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Alien and Alien LE -- Owners Thread


gfh

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IO boards are serviceable. I replaced the coil 6 driving N-ch mosfet's on 2 of my boards this evening using a good re-work setup. Avrdude will take care of the PIC32 aspect.

Big prob with these games is the lamp & power boards. Traces so thin you dare not look at them. Right flipper would not work last night, traces inspected good visually, meter said otherwise. Fault was an open cct between a set of through hole pads. No component- just crap manufacturing.

These things are junk.

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IO boards are serviceable. I replaced the coil 6 driving N-ch mosfet's on 2 of my boards this evening using a good re-work setup. Avrdude will take care of the PIC32 aspect.

Big prob with these games is the lamp & power boards. Traces so thin you dare not look at them. Right flipper would not work last night, traces inspected good visually, meter said otherwise. Fault was an open cct between a set of through hole pads. No component- just crap manufacturing.

These things are junk.

 

Updated from your Full Throttle boards in Alien

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  • 2 weeks later...

There is a very limited number of playfield PETG Back Panel Plastics (with the space jockey) that have been produced for Alien, they have been previously unavailable in PETG. There have been examples of the acrylic version of this plastic being broken in various ways, and it is not part of a full plastic set.

 

The panel has been remastered in terms of colour pallet (to fix the white-wash or bland colouring) and improved in detail, with input from the original artist.

 

The "ordered run" seems to have had a couple of no shows from the US, so there are one or two possibly available but they aren't cheap. They are unlikely to be run again. There are a couple already destined for Oz so if anyone wants in it is a group order to save on freight from the producer in europe. Exact availability is pending further information, and some cooling off time I assume.

 

If interested shoot through a PM...

 

*Update*

Two panels (confirmed as available) are now spoken for.

 

All panels from the run are sold. The "unlikely" is still possible, the guy producing these (Tom) says he may still produce a follow up run if there is enough interest, so a message here or in the pinside Alien thread is still a good idea for anybody wanting one.

Edited by razorsedge
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  • 1 month later...

https://pinside.com/pinball/forum/to...en-software-13

 

 

 

1.3 code for Alien

 

 

Quoted from pinside:

 

"This BETA release is a collection of bug fixes and minor additions that I have added to the game code on my own time after the production run ended. Pinball Brothers had NO involvement in the development or testing of these changes, and cannot provide you with support or warranty (and neither can I). After much discussion, they have agreed to let me release this to the public.

 

Use at your own risk. A few other people have been running this code too, without any issues as far as I am aware. But it has not seen widespread use. If you find issues with it, please let me know directly and post to this thread; however, I cannot promise that I can fix anything else at this point. I'll do my best to answer any questions you might have.

 

The link to download will be provided shortly and will be posted here. In the meantime, here is the changelog:

 

Changes since version 1.2:

 

- Fixed a bug in the slingshot drivers that caused them to fire slightly later

than they should have.

- Beacons will not restart every time the coin door is opened in attract mode.

- Lowered the maximum time that flippers are pulsed strongly when the EOS switch

is not working.

- Upper flipper EOS switches are now utilized (if present); previously, they

were ignored. This should keep those flipper coils cooler.

- Lamp flicker prevention code now accounts for upper flipper usage. Previously

some LED glitching could be seen sometimes near the raised upper flippers.

- When the shooter coil has trouble launching the ball, don't call the

display/speech effects on every single attempt.

- Improved handling of coil adjustments for very short coil pulses. In some

cases, the adjustments were not having any effect.

- Add adjustment "AMODE BEACON" (default: YES). When set to NO, the beacons

will not spin during attract mode. They will remain functional during

gameplay.

- Add adjustment "SWAP L. SLING/FLIPPER COIL" (default: NO), for owners who

wish to rewire their games by swapping the coil numbers for the left

slingshot and the left flipper. This eliminates the buzzing noise from the

left flipper when held.

- Hide the Buyin Limit adjustment, if Buyin Price is set to OFF.

- Fixed display bug where changes to ball up/player up in the "modify game"

menu were not shown correctly after resuming the game.

- Fixed a bug where test mode would time out and return to attract mode

prematurely in some cases.

- When entering test mode, announce if the xeno or magnet has been disabled

by adjustment.

- Fixed a display bug where a score event might not be reflected on the display

immediately.

- Fixed a bug with Ambush Multiball in tournament/competition mode, which made

it unlikely that the leftmost quadrant would ever be lit for jackpot.

- Fixed a lamp bug with Combat Drop. If the mode timed out during the target

phase, the standup inserts would remain blue for the rest of the ball, instead

of reverting back to their normal yellow color. This works as expected now.

- Airlock display now turned off during mode start animations, where it

previously continued to indicate "shoot here" to start the mode.

- Changed the two hurryup scenes, Tunnel Hunt and Acid Burn, so that they do

not last as long. When the hurryup value is increased, the value at which

the mode ends is now also increased (unless it is the result of an "add time"

award).

- When Save Newt multiball was re-qualified at the same time that All Out War

was already qualified, a shot to the xenomorph would start both multiballs

together. This has been changed to start All Out War only.

- When a scene was running and Sentry Guns was qualified, the left eject arrow

would flash for the scene shot, but not indicate that multiball was ready.

Now, the arrow prioritizes the multiball indicator over the mode.

- When the ball drained just after completing a Lifecycle, its display effect

would have to finish before bonus would count up, which could take a long

time. This video is now truncated early when the ball ends.

- Cancel all callouts when attract mode ends (either by entering test mode or

starting a game), and at the start of each ball. Before, it was possible for

some irrelevant speech to occur.

- Fixed bug during tilt which would occasionally leave some of the playfield

LEDs on when they should have been off (typically the standup target inserts).

- Fixed priority of tilt warning, which could cause tilt lamp effect not to run

if tilt occurred too quickly after the previous warning.

- Fixed buy-in button lamp sometimes not indicating that weapon change was

permitted (i.e. it would be off even though weapon change was allowed).

- Weapon change is now also permitted while the ball is in the shooter lane.

- Fixed a bug where a particular weapon had been earned, but could never be

selected when cycling through the awards with the buy-in button.

- Prevent weapon collect when pressing launch and there is a ball at/recently

at the shooter lane.

- Improved the Smart Gun logic to tend to start Hypersleep Multiball when only

one more lock is needed. This was always intended, but a bug prevented it

from actually happening.

- The lamp effect for All Out War being qualified won't run now if it can't be

started (e.g. due to another multiball running).

- Center magnet now grabs the ball briefly at the start of All Out War.

- During All Out War, GI near the flippers is now kept on.

- Deferred the detection of all the multiballs being completed until after a

multiball ends, not when a new multiball is started. When the column is

complete, the inserts now strobe slowly, until All Out War has been played.

Previously, when the last multiball was started, the insert column

would clear, which was slightly confusing.

- Changed the layout of multi-player scores on the dashboard to be more

traditional, with the player up score in a larger font, and the scores

arranged consistently.

- When pressing the right flipper button while a ball is at the shooter to

see the game status, the message block that normally cycles game hints

was stuck at "Launch Ball". This now cycles as it does during game play.

This now offers a way to see how many xenomorph shots are needed for

Ambush multiball before launching a ball.

- Add new light shows for pop bumpers during scenes which use them.

- Added a 15 second ball saver when entering the multiball phases of

Self Destruct or Loader Battle."

 

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  • 3 weeks later...
  • 1 month later...

If anyone in Oz is after a PETG backpanel the guy in Germany done a second and final batch. He has a couple left over and asked if I knew anybody here still after one. @sleazius I have yours here, the only one unaccounted for in our shipment, if you could get in touch somehow would be great! :)

 

Also there are now a limited number of PETG full plastic sets being made, put in an order soon if interested.

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