I always loved the game since my childhood.
Loved to play a game after eating my french fries.
Now I have a project machine and will ordering a brand new backglass from PPS.
Peter
www.inkochnito.nl
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I always loved the game since my childhood.
Loved to play a game after eating my french fries.
Now I have a project machine and will ordering a brand new backglass from PPS.
Peter
www.inkochnito.nl
Quoted from nicknack66:Blackout was my first pin and still own it. Quick question - how difficult is the orbit shot on your games? My will make it rarely (with most of the time the ball only making it as far as the top rollovers). Not sure if that is how the game is supposed to be, or whether my flippers are weak, incline too great, and/or my skill (or lack thereof). Otherwise game plays great!
Try replacing the eos switches and the flipper button switches.
Most of the time they are burned and worn.
Use the tungsten tip switches, NOT the gold contact switches.
Orbit shot should be completed with a straight shot up the orbit every time.
Quoted from Budman:Maybe a dumb question but.....I can't figure out the 1-20 lights in the middle of the playfield and how it relates to scoring?
Bonus lights perhaps.......
Post a picture to be sure.
Quoted from Robotworkshop:Lookin for recommendations and options for instruction cards and inserts for the apron. I'm missing the pricing card and plastic window covering it.
Cards are available on my website www.inkochnito.nl (which is hosted by the Pinball Rebel)
Look in the Williams section.
Peter
www.inkochnito.nl
Maybe you should put in the "divided by 10" roms.
http://mirror2.ipdb.org/files/317/blkou_t1.zip
At least it would save your correct score.
John Wart would be the place to go http://www.thatpinballplace.com/, but he seems to have all orders on hold.
Ray at Action Pinball perhaps? http://www.actionpinball.com/
I'm sure there are more places to go to.
Quoted from mof:Has anyone succeeded in making the saucer output:
1. stronger
2. aim for right flipper better
Right now, mine hits the top of the right sling. I cleaned out the mechs 100% in the ultrasonic. That helped 10% but not enough to get ALL balls to the right flipper.
-mof
Bend the iron lever a little bit to the sideways.
Just a little bit will do.
Does the cup hold the ball in the middle?
Quoted from Robotworkshop:If the machine doesn't have the extra fuses installed before the bridges in the back box you should look into adding those asap. If needed I do have a good picture on where those should go.
I've made a nice solution for this problem.
Goto my website http://www.inkochnito.nl and click on the Bridge Board image for more info.
Quoted from Pintor:I actually bought one of these for my blackout. I’ve looked at the walkthrough you did for the firepower. I noticed that my blackout has an extra blue wire that’s connected to the orange wire at the left bridge. Will I just end up with an extra blue wire? I wanted to check before I started cutting.
Thanks!
Just tread this blue wire as an extra orange wire.
This is in other machines too I've noticed.
I've mentioned this in my pdf file.
http://home.kpn.nl/p.koch3/Inkochnito_Bridge_Board.pdf
Just look at the file and look for J4-5.
From looking at the schematics, I would say that the blue wire is most likely the supply line for the flippers.
Orange is the supply line for the solenoind via the power supply board.
Quoted from Brijam:inkochnito where do we buy these?
It depends were you live.
In the USA it would be wise to buy at Big Daddy Enterprises or Marco Specialties.
In Australia you can buy at http://www.rtbb.com.au
In Europe you can buy directly with me.
Large quantities (10 or more) can also come directly to me.
It's often the shipping cost that makes it less interesting to buy only one and send over seas.
Quoted from Spacemanratso09:I am joining the club tonight quite possibly
Pumped looks like a fun game never played it
Anything I should look for ?
Thanks
The game is coming from non pinball people
Make sure the wires from the rectifiers in the backbox aren't burned.
As it is with all the system 11A and older games.
A lot of the times I see hacks to the master display driver board and the power supply.
Speech working is a great plus.
I've used my Bridge Board in my Blackout.
I also split the GI strings in four parts.
Two 5A fuses for two strings on the insert (original 39 lamps split in two).
One 10A fuse for the playfield lamps.
One 2A fuse for the coindoor/cabinet lamps.
It makes a nice clean view...
In the back box the G.I. fuse (20A) and the 5V supply fuses (4A) are mounted on the same card (center bottom) in the back box.
I moved the fuses for the 5V supply (gray wires) to the right to create more space for the additional fuses and the Bridge Board.
The G.I. strings are split into 4 sections.
Insted of one 20A fuse, you now have 4 fuses (5A, 5A, 10A, 2A).
There are two wires going to the insert, one to the playfield and one going to the cabinet (coin door).
Put in 4 fuse holders and connect one side with a thick wire and connect the yellow wire coming from the transformer.
The other yellow wire must be connected to the yellow-white wires previously connected to the lugs on the old fuse card.
I used an old switch stack with two side lugs to create a junction point.
Notice the thick yellow wire going to the G.I. relay from the junction point.
The four thinner yellow wires each goto one of the fuses.
We will sort out which is what later.
First we need to split the G.I. on the insert.
I've started at the top left of the insert and started counting 39 lamps.
Split in two would result into a 20 lamps and a 19 lamps string.
Start counting at the top left untill 20 (20x0.25A=5A).
The wires connection to the lamps after #20 can be cut.
Now you have split the string into two parts.
String one is supplied at lamp 13 and string 2 is supplied at lamp 3.
If you put a 10A fuse in one of the new fuse holders you can see which string is lit.
If it is the playfield you can leave the fuse in there.
If it is one of the insert strings, replace the fuse with a 5A fuse.
Again for the cabinet / coin door string and put in a 2A fuse.
I think that you need to hit another (non spinner) switch while they are still spinning, to get a second "Orbit completed) call.
Quoted from smersh:Hi. I know this might be simple question and im hoping so. How do i change blackout so the 2x 3x 4x and 5x dont carry over to next ball? Thanks.
https://pinside.com/pinball/forum/topic/blackout-settings-stop-multipliers-carry-over#post-6172722
Quoted from SteelNation:Would this be a sign that the display is going bad? The bottom edges of these segments are brighter and flickering a bit.
[quoted image]
Have you checked your display voltage?
If the voltage is too high it may explain why your resistors keep burning up.
It can indeed be a sign of a bad display, but check the voltage at the power supply first.
If you have an IDC connector at 3J5, you can measure at pin 1 (ground, most left) and pin 3 (-100VDC).
And measure at pin 1 (ground, most left) and pin 4 (+100VDC).
Quoted from Robotworkshop:If there are issues it can help to disconnect all of the slave displays except one. Power on to test. If ok turn off then plug in the next one and continue to test each one. It can help isolate the bad panel.
This would be my next advise....
Quoted from Bill62:Hi,
I'm getting a Blackout up and running and the only issue I have is the yellow drop targets randomly will not reset. They try to...you can see a pulse to bring them back up. If the ball drains, they reset no problem. It's totally random. Could be the 3rd time or the 5th+ time they drop they remain down, or in any order of dropping. Coil is replaced and all mechs cleaned and they work great except for this random issue. Any advice is appreciated!
Did you replace the original round header pins on the driver board (J9 and J11)?
If not, that would be my first choice , followed by replacing the connector.
Has the correct transistor been used (TIP122 or TIP102)?
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