GNR Magnet Effect

FrizzleFried

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Question for those who've played this game with the magnets working...

... is the effect worth spending time/effort on troubleshooting the magnet system in my GNR? It evidently only runs during multi-ball which is already pretty damn hectic without it. I ask as I the fuses weren't in the magnet system when I got the cab. I asked the OP I bought it from about it and he said he didn't realize they weren't there and that he must have bought the pin with them removed. He said they tended to be a pain in the ass anyway and people complained about drains...

...so I figured I'd check with you folks before going forward much further.

I did replace the fuses (fully expecting them to blow) and... they didn't blow... they didn't do anything. I "might" have gotten a magnet sound out of them when I pressed in the coin door HV safety switch after install of the fuses during the magnet test but while it was in the "off" mode... because when I pressed the HV safety switch I heard what sounded like a possible "electro magnet" sound... but then nothing. During the test or during gameplay... nothing. And I checked the fuses... they are all still good.

I did find a connector at the front of the table under the skirt ... 2 wire connector... leading to 2 wires that were snipped off... but I haven't determined if they have anything to do with the magnet or not. Before I spent much time on it I figured I'd ask if the effect is even worthy of bothering.

Opinions?
 
I play the game frequently enough at a friends house. I've only seen the magnets actually move the balls a handfull of times and yes, most of the time they cause the ball to drain more than anything else.

Up to you but I hardly ever see the magnets do anything and we even questioned if they were working also. they just don't move the balls that much unless you get a ball to roll directly over one, then it is suttle.
 
I have a GNR and rebuilt the magnet board. Maybe I'm lucky but the magnets in mine are strong and send the ball every which way. I updated mine to the IRL540s stated in pinrepair. Never had a problem since and would recommend you get them working.
 
From pinrepair:

Problems with LAH, GnR Magnets.
The under-playfield mounted magnets on Last Action Hero and Guns N Roses are very problematic. First note there are three 3amp slow-blow fuses, one for each magnet. These fuses are mounted under the playfield by the magnets. There is also a small magnet drive board under the playfield. If a fuse is blown, it would be very common for one (or all three) of the 20P10L mosFETs on the magnet board to be bad. Just replacing the fuse will often lock-on the associated magnet at game power-on.

If this is the case, my suggestion is to completely rebuild the magnet board. This involves replacing the original 74HC273 chip (20 pins) and the three MosFETs. I have found that if one magnet does not work, it's just a matter of time before they all don't work. Rebuild the board and be done with. And often the driving TTL chip will be blown too. Replace the 74HC273 with a 20 pin socket and install a new chip. Any TTL of similar 273 type will work (that is 74HC273, 74LS273 or 74HCT273, I have tested these all). Also replace the three MosFETs with IRL540 MosFETs. Don't mess around, use the more robust IRL540 if you want this board to stay working. And obviously keep the heat sinks mounted on the MosFETs. Lastly, reflow the .156" male header pins on the magnet board. Usually the pin that is the "return" voltage going to the three MosFETs has cracked solder joint around the connector pin.
 
Yeah, I've read that... but I am thinking I'm getting no power to the board... so I have to back track from there. Once I get power to the board I am likely going to blow those fuses and will have to replace the MosFETs...
 
I've never played a GnR pin, but I enjoy the magnets in LAH. They seem to come on ony during multi-ball. IMO it is a fun addition to an already hectic multi-ball session.
When you are able to light the jackpot by hitting the crane, and then hit the left ramp to score it, all while the game is throwing 6 + balls at you, is shaking from the shaker, and the magnets doing their best to re-route your perfect shot ...it is very satisfying.

I would fix the magnets. Best of luck to you. There doesn't seem to be a adjustment in the software to turn the magnets off in LAH, but possibly one can on a GnR pin?
 
The magnet effect is what makes the game. It is only on durring certain multi ball modes, but the gameplay relies on it 100%. Those multi ball modes are part of the gameset and all need to be completed in order to get to "Riot." I think that you know that when you clear Riot, you beat the game.
The magnets don't just shoot the balls through the flippers. They shoot them every direction. It makes the gameplay a lot less predictable and faster. If it wern't for the magnets, the game would be kinda boring really.
 
Yes! Definately fix the magnets. I really think it adds to the game, and even helps the player during multiball.

The nice thing about GNR is the variety of pinball must haves that it has. Magnets are one of them.

Incidentially, I have a export model that came with a shaker! Adds another feature to the game. Yes, the US software does support it.
 
definitely fix the magnets! If your magnets barely move the ball then they need fixing too;)! I play my friends every chance I get mainly because of the effect. Great game when the balls are headed full speed then suddenly change direction 90-180 degrees. Its on my want list because of that........well, mostly because of that, soundtrack kicks ass as well
 
Incidentially, I have a export model that came with a shaker! Adds another feature to the game. Yes, the US software does support it.


I got a couple PM's about the shaker, and how to get it working in a US machine. For anyone else interested, this is what I sent them:

Sorry, I'm not really up on what you would need to get it working, since it is factory on mine. I'm kinda new to pinball. GNR is my second pin. I've literally had hundreds of video games, lol! I used to have several locations, now down to one. Never had pins on route due to the service they require.

Anyways, when I got my machine, the shaker was installed, but not working. I ended up putting a new PPB board from Rotendog in because of other issues I was having, and the shaker started working! Imagine my surprise the first game I played!

I assume the original board was broken, but I have heard people claim that the GNR never was shipped with a working factory shaker. I only know that it does work with mine.

I'm not near the machine, but I believe you would need the shaker, and a interface board with fuses, and of course wiring to the backbox. I don't know if you can still purchase these items. I believe WWF Royal Rumble uses the same parts, and occasionally I have seen people part that machine out.

Hope that helps a bit, and if your ever in northern Iowa, let me know, I'll let you play it/check it out!
 
Fix it!

Magnets are fun. It's basically the same as Addams....just makes the balls to funny random shit during Multiball. It's fun, keeps you on your toes, and makes guests go "WHOA!!" :)
 
Looks like I will be looking in to what's going on with the magnets...

:)

I have a couple other issues to work on. I need the the plunger for the SNAKEPIT trap door solenoid... I can't find one anywhere. I need a plunger for the left outlane solenoid ... the credit thing is still rearing it's ugly head...

...but it'll get there.

:D
 
My LAH also has magnet issues. Unfortunately, the magnet PCB has been so hacked, I don't know if it is salvageable. I was toying with the idea of having new pcb's printed and building the board from scratch. Might be a lot of work, but I don't see any for sale (all out of stock) and they are hard to come by not hacked due to the updating that was needed on them. If you end up needing the board, let me know, maybe that will light the fire under my ass to take on this project.
 
Thanks for the headsup on that one!

Anyone have any idea where I can find the plunger for the Slash's Snakepit Trap Door assembly? I've searched everywhere and the best I can find is an old link to some place in Australia who's not replied to my email.
 

Actually, right after I posted that, I stumbled on that site through another forum for someone mentioning the Bally kit. I figured it was worth a shot. I emailed Mike at homepin to see if they are in stock and if they have a kit version. The built version is $99AUD plus shipping and takes like 2-3 weeks, and he said they dont have a kit version of it, but he might look to create a kit version. Just figured I'd let everyone know, seems like an awesome bunch over there. I'm definitely going to go this route because my board is shot.
 
I would fix it. I love magnets because it adds such a randomness to the game.

Mine works on my GnR and I'd fix them if they broke for sure.

-Al-
 
After another hour searching... i think i am going to have to find someone with a parts GNR to get that damn plunger.

:(
 
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