The game is a F-14 and during the game mode, everything seems to work
fine. (switch and solenoid tests in diagnostics seem to be OK, also)
When the game is over and in the attract mode, the flippers and
several other solenoids (pop bumper, ball popper, slings, R&L center
eject and right eject) are still "alive". When the flipper buttons
are pressed, the flippers work as if it was in game play mode, also,
when activating the switches for the other solenoids mentioned, they
fire like in game mode. Another phenomenon is when the machine is
turned on, all (I think) of the solenoids fire once in unison (except
for the flippers). The flipper relay on the CPU is working (not stuck
engaged) but something is keeping it engaged when in game over mode.
I have verified that the small switching transistor for the relay is
Is the switch matrix "shut off" from the CPU during game over to keep
the non flipper solenoids from activating? If this is the case, what
might be keeping it awake?
This is my first SYS 11 game, so I am still trying to learn the logic
of how it operates.( I am much more experienced with William's SYS 6 &
7 and Bally -17 and 35) I aquired the game in a non working condition
(everything unplugged in the head) so I don't know anything about the
sequence of failure prior to getting the game going again. I have
rebuilt the HV portion of the PS bd. to get the displays working
* - All alpha-numerical references are made referencing a System 9 repair
manual. Designations may differ on your game. Signals remain the same.
"msmiller" <msmi...@townwire.com> wrote in message