Quoted from Budski:Okay I looked at all of the playfield switches and the connections to see that none were touching causing to energize the bonus up stepper and they are all adjusted properly and not hanging up. I tried to look into more symptoms. It locks in the "end of game" relay and that is when the coil locks in on the bonus stepper. If I put a coin in the coin mech. It advances the motor, zeros the scoring reels and then locks that "end of game" relay. I believe that relay is locking in until the end of the game? When I manually unlock it the coil is no longer energized. I also checked the stepper switches and they are gapped and cleaned properly. Thank you in advance on where I should direct my attention. I am starting to understand schematics a little better but by no means am I out of the beginners box yet.
Looking at the Game Over relay... which is what I think you are referring to? It's a latch/trip relay.. meaning it's the kind that once fired, stays engaged without the coil being held on, until tripped.. it's intended to stay on for long periods. And game over trip is fired when ball count = 0. So from that I assume 'game over' relay is intended to be in the latched position during the full game.. and 'released' when balls = 0.
The stepper coil releases when you break the game over relay because that relay problem has switches to cut the coil power feed. Look at A-2 area on the schmatic. see that 'game over re' switch and the start re switch on the grey-white bold line? That's what's keeping the coils from firing at all when those relay's aren't in the right spot.
If you are labeling the coil correctly (which we are then following on the schematic)... it's pretty simple what can be causing that bonus step up coil to fire. It's either the end of stroke switch on the 0-90 unit (the ten's unit).. or some playfield switch which we can't read on the IPD scan. Something 'advance lane switches' it looks like. One of those switches is closed when it shouldn't be. From the playfield photo... I assume the 4 inlane/outlane lanes all have a switch that is in parallel here and are represented by one switch on the diagram. I'd look at those four lanes. I don't know if the rollover buttons are also in that mix.. but I'd check there too.
Start with the Ten's unit.. and make sure the EOS there is opening and not getting hung up. Then look at those Playfield switches that should advance bonus.