Hi all,
Can anyone let me know the part number for the wire gate in the Caster's Club? It's behind the drop target and just in front of the ball popper. I can't find an image of the assembly in the manual.
Thanks!
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Hi all,
Can anyone let me know the part number for the wire gate in the Caster's Club? It's behind the drop target and just in front of the ball popper. I can't find an image of the assembly in the manual.
Thanks!
Quoted from gdogfunk:Picture request! I need to double check the wiring of the drop target down coil, would someone be so kind as to snap a quick pic for me?
I hear it trying to do something in test mode, but it's not actuating the arm to knock the target down and when I watch it with the pf lifted, nothing is happening visually. No movement at all.
I checked the arm, and it felt like it was a tad hung up against the metal bracket assembly, but after bending it ever so slightly to clear the friction zone, it's still not actuating.
I'm wondering if the coil isn't wired backwards? Or maybe it's toast? Paper wrapper looks ok, but right above the coil terminals on the underside of the pf, there's what looks to be solder flux? or some other residue, which makes me think there may have been a repair mistake.
Thank you!
On both of the FTs I've owned, the arm was angled upwards and would get jammed on the metal bracket. I'd suspect this first.
Hi all,
A couple of questions about gameplay.
1. When in Rock the Boat, hits to the captive ball register 2 boat hits. Is this normal?
2. On a couple of occasions, while in Feeding Frenzy, shots to the eject hole have started Rock the Boat (it was lit, but not activate). Anyone else experience this?
Both of these issues suggest potential issues with the boat target, but it works perfectly in test and during all other gameplay.
Thanks.
Quoted from BrewNinja:1 is not normal. Sounds like a gap issue (and testing it with your finger isnt the same as testing it with a ball).
At first, I thought 2 was not normal. But when I got 4 tales told, it activated rock the boat as soon as I hit the video eject hole. So maybe you had 4 tales told, and just didnt hit the hole until you were in feeding frenzy?
Ok, I've done some more testing on this. The centre target does only activate once, but it plays two "hit" sounds from the speakers, which made me think it was registering twice. So is playing two sounds normal?
As for the other issue, yeah, looks like it was because I had a few tales told. Is this described in a rule list somewhere? First time I've seen you can activate Rock the Boat from anywhere other than the captive ball.
Quoted from Vinosky:Turned out to be flakey catapault switch. Swapped it out with trough switch and fixed the problem. Had to take microswitch apart and clean contacts. Thanks for the help guys! Game is playing 100%
Was just about to suggest replacing the switch.
The game is programmed to catapult the ball out after a few seconds if it gets no response from the switch. The switch just activates the catapult as soon as a ball hits it.
Games with a delay in the catapult are far easier to play. High scores on those games don't count!
Quoted from Soulrider911:Ok, guys here ya go, here is the URL for some sweet new Cards I just finished.
Cheers
Brady
https://www.dropbox.com/sh/87fcmai7vmbyzp9/AADuUOL77mRzZvfFdgq8Rc_ia?dl=00
Fantastic work! Thanks for these.
Quoted from FuryosJustin:Started my first ever teardown this afternoon. Mpu board was burned up under the u20 I. C. and into a couple of other chips, so i think I'll order a new mpu board, lookin forward to shopping this out...
U20 is socketed so I'm surprised it burned up. Normally the chip will fry but the socket stays intact. The damage look quite repairable - give it a go if you're handy with a soldering iron.
Quoted from Inkochnito:The rom file with the EXTRA BALL text adjusted is now on the ipdb.
It is PinMame Romset D6.
This file also has the led ghosting fix in place.
Excellent - thanks for this ROM. Is this a home only ROM or does it allow for coin play too?
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