(Topic ID: 252876)

Bally Twin Win Trouble


By tcw16505

14 days ago



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  • 3 posts
  • 1 Pinsider participating
  • Latest reply 6 days ago by tcw16505
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Red and White Targets (resized).jpg
de380770cc4efa5627c83bafe55bba64be529561.pdf (PDF preview)
Yellow green bonus unit reset (resized).png
Yellow Green Bonus Unit Reset (resized).jpg
Yellow Green Bonus Unit Zero (resized).jpg
Yellow Green Bonus Unit Step-Up (resized).jpg
Yellow Green Bonus Relay (resized).jpg
Red and White Targets (resized).jpg
bad68f9d990620b20b27b7579db92676cb71d67e.pdf (PDF preview)
Bonus Unit (resized).png
Snap-Out Score Counter (resized).jpg

#1 14 days ago

I began to play and when I hit a bonus target (Red or White, lit or not) the Yellow Bonus Relay comes in (Print Location F-14)and the Yellow Bonus Unit Step-up Solenoid (Print Location F-28) fires but the advance of the stepper is immediately retarded because the Yellow Bonus Zero Solenoid was also fired (Print Location F-6) allowing the Yellow Bonus Unit Step-up Solenoid Reset (Print Location E-35) coil to fire. It will do this for both first (Yellow) and second (Green) players.

Also, sometimes when scoring bonus of a red or white target or every time when draining the ball, the ball count will begin to advance a random number of times.

I could really use some help trying to understand the normal operation of the Yellow/Green Bonus Zero Solenoids and how they are possibly tied into the Drain or tabulation circuit. - Tom

Yellow Green Bonus Unit Reset (resized).jpgYellow Green Bonus Unit Zero (resized).jpgYellow Green Bonus Unit Step-Up (resized).jpgYellow Green Bonus Relay (resized).jpgRed and White Targets (resized).jpgSnap-Out Score Counter (resized).jpgBonus Unit (resized).pngbad68f9d990620b20b27b7579db92676cb71d67e.pdfde380770cc4efa5627c83bafe55bba64be529561.pdfRed and White Targets (resized).jpg
#2 12 days ago

Just a quick update. I just now fired it up and pressed the credit button only to find that the reset only runs for a fraction of a second though everything else listed above is still the same. Exception: Now none of the back-glass lights are lighting, general or indication lighting. Fuses are good. Confusing to be sure as to what is the root cause. EM's are never boring to be sure.

Added 9 days ago:

The constant 5.5 volts in the third lamp position was due to a loose solder flake. The loss of lighting was due to a frayed wire at the fuse block. The fuse was good and receiving power but the load side wire was frayed off.

Added 4 days ago:

Sorry Unnecessary.

#3 6 days ago
Quoted from tcw16505:

Side Bar: It always has voltage in the third lamp position (and shouldn't) though will not light the associated lamp.

The constant 5.5 volts in the third lamp position was due to a loose solder flake.

Quoted from tcw16505:

I began to play and when I hit a bonus target (Red or White, lit or not) the Yellow Bonus Relay comes in (Print Location F-14)and the Yellow Bonus Unit Step-up Solenoid (Print Location F-28) fires but the advance of the stepper is immediately retarded because the Yellow Bonus Zero Solenoid was also fired (Print Location F-6) allowing the Yellow Bonus Unit Step-up Solenoid Reset (Print Location E-35) to fire. It does this for both First Player (Yellow Car) and second player (Green Car).

Further observations:
The red and white targets score accumulated bonus (1,000 point increments up to 10K, its then awarded by hitting the sink hole to collect during play
allowing you to start accumulating again or when you drain) and advance the cars through the track and add to your lap count. When the target is lit it
advances your car five spaces and advances bonus to 5,000. When not lit it advances yout car one space and bonus by 1,000 points.

At present it awards bonus immediately so it only allows it to get to 1,000 regardless.

Also, somtimes when scoring bonus of a red or white target or when draining the ball, the ball count will begin to advance a random
number of times.

howardr markg o-din Thank you, Tom
Yellow green bonus unit reset (resized).png

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