(Topic ID: 167390)

No Flasher action for Beat The Clock

By NoQuarters

7 years ago


Topic Heartbeat

Topic Stats

  • 33 posts
  • 7 Pinsiders participating
  • Latest reply 6 years ago by Gaston
  • No one calls this topic a favorite

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Bally_Beat_the_Clock_Tech_Chart.pdf (PDF preview)
BTC rom chip (resized).JPG
image (resized).jpeg

#1 7 years ago

I have a 1985 Bally Beat the Clock. 500 units produced. Timed game that is fun to play.

While cleaning up the game I noticed that there are 4 flasher bulbs located up high in the playfield and 4 located in the backglass.
I changed the 912 bulbs out with new ones. They DO flash in test mode when performing solenoid test #92. However they do not flash at any point during game play.

I have noticed in at least one you tube video that these flashers will flash when the ball goes in the left upper saucer and when making it through the right side lane up to the top of the playfield. ( see 2:20 and 4:34 in this video of sample game play

) I have seen a couple other videos of games with no flasher action occuring during game play similar to my machine.

I have mostly EM's and just a few early solid state games so my knowledge is sparse in this area. I had a friend that is quite good with electronic pins take a look and we found nothing in the schematic contained in the game manual showing the flashers. When we did test #92 for the game all the flashers did in fact flash ! However nothing occurs during game play. We are thinking the lack of flasher action in my game is software related. It appears the original game rom is in the pin dated 11/13 (85)

Any ideas ?

#2 7 years ago

Bump

#3 7 years ago

Only the last few production games had flashers. Majority of the run didn't use them so I am guessing you may need to grab the special flasher software.

#4 7 years ago

Thanks for the response.

#5 7 years ago

Anybody have the ROM code with the flashers enabled ?

I have a friend who would try burning a new chip for me if we can get the code that has flasher software enabled.

1 week later
#6 7 years ago

Bump - Does anyone know where I can find the ROM code with flashers enabled for Beat The Clock ?

1 week later
#7 7 years ago

Anybody ?

#8 7 years ago

Heyyyyy - that's my video - ha. I'll go take a pic of the eprom for ya. I don't have my eprom burner at the moment, but could probably get it back without to much fuss.

#9 7 years ago

This help?

image (resized).jpegimage (resized).jpeg

#10 7 years ago

Thanks - Sending you a PM.

Interestingly my game chip has the same date but different hand marking. Looks like different batch of chips used too during production - stamped chip manufacturing differs.

BTC rom chip (resized).JPGBTC rom chip (resized).JPG

2 months later
#11 7 years ago

Does anyone else have this ROM or know where to get it? I'm having a tough time getting my burner back and people are asking me for the ROM image - anyone?

2 months later
#12 7 years ago

Just to give people an update. I donated my ROM burner to the Pinball Outreach Project and gave them my flasher chip. Once they figure out how to get the burner running (I think an emulator is required) and rip the ROM, I can email it to whoever needs it. Will post back here when I've got it. Sorry for the extreme wait.

#13 7 years ago

Ok - let me know !

2 months later
#14 6 years ago

Well, it's been 3 months, any progress?

I'm working on a Tech Chart for Beat the Clock.
Any one have a manual at hand?
The pdf file is unreadable in the schematic section.
Love to see some clear pictures or scans.

1 month later
#15 6 years ago

HEY ALL BTC W/ FLASHERS OWNERS!

You're not gonna believe it, but I finally got my friend w/ the rom burner to rip it. I haven't tested burning it cuz I don't have the chip, but please feel free to PM me w/ your email and I'll shoot you the file.

Only took . . . a year?

#16 6 years ago

Excellent !

PM sent

Thanks

#17 6 years ago

I sent them to everyone that hit me up - I hope it works! If anyone else is interested, probably best to post here, so someone else can pass it along - I'm really not on pinside much these days, so I'd be pretty slow to respond.

#18 6 years ago

Thanks Noah, your effort is appreciated.

To @NoQaurters, are you able to dump your ROM before reprogramming it?
This new flasher ROM has a date code in the top of the ROM file: 111385, meanwhile the Beat The Clock ROM on IPDB has an older date 101785 inside the ROM. I suspect the non flasher ROM originally mentioned here with the same newer date on the sticker might be different and it would be nice to document it.

Thanks.

#19 6 years ago

Sure Quench - I will take my existing game chip and some blank chips to a tech savy friend that has a burner - this is way above my pay grade.... I just want to see the flashy lights work ! LOL

Anyway PM me with your email and when I get the files I will forward them to you. I'll see if I can get this accomplished within the next week or so for you based on my friends availability.

#20 6 years ago

Much appreciated!

PM sent.

#21 6 years ago

I've send the flasher rom to the PinMame division for checking.
I'll let you know what the verdict is.
Also send me a copy too please...
Just to double check, so we aren't missing something.

Peter

#22 6 years ago

I've already tried the new ROM dump in PinMAME and it boots. Not sure about the flasher functionality but the ROM dump is valid.
I'll PM you in a moment.

#23 6 years ago

I noticed the solenoid test goes up to 14 for the 11/13/85 ROM whereas the 10/17/85 one only has 12.
So I suspect the two additional solenoids would drive the flashers.

#24 6 years ago

There also is a new game option #63, which is 0 by default. Try setting this to 1 and see if it enables the flashers. I'll bet it does.

edit: I just confirmed it does. It will drive solenoid numbers 10 & 11 (6 and 7 in PinMAME, the two additional ones) in game only when this option is enabled.

#25 6 years ago
Quoted from Gaston:

There also is a new game option #63, which is 0 by default. Try setting this to 1 and see if it enables the flashers. I'll bet it does.
edit: I just confirmed it does. It will drive solenoid numbers 10 & 11 (6 and 7 in PinMAME, the two additional ones) in game only when this option is enabled.

Great find Gaston!
Any idea which transistor they use?
Could this be (M6) Q17 and (M7) Q10?
These transistors are free solenoid connections.
I've got my info from other schematics (Hardbody)...

#26 6 years ago

@ NoQuarters, Can you tell me which coil is used for the 1-6 drop target reset?

#27 6 years ago

Not sure on coil for 1-6 drop target reset.

But : I Took a few minutes and entered register 63 and punched in 1 - Flashers now work !!!

Gaston gets a big thumbs up !

#28 6 years ago

PinMAME solenoid 6 is connected to J8-6 (Q15), solenoid 7 to J6-5 (Q17).
DT reset 1-6 is PM solenoid 11, J9-4 (Q21).

#29 6 years ago
Quoted from Gaston:

PinMAME solenoid 6 is connected to J8-6 (Q15), solenoid 7 to J6-5 (Q17).
DT reset 1-6 is PM solenoid 11, J9-4 (Q21).

That is not what I thought.... Thanks for this info.
The drop target reset transistor is known (it's in the schematics), but I need to know which type of coil is used.
This info is missing in the schematics....

#30 6 years ago

Coil for drop target reset is Bally N26-1900

#31 6 years ago
Quoted from NoQuarters:

Coil for drop target reset is Bally N26-1900

Thanks!!
Are you willing to help me sort out some blanks on my Tech Chart?
I'm not sure if my wire info on the flashers (bright lites) is correct.
Or the wires for the A and B fase....

Peter

Bally_Beat_the_Clock_Tech_Chart.pdfBally_Beat_the_Clock_Tech_Chart.pdf

#32 6 years ago

From my notes many years ago.
Q17 does both flashers
---------------------------------
Q17----#912------#912------ 43 volts
Bally never used #906 lamps during this period.

#33 6 years ago

Observations from PinMAME:
When the left saucer is made and the game says "nice shot", both solenoids are activated in rapid succession.
Whenever the game says "timer off", only solenoid 7 is fired, and when it says "playfield values doubled", only solenoid 6 is being used.

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