(Topic ID: 132740)

BOP Club...non 2.0

By MustangPaul

8 years ago


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#1760 4 years ago

I made my own topic on this but am not getting much feedback nor do I know where to start. On my BOP, upon starting the game on Face 1, the helmet lights chase to off. On every other face, and on drains, the lights work as intended with their various patterns. The only one that seems to have trouble is face 1 on/off chase that is supposed to be continuous.

#1762 4 years ago

Does anyone’s BoP ball sometime have trouble ejecting from the kick out into the shooter lane when one ball is locked in the optics faze. Seems like mine bounces off the side of the cabinet and goes right back in the eject hole. Takes a few tries sometimes to get it out. Noticed same thing on one at a bar so it must be something common. Is there any fix to this? It’s not really “broken” but is minorly annoying

#1768 4 years ago

What’s ironic is after mentioning this. The “problem” seems to have gone away without doing anything.

2 months later
#1797 4 years ago
Quoted from TronGuy:

I have only had my machine a week, so certainly I have not explored every part of this game.
Why are there 3 balls installed? Is a 3 ball multiball an option?

It’s for multiplayer. If a ball is locked in place for player one, player 2 still needs access to 2 balls

1 month later
#1818 4 years ago

I’m gonna have to replace switch 63 (left eye). I opened the head and it just looks like a blast to get to. I’ve never had to replace a switch and while I know it’s probably a dumb question but how do I get the old one off? I know exactly what I need to do to get the new one in but I’ve never removed one. Cut the wire right below the solder? Something else?

#1820 4 years ago
Quoted from Scoot:

It's pretty straightforward to do. To make things easier for me I add solder to the metal tabs first before soldering the wires on to make it easier. Nip the wires as close to the switch and use flux paste on the exposed wires to help the solder flow. Put the switch arm on after the switch is mounted. Make sure the switch arm is not bent too aggressively or when the face rotates, it will rip the switch arm off. That's about all I can think of.

Lol that’s what’s happened to the last one, when I got the game it was missing the actuator all together. I acquired a left eye actuator I found when I went to put on the new actuator the switch wasn’t making contact when the ball was on it. As a quick fix I moved the actuator up to the second post on the microswitch which raised it enough to consistently work with the ball. Eventually though the slight contact it had with the eyeball while rotating made the post on that spot wear out too. So now I’m gonna pull it and replace the right way. Is there an easy way to get at the screws that attach the microswitch in there as it sits facing towards switch 64 right eye. My small screwdriver can’t even fit. Does the piece that mounts to the metal bracket come off to then pull up to get easier access to the mounted microswitch? I can probably figure that out once I need to if you all don’t know what I’m talking about.

1 week later
#1823 4 years ago

Went to replace switch today and when I opened my package that was supposed to have a new switch in it. Got some kind of other part that definitely was not a switch. Contacted company and they are making it right, just have to wait a few days for it to get here. Also installed new ROM with hopes of fixing problem with helmet lights. They work perfect except for face 1 where they sort of just caterpillar to off instead of chasing. No dice there. Was inspecting helmet underside and it looked like maybe one of the solder joints was suspect but haven’t tried doing anything with it yet. Here’s the photos I took of underside. Maybe if more than one person looks they can tell me if they see the same thing I do or if I’m wrong. Specifically the purple side looks suspect to me on the third pin from the top.

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1 week later
#1830 4 years ago

^ maybe he can make it into a 2.0 which loses literally any and all innuendo.

#1833 4 years ago

Me either. But now that he mentions the “human influx” she also says “I feel...strange” at the same moment that message is displayed. Lol

#1838 4 years ago

I’ve also had plenty of points on my game that looked like they had a good solder connection, just added a little anyways, and the affected area came back to life. My issues were mostly lighting related though. Finally got the “face 3” light on back box to work with just a dab
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#1840 4 years ago

In case anyone what was wondering what would happen if you wire the left eye microswitch backwards (white wire on rear post instead of front), upon initial inspection and test everything seems normal. Did some gameplay test just to see if I could leave as is, found out it caused the left loop to activate optics and pop locked ball down to the ball lock area. Once game realized it’s mistake it corrected to partial link. Needless to say I quickly undid the wire and moved to its correct spot and now I’m back to 100%

#1842 4 years ago

I was under the impression it found home via the switch contacting that back plate that’s in your picture. Face 4 does not have the indent I believe and after doing the face test the head rotates and cycles a few times to find home via the number of switch clicks. Don’t think it has to do with the white ring position.

#1844 4 years ago

Finally got all the issues with mine taken care of. Here is a before and after. A dramatic and positive improvement. Had to replace a few switches, clean, Resolve lighting issues, and fix broken parts. I think I saved this game from certain doom as the place it had been for the last 28 years was just recently torn down and judging by its previous maintenance or lack there of and the fact that it along with the other machines were only ever turned on if asked about , I would bet it would have been demolished with the rest of the place. Idk why a few extra pictures showed up but I can’t delete them

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#1847 4 years ago
Quoted from RCA1:

Is the guy in the hi-vis safety vest part of the building demolition crew?
Congrats! That cleaned up nicely.

Nope just my dad right after getting home from work wanting to take a look at it. It definitely gave me good knowledge on how to fix these things. Worst issue that annoyed me to death was the “Small Wheel” VUK, the rubber part of the plunger fell out of the metal part and I was wondering why the ball kept getting stuck there. Couldn’t find the part for it so the one and only hack on the machine? Super glued that vuk rubber piece back into the metal plunger hasn’t dared to fall out since.

2 weeks later
#1860 4 years ago

Just got billionaires club for the first time! It was hard enough getting both balls up for the big wheel spin but once that heart lit up I thought for sure I was going to fumble the heartbeat shot!

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#1862 4 years ago
Quoted from algrande:

Just finishing up a restore from a so-called restore. Hack job to say the least!
Can anyone tell me how many spacers and size I need to installed these plastic??
Thanks![quoted image]

I can take a picture of mine, there’s only 1 spacer on each of the screws fairly long.
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Without looking appears to be about 1 inch long.

3 months later
#1908 3 years ago
Quoted from BryanD:

I am have working light bulb that never seems to light. Top right just above the helmet near the controlled gate to the mini playfield. Looks like Yellow-Orange and Red wires, #555 lamp, diode. I believe the wires feed through the playfield behind the helmet to a connector,
Any ideas on when it is supposed to light, where in the test menu I should look?
[quoted image]

It flashes when the pinbot playfield is open.

2 weeks later
#1913 3 years ago
Quoted from Nihonmasa:

Hi guys,
Have always been having an issue on mine that I'd like to eventually tackle.
When it's releasing the 2 balls for multiball, the rod goes down for a while releasing both balls at once instead of dropping shortly twice.
Any idea on how to solve that?

Change the coil sleeve and clean the plunger. That’s what I did to stop mine from doing this.

1 week later
#1920 3 years ago
Quoted from tfduda:

I messed up in the previous post—the manual says red on eye bulbs not mouth (see below).
Does anyone have ideas about what if any color covers were used on the mouth bulb and the bulb on upper right of helmet? I assume that they had nothing given that there is no info on covers listed in manual for these bulbs (like there are for the eyes).
[quoted image]

You had it right the first time. Look how the micro switch is oriented in the photo. That’s the mouth switch with the red cover, the eyes had no cover. I upgraded to led so I just used a red lamp in mouth and white for the eyes

Edit: never mind on the switch orientation. That diagram isn’t 100% accurate. I can tell you when I got mine it had not been maintained and was basically untouched. It had a red cover on the mouth and nothing on the eyes.

#1926 3 years ago

I’ve got mine as red mouth, white eyes and white pinbot playfield light. That’s how it was presented in incandescent form to me so I kept it that way in LED form

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3 weeks later
#1944 3 years ago

The wheel lights fully lighting alternating between big and small wheel is the correct lighting sequence for the ball prelaunch. Once the solenoid for the skill shot kick out fires is when they should change to the spinning pattern.

2 weeks later
#1957 3 years ago

It’s been almost a year since I did it last time, but I had a pretty good game this morning! Reminds me why I had to have this game in the first place!

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#1960 3 years ago

You are missing the face shield. It’s a large piece that many brides are missing. Designed to catch balls in the event of a face malfunction or if the loop shot falls towards it it redirects it back into place

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1 month later
#1971 3 years ago

I’m scared bride is becoming too easy. I still love the game but the first time I got billionaires club was almost a year before I repeated it. Now it’s a month since that and I was able to get my highest score yet via 2 Big wheel spins one for 50 million and the other for the billion. I figured out the trick to getting through the multiball easy.

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#1974 3 years ago
Quoted from Bublehead:

It becomes WAY too easy... my Top Billionaire club score was a 9.75B or so for the longest time. Breaking the 10B Mark is a slog, as she stops giving billionaire shot lit awards after 8 off the big wheel, making that last billion of 9B a mofo, and the only way to 10 billion is by getting black door billion and all 8 Billion shots, plus scoring wheel awards or just play long enough (impossible IMHO to Score a billion without big wheel awards) to score it. This happened about 3 months into owning her back in ‘93. The game took hours, and was only achievable by having unlimited extra balls turned on (which kind of tells you how easy EB’s are to get )
Basically it went like this... on every ball-
plunge ball, light EB using left loop, score extra ball, then just shoot the ramp.... till you light billion shot, hit Heart ramp for billion.
Rinse, and repeat
For the record, on any given day, turning her Human for me is a no brainer, getting to the billionaires club takes me maybe a couple of games. Then again, she can bust my balls and 30 games later I give up, which is rare but does happen. I wanted Bride so bad before I owned her, but after 3 months in, she had given up all her chastity and I have, over the years, kind of regretted buying her, and if it wasn’t for the fact that she and Pinbot look so nice sitting side by side, and the fact that my Pinbot is bolted to the floor, she would have been shuffled off to Buffalo years ago.

And it’s a shame because mine plays and shoots really really good. It’s fast and will bite you if you aren’t careful but once multiball starts, it’s steep enough and clean enough to where if you just hold the left flipper up it bounces the ball to the right flipper and you can make the ramp before the other ball gets all the way down.

#1977 3 years ago
Quoted from Devilsmuse:

Mine used to do that but after a playfield swap the ball is too slow and drains. I think as it drops from the wireform it hits the back side of the kicker rubber and scrubs the balls speed. I have tried adjusting the wireform and how it falls out of the wireform but I cant get it to stop hitting the rubber on the way down. My playfield pitch is at 6.0 degrees , I will have to try adjusting the playfield angle more I guess? Ah I miss those days of the elegant flipper pass then up the left ramp!
[quoted image]

Hmm not sure, the space looks about the same as mine. My bride could sure use a playfield swap but I’d definitely prefer it to play excellent than be a showpiece lol

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#1979 3 years ago
Quoted from Bublehead:

When you are young and a little naive, you don't realize just how much HUO wear makes all the cleaning and waxing and rerubbering really not that important. You just play the damn thing and when it stops playing like it used to, throw a layer of wax down and replace and dead feeling rubbers and keep on trucking. I thought I would need to buy an extra playfiled, and targets and ramps and helmet and ect... just to keep it pretty, but actually keeping them pretty is a fools errand in the long haul, if you plan to keep a pin for a long time. You can spend your idle time cleaning and waxing and repairing, or you can spend it playing them. I play mine, and hardly ever do much else to them but a clean and wax maybe once a year, and replace dead or crappy rubber every 4 to 5. I grew up playing route queens, so I am perfectly fine with the ones I own, no need to spend all the time and money making showpieces out of them. It plays about the same clean or dirty... to a certain point. If you are getting too good at a machine, throw a coat of wax on it and see how well your average score does.

Oh I know it doesn’t “need” a playfield swap it was actually my first pin so it’s a little special for me. I do regularly wax it and for a bit it becomes way harder. The original owner that had it for the past 28 years did not take care of it. Ever. And told me so themself. As a result of that in combination with the fact that on this one, the lower playfield is not covered by Mylar except on the hearts. There is widespread planking. Thankfully the jets area did have Mylar and are in good condition.

3 weeks later
#2006 3 years ago

I’ve read in at least a couple of cases that the Rottendog board doesn’t play well with the helmet lights, are your all’s still working?

#2011 3 years ago
Quoted from MG7322:

Nice cold rainy day to work on this... J2 pins 4 and 7 only have 3.45V at the pins. Same at the driver for the motor. All this talk about RottenDog boards made me head right up to J122 plug on the Rottendog. Seems J122-1, 2 and 3 are at 12V. J122-4 (Head motor 28 Blu-Yel) is at 3.45V. So it seems like power from the Rottendog is not at 12V for Solenoid 28. This is a brand new board purchased for the restore from K’s Arcade.
Why would it work for a few months then die out? Also I was thinking that since pins 5 and 6 are at 12V and are unused on BOP. Think it would be ok to just move the 4 to 5 to get this moving or just try to go with a warranty claim or repair?

You can try the warranty route. Although I’m not sure how far you’ll get with K as I’ve seen quite a few experiences with him recently.

#2015 3 years ago
Quoted from MG7322:

I removed the brand new Rottendog board and put in the original one tonight. Sure enough the motor works great and it is 12V at the test point indicated above. I am going to replace the Q20 transistor on the Rottendog but I am not sure why it failed in the 1st place and if it will be an ongoing issue forever.
As for the original board it has some GI lighting out and some trace repairs on the back of the board, nothing major but should I just refresh the OE board and keep it with BOP? Caps and rectifiers already replaced anyways. Any comments on which route I should take for reliability >>>?
I purchased the Rottendog for just this purpose, trouble free operation for many years. But I am thinking twice about this now...

Yes. Keep the original. As you can see the reproductions are no more reliable and in some cases worse. You likely have a failed triac if you’re having GI issues.

#2020 3 years ago
Quoted from Boslaw:

I think I've traced my problem to a single pop bumper solenoid that is taking out the F103 fuse.
I replaced two of the solenoids with new when I rebuilt the machine.
I tried testing with only one bumper connected at a time. The two new solenoids worked fine.
When I tested with the third solenoid(original), the solenoid seized and started smoking.
I inspected the smoking solenoid and switches and I noticed it did not have a diode on it. I added a diode and tried again. F103 fuse blew instantly on start up. The switches for that bumper seem fine (brand new, gap looks correct, nothing obviously shorted).
I tested the solenoid with a multimeter - ohms matched the other two bumpers (10.7).
Any idea what else could cause a single solenoid to seize? I'll probably buy a new one but it would be good to understand why this one is causing problems.
Only other difference - the new coils are AE1-26-1200
The old coil is AE-26-1200
Thanks for any insight

Transistor shorted.

#2023 3 years ago
Quoted from Boslaw: Would a shorted transistor only affect one of my three bumpers? If I disconnect this one that has an issue, the other two work fine/no blown fuses. If the transistor could still be the problem, how would I know which transistor (I've got a rottendog)? Also, how to test a transistor and what to look for?

Yes. A shorted Transistor would absolutely cause just one bumper to lock on. If they all shared the same one, they would all fire at the same time. I’m not certain if rottendog follows the same schematics as the original but on the original board the jet bumper transistors are Q58(Upper Left), Q54(Upper Right), and Q50(Lower). You can do this the dirty way by going into diode test and seeing if there is continuity to ground by touching the tab with one lead and the ground strap with the other. If you get a 0. It’s shorted. Or you could do it the right way which involves probing all 3 legs but that method is a little harder to explain.

#2025 3 years ago
Quoted from Boslaw:

Thanks very much for the info. I tested the transistors the "dirty way" and Q54 reads 0. The others have different non-zero readings.
I found schematics for this board and Q54 looks like it has 12N10L transistor. IRL540 appears to be a replacement for 12N10L.
More googling about IRL540 finds this:
"An FET is not like an ordinary transistor, and the typical tests won't work. Here are some hints. First, the pins. The left pin is the gate. This pin should be electrically isolated from the others. Pin 2 is the source - positive voltage flows in here - and pin 3 is the drain, normally connected to ground.There is an internal diode across pins 2 and 3. This diode protects against kickbacks from coils. Now, here's the problem. The gate is very well insulated. So much so that just touching it can leave enough of a charge that the transistor is turned on. That makes your meter read funny between pins 2 and 3. Sometime one thing, sometimes another.So the only real test that you can do is to look for a connection between pin 1 and pin 2 or pin 3. If you see that, the FET is probably shorted."
There are no connections between the pins on that transistor, no black spots, no obvious damage, etc. Do I trust the multimeter? Once I get a new fuse and solenoid, should I try testing one last time with the new solenoid to confirm the diagnosis or do I risk doing more damage?
If I do replace the transistor, is the fix as simple as desoldering the bad transistor and adding a new one in its place (hopefully without doing any other damage to my board)?

That is your likely culprit even though it’s not 100%. It is as simple as desoldering and adding a new one. The transistor is the path to ground and if your bumper is locking on it has a permanent path to ground via the transistor. The proper way to test is by touching the three legs but even if one tests good it’s not always good. The fact that your other two are giving a non 0 number with the tab method is a pretty good indication that the transistor currently in that spot has degraded and likely failed.

Also if you haven’t done board work before it would not be a bad idea to find someone to help you with it. These boards are expensive and if you are worried about damaging it, it would be worth seeing if anyone in your area was more comfortable with doing it.

I haven’t checked but usually these bumper transistors are TIP120 which was replaced by TIP102. That other one sounds like it might be the pre-driver but it’s been a long while since I’ve had to look at the board on my bride.

#2027 3 years ago
Quoted from Boslaw:

I found this rottendog schematic for my board. Looks like 12N10L is the transistor for Q54 but as you can tell, I'm a novice. Should I be looking somewhere else on the schematic?
Do the diodes on the board under the transistors have to be changed too?
[quoted image]

Depending on how how much damage occurred to the circuit it is possible the diode needs changed too. Sometimes just the main transistor goes out and other times the driver pre driver and diode all get blown

2 weeks later
#2036 3 years ago
Quoted from Boslaw:

Finally got my board and bumper issues sorted out. Last two issues -
My outhole kicker is ridiculously strong - every ball is rocketed into position so hard it hits the next ball in queue and flips the wire gate backwards and comes right back to the kicker - rinse and repeat endlessly.
My other issue is trying to adjust the rocket launcher in the shooter lane so it doesn't block the switch above it. That kicker & those switches are a PITA to get adjusted well.

The wire gate shouldn’t be able to move if you have the apron on.

1 week later
#2042 3 years ago
Quoted from Biglouie:

Joining the club as we speak.
Driving home with my new Bride.. which is handy, because when I get home, my actual bride is going to explode!
Machine looks in good condition, HUO and the chap bought it new in 1990.
PF seems good, no Diamond. Lots of Mylar though.
Everything works, no battery damage, needs a proper shop, rubbers, flippers.
Ramp has been broken so will need to replace and some Cliffys to keep it tidy.
One cab side faded as was next to a window.
Can't wait to get into it and properly join the club![quoted image]

Unless you’re picky the cliffy will negate the need for an entire new ramp. My shuttle ramp is broken pretty good and the cliffy has made it flawless. No damage over a year later

#2046 3 years ago
Quoted from Biglouie:

I have a feeling I might get picky over this machine. I always start out with, "I'll just get it neat and tidy" and by the end it's, "I wonder if someone could airbrush the side art" (•‿•)
On closer inspection, no Diamond and playfield protector. That's going to be tricky...
Smasharoo in the pic...[quoted image]

Here’s mine, the heartbeat wasn’t broken on mine but shuttle was. Cliffys really help!

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#2052 3 years ago
Quoted from snakesnsparklers:

Joined the club! The game had batteries in it that expired in 2013 and luckily no acid damage
Fixes so far are a new GI connector, reflowed solder on relay board to fix intermittent head issues, installed NVRAM, LEDs and new rubbers.
The playfield is just ok, but has a few small areas worn down to bare wood and it's pretty flaky. Does anybody sell a hardtop for BOP? All I could find are a full playfield decal overlay or just a clear protector. I would love to give her the hardtop treatment.

I would definitely hardtop mine if it was available. My bride has the worst playfield of any of my games. It’s probably very average overall but compared to the other ones I have looks pretty bad. Here’s pics of my Williams games. You can definitely tell a difference between the bride and others.

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#2075 3 years ago
Quoted from Boslaw:

Duff? If you mean a transistor on the board in the backbox, I don’t think so. Board is new. I have another board that was recently repaired so I may try swapping just to rule it out though.

It’s not a transistor. You have a short somewhere in the lamp matrix.

2 weeks later
#2090 3 years ago

Mine didn’t move by hand either. It’s normal.

3 months later
#2173 3 years ago

Getaway was the first game to use the guides instead of the hinge

9 months later
#2226 2 years ago
Quoted from Scoot:

How bad do you have to be to register a credit dot from a head switch? Apparently this bad. Please let me have one good game...
[quoted image]

Pretty bad lol. Mine is set up pretty brutal with outlines wide open and if you shoot into a post near that ramp you can count on it flying down the right outlane. I seem to be able to get to a big wheel spin almost every game which is sad. When I first got the game (my first) it seemed a lot harder but I guess I just know how it plays. She’s not gonna win any beauty contests with her planking but she plays smoother and better than other copies I’ve played. Here’s what it looked like when I got it vs now

0E36EF02-E12F-4E47-93F5-DAC6F9F9D094 (resized).jpeg0E36EF02-E12F-4E47-93F5-DAC6F9F9D094 (resized).jpegACDEB7E6-6669-46C2-8DC7-DD6FAD0B3097 (resized).jpegACDEB7E6-6669-46C2-8DC7-DD6FAD0B3097 (resized).jpegF96866D5-05CC-4556-BBB2-B5A0515AF1AA (resized).jpegF96866D5-05CC-4556-BBB2-B5A0515AF1AA (resized).jpeg

#2228 2 years ago
Quoted from Triplecdad:

Thanks for your help earlier. All is now working, i.e., the head rotates properly. The problem was a short in row seven of the switches, which apparently affected the head. A sling was out and a few other things, which helped track down the problem. Now a new problem though. The gate that closes to the mini playfield and diverts that ball to the face will not close, even after shooting the ball into the mini playfield. If you then test it and let the ball roll to the face, all that works properly in that the voice activation starts, etc. I ran the test on the gate and it works (up and down) in test mode but not when playing the game. Any thoughts?

Two things I can think of, by chance is your gate installed backwards? The bottom the raises should be pointed towards the face. Other thing would be the shuttle ramp lower switch. Is it triggering when the ball is shot under it?

#2234 2 years ago
Quoted from Triplecdad:

The gate is in correctly. Is the shuttle ramp switch supposed to open or close the gate that diverts to the face? That of course makes sense. In test mode, and I rolled a ball through it both ways, the shuttle ramp switch opens and closes, but the diverter gate does nothing. Any further thoughts on how to test that link? Admittedly, I am not that well-versed on electronics, but would appreciate the help. Everything else on this game is finally working after a great deal of work and cash. It is frustrating (yeah I know that is pinball ownership).

An easy way to tell during gameplay is if you hear a shuttle launch noise along with several flashers as the ball goes under the ramp entry switch. Or you go into the test menu find switch edge test and similarly roll ball under the ramp switch and see if the switch pops up on the display. I haven’t looked up there in a while to see if there is another switch in the helmet area closer to the gate or not but I’d imagine it would have to be the ramp entry switch due to the speed at which the ball travels

1 month later
#2307 2 years ago
Quoted from ralphs007:

What does the catch pan do,and is the game unplayable if it's broken?

The catch pan is there in the event of a faulty switch which may cause the head to rotate with the balls inside of the head in which case they are dropped into the pan, once this happens, they roll over to the small wheel eject and come back up, without the pan, they drop into the cab. This doesn’t happen often and I’ve never had my pan used on my game

3 months later
#2358 1 year ago
Quoted from Scoot:

Ok, I am a little confused by the catch pan. If the ball did somehow fall into that catch pan, why wouldn't you want it to fall into the cabinet instead? If not you would have to collect it by removing the pan, correct?

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

#2364 1 year ago

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

B877DF33-35BF-4E8F-8F10-1012A32B51CC (resized).jpegB877DF33-35BF-4E8F-8F10-1012A32B51CC (resized).jpeg
#2367 1 year ago
Quoted from AlexRogan84:

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?

Yes, L-6 does not need a jumper

1 week later
#2374 1 year ago
Quoted from AlexRogan84:

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.

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

#2376 1 year ago
Quoted from AlexRogan84:

This one here (in pic). Is it supposed to be there?
[quoted image]

Ohhh that one. I just did white. All that bulb is for is to let you know if the Pinbot playfield is open. When flashing, balls will go through to Pinbot but when off, balls will go into the face cube

#2397 1 year ago
Quoted from AlexRogan84:

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.

That’s normal. This game has two separate high score tables. You can have an excellent game and not make the billionaire club. That’s what the regular high score list is for. Without this, anyone who is skilled would just spam the big wheel when they got to that point and could put up a score so high, a more average player could not hope to get on the high score list.

3 weeks later
#2439 1 year ago
Quoted from Scoot:

Wait, these were the original bop bats? I remember playing BOP when it first came out but don't remember the bats being like that.

I think he was saying original size/shape vs the Bally carrot flippers. BOP shipped with white flippers and red rubber

1 month later
#2472 1 year ago
Quoted from AlexRogan84:

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

Setting “allow GI dimming” set to no

#2478 1 year ago
Quoted from AlexRogan84:

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

No problem! Only bad thing about it is you lose some of the awesome light show for metamorphosis where all of the lights shut off and then the heartbeat starts

2 months later
#2508 1 year ago
Quoted from BrewersArcade:

Getting ready to install new ramps from Starship Fantasy. This is my first time swapping out ramps so I have a couple questions. Are there quick disconnects on the underside of the playfield to disconnect the switches on the left ramp and esp. all the switches on the right ramp? If not is it best to just desolder the connections, label them, and just reattach all the hardware and wiring once I get the ramp installed? I'm a tad intimidated and don't want to make it more difficult than I need to.

All ramps have quick disconnects to pull them out of the playfield. The only thing you may run into depending on how the wires are attached to the ramp is that you find they run through a hole in the ramp to get to the flashers/switches. If that is the case, you will have to cut or desolder from current switch and then run the wire through new ramp and reattach.

3 weeks later
#2518 1 year ago

No physical switch. But it is triggered as always closed from the coin door interface board

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