rejects from the Widow ramp too. I'm pretty sure it's because the ball is jumping too high and hitting the roof of the ramp. I think the cause is that the ramp flap on the entrance is attached too tight so it's creased upwards a little bit. I haven't found a good fix for Widow ramp rejects. What I have found is that the rejects get better with time - it's better if I haven't cleaned in a while and the playfield is a bit slower - any time I clean and wax then I get reject problems again. Also a steeper slope seems to make these rejects less likely.

Widow should be hittable on the fly from the right flipper. It's a very early shot, higher up on the flipper than you think. Flipper alignment is very important for this; the right flipper being aligned even a tiny amount below the centering indicator will make this shot tough or impossible.

Did you reach Battle Thanos or Thanos Attacks? Thanos Attacks is an intermediate mode. Battle Thanos is the real ending; it requires attempting all six gem quests at least once, and reaching Battle Royale which means assembling all the avengers three times total.

Coil stops are cheap, usually around $5 each.

Quoted from BrokenChair:

Couple questions about my AIQ premium again;
2) sometimes I hit the iron man tower clean but the ball will not magnetize and just drop down; normal ; is it maybe not hitting the top cleanly?
3) it is possible to hit right gauntlet ramp with my right flipper backhand ? I’ve hit it a dew times on accident never on demand ?
What flippers do you recommend using and how often to change ?
I’m currently using super bands but I don’t think I’ll use them ever again they are impossible to get on and can even dis align the flipper every time I put new ones on;
Stock rubber should work fine compared to super bands right ?
Thank you for taking the time to help answer my questions I greatly appreciate it

The Iron Man tower will try to catch the ball with the magnet on every shot, no matter what is lit or not. If the magnet misses, either the ball didn't really make it all the way up, or it made it up too hard and bounced off the roof before the magnet could catch it. I don't know how to adjust anything here; my tower has always worked fine.

I tried super bands and I prefer stock rubber for AIQ. Mostly for the Captain Marvel ramp on the premium model; it seems like the ball needs a little bit of spin to grab the ramp wall and climb up, and the stock rubber will do that but a super band doesn't. I also think it's easier to do cradle separations with stock rubber, and that's something you do all the time in AIQ with the many multiballs.

#11537 1 year ago

Oh, if the ball just doesn't have enough power to make it up the Widow ramp, then yes that's the coil stop. What happens is that the center stud of the coil stop comes loose from the base plate, so the coil shaft strikes it too soon before finishing its full stroke.

Another issue with flippers, and particularly for AIQ's steep ramps, is flippers fading in power as the coil gets hot during a long play session. You may want a flipper fan cooling kit to help with that. I put one in on mine since the Marvel ramp tended to become unmakable after a while.

(Fun conspiracy theory: Elwin knew the game had problems with flippers overheating, so that's why the Soul Gem mode is limited flips, to make you give them some time to cool down!)

#11554 1 year ago
Quoted from BrokenChair:

Can someone tell me what standard adjustment #58 does ?
It says “target game time”
can’t figure out for the life of me what it does …

I don't think it does anything on AIQ. On some older games that would adjust ball save timers to be longer or shorter to push the average game time closer to the specified number. But I think it's mostly a leftover in the code nowadays and isn't used; each game sets its fixed ball save timers.

#11557 1 year ago

Right, there's only one setting for initial ball save time. Making a skill shot extends that time. The various multiballs have their own settings.

The out-of-nowhere ball save would be one of two possibilities: Super Ball Saver earned from the computer grid, or there is also a short ball saver activated whenever the ball drops from the tower, in case you miss it with the upper flipper and it goes SDTM.

#11574 1 year ago

Yeah, people think it's too hard. It's not, but people think it is. Mostly the complaints come around what happens when you lose a gem, since the ways to get one back aren't obvious and you can't resume a mission or easily try it again.

Also the sound and callouts package is kinda flat. The Avengers have all the enthusiasm of a retail worker reporting for their seven am shift. This carries over into perceptions of the game as well. There are no big yelly exuberant moments, and it makes you feel terrible when you lose a gem. It feels like a grind, even though the structure is the same as any other modern game.

#11589 1 year ago
Quoted from BrokenChair:

My ball occasionally falls out on the top of the captain marvel ramp I just thought that’s something that could happen?
It’s not getting stuck it just goes in the loops and pops out before completing the cycle

pasted_image (resized).pngpasted_image (resized).png

I had this same problem, the ball would fall out at this spot. I had to use pliers to crimp the rails closer together and that fixed it.

I also had a problem on the right side of the ramp, where the two prongs indicated in this picture weren't flush up against the edge of the entrance, but were floating out in space. This causes problems with balls making it up the ramp, since the wires flex outwards and absorb momentum from the ball. I had to unmount the entire wireform and use pliers to bend those prongs inwards so they make continuous contact with pressure against the side of the entrance.

#11595 1 year ago
Quoted from EaglePin:

Decided to browse back through some old game strategy posts to try playing some ways I hadn't done before and gave this one a shot. Man it was tough. Have to be SO precise on it. Every time I tried it I kept messing something up. Either I would miss the Marvel shot and accidentally place Mind gem on Hulk or the drops, or I'd get the gem placed but then would drain trying to set everything else up. I finally bailed on the strat and just went through a normal game to get the 1B bonus with all gems collected without working the placements too much.
Tip of the cap to you and awesome1 for the scores and strategies you're able to pull off on this game!!!!

If you saw me talking about the Mind Gem on Captain Marvel, yeah that was an older post and I changed my mind since then. The purpose of that is to get the Binary hurryups to increase the multiplier on the Marvel ramp. It doesn't help progress the gem quests or avenger collections at all. I got good enough at just shooting the ramp and Binary hurryups that I stopped trying to mess with the Mind Gem there.

The one key gem placement to get to Thanos is the Power Gem on one of Panther, Hulk, or Cap, whichever is hardest to progress normally on this particular machine. (Panther on my own, but I've played on location with a stiff spinner where Hulk needed it.) Keeping one Avenger collected is very helpful in order to push Spot Avenger grid awards to a more important (harder) one (particularly Thor and Iron Man.)

The other key is Mind Gem on Black Widow, since she's the easiest to bring to level 1 and 2 to get the better uses of it. This can help on any of the other quests, particularly Time Gem where you use Mind at level 1 to spot all three of the tricky drop target hits.

Besides those, the gem placements don't really matter, as you found. Reality and Soul don't affect any progression, just score. Time does its thing anywhere. Space is too clunky to help anything (it really doesn't work to use Space to move Mind around to recharge it, Mind just lands on a useless location more often than not, and doing this also screws up Power's placement.) It's only the Power and Mind gems that are the important ones.

And as I keep repeating, screw Thanos Attacks, it's not worth the risk of losing a ball. Just trap up and let him have a gem that's easy to win back. I go for Reality second in order to intentionally lose it here. The even shorter path is to intentionally lose Soul, since you can win that back in Black Order MB or Battle Royale.

#11599 1 year ago
Quoted from BrokenChair:

Question about collecting iron man how does it work ? I think somethings wrong with my game cause sometimes ball will go down the lane and the light will not light up happens with both in lane and out lanes
And is shooting the disk supposed to rotate the lanes they are in ?

I bet you're talking about during the Soul Gem mode. During that, you can't do anything with the IRON lights, even though they stay lit up in whatever configuration they were when you started the mode. (Same goes for all of the other wizard modes, like Black Order MB, Thanos Attacks, etc.)

If you're sure you see lanes fail to light up or the disc not rotate them when no wizard mode is running, then yes something is wrong.

#11600 1 year ago
Quoted from SkyKing2301:

Quick question, as I'm still relatively new to this game. This is on a Premium.
I've been trying harder to get 2 portal locks before starting a mode. I've noticed though, every time I get the second portal lock (without having a quest ready to start), the game launches a new ball from the shooter lane but ALSO dispenses one from the subway / Ant-man. In other words, I end up with 2-ball during "general" gameplay while I work toward qualifying a quest. Is this normal?
Doesn't happen with one portal lock, only with two. Not familiar enough with the rules to know if this is normal.

This is not normal, this never happens intentionally.

That rightmost lock position is only used once you have two portal locks (first lock goes in the middle position, second lock moves the first ball to the rightmost position) so that's why you're seeing it then.

What's happening is that the "finger" in the lock mechanism closest to the Ant-man hole isn't catching its ball properly, so it rolls through into the kicker when it isn't supposed to. There are two possible causes of this. One, the ball is rolling through too fast before the finger clicks into position to catch it; there is an adjustment for this named something like "subway lock hold time"; I reduced that from 1000 ms to 800 on mine. Or two, there is something wrong with the mechanism so that either the finger isn't clicking into position or there's slop in the mechanism so that the ball is going around the finger. If that's the problem, you will have to adjust the mechanism; there are some posts upthread about possible solutions to that.

1 week later
#11648 1 year ago

There was never any Stern fix for balls sticking under the gauntlet. No idea how they're still oblivious to that issue three years later. You can put pretty much anything in there to block it. I stuck a simple foam doorknob stopper to the bottom of the gauntlet.

#11689 1 year ago
Quoted from BrokenChair:

Thank you for explaining this to me!!
I was wondering about why I was getting different pitch readings at different spots ;
I settled right in between the flippers and set that to 6.5; but you’re right. Should I have set it to 6.5 at black widow instead ?

Different pitch readings at different spots is normal. A wooden playfield isn't perfectly flat, it will sag and droop very slightly. It's normal for the slope to be about 0.4 to 0.5 degrees higher at the top of the playfield than at the flippers. The common advice for 6.5 generally is for measuring by the flippers, yes.

1 week later
#11736 1 year ago
Quoted from phylaxis:

I’ve had quite a few air balls with balls jumping up and over the wire ramps. The flippers at at the stock levels. 255 for left and right and 230 for upper. It seems to often happen after hitting a post. Could swapping out rubbers help, or is this just a normal thing that can happen?

I bet this is off the Sanctum target, the standup behind the disc. That target is notorious for bending backwards so it's slanted and launches rebounds into the air. You can bend it back down periodically, or there are mods to install a stronger bracket.

As for magnetism - that sounds like something weird about this particular batch of balls. AIQ isn't known for having magnetism problems. Magnetism gets induced in balls when they scrape/slide/spin in motion across a magnet, but that doesn't really happen with AIQ's only magnet in the tower.

#11758 1 year ago

That post has nothing attached (either pro or premium, they're the same in that area.) Nobody knows why it ended up that way, but it's normal.

#11773 1 year ago
Quoted from Yodamtu44:

Twice this week, after completing the Battle Royale, normal flipper pause, drain, then animation: the game went into “ball find” and ended the turn. Super annoying. Not sure if bug or unfortunate situation. Completed BR on Hulk too…(early Wasp and good use of space/mind gem to get multiple level 2 booms)

Bug. Ending Battle Royale should never end your ball. I've seen this several times too and haven't figured out what causes it. I think it's a timing bug based on exactly when the ball hits the trough. If I'm paying attention to react quick enough, what I do is open the coin door quickly (I keep the keys in the lock) and manually push the trough eject to put a ball in the shooter lane.

#11779 1 year ago

Is it because there's not enough power to get up the ramp, or is it because it's clunking around inside the ramp?

I have the latter problem on mine and never been able to solve it.

Cleaning and waxing does *not* help - instead it visibly makes the problem worse, and the Widow rejects get better when I haven't cleaned in a while.

I'm pretty sure the cause is that the ball is going too fast and hitting the roof of the ramp, so it loses momentum to fall back down. I haven't figured out any adjustment to the roof cover to do anything about it, though. It seems like the roof wants to be higher (at least half an inch), but it can't be raised like that because it sticks through a hole in the back panel.

#11792 1 year ago
Quoted from pin42:

I had this issue where the ball would have plenty of speed to make it up the ramp but would get rejected by the plastic roof piece. I found that the metal flap at the ramp entrance had an aggressive bend that was launching the ball too high as it went up the ramp. I removed the ramp, smoothed out the bend of the metal flap, and put a thin piece of cardboard under the flap and then reassembled the ramp to the playfield. That fixed the problem with the rejects 100%.

Thanks. Mine does look like that flap has more of a crease than it should. I observed this long ago but kinda forgot about it, mostly since I didn't want to deal with disassembling it... but if you had that exact same problem and solution then I guess I gotta go roll up my sleeves and do it

#11796 1 year ago
Quoted from pin42:

There are only two nuts holding the bottom of the ramp in and a couple of screws at the top. It was surprisingly easy to fix! I took advantage of the time I had with the ramp off and cleaned the playfield / polished the metal guide for that right orbit.

Yeah, I think this worked. I did this to bend the ramp flap flatter, and never got any Widow ramp rejects in about an hour of playing. Yeah, the ramp is much easier to take off than I would have thought - it's only two nuts underneath and two screws on top - I thought the ramp seemed much bigger, but it's really all wireform. I did have to take off the back panel for enough room to actually get the ramp out, but that's easy too, four screws on the back and one underneath.

#11798 1 year ago

Hot damn. Was that with Reality Gem on Captain Marvel at 10x? I've gotten some wild laps that way, upwards of 360m for one shot, though never a ton of times in one play.

#11801 1 year ago

Oh right, you've got that lightweight disc mod - a standard disc isnt going to get like thirty revolutions on a medium strength hit. I also see it sagging downwards when not being hit, which puts it right in front of the upper flipper's sweet spot to whack again. Just wanted to point that out - not trying to criticize or take away from the score, but it is true that you won't see this behavior on an unmodded game.

#11805 1 year ago
Quoted from awesome1:

Interestingly my highest RPM record was achieved with the stock plastic disc...

We had this discussion upthread a few months ago. I'm pretty sure any of the crazy RPM numbers (anything over 1000) didn't really happen physically but was an artifact of phantom switch readings. 1000 RPM is over 16 revolutions per second, and even the modded disc isn't going THAT fast.

#11808 1 year ago
Quoted from Eightball88:

My experience is a counter example. The RPM record went from less than 1000 to just under 1500 now. I routinely get close to 1000 on direct hits at just the right angle, or fluky double hits during mb.

1000 is on the edge of believable, 1500 is not. 1000 RPM is 16.67 revolutions per second, that's unlikely but maybe the hardest hit a flipper can dish out gets just about up to that. 1500 is not realistic, that is 25 revolutions in one second and nobody's disc is doing that, any reading that high was a fluke of a phantom sensor reading.

#11811 1 year ago
Quoted from drwicket:

Was offered a trade Avengers pro for Iron Miaden pro. Thoughts?

You're in the Avengers thread so of course you'll get replies favoring Avengers. For me that's no question at all, I'd totally prefer AIQ. Maiden never clicked with me; other than looping the loop, the flow is nothing special, and the playfield feels weird with the left ramp area separated and so much stuff crammed into the narrow area between the upper flippers.

You may get replies trashing AIQ pro in favor of the premium, but I wouldn't worry about that either. The Pro is fine; the premium portal and subway have minimal effects on gameplay; the Marvel ramp is cool but can be more frustrating than fun.

#11817 1 year ago

Ignore the shooter lane bubble, it can't ever be accurate enough to matter. I answered you before about why the slope varies - playfields aren't perfectly flat, they droop slightly in the middle (particularly on AIQ since there's so much weight on the playfield with all the steel ramps and subway.) Setting the slope isn't an exact science, keep tweaking it until it feels good.

2 weeks later
#11842 1 year ago

The portal disc stays raised when you have two portal locks lit - you lock the first one and it stays raised to allow the second one. Is that what's happening?

#11850 1 year ago
Quoted from Sly_Old_Devil:

My right flipper tip was aligned centre low of the hole so I adjusted it to sit centre high (could not get it bang on like the left one) and all of a sudden I could hit the BW ramp at will, without cradling the ball first, big difference. I also then homed in on the Marvel ramp and stole his strategy for the gems and thier placement.

Yup, I did exactly the same on my AIQ early on. Flipper alignment is critical on this game. They seem to ship from the factory below center more often than not, on all titles.

What was Karl's gem strategy? Mine is this: Power Gem on Panther (hardest to level), Mind on Widow (easiest to level), Soul on Capt Marvel (get the ramp multiplier for Soul Gem jackpots.) The other three don't matter much. After finishing all gems then Reality on Capt Marvel to take advantage of the ramp multiplier for 10x scores.

1 week later
#11869 1 year ago

Ha, that post really is accurate. Even I have ten of those games for every time I break multiple billions. Yup, AIQ is really punishing when you do the wrong thing accidentally - even the flank attack screws up what you're doing as often as it helps. And yeah there's all sorts of drain vectors from the disc area or loop straight into the outlanes. But it does have the highest highs when everything does go perfectly - there's nothing like carefully manipulating the Space Gem quest to score a half billion and then another billion from the soul gem jackpot.

#11876 1 year ago

Right. What induces magnetism in something is when it scrapes/slides/spins across a magnet, like notably on TMNT's disc or the TZ Powerfield. On Avengers, the single magnet just holds a stationary airborne ball which won't have that effect.

1 week later
#11897 1 year ago
Quoted from BrokenChair:

how can i get my game to play smoother and get less rejects from captain marvel ramp ball is going straight up and down and im having issues with right flipper to power gauntlet shot....
many thanks

Clean and wipe the playfield with Novus #1 frequently, including the metal ramp entrance. That's a huge difference on mine, needs it after about 8-10 hours of gameplay or the ramp becomes noticeably harder to make. The ball needs to be sliding as fast as possible when it gets there.

Also a flipper cooling fan kit helps a lot or flipper fade makes the ramp almost impossible after the coil heats up. Every AIQ I've seen on location can't make the Marvel ramp after it's been going for an hour or so.

I had a DIY plastic piece on the left side like that mod, but it hardly seemed to make any difference on mine, any ball that's off-line enough to hit it wasn't going to make it over the top anyway. In fact the rejections are even worse with it since they plummet straight down instead of rattling some to shed momentum.

#11900 12 months ago

Either of those is probably similar. What you don't want is Novus #2, since that's abrasive and will scrape away the clear coat.

#11902 12 months ago

Specifically I mean the metal entrance piece to the Marvel ramp, the part that curves upwards from the playfield. Polish that along with the playfield - it's important that the ball has as little friction as possible on that part specifically.

For the left side ramp fix, you can just cut a piece of lexan plastic yourself and attach it with double sided tape. I did that on mine.

I also put Tibetan Breeze 2 fans on mine - before that, the Marvel ramp definitely became unmakeable after about an hour of play.

#11913 12 months ago

The long play times come from the multiballs, once you get good enough at the combos to get lots of portal locks consistently, plus hitting Captain Marvel to light Mystery for the add-a-ball, also winning the Time Gem to extend ball savers, and also the mini-wizard avengers-assembled modes that each last several minutes. You're not exactly going to have hourlong games just button-mashing out of the box.

Quoted from awesome1:

I again just can't seem to like any of the JJP offerings as there seems to some delay, even though very small, in pushing the flipper button and the flipper responding. When they do respond they are fairly weak. None of the gameplay really reached out to me either.
If I do move away from AIQ, whatever replaces it is really going to need to check all the boxes though...

Yeah I agree there. I want to like JJP, but they just don't click; the widebodies feel slow and boring, Dialed In and GNR have badly balanced scoring, TS4 feels like a kiddie toy with the ipad hogging half the playfield, and I can't stand Wonka for personal reasons (the movie gave me nightmares as a kid.) Haven't played JJPOTC or Godfather yet.

I actually did move away from my AIQ, traded it when a Godzilla deal came available locally and I couldn't pass that up. Actually I want to get an AIQ Pro again sometime in the future. I feel like the Pro is actually a more strategic game, since there's more variety in what to do with the gems, instead of everything being dominated by the Marvel ramp multiplier.

#11933 11 months ago

It's probably sitting because it's a Pro. Everybody wants premium for AIQ because of the Captain Marvel ramp.

I'd say go for it if you're on the fence. The Pro is actually a more strategic game, since there's more options with the gem powers; on the Premium you only ever put the soul gem on Marvel for the ramp multiplier.

#11939 11 months ago
Quoted from SDX10:

I've actually played the premium a few different times, and I honestly prefer the pro.

Hear, hear. This is the way to go, get the Pro if you like it. Don't listen to all the FOMOers who insist on only premiums. Pros are in many cases better games, including for AIQ, particularly on location where almost every premium won't be clean and fast enough to make the Marvel ramp. That ramp is physically cool but it doesn't make the game better, it makes it worse by focusing so much scoring on one infuriatingly tough shot.

3 weeks later
#11965 11 months ago

Unfortunately no, there's nothing that tells you your portal lock multiplier while a gem quest is ongoing. You can indeed tell by the ball count - yes if Thor started with only two balls, then the portal lock multiplier decreased to 1 before you started Thor.

(The portal lock multiplier never increases during a quest for any reason; it permanently drops to 2 or 1 if there are ever no more than that many balls in play.)

There's one indirect way to sort-of tell: when you complete the quest, if Victory Laps doesn't start (with its quick ball-saver), then the portal lock multiplier had decreased to 1 so you were no longer in a gem quest multiball that could convert to the victory laps multiball.

1 week later
#11975 10 months ago
Quoted from cjrfinearts:

Anyone know where there a public Avengers Infinity Quest by near me. Premium preferred but not necessary. It looks great but I want to try it before buying one. I live in Palm Beach County Florida.

Not exactly near you, but Reboot arcade in Dunedin near Tampa has one, if you happen to be that way for some reason.

And for AIQ Premiums on location, be warned that they're very often not clean and fast enough to be able to make the Marvel ramp, plus the disc and spinner are also often slow and sticky. You may not be getting the full experience that you'd have on a new and well maintained home machine.

3 weeks later
#12011 10 months ago

Yes, that is normal behavior. The gems are flickering to start with. When Thanos has them (it's Thanos's gauntlet), they light up. When the Avengers have them, they go OUT on the gauntlet, because they are on the playfield instead. The goal is to make the lights on the gauntlet go OUT because that means Thanos doesn't have them.

Dimly flickering = not contested yet
Bright = Thanos has it
Off = You have it (it's on the playfield instead)
Flashing = Quest is currently in progress

#12017 10 months ago
Quoted from Mjt311:

I apologize ahead of time if the question has been asked before but I cannot seem to figure out the search topic function. I am having an issue with the lower half of the playfield going completely dark/dead mid game on my premium. I can’t use the flippers and the ball usually drains in the 5-10 seconds this happens. There doesn’t seem to be any correlation or regularity to this happening with anything in game. Is there a fix to this issue? Thanks for any info you have.

If updating code doesn't fix this, then this is a node board problem, the board is cutting out and resetting somehow. Try unplugging and replugging the connectors to the node boards in that area. If that doesn't help, then contact Stern support for a replacement node board.

3 weeks later
#12049 9 months ago

No, that's never normal (the only times the flippers die are when you win the wizard modes Battle Royale and Battle Thanos, but you aren't getting that far.) It's a node board problem, it's cutting out and resetting. Tell the operator he needs to fix it.

#12056 9 months ago

"Non-magnetic" means they won't get magnetism induced in them. They still get held by a game's magnets.

#12058 9 months ago

AIQ generally doesn't have problems with induced magnetism. What does that is when balls spin/scrape/slide across a magnet, stuff like TMNT's disc and Godzilla's magna-grab. AIQ's single stationary magnet generally doesn't cause that.

But any particular ball can be a weird fluke. A while ago in this thread someone was talking about the tower sometimes failing to hold a ball, and he finally figured out it was one particular ball of the six that somehow wasn't responding enough to the magnet. Wonder if you have a version of that - maybe only particular ball out of your six is magnetized and sticking, so maybe replace only that one?

#12065 9 months ago

The Pro has more slow and rattly exits from the Panther orbit, because of the Captain Marvel spinner lane feeding it. These slow feeds would not reliably bounce off a post to the left flipper, so that post was omitted on the Pro, since it's more reliable for those balls to drop to the right flipper. On the Premium where most rollbacks will be from shots that go higher up the lane, the returning balls will have enough velocity to bounce off the post to the left flipper. But every individual machine is different, and even a premium might find it better to let balls drop to the right instead of trying to deflect them to the left.

1 week later
#12083 8 months ago
Quoted from Richter1019:

It would seem as though it has come time to invest in some coil cooling fans. Does anyone have any advice on this subject?

Yeah, AIQ Premium needs cooling fans more than any other game. On mine the Marvel ramp became unmakeable after about 30 minutes without the fans. Less necessary on a Pro, though you might still see some fade up the steep ramps at Widow and the gauntlet and tower. PinMonk's kits are great though there are other options as awesome1 said. I think just the lower two flippers on AIQ is enough, not necessary on the upper flipper.

#12090 8 months ago
Quoted from badfish981:

I guess the question is, those of you that own it…..is it a long term keeper?

AIQ lasted me about a year and roughly 1000 games total. I accomplished everything there was to do on it, beat Thanos somewhere around fifty times, then I was done with it and traded it. Whether a year is long term is a matter of perspective, anyone might rotate out games more or less often than that. I'm good enough to reach and finish wizard modes on almost everything, so I have more of a sense of being done with a machine.

1 week later
#12125 8 months ago
Quoted from cheezywhiz:

(Someone plz tell me if I was missing something. But without soul gem I don’t think you can earn missed gems right?)

Mostly correct. There's one way to get back one missed gem without Soul, which is to win Hawkeye Challenge on the top difficulty.

Also, there are multiple ways to win the Soul Gem; if you don't get it in its own mode (or lose it later), you can also win it in either of Black Order Multiball (get a super jackpot) or Battle Royale (win the mode.) You are never permanently locked out from retrying and re-winning missed gems, since it's always possible to get the Soul Gem again.

#12128 8 months ago

Elwin's response has been, if you don't want to lose your ball save, don't hit the portal. But yeah, that's a big kick in the teeth to lose the ball save that you earned by hitting the secret skill shot that *lit* that very same portal lock!

Alternate answer: Get a Pro instead, where that doesn't happen since registering a portal lock doesn't launch another ball...

3 weeks later
#12163 7 months ago
Quoted from cheezywhiz:

I have a flaky opto in the subway on my AIQ premium. It’s the third from the left — for the rightmost locked ball. Am I right in thinking I’ll have to remove the entire subway assembly to get access and replace it?

Just in case you can't get the mechanism sorted out, there's an adjustment in the settings where you can set the subway to "Pass Through". With that set, it won't keep a ball locked at all but will just pass that same ball out the Ant-man side, making all the locks virtual (the gem quest will autoplunge balls to give you the correct count as necessary.)

#12170 7 months ago

I had that problem on mine. I bent the habitrail slightly by *twisting* it from its end (counterclockwise from the player's point of view.) The problem is that the hole is tilted to the right, so when the ball falls through the hole it isn't centered but is skewed off to the right and misses the post.

Also consider giving the back legs a slight right-to-left lean. I did that on mine too, and it helped a number of things - this problem, getting the ball to veer closer to the upper flipper for shots in general (including tower drops), rollbacks from the upper loop staying out of the left outlane (it rolls a bit faster so hits above the outlane), and shooting the tower from the right flipper (the angle up to it is a bit straighter with that slight right-to-left lean.)

#12174 7 months ago

Spike 2 shuts off basically everything with the coin door interlock. To put it back on while the door is open, pull the interlock switch outwards (towards the right of the machine.)

There were a small number of Spike 2 runs that didn't have the interlock at all - I mostly heard of it on early Star Wars runs - but I think all runs of AIQ and newer do.

#12177 7 months ago

There's one named combo, the Hawkeye Combo, which is the gauntlet ramp then the upper loop. There's also the Binary hurryup where you shoot the Widow ramp and Marvel ramp (spinner on the Pro) on a short timer, functions almost like a combo. But yeah, besides those there is no distinction between the combos; really only Jurassic and Godzilla have done that.

#12190 7 months ago
Quoted from bwalter:

Thoughts on owning Pro vs. Premium?
Played both AIQ Pro and Premium at Pin-a-Go-Go this weekend and was surprised at how much more I enjoyed playing the Pro. Of course it could’ve been the individual machines (show floor wasn’t exactly level) but I just kept klunking around on the Premium and accomplished almost nothing across several plays, but on the Pro I completed a gem, started another, and got on the HS list on my first game (it was a NIB opened for the show so probably low HS table). All without really paying attention to the screen or knowing the rules.

I owned a premium but actually came to prefer the pro. The Marvel ramp looks fun but it really just makes gameplay harder, it doesn't help you on the quests at all, it can give a score multiplier but the flip side is it really sucks the fun out of the game if you miss the Binary hurryups. And the portal and subway locks barely affect gameplay and are way overcomplicated mechanically. Pro is perfectly fine for AIQ.

#12200 7 months ago

Level-1 mind gem: The best use is in the Time Gem quest, for each of the three drop target hits. That's surprisingly tricky to hit and can take a lot of tries. Skip that and smack the mind gem as soon as you hit the left and right ramps each time - ideally fast enough so that the ball coming down the ramp (either one) can be shot directly back up the gauntlet for the next one.

It's also very useful in the Space Gem quest. Actually the galaxy brain move there is to have it at level 1 and use it for three quest shots... then upgrade it to level 2 and use it again. Use it when the left orbit is lit for an attack shot -- in that case a level-2 mind gem hit will complete the attack shot and then also the next set of parry shots.

The other big use of a level-2 mind gem is in Battle Royale, if you make it that far. Get the Wasp ball in play for double damage, then hit the level-2 mind gem. It will complete all eight shots for double damage - that goes about two-thirds of the way through the entire mode instantaneously.

Also a level-1 mind gem can complete the Binary hurryup.

#12202 6 months ago

You can always get a portal lock with the *other* secret skill shot, the one where you plunge to the top end of the Hawkeye loop.

To get a portal lock from the secret skill shot on the drop targets, you must be completing that particular bingo row. This secret skill shot doesn't directly award anything in particular, it just completes that grid square, so whatever you get from that is what you get (or the square might not even complete a bingo at all.)

#12216 6 months ago

Upper flippers on Sterns are the same coil sleeves as any other flipper. I forget the size number offhand but it's what any of the stores sell as standard for DE/Sega/Stern.

#12226 6 months ago

The usual cause of airballs in that area is the Sanctum target. It gets bent backwards so it launches balls upwards, and that can happen from either the lower or upper flippers. Bend it back forwards. There are mods for a stronger mounting bracket to prevent that if you want.

Also FYI, a stuck ball (even multiple) doesn't have to end your game or count as a drain. With the coin door open so the voltage interlock is off, get the balls unstuck and put them back in the plunger lane. They'll autoplunge once you close the door, and you can keep playing from there.

#12238 6 months ago
Quoted from pixelpete:

AIQ Premium owners, I've had my pin for a few years now. I noticed the subway mech makes the loud clicking sound (the same sound when a ball is going through the subway) but this is when there is no ball in the subway and no one is even playing the pin. Has anyone had this issue? Thanks!

This sounds like the optos are sensing a ball when there's none there. Normal behavior when no one is playing would be for the game to try to get that ball out of there, so it cycles the subway mechanism. Likely one of the optos is dirty or misaligned or perhaps has a bad connection.

#12259 6 months ago
Quoted from mdmitch2:

At first, I didn't care for the audio/visual elements, and I realize that Stern/Elwin were somewhat hamstrung by the assets that were provided to them.... but ultimately I prefer this to something like Mando where IMO the video elements dominate the game to the detriment of the code and playability (although I'm much more of a Star Wars fan than Avengers). With Mando, I was drawn in by the theme/callouts/etc, but I got bored of the code pretty quickly. With AIQ, it's the opposite, and I think better for it as far as long-term replayability and fun factor.

I agree here. The comic art stuff doesn't age, but video clips get dated and repetitive. GOTG is the other big example, it's just a drag to keep watching clips of a mid-tier movie that's ten years old now. And Stranger Things is also dated like Mando. Also I just played a JP with the movie code for the first time, and that also felt jarring and dated. (And one weird take on this is Rush - the concert footage feels dated, but as deliberate design that fully fits in with the time machine theme as a tribute.)

The comic stuff stays fresh because it's not conveying a single moment, but the essence and design of the characters, which are timeless. Deadpool of course is the other big example that matches AIQ.

1 week later
#12276 6 months ago
Quoted from bwalter:

The auto-plunge usually doesn’t make it around and up the ramp to the right flipper return, even at full strength. Even a full plunge from the orange-springed shooter rod doesn't always do it. The pinballs are new and demagnetized, and I can’t find any obstructions in the ball’s path. The auto plunger bracket appears to be straight, too. Any ideas what to check for next?

I had the same problem on mine and never figured it out. I changed to a red manual plunger spring which usually would make it all the way around. The one solution for the autoplunger that seems to work is to replace the coil with a stronger one, but I didn't try to go that far.

I didn't try too hard to fix it because I think the autoplunger failing to make it and going into the bumpers instead is actually an advantage for gameplay. You get easy Captain America leveling during any multiball, and sometimes a free kick up the pops orbit. For any autoplunge where you do want it to go all the way around (like after a portal lock on the premium, or a drain during the soul gem mode), quickly grab the manual plunger and shoot it that way.

#12283 6 months ago
Quoted from arcyallen:

And for the first time I reach Black Order Battle Royale! I'm best at making shots on the fly, so I think this should be right up my alley. I'm pretty sure I'm nailing most of them but it's a new mode so I'm hoping I'm doing it right. I look up, and while Hulk has taken a few hits the enemy I'm battling has almost full health. WTF? So I keep playing, and I keep hitting "the correct" shots but start to question myself. I look up again, and the enemy energy is down -maybe- halfway. Hulk is almost dead. I realize this is a lost cause, and the mode clearly requires a thousand shots to finish. But then my flippers die, the ball drains, and I realize I beat it. Apparently WITH ONLY HULK.
I AM KING AGAIN!
So I made a new GC score (1.3B), and had a blast doing it.

For Battle Royale, you beat five villains, each one has their own health bar. Each takes 6 shots (unless you get the Wasp add-a-ball for double damage while it's in play, by shooting Ant-man twice.)

You take damage in two ways, based on time and after spending a certain number of flips. Each of those are replenished each time you beat one of the five villains, so if you're quick at making all the shots yes you can sail all the way through without damage. Also the Captain Marvel shot pauses the timer and the Vision drop targets add flips.

#12285 6 months ago

AIQ will do that because of all the extra balls. There's six at similar distances from the start button: three bullseye completions, computer grid line, second Hawkeye challenge, 12 Marvel shots, 8 trophies, 50 combos. Once you start getting one or two of those, it tends to snowball into most or all of them. AIQ is almost really an 8 ball game once you get going so draining the first 1-2 might not be so bad.

#12287 6 months ago
Quoted from greben0ts:

mmm thanks for putting that down so clearly. I’m so lazy when it comes to reading the manual.
Here’s a question that maybe you know. I recently fought and killed Thanos with 5 gems. I obviously did not get the 1B bonus.
Kept playing though, and acquired the last gem via something (probably master Hawkeye), but ended up draining 1 shot away from fighting Thanos again (how tf, the portal was open!)
If I’d have started that second fight with all 6 gems, would I have snagged the 1B bonus as well, since I didn’t get it the first time?

You never beat Thanos twice in the same game. Once you beat him once, he's done. (I don't remember what happens if you lose the Battle Thanos mode, if you can play it again at all.)

(This is also assuming you're not confusing Thanos Attacks with Battle Thanos. You can win each of those separately.)

If the portal is open after winning Battle Thanos, it's for one of the following things: do a gem quest that you still don't have (must possess the Soul Gem to retry one you already failed), do a portal lock (only allowed if there is any gem you still don't have), one of the Avengers Assembled modes (after the three of them ending with Battle Royale, they loop back around to Soul Gem the fourth time you assemble the avengers), one of the wizard modes (Computer Frenzy or Trophy Mania), or if none of that applies then the portal collects an avenger.

#12291 6 months ago
Quoted from greben0ts:

So opening the portal after killing Thanos starts one of the wizard modes.

No, the portal opens for whatever you did to open it. Could be a portal lock, or a gem quest, or avengers-assembled mode. It'll start a wizard mode if you qualified that wizard mode.

Quoted from greben0ts:

Mind as soon as I have 2 portal locks (I’m convinced this is the highest scoring potential of any gem quest).

Technically true, since it's unlimited, you could spin the disc infinitely if you can keep hitting it fast enough. Although realistically the Reality Gem is usually the highest most of the time. The one that can go really huge (a billion) with a lot of work on the setup is Space Gem, because all its scoring is concentrated on one shot (the left orbit), so you can put the Reality Gem there to multiply all that.

But starting with Mind is perfectly good, it helps the most towards winning other gems of course.

Quoted from greben0ts:

I’m beginning to think though, if I pick up space early, I can really push a lot of mind gem uses out of it.

Don't do this (well, try it if you like but you'll see.) I tried this too when I got my AIQ, and it just doesn't work at all. The Mind Gem just lands on a useless location more often than not, and then you don't have Space Gem charges to move it again. By the time you go through all that... you could have just directly shot whatever you were trying to use the Mind Gem for.

Quoted from KneeKickLou:

Mind gem first no locks maybe bring in Thor it seems pretty simple to get through in single ball except the final blow that Sanctum also seems so hard when you need it. Put this on BW
Then usually power with a portal lock from combos, try to put this on Cap or Panther.
Soul gem with hopefully 3 mind gem shots.
Reality with 2 locks at this point mostly for points.
Then work on Time and space if I can survive that long.
After soul I try to switch power to cap or panther whoever didn’t have it since the other is already collected and get that one quickly again.
If anyone has suggestions I’m all ears. I really do dig the strategy of this game if you want to go for points or progress.

This all is pretty much what I do, this is pretty close to optimal. Although I go for the two portal locks for just about each and every gem quest. I generally leave Power on Panther, since the other effect of the gem is keeping the avenger leveled-up when you drain, and Panther has the best level-1 power, of longer combo timers, to get those portal locks.

#12294 6 months ago
Quoted from bwalter:

Are portal locks generally only obtained through spinning the disc? I know mystery can grant them, but that shot is tough for me to hit when it’s lit.

Spinning the disc never earns a portal lock. Spinning the disc opens the portal to begin the next quest. Mystery never earns a portal lock either.

Portal locks are earned by shooting combos, the secret skill shot (plunge to the upper end of the Hawkeye loop), Hawkeye Challenge (once), or from the computer grid (once). Once earned, shoot the portal to collect the portal lock. If you earn more than two portal locks, any extras will wait until the next gem quest.

#12296 6 months ago
Quoted from blizz81:

Spinning the disc is how a portal lock is collected on a pro.

Right, which is why I made the distinction between earning the portal lock (never involves the disc and is probably what the askers care more about) and collecting the portal lock (portal on the premium, disc on the pro.)

1 week later
#12340 5 months ago

Correct, when no quests are available (because you played them all, and don't have the Soul Gem to allow retrying one you failed if any), you continue collecting Avengers, and when you finish that for the third time overall, you battle Thanos.

1 week later
#12358 5 months ago
Quoted from KneeKickLou:

Ok question for awesome1 i saw some of your videos of AIQ, how in the world were you getting 25+ million victory laps? Is it just a matter of keeping the balls in play for long enough? I know spinning the disc increases the victory laps value but I’ve never seen it anywhere close to that high.

He's got the lightweight disc mod, which will often spin up to three times as much as what a regular disc will. And make for less downtime of *not* spinning, which is when the value drops.

Besides that, there's also the Captain Marvel ramp multiplier, the Reality Gem, and level-2 avengers that can multiply the scored values.

#12364 5 months ago
Quoted from Ashram56:

- I'm having a hard time making the Marvel ramp, I've seen a mod that improves it, any other suggestion (besides reducing the playfield pitch, and increasing coil power)

Clean and polish the area, particularly including the metal ramp entrance that slopes up from the playfield. You want the ball sliding rather than rolling as it reaches the entrance, you don't want it to pick up spin that can create friction against the edges of the ramp. I had to clean and polish (with Novus 1) about every 10 hours of gameplay or the ramp would become hard to make.

Also consider a flipper cooling fan kit. Without it, my Marvel ramp became unmakeable after about 30 minutes of flipper heating.

Quoted from Ashram56:

Also, stones insert are not really bright, and they don't show up correctly it seems

They should be dim during gameplay to start. The lights work like this:

- dimly flickering: the gem has not been contested yet
- bright: Thanos has the gem (you lost it) - it's Thanos's gauntlet, you want to earn the gems OUT of it
- off: you (the Avengers) have the gem - it's on one of the playfield locations instead
- flashing: quest is currently in progress

#12370 5 months ago
Quoted from Ashram56:

- Gauntlet clearly does not work as indicated above. I need to check wiring, but oddly enough the individual test does work. It looks like ghosting... (yes, the unwanted led turning on at low voltage)
- in a few games the game lost track of balls in the subway. I tested manually, seems the opto are working, but I have a feeling the alignment of the ball when blocked is not fully aligned with the opto beam. Note that I'm on code 1.0, so there might be a bug?
Cheers

The normal behavior of the gauntlet lights does look exactly like ghosting. They should be dim and flickery, until a gem quest gets started, then that one should flash brightly. If it's doing that and working in the test, it's working.

Yes, update code, that does affect the subway. One change is that when there's only one ball locked, it will be kept in the middle lock position instead of the right position, which tends to have fewer problems. Another is an adjustment for "subway hold time" - this defaults to 1 second (1000 ms) between clicks, but sometimes a ball rolls through faster than that and skips a spot, so shortening this to 800 ms usually helps.

The common problem mechanically is that there's too much slop in the mechanism, so either the ball doesn't sit in the right position for the opto, or it goes around one of the lock "fingers" when it's not supposed to. I never had problems on mine so I don't know the details of fixing it.

The nuclear option is an adjustment for "subway pass through", if you enable that then the subway will never hold balls at all, it will just pass each ball out the Ant-man side, the locks become virtual and it will autoplunge to the correct count when multiball starts.

#12372 5 months ago
Quoted from Npbassman:

I LOVE the look of the Premium. The CM ramp just looks amazing and I also prefer the Black Panther VUK and the rising disk compared to the Pro. My issues with the Premium is that I don't like how the subway slows the game down, but I understand that you can configure it to pass through and roll right into the VUK?
Also, every time I play the Prem on location, I brick that CM ramp 4 out of 5 times. I've read the comments on this thread and have also spoken to a couple of pinsiders here and the concensus is that 'it's the best shot in pinball'. So, can that shot be dialed in once it's in my home to be more consistent and makable or will I be fighting it more often than not? I just want to make sure I don't regret not getting a Prem once it's in my home.
Thanks!

Yes, you can configure the subway to skip the locks entirely. There's an adjustment for "subway pass through" that will make it pass balls directly out the Ant-man side. If you set that, then you can even physically remove the locking mechanism, so you don't have to wait for such a ball to click through to the outgoing side.

And yes, you can dial in the Captain Marvel shot at home. Read my posts earlier up this page. Short version, keep it clean and polished, and consider a flipper cooling kit.

#12385 5 months ago

Agreed on that last. I'm a big naysayer on the precision flippers, the rigidity robs your ability to do subtle soft ball-control moves and so ultimately drags down your potential skill ceiling... but if there's any game that might justify them, it is indeed AIQ with all the steep ramps.

2 weeks later
#12429 4 months ago
Quoted from Maniac227:

I would rather the gems provide benefits while you are fighting thanos to turn an insanely hard fight to a more manageable fight.

This was actually in older code. It was dropped in version 1.00. But before that, there was a whole section in the Stern rulesheet about each of the gem perks for fighting Thanos and anti-perks if he has them. Like, I remember Mind Gem's anti-perk was that shots don't unlight when you hit them so you have to remember which ones you hit. I reached that playing on location a few times before v1.00 and saw some of it, though I didn't know the game all that well to maximize the knowledge. I guess it was all dropped for simplicity (the regular gem powers are complicated enough), but there's some alternate universe where those effects still exist.

#12436 4 months ago
Quoted from atg1469:

This is one aspect of the game I'm still struggling to grasp, mind sharing your typical strategies for gem placements and why?! I'm a relatively new owner and digging the game, but I'm basically throwing gems all over the place and hoping for the best!

If you're just trying to reach Thanos, do this:

Mind Gem first, put it on Black Widow, she's the easiest to bring to level 1 and 2 frequently for the better uses of the gem. Make sure you read the rules and actually fully understand how this gem power works.

Power Gem on Black Panther, he's the hardest to level and also has the most important level-1 power to keep active (longer combo timers.)

Soul Gem anywhere (easiest is the drops) - but then when Thanos Attacks happens, hit the Soul Gem and trap up and then intentionally time out the mode to let him have it. This is better than risking losing a ball trying to complete Thanos Attacks, since you can win the Soul Gem back in other ways (score a super in Black Order MB or win Battle Royale, or actually you don't need it at all to reach Thanos.)

Next quest depends on the state of the Mind Gem at that moment. If it's low or level-2, do Reality Gem next (if it's level-2, complete Reality in one hit of the mind gem.) Reality can go anywhere, the Captain Marvel ramp is fine.

When Mind Gem is at level 1, do the Time Gem quest, and use the three Mind Gem booms for all three drop target hits. Time can go anywhere, either drops or Captain America is fine.

Space Gem last and goes wherever is left. (Do not chase the Space Gem's power, it never works out, any complicated thing you're trying to do by moving the gems around is easier to just directly shoot whatever you're trying to do instead.)

#12439 4 months ago
Quoted from Eightball88:

I agree on the animations and the call-outs, the weakest part of this title IMO. The layout totally rocks, though. It would be great if the screen told you the current mode multiplyer (1X, 2X or 3X) both when the gem mode starts, and ongoing….sometimes I’m not sure if I brought in IMMB or Thor MB in time, until I get to victory laps (or not).

You can tell by the ball count. Thor adds 1 and Iron Man adds 2 to whatever was already going. If Thor starts and there's only 2 balls in play, that means the ball count and portal lock multiplier previously dropped down to 1 before Thor started.

(But yes, the screen really should tell you the current portal quest multiplier.)

#12455 4 months ago
Quoted from C0untDeM0net:

I hope Stern fixes the fact that you can't easily repeat the challenge mode after completing. You are still logged in and the screen says play again but when you hit start it starts a regular game. You have to navigate back to the hometeam (if using that) then reselect the mode. All the latest games have that limitation. I'd play them a lot more if I could just do back to back by hitting the start button

One semi-workaround is you can hit the start button before the game fully finishes to add a second player in the challenge mode. Then the second player will play it without having to navigate or restart anything (and you can go up to 4 players of course.) I haven't tried this on AIQ, but my JP will do this.

#12460 4 months ago
Quoted from UVAJED:

I second Spider code being amazing, along with PoMC code being epic at the same time.
Has anything changed recently (1.07 here) with beating Thanos in the "battle royale" ("wizard mode"); in regards to beating him with all 6 gems to collect the 1-billion bonus?
I focused on that tonight, had all 6 gems collected after soul gem/black order etc., and after I completed it there wasn't a 1-B award. :-/

You need to go through all of soul gem/black order multiball/Battle Royale. That means collecting all the avengers 3 times total. That hasn't changed since 1.00. After Battle Royale and with all 6 gems, you get the billion. (You do have to spin up the disc one more time to open the portal again for it.)

1 week later
#12472 4 months ago
Quoted from UVAJED:

On my mission again for the 1-Billion bonus, but without all 6 gems (especially the Soul Gem) it is pointless.
Does anyone know how you can earn the Soul Gem back, if you lose it during Thanos Attacks? I've heard it's possible somewhere, but not in my copy of the rules.
I did, however, realize now that a good strategy during Thanos Attacks is to purposefully lose either the Mind Gem or Power Gem (if you have the Soul Gem collected); since they are relatively "easy" to complete and recover using the Soul Gem...versus risking losing the Soul Gem.

You can earn the Soul Gem back by winning Black Order MB (get a super jackpot), or winning Battle Royale, or winning Hawkeye Challenge on Marksman (top) difficulty. (You can also loop back around to the Soul Gem quest after Battle Royale, meaning the fourth time overall that you collect the avengers, but you'll almost certainly do all the other quests to battle Thanos by then.)

Intentionally losing Thanos Attacks is good strategy in general. It's not worth the risk of losing a ball, it's better to just let him take a gem and get it back by doing the quest over again, when you can be buffed up with a portal lock multiball that you can't have during Thanos Attacks. I do this with the Reality Gem, since it's generally both the easiest and highest-scoring quest to do a second time.

Mind Gem isn't an easy quest to do again, you have to make a lot of risky disc hits, and the final shot at the sanctum can be ridiculously hard - plus you can't have the Mind Gem itself available to help!

#12474 4 months ago
Quoted from Nicholastree:

Yup. VikingErik nailed it.
I find the best opportunity to get Soul Gem later is during Black Order MB. The key strategy is to keep putting a ball up the gauntlet ramp, have it come around to upper left flipper, then keep shooting for the Hawkeye loop that brings the ball back to right flipper. That’s the super jackpot that gets you Soul gem (then you collect it like any other gem with a gauntlet ramp shot).

Close - the Hawkeye loop is the regular jackpot (after you light it by finishing at least one avenger.) Then you spin the disc to light the super jackpot, which is at the Captain America shot, and that's the one that gets the soul gem.

#12477 4 months ago

It matters because Captain America can hold a gem, so the super jackpot can be multiplied by the Reality Gem on Cap, up to x4 if he's at level 2 going into BOMB. My high was 400M for a single super and 800M for the mode total thanks to that.

#12478 4 months ago
Quoted from Nicholastree:

Hah! All this time I've been hitting the Captain America shot by accident when I miss the Black Widow ramp, LoL.

You can also get Cap by a random kick from the bumpers up that lane, you've probably gotten it that way. Also the Flank Attack "shot" will count for the super if you haven't otherwise hit it yet in the mode. I often get it that way from random activity if I had cleanly hit the Hawkeye jackpot without using the flank yet.

#12492 4 months ago

Also an option for anyone having subway problems: There is an adjustment in the settings where you can set its behavior to Pass Through. It will pass every ball immediately out the Ant-man side. The portal locks are treated as virtual locks, so when you start a quest, the game will autoplunge balls to give you the correct count. If you use this setting, you can even remove the metal finger assembly entirely so you don't have to wait for all the clicking.

#12503 4 months ago
Quoted from mcvetyty:

Can someone tell me whether new AIQ premiums have the subway “slop” issue resolved? Or do the teeth still get stuck?

Never any problems on mine from March 2022. I don't think Stern ever actually changed anything, it's a crapshoot as to whether any particular machine ever has problems and most don't.

There was also a software change that helps some. In code 1.05 (I think), when there is one portal ball locked, it will be held in the middle position rather than the rightmost, since the middle tends to have less problems.

1 week later
#12523 3 months ago
Quoted from Steveboos:

The ball spins like crazy now and i've had shots bounce back from the black widow ramp, which has never happened before.

My AIQ always had that same problem, rejects from the Widow ramp after cleaning. The problem is the ball is going too fast and hits the underside of the ceiling cover. The root cause of that is the entrance flap is too springy and rebounds to launch the ball upwards. I mostly fixed it on mine by tucking a small piece of cardboard under the ramp flap so it's not so springy. My Jurassic Park had the same problem on the T-rex ramp with the same solution.

#12529 3 months ago

I played one on location that had the same problem, a playfield protector causing the ball to get stuck on the bumper rollover switch. I didn't really look at the area, just did a lot of shaking to dislodge it when necessary. So I can give you a data point that it does happen, though I don't know of any solution.

#12536 3 months ago
Quoted from bwalter:

1. The metal platform at the end of the shooter lane. I’ve no idea if I should adjust this, or really how. Folks have said to shim something underneath it, but where? I can’t tell if it should lean left, right, or lift up, because it’s inconsistent how launches go.
2. The auto-plunge mech. It’s tightly bolted to the playfield, but the assembly connected to the coil is loose and I feel like it has way too much wiggle. I can’t see how to tighten anything, though. The ball doesn’t always come to rest against both tines of the fork bracket.
Bonus third culprit? I have the mezelmods shooter lane protector installed. The launch problems were there before I installed this, so I don’t *think* it’s a cause, but what lane protectors do others use out there?

1: Where the metal ramp starts in the shooter lane, with the little fork, you shim washers under the left screw. You want that ramp to lean right, so the ball will keep to the right and smoothly follow the right orbit wall, instead of possibly veering left and impacting the left wall of the orbit.

2: A shooter lane protector can cause plunge problems, because it makes the ball sit higher so the striker (both manual and auto) hits it off-center vertically. People say mylar is enough and doesn't cause problems.

2b: If the ball isn't resting against both tines of the fork, you may need to bend one of the forks outward, it's doable with pliers (put a cloth over the metal so the pliers don't scratch the fork.)

1 month later
#12597 72 days ago
Quoted from Nicholastree:

Coming on here to mark the occasion: got all six gems tonight for the first time. Then (barely) won Battle Royale. So... Beat Thanos. It's a good feeling.
But don't be too impressed: we set our machine to five balls. Guess I have a reason to switch it back to three now, LoL.

Tell me if you top that 5 billion GC

#12601 69 days ago
Quoted from PinChris:

Does anyone know if there is a setting to add a ball save in a gem mode? I can’t find one.

I don't think there is any, but what you're supposed to do strategically is always get a portal lock before the gem mode, which makes the quest a multiball including a ball save period.

#12605 69 days ago
Quoted from awesome1:

Yes, and if you still have at least 2 balls in play after completing a gem quest, you will be rewarded with Victory Multiball which can be lucrative for scoring!

It's way more lucrative than it should be when you have that lightweight disc mod that makes it spin on and on forever....

#12612 68 days ago
Quoted from Nicholastree:

First off, get an AIQ premium. You will WANT that Capt. Marvel ramp.

I'll give the opposite opinion here actually. I owned a premium but actually came to prefer the pro. The Marvel ramp is physically fun, but doesn't contribute to gameplay, it just makes the quests and combos harder compared to the spinner lane on the pro. You can blow up some of the scoring numbers bigger with the multiplier from the Binary hurryups, but the flip side of that is when you miss the hurryups you're just kinda dead in the water for blowing up scoring on that game. And also the strategy becomes narrower not wider - it's always correct to put the soul gem on Marvel for those jackpots, while on the pro there's more flexibility.

And the subway doesn't really do anything for gameplay at all and can be a headache to maintain. In fact the pro is a little bit better of a game here too - you're less likely to accidentally start a quest when one is lit (easy to fall into the open portal on the premium, less likely to unintentionally shoot the right ramp on the pro) - so you can more easily keep shooting combos for portal locks. Overall, if you're getting the game because you want to go deep into it, AIQ Pro is perfectly fine.

#12616 68 days ago
Quoted from Npbassman:

Two questions....where have all the preowned AIQ Pros gone?

I think there just weren't ever very many. I think the premiums were like 75% or more of the total built.

Part of it was that AIQ came out during Covid when all the home buyers were buying and arcade locations weren't.

Quoted from Npbassman:

I've been on the hunt for one and the market seems to be flooded with Premiums. Second, I'm focusing on a Pro because that CM ramp drives me nuts with the rejects I get on location machines but I'll ask, would the addition of precision flippers and bushings, (along with dialing in the machine and the CM fix mod) solve the rejects issues?

It's hit or miss on any particular machine. Nicholastree's is somehow beautifully perfect and smooth. Mine was never able to get dialed in smoothly. My make rate would peak at about 80% but drop quickly with flipper fade and wear, I had to re-wax it like as often as every 10 games. I really say go with a Pro if you can find one and skip that headache entirely.

#12622 66 days ago

I had the lexan fix on mine but it really didn't seem to make a difference. Rejects weren't caused by the left side of the wireform. It happens when the ball doesn't have the correct spin as it hits the ceiling where the wireform starts to curve.

I believe the trick is that the ball needs to be sliding on the playfield rather than rolling when it gets to the ramp entrance, so that it doesn't have forward spin, so it can pick up the correct side-spin from the upper side of the wireform where it starts to curve. That's why waxing matters, not outright for speed, but so the ball isn't rolling with the wrong forward spin as it starts to climb up. And very tiny differences in the wireform make for significant differences in how the ball picks up the correct spin to get over the top.

1 week later
#12631 57 days ago
Quoted from luch:

having issues with my subway lock , "error subway lock malfunction" , also on power up , the subway mech energizes over and over again for minute or so , like it's trying to advance the ball along the subway , but there is no ball there , then the error code comes up , any ideas ?

If there is no ball there but the game is trying to advance the subway, then one of the optos is registering a ball when it shouldn't. They may be dirty or misaligned, or try reseating the connectors to that node board.

1 week later
#12644 47 days ago
Quoted from blskewes:

So just got a New AIQ Premium, are there any addon/parts that need to be done or replaced with better components? Better flipper coils, items like that.

There is the mod that puts a wall on the left side of the Marvel ramp incline; many people swear that's necessary although I didn't think it made much of any difference on mine.

Flipper cooling fans can be a big help, or else Marvel and the other steep ramps can become hard to make after a while of continuous gameplay.

Some people do a stronger plunger coil to make sure the autoplunge always makes it around, although problems with that should be fixable with other tweaks (under the little metal fork ramp in the shooter lane, put a shim washer under the left screw, so it tilts to the right and makes the ball follow the outer wall.)

There's also "precision" flippers and the lightweight portal disc mod if you want those, although I think those skew things a little too much.

1 week later
#12673 39 days ago
Quoted from bwalter:

Also, AIQ has the meanest outlanes of any recent Stern, in my opinion. Even with the posts moved down they just suck the ball in, and often so fast there's no hope for nudging. At least, in my experience, on my Pro.
Another factor that really makes AIQ difficult is that draining during a Gem mode fails the mode, period.

Yes, both of these are completely true. What's wrong with AIQ's outlanes is that so many ball paths lead directly to them - every rollback from the loop, and lots of rebounds from the drop targets and disc area.

And yes, the punishing nature of AIQ all comes from when you fail a gem quest. Unlike every other game, in AIQ that represents a near-permanent loss of progress and you can't easily try again (you have to win a whole other gem quest in the soul gem even to try.) Every other recent Stern either doesn't end your mission on a drain, lets you restart or resume it easily, or failing it doesn't really mean anything and you just move on. And it doesn't help either that the Avengers directly bash the player with insults when you fail.

The way to get good at AIQ is to make sure you have portal locks for every gem quest - keep shooting combos until you get that, *before* you open the portal. This isn't a great piece of game design - it's too grindy and too far from the good stuff, you want to get to the exciting battles, not futz around with boring combos forever first. AIQ's problem is that its layout doesn't match its theme - it would be better with a Thanos bash toy for the battles, all the zoomy combos don't do anything in the quests.

#12700 35 days ago

Yeah, I echo the common advice.

Mind on Widow, since she's the easiest to level up for more and better uses of the gem (read the rulesheet and understand how it works.)

Power on Panther since he's the hardest to level, or maybe Hulk if the spinner is weak.

Soul on Capt Marvel since (on the premium) that gets the Binary hurryup multiplier for soul gem jackpots.

Time on the drops.

Reality moves around depending on circumstances: Cap before Black Order MB, since the super jackpot is on Cap. Hulk before the Space Gem quest, since all the scoring for that is concentrated on the left orbit. After all the quests, Capt Marvel because the gem's multiplier stacks with Binary.

Space on whatever's left. (Don't try to use Space to recharge Mind, that never works right, Mind never lands anywhere useful.)

For using the Mind Gem (besides obviously the soul gem quest), the best use is during the Time Gem quest, have Mind at level 1 and use it for each of the three drop target hits.

1 week later
#12717 27 days ago

If this is the Black Widow ramp, rejects from it are caused by the ball hitting the plastic guard roof, and the root cause of that is the entrance flap is too springy and flexes too much and launches the ball upward. I fixed this on mine by tucking a small piece of cardboard under the entrance flap so it doesn't flex and rebound like that. Same problem and solution also happened on my Jurassic Park left ramp.

#12727 24 days ago

Yeah getting stuck behind the bumper is actually fairly common on AIQ, happened on mine several times.

#12748 23 days ago
Quoted from awesome1:

Super Victory Laps Champion 3,430,002,140

I do want to note the fact that this is with the lightweight disc mod on awesome1's machine. For anyone who doesn't know, that lets the disc continue spinning much more, including also that the stud tends to settle in the bottom position to easily hit it again from the upper flipper. Disc spins crank up the shot value particularly for Super Victory Laps and also the regular victory laps that must have fed into that soul gem jackpot. This behavior is very favorable to the player compared to an unmodded machine. I am not intending any disrespect or shade throwing here (I'm sure the other leaderboard scores also involve machines with this and other favorable modifications), just pointing it out for consideration.

#12752 23 days ago
Quoted from Nicholastree:

It’s a shame vikingerik and awesome1 are on opposite coasts. Would love to see you guys play in a tournament. Two of the best players on pinside.

Heh, yeah I've had it in mind to visit him if I'm ever in CA for some reason.

And yeah awesome1 I'm not intending to criticize at all, it's your machine and you do it how you like, and I really do mean that, and of course I set up my own machines favorably too. I just want the information known, so that for anyone who is thinking about also getting such scores and competing on the leaderboards, that they know what to look for and set up for themselves. The difference in your disc is a lot - watching your videos, you get close to double the spins per hit compared to any other AIQ I've ever played myself, and that means close to double the shot/jackpot values in the modes that use it.

#12760 23 days ago
Quoted from awesome1:

I have family in Maryland (I’m originally from there) and get back to visit from time to time. Maybe we can work something out sometime there as well.

Hey, yeah definitely let me know when you come there. I drive up to the DMV area at least a few times a year for various things. Plenty of great locations to play at in the area too.

#12767 22 days ago
Quoted from Scoot616:

It does seem to be universally loved and sounds to me like one of the biggest draws is the fact that it keeps that post from just being stuck up top, which is probably the most frustrating aspect of this game when it happens and takes like 3 risky brick shots to move. I don’t know if that was a design intention or not, lol.

Yes, the disc is hard to move sometimes and that's definitely design intention. These guys are expert mechanical engineers and they could easily have put a weight or spring to return it to the bottom if they wanted.

#12772 22 days ago
Quoted from Scoot616:

I believe it’s huge in victory laps for sure, and key points during certain gems.

Yes, this is it. I'd wager that at least a billion of awesome1's 3 billion total in Super Victory Laps wouldn't have happened with the standard disc. Just look at the timing - awesome1's machine can set it spinning for ten full seconds with a solid hit, where an unmodded machine will go for maybe five. And because it always settles to the bottom, it's easier to hit again and never stops in the tough position.

The extra spins don't change game progression (easier to open the portal to start a quest, but that's easy anyway.) But for the modes that build scores with disc spins, it can blow up those scores tremendously. This is both kinds of victory laps (including regular victory laps feeding into the soul gem jackpot, Iron Man MB, the Power and Mind gem quests, and Trophy Mania.

#12774 22 days ago
Quoted from awesome1:

Just imagine what I could have scored if I didn't have a tilt bob hooked up and did slide saves!

Touche Well, I do have the tilt bob in, at the lowest point that's still within the ring. Slide saves do incur a warning unless it's really soft.

#12788 18 days ago
Quoted from rai:

My drop targets are super hard to knock down, is there a post that shows how to adjust? I will hit them dead on and they just laugh at me. Now they will go down occasionally but not nearly enough.

The problem is that the target rebounds too quickly, it hits the rubber behind it and bounces all the way back to its forward position too fast before it can drop. If you have a protector in the opening, that will contribute to this.

The solution is to get the entire assembly to tilt forward (to the player's right) so that the back of the drop target is farther from the rubber behind it. Unmount the assembly from the playfield underneath, and put a couple washers on the screws at its front (player's right) between the assembly and the playfield wood. That way the drop targets will lean forward slightly and be less prone to the rebounding problem. I did this on mine and the failure rate went from ~25% to under 5%.

#12798 17 days ago
Quoted from Nicholastree:

If the flipper isn’t activated, the ball goes SDTM on mine at least 50% of the time. What remedies are available?

You could try, well, flipping the flipper...

#12804 16 days ago
Quoted from awesome1:

Completed second Battle Royale on my last ball, but the occasional bug reared its ugly head and after the mode ended and ball drained, instead of launching a new ball, the game went into ball search and ended the ball and game over...
[quoted image]

If you can see Battle Royale isn't ending properly and can react fast enough, the solution to this is to open the coin door and manually push the coil to pop a ball into the plunger lane.

#12808 15 days ago

Yeah, that Battle Royale behavior is specifically a bug. I've seen it on several different machines. It doesn't even have anything to do with a lost ball, it can happen any time you win it.

One other way to compensate is to go change the setting to 4 balls per game so you'll eventually get a replacement.

90's games weren't as permissive about lost balls as you think. Williams games would ball search forever until very late in their run. I think Monster Bash or around there (1998) was the first that would send out a chase ball. My Jack*Bot (1995) never does.

#12816 15 days ago
Quoted from Eightball88:

Awesome1 and/or vikingerik can chime in, but I think after beating Thanos you start collecting avengers again towards SG, BOM, and then BR. If you don’t have any possible gem quests then spinning the disc and going in for a quest will collect an avenger, so it can go more quickly the second time around, I imagine. I can only imagine this because once I’ve beaten Thanos I’m always drenched in sweat and so euphoric to have done it that the game ends soon after.
What happens if you already have the SG when you wrap around? I don’t think I’ve even made it that far.

This is all correct. After Thanos, you keep going through cycles of collecting Avengers, and each set goes to the next of Soul Gem, Black Order MB, and Battle Royale. If you already have the Soul Gem, you still play the Soul Gem quest again, but there's no penalty for losing it. (So that's a great time to go for Hard Mode for points.)

awesome1's post above this could use one clarification - after Thanos, yes you can continue competing for gems you lost the first time, but you still need the Soul Gem to retry a quest (so if you don't have it, the portal will award a collected avenger instead.) It's always possible to regain the Soul Gem via any of the avengers-assembled modes, so it's always eventually possible to retry every gem you ever lost until you do have them all.

#12818 13 days ago
Quoted from adrock:

Hey everyone, I’m still having a problem where the game will release two balls during the soul gem quest if a portal lock is present.

I don't know exactly what's going wrong, but two suggestions:

There's an adjustment for "subway lock hold time". This is the interval between clicks of the subway teeth. It defaults to 1000 ms but can be set lower. Some machines need it lower (mine was 800 ms) so balls don't skip subway teeth.

If everything fails, then there's an adjustment for "subway pass through", where every ball gets passed immediately out the Ant-man side (the portal locks are virtual), and then it can't possibly happen if there isn't physically a ball locked.

#12826 12 days ago
Quoted from SuperNinjaMonkey:

Does anyone absolutely love this pin? Ive had the premium and i still can't stop playing it, it might be my favorite pin ever. I love the rules and the battles and placing gems. And imo this is elwins best layout ever. Funnest pin ive ever shot.

Well, any time you're in an owner's thread, you'll get rave agreement to something like that...

But yeah, I love AIQ. I did trade mine after a year and a half, but it was the longest stayer in my collection. Still play it on location whenever I see it, and can usually set the grand champion

And yes, the hate is mostly due to the call outs. People remember how they feel, and AIQ makes you feel punished when you're not blowing it up.

#12829 12 days ago
Quoted from bwalter:

I can't get seem to get everything playing consistently, especially the auto-plunge and the high-speed rejects from Black Widow.

For Black Widow high speed rejects, the cause is that the ramp entrance flap is too springy, and trampolines the ball up into the roof. The solution is to tuck something (furniture slider felt is good, or stiff cardboard) under the flap so it doesn't flex and rebound. Doesn't solve it 100%, but that cut rejects by a good 3/4 on mine. I also had the same problem and fix on my Jurassic Park left ramp.

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