(Topic ID: 208765)

Magicscreen carnival queen

By Lambecka

6 years ago


Topic Heartbeat

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  • 20 posts
  • 3 Pinsiders participating
  • Latest reply 6 years ago by Lambecka
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#2 6 years ago

the select now light is likely the "select before 5th" switch L3 (manual pages 54-55). The chart calls it "select before 5th trip coil". Clean adjust switch L3.

the screen not moving is probably "before 4th selector lock" trip relay switch 1 (same manual pages)

in both cases, it's the connection between the middle/moving blade and the upper blade when the trip relay is reset/untripped that isn't working.

#4 6 years ago

it's part of your problem. None of the switches on the before 4th selector lock trip relay affect the press button now light (called "select now lite" on the upper-left corner of the schem), so you still need to fix that issue.

looks like you have the armature/plate. If you can't find the spring, steal one off one of the booster trip relays until you get one....I'm guess most anyone with a parts game would be happy to mail you the spring. Those relays not resetting are only bad for the people who have to pay the winners.

#7 6 years ago

if "press buttons now" flashes when before 5th is enabled, but not when before 4th is enabled, then the only thing different between those two conditions is the L3 switch and a wiper/rivet on the timer unit - specifically wiper D on manual page 39.

when the unit has stepped four times so wiper D is connecting rivets 27-4 and 14-1, that's the flashing with before 4th enabled.

could be cruddy connection on the rivets, but since it sounds like someone hacked up the game to disable the screen unless before 5th was enabled (and they permanently enabled some other features be removing the trip armatures), I'd take a look and see if they disconnected the 27-4 wire from the timer unit or the L3 switch.

having the "press buttons now" light flashing when you couldn't move the screen due to the permanently tripped before 4th selector lock trip relay would make no sense.

#9 6 years ago

there's two ways for the tilt light to come on"
1] the tilt trip relay trips
2] the anti-cheat relay loses power

usually you have this problem when a high-current coil needs to be powered (the ones with plungers), there's something wrong in the circuit that causes the 50V supply to droop down and the anti-cheat relay loses power.

first check is to see if there's a mechanical issue. Manually step-up/reset the replay register and make sure the number wheels turn easily.

the payout sequence is a little different for inline scoring vs. section scoring, but the first step is to figure out how far you get. Easiest when done from the back:

1] reset game and leave screen in home position.
2] shoot four balls and place in playfield holes so no winner is created, but placing a 5th ball will create one.
3] push the R-button and verify the search wipers release and the search relays chatter. With no win, nothing else should happen and the search wipers will eventually lock back in the home position
4] shoot and place the 5th ball to create a 3-in-line or more win
5] put paper/business card between the contacts of search index switch 19B. That will prevent the replay cams index coil from powering
6] from the back, manually push down the search wiper lock magnet armature to release the search wipers. Make sure paper stays in the switch.
7] when the wipers reach the right position for the win detect, the search index coil should power and stop the wipers
8] pull out the paper and see if the anti-cheat lets go when the replay cams index coil powers or shortly after when the replay register tries to step up.

if it seems the problem is when CU cam 13B closes to step up stuff (you can put paper in that too the verify it's not the replay cams index coil), first check to make sure wire 48-4 going to the ball trough area isn't shorting to something. It usually went to a replays meter which shouldn't be active when the coin/back doors are open, but operators often permanently closed those switches. If the meter is bad or mis-wired, you'd be in trouble.

if meter wire is ok or the door switches are open, i'd just bite the bullet and disconnect the 48-4 wire from the replay register step-up coil. Jumper wire 30 to the coil lug and see if the register steps ok. If it does, jumper wire 30 to wire 48-4 and see if the reflex unit step-up coil powers ok.

#11 6 years ago

see schem below. The green circuit works, the red doesn't.

I'd shoot five balls so the before 5th selector lock trip relay trips, make sure there's credits on the replay register and try the yellow button. If that works, check the middle switch behind the red button and plug connections.

if yellow button is dead too, most likely is the anti-cheat relay switch...but the replay register zero switch is easy to see, so check that first.

note the anti-cheat replay needs to be powered for the switch to complete the circuit on the red path. The replay register just needs to be 001+

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#15 6 years ago
Quoted from Lambecka:

What is the effect not having the armature plates on the blue and red scoring booster from the trip relaybank??

the armature plates hold the trip relays up in the reset position. No armature means those relays will always be tripped - except the brief moment when the trip bank reset coil is powered.

put another way, the red and blue score booster will always be enabled. While this kinda makes the game more liberal, having those relays tripped makes it less likely for other stuff like score advance and other features to enable.

Quoted from Lambecka:

When pushing button R to,place replays on the register some times it won,t stop and keeps on counting. Where to look at??

try and note the score level that doesn't work, then you can use the chart on manual page 47 to see which of the replay cams switches 10A-13A is used for that payout....or you can just check all of them. You have to remove the backglass and flip down the panel to see.

what's going on is the replay register is getting pulsed by CU cam 13B. A replay counter unit can step a maximum of 96 times, so during some payouts the replay counter may/must step at a lesser rate (the replay counter unit stops the payout when the wipers step off the end of the "hot" circuit trace or the open-at-96 switch opens).

For example, a 600 payout uses switch 10A to step the replay counter, and the replay counter unit will step 50 times. Therefore, the replay counter must be stepping once for every 12 credits added to the replay register. If you look at cam 10, it'll have one lobe. Cam 13 will have 12 lobes.

since the game has to handle a 3 level payout turning into a 5 level payout after all balls are shot, any 5-in-line/section payout higher than 96 has to use one of the 10A-12A switches that cause the replay counter to step less frequently than the replay register.

#19 6 years ago

the info above is for runaway payout ... i.e. payout never stops.

for payout rounding up to a fixed multiple ... like 12 .... your problem is the adjustment of the replay cams index switches. See:

https://bingo.cdyn.com/techno/commonproblems/payout/overpay.html#replayindex

on carnival queen, the replay cams index switches are stack 18 instead of 16 and there's another switch, so 18B is the problem switch instead of 16A.

the manual on page 51 says all the switches should be open when the replay cams index coil is unpowered, but 18B is the one causing the round-up. Adjust the others the same way to avoid odd issues that could rarely happen.

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