(Topic ID: 309501)

Bally Hi Lo Ace ball count and 5000 points never quits

By TimT1

2 years ago


Topic Heartbeat

Topic Stats

  • 30 posts
  • 6 Pinsiders participating
  • Latest reply 1 year ago by baldtwit
  • Topic is favorited by 1 Pinsider

You

Linked Games

Topic Gallery

View topic image gallery

flippers (resized).JPG
blygameover1 (resized).jpg
CaptureHL06 (resized).JPG
CaptureHL05 (resized).JPG
CaptureHL02 (resized).JPG
CaptureHL04 (resized).JPG
CaptureHL03 (resized).JPG
CaptureHL02 (resized).JPG
CaptureHL01 (resized).JPG

You're currently viewing posts by Pinsider baldtwit.
Click here to go back to viewing the entire thread.

#15 2 years ago

for the special/flipper issue, you know you have a short.

the wire from the right flipper button to the playfield is 75-4 and that's the only thing that powers the flipper, so look for that on the plug chart on the schem and look at the plug/socket for shorted wires, solder drip, a screw under the socket, etc.

if nothing obvious, manually reset the hi-special and lo-special trip relays, then trip one at a time and see what happens.

if tripping one/either makes the flipper power, stick paper between closed-when-tripped switch contacts on that relay to see which switch it is.

long shot bet is the problem is at the socket and you have a short between wire 36-5 and 75-4. 36-5 is at schem B20. ... or maybe that's a bad bet since you'd probably have issues with the three lamps connected to 36-5 when the hi/low special relays are untripped if 36-5 was involved.

wrt to the ball count unit, are the wipers whizzing back to the reset position or are they kinda dragging/stalling. If dragging, time to at least clean the rivets on the contact plate. If you're lucky, the ratchet won't be gunked up and further disassembly wouldn't be needed.

#19 2 years ago

the trip bank is the thing you are looking at on the bottom board in the cabinet. When a trip relay coil is powered, the switch lifter plate flops down and the relay is "tripped".

the only way to reset a trip relay is to physically raise the lifter plate so the coil armature grabs it and holds it up. Normally the white reset cams do that, but you can do it with your finger also.

to manually trip a trip relay, you poke something convenient like a wood meat skewer between the lifter plate and the reset cam and push left. That pushes the armature against the coil top, which trips the relay. You can also do whatever is needed on the game to get the coil to power and trip the thing for you.

there should be a paper label next to the trip bank saying what each position is. Usually there's two switch stacks on each relay.

I didn't notice the flipper plug. What they really mean is flipper button plug. It's one of the plugs on the front of the bottom board ... probably the left one. They did that so the bottom board can be removed relatively easily without unsoldering anything ... which you may need to do to get to the trip relay switch wiring without hiring a contortionist.

there isn't anything on the flipper plug that should matter, so you're looking for a short.

assuming you don't find anything, what I'd do is stick paper between contacts on one of the special trip relays and trip it. Pull out the paper one at a time to figure out which switch is causing the problem, then look at the wire colors on the switch.

you can also try and stick paper between closed switches after the relay is tripped or use something to open the switch ... but it can be tight in there so it's often easier to use small strips of paper hanging out, trip the relay so the paper is keeping switches open, then pull out the paper one at a time.

another thing you can do is pull out the plugs going to the playfield one at a time and see what happens. Most people pull the plugs with power off That will narrow things down a bit if you isolate the issue to one plug. If pulling the plug with wire 75-4 on it makes the flipper not power, I'd leave the plug out and use a voltmeter between wires 10 (or 80) and 75-4 on the socket. If you see 50V when a special relay is tripped, the issue is on the bottom board.

the 7 and 8 lights are a switch on the associated trip relay, so you'll need to check those trip relays. if neither the target nor the score lights work for the 7 and 8, take a hard look at the yellow wire on the center switch blade and follow to the adjacent trip relays. If it's busted or a solder joint is bad, all the "downstream" stuff won't work, and it's possible to get really odd behavior ... like your flipper issue.

1 month later
#24 2 years ago

the left flipper looks correct. The right flipper has the wrong parts on it, but it's probably ok assuming the flipper bracket isn't sitting on a bare wire and the EOS is opening at the right time.

If the EOS blade is too close to the crank hub, trim the blade shorter if that won't affect the crank arm opening the switch. Scissors will usually cut a blade easily.

EOS switches should have large contacts. If someone put blades with small contacts there, arcing would probably be worse as the contact burns away.

#28 2 years ago

the special and 5000 when lit lights all go thru a game over trip relay switch with blue and white wires on the blades. Check that. The switch should be closed when the game over relay is not tripped.

if all those lamps are blown, that's a hint to where your flipper short issue could be.

when you say "The right flipper activating when the special is triggered" do you mean when the special is enabled or when you close a switch and actually get the credit?

2 weeks later
#30 1 year ago

the game over relay switch with black and yellow/black wires is in the hot power line to a bunch of stuff ... including the flippers. The circuit goes thru a couple more switches and becomes the red wire you see on a bunch of the coils.

the idea is when the game over relay trips, power to flippers and all the other stuff is disconnected. If you open the switch with the meat skewer, the expected/correct behavior is for the flipper to lose power.

your issue is in the circuit on the other side of the flipper coil ... not the red wire side, the orange/white wire side. Somehow the orange/white wire is shorting to something that eventually connects to wire 30, and that completes the circuit so the flipper powers.

the orange/white wire on the flipper coil only goes to the flipper EOS switch and thru plug connections to the flipper button switch.

I'm not sure what "triggered" means:

1] when the special enables (hi and/or lo trip relays trip and the special lights are supposed to turn on), but you haven't done what you need to collect a credit.

2] when you hit the target/rollover/whatever to actually get the credit.

look all around the right flipper mech and make sure the orange/white wire is not shorting to anything. Also see if the wire is somehow touching the metal flipper bracket and the bracket is touching something like a bare lamp wire.

one of the game over trip relay switch has white and blue wires on the blades. That switch should be closed when the game over reset is latched (untripped, reset).

the game over trip relay is an interlock relay ... when one coil powers it trips, the other coil powers and it latches/resets. The latched position is when your meat skewer switch is closed ... when the armature plate operating the switches is away from the coil top. You can push on the armature plates one at a time with power off and see how the thing works.

the hi/lo trip relays are a different kind. Only one coil to cause it to trip, and the motor spins the white cams to latch/reset each trip relay in sequence.

Promoted items from the Pinside Marketplace
$ 22.50
Magazines/books
Pinball Magazine
Magazines/books
From: $ 1.00
Playfield - Other
Rocket City Pinball
Other
From: $ 19.95
Apparel - Unisex
Pinball Wheezer
Unisex
$ 37.00
Gameroom - Decorations
The Flipper Room
Decorations
Hey modders!
Your shop name here

You're currently viewing posts by Pinsider baldtwit.
Click here to go back to viewing the entire thread.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/bally-hi-lo-ace-ball-count-and-5000-points-never-quits?tu=baldtwit and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.