This question has prompted me to retrieve my posting on rec.games.pinball from 2003, where I wrote up pointer scoring on this game.
This game had a schematic and a 12-page manual. Those and the score cards may be available from Steve Young's Pinball Resource. Quoting the manual: The indicator feature scores 50 points when it crosses to another segment. When it stops, it scores the indicated value....If the pointer is moved in the direction [opposite to the direction in which the scan relay scans], the scoring units will keep scoring 10 points until the relay reaches that point and scores indicated amount....Special scores 500 points if indicator stops on 50, and resets sequence bank....The kicker holes score the pointer value.
In other words, you're having a problem with one of the weirdest EM scoring circuits ever designed. Worse, the Scan Relay (J) is a type AS mini-stepper, which can be hard to adjust. (The manual explains it.)
I pulled out my schematic and can tell you this: Relay J tries to stay in sync with the position of the stepper, but all the 50-point positions are wired together to make it interesting. As soon as J and the indicator (pointer target) disagree, relay C ("Tracking Control Relay") drops *off* and activates 3 things:
1. Withholds its half of the requirement for pointer-value score
2. Allows motor pulses to get to J (bl+red to wh-bl)
3. Turns on G, the "Scanning Relay"
Notice that C has no hold-in circuit, being controlled by the agreement of two wiper disks. Incidentally, the C coil is "south" of the SB main switch, so it does the same chasing-the-pointer thing during reset (but SB killed the scoring). Notice that C does not make the motor turn! But G does. In fact, G does a lot of stuff:
1. Other half of requirement to score the pointer value, but only after the motor reaches its 5th pulse. Pointer value scored via relay U.
2. Starts the motor turning.
3. Swings motor pulses away from pointer score and direct to the 10-point relay (M). When off, these pulses go through U and then the second wiper on J toward either 10s or 100s (L), depending on where the wiper is.
4. Suppresses kick-outs from outhole and playfield scoring holes.
5. Part of hold-in circuit for U.
6. Part of hold-in circuit for itself.
So G is causing the steps of J, and the 10 points per step, but C is actually enabling the steps to get to J only so long as they disagree. Eventually, J will find the pointer position and C will come back on, which is its normal state during play. Now the two item #1s above are in line to turn on U and score the pointer value, but only when the motor has homed (if I haven't missed anything), so you should get 50 or 100 just for chasing the pointer. After all the above rigamarole, U is fairly normal:
1. Cause the motor to turn.
2. Guide pulses through the scoring disc on J to either M (always all
5 pulses) or L (1-5, via other motor switches for exclusions).
3. Suppresses kick-outs from holes.
4. Suppresses sequence bank reset. (CAUTION: this is line voltage!)
5. Part of hold-in circuit for G.
6. Part of hold-in circuit for itself.
That's most of the scheme; I'm leaving out a few details of how each relay shuts off in the proper sequence.
SUMMARY: Scoring doesn't occur directly through the pointer, but through one side of a mini-stepper that tracks it. Relay C is on when the pointer is found, so moving the pointer elsewhere starts the hunt. There are two phases: find the new position of the pointer (G), and score the value it points to (U).
C on, G off: quiescent state
C off, G on: chasing the pointer
C on, G on: found pointer, score its value via U
C off, G off: tilted or power off
Please archive this. I don't want to write it again.
.................David Marston