(Topic ID: 132740)

BOP Club...non 2.0

By MustangPaul

8 years ago


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  • Latest reply 12 days ago by Chosen_S
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You're currently viewing posts by Pinsider AlexRogan84.
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#2354 1 year ago

I’m getting a Bride of Pinbot soon and while it is working well, I did notice that the metal box that seems to be a protector cover thing for underneath the rotating head assembly, is missing. I can see where it probably was screwed in but maybe got removed for maintenance and then never reinstalled.

Can you buy these as a replacement? Part number?

Are they crucial to protect against electrical shorts or some other reason?

#2359 1 year ago
Quoted from Jmckune:

No, it rolls over to the “small wheel” eject and comes up from there

Oh wow. Thank you sir. I wondered the same thing. Will definitely look to get one. Getting the game tomorrow. Super excited!!!

#2363 1 year ago

I got my Bride yesterday and so far so good. Had a question about ROM versions though. Mine shows as being rev P-4 on the CPU and then P-1 on the sound. That's pretty early compared to the L-7 that's available now isn't it?

Is that "P" for prototype code?

Would mine then be configured to run the 1MB chips as opposed to the 2MB? I have a Funhouse and it was similar, where you had to change the jumper on W1 and W2 to accommodate the bigger memory size. What revision used the smaller size and which one was the first needing the bigger size? I know of someone local that has the L-7 CPU ROM's and that's what I think I'd like to get. Wanted to confirm if that jumper needs to move or not?

Also, has anyone on here before put together a nice GI bulb map? Like a photo of the game with bulb location circled? Same for the playfield and backbox bulbs too. I have seen that for a few different games so wondered if it had already been done for Bride? My game is still all incandescent and I'll be changing it to LED. So that I CAN SEE!! lol

IMG_7613 (resized).JPGIMG_7613 (resized).JPG
#2365 1 year ago
Quoted from Jmckune:

I didn’t map it but what I did was buy 2 25 packs of cool white 2SMD (one wedge/one bayonet) Then I color matched all insert colors, with yellow getting cool white and I color matched the skill shot stickers. I then put purple no ghost in the helmet. Very minimal flicker on only one pattern, otherwise no flicker. I believe L7 may have a flicker problem. With L7 you also do have to change the jumper for larger memory. I opted for L6 and was happy with it. Here is a pic of what I did
[quoted image]

That looks great. I like the white underneath the yellow idea. It makes a big difference in how the colour shines through I find.

So with L-7 requiring the jumper to be moved... are you saying with L-6 the jumper does not need to be moved?

#2368 1 year ago
Quoted from Jmckune:

Yes, L-6 does not need a jumper

Right on. Thanks. That’s the one I’ll go with.

Had another question for the bridesmaids… is that what we are?!? lol

I realized on my game that there is no post right below (beside) that 2-bank of standup targets on the right side. Those are the twin green 5k points ones. I have the small hole in the playfield where something needs to go but not entirely sure what that is.

I though it might be another translucent blue plastic star post but then saw some pics of other machines and it looks like it could be a single metal stud post that doesn’t have anything screwed into it on top, just the lone post with a small rubber ring on it.

Anyone know for sure and what the part number is? Thanks.

#2372 1 year ago
Quoted from Mad_Dog_Coin_Op:

This is the correct post:
https://www.marcospecialties.com/pinball-parts/02-3905
It is actually in the manual under that part number but associated with the wrong picture.

That's perfect. Thank you very much.

Funny how Marco notes the mistake in the manual too from back in the day. Bye bye hardcopies nowadays... easy updates online instead.

1 week later
#2373 1 year ago

My big ole bag of new bulbs is coming today. Going to pretty up the bride. Question about one preferred bulb colour… the single bulb that is at the top of the helmet. Upper right. What colour do people use there? I have purple for the 16 spots on the helmet sides but this one extra spot is separate. Like it’s an antenna for her sort of lol.

#2375 1 year ago
Quoted from Jmckune:

I’m not sure where you’re talking about. Does yours have an extra bulb in the middle where the W is?

This one here (in pic). Is it supposed to be there?

64882439-8B3C-472A-B4D0-0446534828D1 (resized).jpeg64882439-8B3C-472A-B4D0-0446534828D1 (resized).jpeg
#2380 1 year ago
Quoted from Mancave:

Yeah same as on mine + the one in the ball lock to match.

I like green for lock too. I've initially gone with a red bulb in that "Pinbot playfield open" spot... just thought that with all the red over there it made sense. Easy enough to change out to another colour if I feel like it.

I replaced a snapped and missing mini red plastic post on that Pinbot playfield thinking I would get all the rubber rings back to match what is in the manual. One of the ones that had the top snapped off was directly under the flasher dome on the right side of the helmet. And it appears as though when you try and screw down the helmet back to where it was, there is some interference.

Is this a common thing? Is there supposed to be a spacer under the right side of the helmet maybe to keep it up a little higher so that flasher dome doesn't push right into the mini post on the Pinbot playfield?

#2382 1 year ago
Quoted from snakesnsparklers:

Is your helmet flasher dome installed properly? It is possible to install it incorrectly so it sticks out further than intended. I don't have any interference issues in this location. Post a pic.

Here are some pics. I’ve looked back at the image gallery in this thread and see some others have this same issue. Just looking at the angle that right flasher dome is on. Like you can tell it is being pushed up slightly.

0079C9BE-E02D-482F-9783-466B4CAB75F4 (resized).jpeg0079C9BE-E02D-482F-9783-466B4CAB75F4 (resized).jpeg523727E8-D236-4C89-9B5D-7237B4B9B663 (resized).jpeg523727E8-D236-4C89-9B5D-7237B4B9B663 (resized).jpeg615D0C17-6A8B-47D3-A447-332394B1D171 (resized).jpeg615D0C17-6A8B-47D3-A447-332394B1D171 (resized).jpegA0A6FAA0-1FA7-4C91-AD67-8A27312ED940 (resized).jpegA0A6FAA0-1FA7-4C91-AD67-8A27312ED940 (resized).jpeg
#2388 1 year ago
Quoted from Mancave:

Thought they looked like they were sticking out too much yeah.
[quoted image]

If you have a photo to share of the underside of your helmet, I'd like to see how your spacers are in there. I got mine apart and the spacers were closer to 1/4" than the 1/2" the manual specifies.

#2391 1 year ago
Quoted from Mancave:

I didn't do the restore on my machine so i haven't got any pics of the underside of the helmet unfortunately although when i looked back at the progress pics my mate sent me i did notice this one. The domes were sticking out at the time so he must have realised when he went to attach it to the machine that it was either wrong and or wouldn't fit well.
[quoted image]

Thanks. That helps. Seems a common issue like maybe which spacer was needed wasn’t well understood initially.

Amazing looking game you have there. Wow! And a yellow insert for the billion point shot… I read that indicates it’s a prototype Diamond Plate version of the playfield. Is it original like that or did repros get made with those inserts yellow like that? Beautiful either way.

#2393 1 year ago

Game is working well… just put this score up. Factory settings and no extra balls awarded. Just a real rhythm to getting both balls back up the shuttle ramp to spin the big wheel over and over and over.

13F4C964-82CC-4F1E-8BA9-5802CF2999AE (resized).jpeg13F4C964-82CC-4F1E-8BA9-5802CF2999AE (resized).jpeg
#2396 1 year ago

Is it normal that when you get a great score, high enough to be a “high score” it won’t accept it if you got the billion point shot?

Other than my 1st place high score, the other three high scores aren’t that high. What I’m finding is that it won’t let you put your name in for both a billionaires club AND a high score. If you got both, it only does billionaires. But if you got a high score, like 150 million, it will give you the high score place. 2,150,000,000 for example would not.

I am running old P-4 prototype code until my new ROMs come in the mail. So maybe that’s all it is. Just weird is all.

#2398 1 year ago

I must say that leaving the game on and hearing it from the other room seductively saying "play me" is pretty damn funny.

#2399 1 year ago

Anyone have a part number for the correct wire gate and bracket used at the end of the skill shot/shooter lane eject to where it sends the ball into the pop bumper area? I don't think my wire gate is right nor the brackets holding it in place. It's too tall from what I can tell and is pushing up on the Pinbot upper playfield, forcing the ball left slightly, which means it pretty much never goes down the skill shot plunger lane from up there.

1 week later
#2409 1 year ago

Was there ever a decal or cover piece of some kind to go in front of the skill shot light strip? To hide the direct view of the green circuit board the bulbs are mounted to?

#2410 1 year ago

Here's a new one... I got my new ROMs in the mail today and installed them. L-6 for the CPU and matching sound ROM set.

Seemed to go fine and game comes back up and plays like you would expect. Until I won a free game and the knocker fired and the game reset.

Huh?

And it was repeatable. Started a new game, got to a replay, knocker fires and the game resets.

Ok, check things out, cables and connectors look fine. Nothing seems to have been bumped while I was in the backbox. I also check the knocker during test mode and it actually caused the game to reset then too.

So I disconnect the knocker and test it and it doesn't reset the game. I start a new game and get a replay and it doesn't reset (it said I got the replay, but no knocker going off as the wires are disconnected).

Ok, so I play a few more games and then at one point early in a game, it resets while I had the ball in among the pop bumpers. Ugh.

So next up I take a "no more resets" gadget I had and installed it. Also plugged the knocker back in. Played a game, got a replay and the game reset when the knocker fired.

Hmmm... any thoughts on what to check? The game never did any of this with the previous ROMs... which were P-4, so an early prototype version I guess.

#2411 1 year ago

Got it figured out. CPU ROM wasn't seated properly. Removed and reinstalled and it's fine now.

#2418 1 year ago
Quoted from HydrogenHuman:

Also, on my BoP when I shoot up the shuttle ramp and it doesn't make it, I know I'm supposed to hear the callout "Abort! Abort!" but I never hear it on mine. What would be causing that issue?

Switch sensitivity.

Take the glass off, start a game and simulate the condition with your finger. You’ll see what will need a small adjustment.

#2422 1 year ago
Quoted from Marco1973:

Hi.
My left flipper Is not functioning.
I restored the pinball completely(before It worked), maybe I made some wrong cable connection.
Could please someone take some pictures of the flipper area under the playfield please ?
Thx[quoted image][quoted image]

Agreed. Based on which end of the diodes the bands are on, you need to swap the two outside wires (yellow and the blue one)

88B081E4-AF09-4ABC-A288-9F2124FA406F (resized).jpeg88B081E4-AF09-4ABC-A288-9F2124FA406F (resized).jpeg
#2425 1 year ago

Check the fuse next. F101 and should be a 2.5 Amp slow blow.

Also check the leaf switch on that left flipper button and see that you didn’t bump something loose.

682B10E1-8D71-458E-BCCE-DA707E8AC153 (resized).png682B10E1-8D71-458E-BCCE-DA707E8AC153 (resized).png
3 weeks later
#2451 1 year ago

Who is Scott Smith? The game told me “Happy Birthday Scott Smith” today. I had heard about it having these Easter Egg dates in the code that come up from time to time but this is the first one I’ve actually seen.

1 week later
#2462 1 year ago

Eject from where? Trough into shooter lane I assume?

You can test it individually if you’d like. Run the solenoid test from the menu and see if it will do it manually.

You can also check the switches through the test menu. If all balls are in the trough at the beginning of a game like they’re expected to be, you should see all three trough position switches triggered in the “switch edges” test mode.

You have three balls installed in the game, right?

1 week later
#2469 1 year ago

Is it normal during gameplay for the GI bulbs to go into this obnoxious strobing mode? It happens when you lose one of the two balls and feels like she’s pissed at you and trying to make it harder for you to keep that last ball in play. It stops once you get it back up into either the lock or the small wheel spot. Basically somewhere it can be hung on to so the game can rotate the faces back to the starting point. It never used to do this when I first got the game. Only after I updated the ROMs. I had a P2 ROM somehow still in the game and went to L6. It’s very aggravating this strobing and wish to stop it before I have a fricking seizure or smash my fist through the game lol.

#2471 1 year ago
Quoted from Mad_Dog_Coin_Op:

Mine does that too. It is a feature.

Can this feature be turned off? Like a “stop acting like an a$$hole” option?? lol

#2473 1 year ago
Quoted from Jmckune:

Setting “allow GI dimming” set to no

Awesome! That was it. Thank you big time. Makes a huge difference for me.

#2476 1 year ago
Quoted from EEE:

I had little choice but to redo the apron on our machine.
I opted for the blue font (T2 I think) which also has the “Lane Change” text. Any ideas why that was originally printed there for this title?
[quoted image][quoted image][quoted image]

Lane change on BoP is for getting an extra ball. Hitting the flippers moves the extra ball light from outlanes and inlanes, left or right across the four of them.

#2482 1 year ago

This is what I put into my game: (all LEDs were frosted dome)

BoP PF bulbs (resized).JPGBoP PF bulbs (resized).JPG
#2484 1 year ago
Quoted from BrewersArcade:

Wow this is so helpful. Appreciate you sharing this spreadsheet! Thankful to at least know how many wedge vs. bayonet bases I'm dealing with!

No problem! It is also in the manual. Towards the back, page 2-39. Complete with a handy-dandy playfield layout to show you exactly where they are. I put that into a spreadsheet so I wouldn't lose my spot and forget which ones I did and which ones I didn't yet do.

3 weeks later
#2491 1 year ago
Quoted from Triplecdad:

total rebuild of bop. (with great help from professor pinball) new coils, new everything. I say that because i can use help. when optics face has two balls loaded in the eyes and kicks them, the left eye (actually her right eye) kicks it so the ball goes across her face over the right cjeek (her physical left cheek) down onto the playfield. so just one ball gets locked for the multiball. any thoughts?

Take the face off and inspect the assembly underneath. Likely something is crooked or not aligned straight with the coils for the eyes. Or the edge of the face piece where the ball sits isn't round/flat anymore and the ball is getting hung-up and comes out off centre.

Here's what mine looked like:

IMG_7733 (resized).JPGIMG_7733 (resized).JPGIMG_7734 (resized).JPGIMG_7734 (resized).JPGIMG_7737 (resized).JPGIMG_7737 (resized).JPG
#2493 1 year ago
Quoted from Scoot:

I have the most perfect shooting BOP except for the plunger skill shot. When I full plunge, the ball will rattle around half way and drop down. A half plunge gives me less and a light plunge gives me about the same. It seems I can't get over 100k no matter how different I plunge. I have completely cleaned the plunger, rubber wheels, and wire guide. The plunger is aligned dead center, and I even tried a stronger spring with no luck. Not sure what I need to do to get the ball to go all the way down the wire guide. Any suggestions? [quoted image]
No, there is no purple lighting in my BOP. It's the topper reflecting off the playfield.

What colour is your spring? There are about five or six different strengths and they’re colour coded.

5 months later
#2564 1 year ago

Post a picture of how your remote battery holder is plugged in. It might just not be oriented the right way. Original holders on the board have all three of the batteries facing the same way. Not alternating like we often see in other handheld electronics or flashlights. Positive end is usually up, negative end down. The remote holder, if it is one of those ones with the two wooden dowels, has the positive end dowel on the left with the positive connection top left, negative dowel facing down on the right. Nothing in the middle. Remote battery holder then has your three AA batteries all facing the same way too. Check also that the little wooden tack/nail in the end of the dowel holding the wire in place is tight. I had one of those recently where it wasn't banged down in far enough and the wire loop could move easily.

1 month later
#2582 11 months ago
Quoted from mbott1701:

Having an issue with my BoP and wonder if anyone has experienced this or has a suggestion.
When the game starts the 1 Mil jackpot insert lamp on the back box just blinks.
The jackpot value won't advance no matter how many ramps, loops, spinner rotations are hit. The 1 mil insert just continues to flash rapidly.
When I do the single lamp test the lights on the leg all work as expected. I tested all switches and they are registering. There are no stuck switches either. I tried swapping game rom to a different verso, too. The game plays and works fine otherwise.

What happens when you score the jackpot? How many points does it award? You could take the glass off and fake a game to test using your fingers to move the ball if you want.

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