(Topic ID: 274012)

Dipsy Doodle Credit unit connections

By DV8R

3 years ago


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  • 13 posts
  • 4 Pinsiders participating
  • Latest reply 3 years ago by DV8R
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#1 3 years ago

Hi there, i'm trying to get a dipsy doodle back from the dead,sofar so good. Got some life back into it, but since creditunit was missing i cannot start a game the normal way,at this time after adding credits by pushing doorswitch the game kind of starts hanging on 1 player and most of the time behaves kind of weird,outhole and kicker staying energized once switch was made and keep on firing untill game is shutoff or reset relais is pushed.
now stuck on a credit unit that was completely missing,found a substitute but now i'm in deadlock,being somewhat colorblind, faded colors on the wires and not being able to read scematics correctly.
Maybe there is someone out there who can give me some clues how to properly reconnect the 11 wires to the correct lead?
Also someone has fiddled with two wires of a different color and made a crimpconnection.

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#3 3 years ago

Thanks Mark, i will try to look into that,after hollidays, good thinking on not connecting credit unit just yet,i just thought things would be more easy for me because then things are like they should be,and a game would start by the credit button also allows me to check if all 4 players are good to go.

Game GI lites up by left flipperbutton,but to start the game i need to push on some credits inside of coindoor.
So now there is no way i can choose for multiple players
Actually the machine acts with some strange behavior i haven't figured out yet.Done rebuilding ALL units, pop's en half of scorereels, seems to work all fine, just having trouble with right position of switch on coin unit, think it was upside down. it should be closed in reset position and open at all others,being pushed upwards open by the small rod.
At this moment after cutting away some undefined non standard wiring,(see pics)things seem to get even worse and though most functions seem to be working, now accurs a loud transformator hum and magnet for bug and newly installed chimebox coil(getting hot) have lost half their power,when through switch is activated humming gets down to normal.
Give me some time, i'll get back to this.
P.s. Weird ITT thing cut away, leads back to normal and installed a proper used coil

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#4 3 years ago
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#5 3 years ago

When i first got the game, startbutton whas rigged with credits ,having scoremotor on all time. solved all that,but game does not start now by startbutton.

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2 months later
#7 3 years ago

Update; Thanks for Pics!
So, by now i've got the machine close to 100% working, and the gameplay is flawless
Resoldered the connections on the credit unit to my best knowledge and most things are functioning like they should.
Left Flipperbutton switches game on,Gi works,middle and right coinchuteswitches produce credits on the wheel,credit light comes on.(i did not yet tinker with freeplay on the two creditunitswitches),Game over lite is on,ball in play lites are off,number of players is still on at last gamemode.
After having credits on the wheel, pushing startbutton starts 1 player game,3 or5 ball depending on setting,game works perfectly, cycles throug all player up and ballnr count lites.
Now the problem; i can not get the machine to start 2-4 player games in the normal way by pressing or holding startbutton!
This i can only acieve by repeatedly briefly connecting two loose wires which should be attached to the left coinchuteswitch,these wires where previously jumpwired to the startbutton.
By this manner it is possible to make the machine react in normal multiplayer way,that is, number of player lites shift from 1 to 4 and game proceeds normal.No credits visiblecredits are added in this way but maybe are instantly deducted.
The strange thing is, after i had the "adjust 25ct plug" in 6 position,this was no longer applicable,briefly connecting the wires then caused rapid giant leaps on the creditwheelcount so that in 3 steps the maximum of 17 credits was acieved but no multiplayergame was able. So i put the jumper back to its original position.
The final minor thing is what bothers me is, althoug there is a switch on the creditunit which activates knocker when pressed manually, it does not knock when "add credit solenoid" is activated by coinswitch,does this have anything to do with the speed the switch is operated?
And though Matchswitch is set on, i've never ever heard knocker ingame.
Please advise

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#9 3 years ago

Okay! tnx, now i see the relation between the problems with the coinswitches and maybe the knocker not functioning in normal game.
When i activate switch manually the Knocker works fine.

Still could use some advice to tackle problems mentioned above.

#11 3 years ago

Yeah!, got the knocker working just fine,somehow after adjusting switchblades,and set option jack to replay then altered one of the coloured jacks to lower highscore setting, and all works fine, in match and in highscore.
Keeps me busy on my initial problem of not starting multiplayergame with startbutton.
Since this is my first Williams EM i own,it maybe sound a bit dumb question but is it normal to have 2nd to 4th player activated by startbutton or not?
The Instructioncard got me confused when it says; "Insert one coin and wait for machine to reset before inserting coin for next player."

#13 3 years ago

I found it, after looking a bit closer into MarkG's part of the scematic,culpred turned out to be the 'last position'switch on the coin unit not closing perfectly.
Thank you all, for the suggested solutions!

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