(Topic ID: 291374)

Flippers, coils all work when not in game


1 year ago

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#1 1 year ago

I have a (conversion kitted out) High Speed that’s flipping before you even coin up. A locked on pop melted and caused a few transistors to blow adjacent to K1 (pictured). You can clearly see the damaged transistors. Could this be causing the high power to lock on? I thought this relay was used to switch solenoids between flashers/coils in most System 11s, but not HS... Connector J3 got burnt too. This is on location so I’m a little unsure about the sequence of events. Funny thing is, game played fine just short a pop and some flashers.

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#2 1 year ago

Keep in mind that the flipper enable relay 1, which is used to turn on the flippers during gameplay, is controlled by Q67 on the MPU is completely independent of the regular driver transistors. A shorted Q67, or a faulty control signal for Q67 upstream, will keep those flippers locked on outside of gameplay.

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#3 1 year ago

Right right. It’s odd, Slings, pops fire along when triggered just like the flippers when out of the game... just like you started a game.

I will check out Q67. I have the board outta the machine now so can’t test the relay, I shoulda done that dang.

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