Quoted from Arcade:I have a friend who just got their game set up Wednesday.
It has .66 code but has an issue.
I played the game at IAAPA and never had a problem like he is having so I think it may be new code related.
The problem is the ball will get stuck behind the drop target and the game can't release the ball.
Even after going through 4 or more ball searches. The code is always trying to pop the drop target up and never pulls it down to let the ball out.
I went over and cleaned the drop target opto and put the game in the drop target specific mode test and the drop opto and drop target register perfectly every time. It is only in a game that it will get stuck in the up position.
The game then displays that a pinball is missing and will kick another in the shooter lane to compensate.
Anyone else having this problem on .66 code?
Can't contact Stern as they are closed for the Holiday.
Yes, same issue on my game, too, running .66 code. I have tried to recreate it and it doesn't happen every time. It seems like the problem crops up when a ball or balls are already locked in Groot. It wouldn't be a problem if the drop target stayed down long enough in ball search for the ball to fall past it. Also, I am seeing an odd result when looking at the switch test for the groot lock optos, so that may be a cause? Perhaps? Normally, in switch test when a switch is open there is just a dot, and a square when the switch is closed. In this case, when the switch is open there are five dots, looks like a five as seen on dice. This is what you see in test for switches #59-63, though they test fine when a ball is present. Unfortunately, there is no switch behind the drop target to tell the game a ball is there. On mine, the drop target will drop to let the ball out, but when it does drop the lip of the target kicks the ball backward and the drop target pops back up before the ball can roll past it.
I called Chas at Stern on Wednesday and he didn't have an answer for me, said that it was the first time he heard about the issue.