Finally got my PBL, Pinbits and Cliffy order last Friday so this weekend I spent a few hours installing on Judge Dredd.
I had a helper this weekend, Floyd, as I am dog sitting while Drano and his family are away on vacation :lol:
First thing I had to do was protect my investment and install the Cliffy protectors. Since there is quite a bit of multiball action on this game as well as the industry's first and only SUPER GAME option, the shooter lane can take quite the beating.
The end of the ramp ramps are either busted off from the screw mount or cracked like mine so I order the ramp patch kit.
It's always a bit nerve racking when it comes to drilling into plastic ramps but I've got tons of experience from drilling my Tron ramps for Eli's fiber optic kit. I should fill in the existing crack so it doesn't get worse, suggestions anyone?
My next item which is a big pet peeve of mine is replacing stripped leg plates and thank god it was only the front ones. Since I got the game a few weeks ago the front legs were only held on with one bolt on each leg. I don't get why people reef on these bolts or don't realize it has gone in a bit crooked before they proceed to tighten and cross thread the holes in the plate :x
Next up was pinbits and I had always wanted to do the Deadworld mod when I had a Judge Dredd 2 year ago but never got around to it. Before I started installing it I checked all related optos such as left ramp entrance, divertor, crane, crane exit and ball trough. I cleaned them all with a q-tip and isopropyl alcohol even though they all checked out just fine.
The Deadworld mod itself is pretty easy to install and hardest part would just be transferring over these from the original disc to new disc otherwise 6 philips screws and 2 mins you are done!
The last step is to swap in the provided L1AT game rom supplied by pinbits and you are off to the races.
This has got to be one of the neatest physical ball locks in pinball as your locked balls continue spinning around until you start multi-ball and then the crane picks them up and drops onto the playfield one by one.
Some might argue that you are running earlier code with lots of bugs and it makes the game easier since it gives you time to make some shots before all 3 balls are physically unloaded to the playfield. If you don't have Deadworld mod installed the game uses virtual ball locks so 2 shots of the left ramp will lock 2 balls and third shot will divert ball to Deadworld and then it will spin over to the crane to unload meanwhile the other balls are launched immediately from the ball trough.
I can see why Bally/Williams removed this from the final production game because it can cause all sorts of problems on route for operators. The worse one being the crane and/or magnet fails and your locked balls will stay up on the spinning disc indefinitely rendering the game pretty much useless and not able to earn.
My machine isn't working properly and I think I only managed to play 1-2 flawless game so far since installing the mod. I believe the issue has to do with the crane unloading the balls consistently and triggering the crane exit opto. Sometimes it will grab the ball but the magnet appears to release too early and ends up dribbling down the front just under the pursuit flasher. If that happens then the game still thinks there is a ball on the disc and as a result your ball will never end. I also get premature ball ending too so not sure if it is related to my ball trough or crane exit opto not being triggered consistently. I will be playing multi-ball and drain a few balls meanwhile there will still be 2-3 balls in play and the ball ends.
[youtube]https://www.youtube.com/watch?v=2p1S3Mw8mKg&feature=player_detailpage&list=UUeONvLF7yqkCiEM_76-Kg4Q[/youtube]
Here is a youtube video of what my crane is currently doing and I believe it is just an adjustment to eccentric and lifter wheel. You will notice around the 1:00 mark it works pretty consistently at picking up, holding and dropping the ball. Once I get it working consistently (or hopefully 100%) I will see how the game behaves before I start throwing new parts at it such as new GLM ball trough boards in case my existing ones are flakey. I will also follow up with pics and description of what other things I had to tweak to get this working so stay tuned.
I had a helper this weekend, Floyd, as I am dog sitting while Drano and his family are away on vacation :lol:
First thing I had to do was protect my investment and install the Cliffy protectors. Since there is quite a bit of multiball action on this game as well as the industry's first and only SUPER GAME option, the shooter lane can take quite the beating.
The end of the ramp ramps are either busted off from the screw mount or cracked like mine so I order the ramp patch kit.
It's always a bit nerve racking when it comes to drilling into plastic ramps but I've got tons of experience from drilling my Tron ramps for Eli's fiber optic kit. I should fill in the existing crack so it doesn't get worse, suggestions anyone?
My next item which is a big pet peeve of mine is replacing stripped leg plates and thank god it was only the front ones. Since I got the game a few weeks ago the front legs were only held on with one bolt on each leg. I don't get why people reef on these bolts or don't realize it has gone in a bit crooked before they proceed to tighten and cross thread the holes in the plate :x
Next up was pinbits and I had always wanted to do the Deadworld mod when I had a Judge Dredd 2 year ago but never got around to it. Before I started installing it I checked all related optos such as left ramp entrance, divertor, crane, crane exit and ball trough. I cleaned them all with a q-tip and isopropyl alcohol even though they all checked out just fine.
The Deadworld mod itself is pretty easy to install and hardest part would just be transferring over these from the original disc to new disc otherwise 6 philips screws and 2 mins you are done!
The last step is to swap in the provided L1AT game rom supplied by pinbits and you are off to the races.
This has got to be one of the neatest physical ball locks in pinball as your locked balls continue spinning around until you start multi-ball and then the crane picks them up and drops onto the playfield one by one.
Some might argue that you are running earlier code with lots of bugs and it makes the game easier since it gives you time to make some shots before all 3 balls are physically unloaded to the playfield. If you don't have Deadworld mod installed the game uses virtual ball locks so 2 shots of the left ramp will lock 2 balls and third shot will divert ball to Deadworld and then it will spin over to the crane to unload meanwhile the other balls are launched immediately from the ball trough.
I can see why Bally/Williams removed this from the final production game because it can cause all sorts of problems on route for operators. The worse one being the crane and/or magnet fails and your locked balls will stay up on the spinning disc indefinitely rendering the game pretty much useless and not able to earn.
My machine isn't working properly and I think I only managed to play 1-2 flawless game so far since installing the mod. I believe the issue has to do with the crane unloading the balls consistently and triggering the crane exit opto. Sometimes it will grab the ball but the magnet appears to release too early and ends up dribbling down the front just under the pursuit flasher. If that happens then the game still thinks there is a ball on the disc and as a result your ball will never end. I also get premature ball ending too so not sure if it is related to my ball trough or crane exit opto not being triggered consistently. I will be playing multi-ball and drain a few balls meanwhile there will still be 2-3 balls in play and the ball ends.
[youtube]https://www.youtube.com/watch?v=2p1S3Mw8mKg&feature=player_detailpage&list=UUeONvLF7yqkCiEM_76-Kg4Q[/youtube]
Here is a youtube video of what my crane is currently doing and I believe it is just an adjustment to eccentric and lifter wheel. You will notice around the 1:00 mark it works pretty consistently at picking up, holding and dropping the ball. Once I get it working consistently (or hopefully 100%) I will see how the game behaves before I start throwing new parts at it such as new GLM ball trough boards in case my existing ones are flakey. I will also follow up with pics and description of what other things I had to tweak to get this working so stay tuned.