(Topic ID: 43458)

System 11 Club !

By mof

11 years ago


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  • 4,583 posts
  • 772 Pinsiders participating
  • Latest reply 6 days ago by Jmckune
  • Topic is favorited by 374 Pinsiders

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There are 4,583 posts in this topic. You are on page 74 of 92.
#3651 1 year ago
Quoted from Jmckune:

I found only one fuse under the playfield, and it was for the flame tube. Am I missing a 2nd fuse somewhere?
Edit: Found it. Hiding behind thick wiring and it tests bad
[quoted image]

Now the bigger question, why is it burnt?

#3652 1 year ago

I have two system 11B boards ready to ship monday, one to one original board design. Upgraded transistors to not need the second set of high wattage resistors.

Check it out:

https://pinballbasement.com/products/d-11883-system-11b-cpu-board

System 11B Top (resized).pngSystem 11B Top (resized).png
#3653 1 year ago
Quoted from GRUMPY:

Now the bigger question, why is it burnt?

I put in a 2.5 AMP fuse. Upon startup, I cannot hear anything lock on, however. After a few seconds I smell the familiar smell of when my taxi burnt a coil and immediately shut off. I went through all the coils I could see and none were warm to the touch. I went to the backbox and nothing on cpu was hot. Don’t want to send anything up in flames. The bridges have not yet been modified to have the inline fuse for early system 11s. Fuse blew so probably a problem somewhere. I’m noticing that several coils have a half ass diode install on them. If I’m not mistaken The coils don’t even need a diode as that’s what the diode board under the playfield is for. Only the flippers should need them.
image (resized).jpgimage (resized).jpg

#3654 1 year ago
Quoted from Jmckune:

If I’m not mistaken The coils don’t even need a diode as that’s what the diode board under the playfield is for. Only the flippers should need them.

Not true! The diode board under the play field is for the A/C circuits only. All coils need a diode, unless the diode is installed some where else like on a WPC game the diodes are on the Power driver board. Later system 11 game the diodes are installed on the Aux power supply. This game however needs diodes installed at each coil.

Quoted from Jmckune:

I put in a 2.5 AMP fuse. Upon startup, I cannot hear anything lock on, however. After a few seconds I smell the familiar smell

So pull off 1J-11, 1J-12 and 1J-19 from the CPU board. Install a new fuse. Turn on the game. If the fuse does not burn, connect each connector back on one at a time while seeing if the fuse burns. This should narrow it down to a few coils/flash lamp circuits.

#3655 1 year ago
Quoted from GRUMPY:

Not true! The diode board under the play field is for the A/C circuits only. All coils need a diode, unless the diode is installed some where else like on a WPC game the diodes are on the Power driver board. Later system 11 game the diodes are installed on the Aux power supply. This game however needs diodes installed at each coil.

So pull off 1J-11, 1J-12 and 1J-19 from the CPU board. Install a new fuse. Turn on the game. If the fuse does not burn, connect each connector back on one at a time while seeing if the fuse burns. This should narrow it down to a few coils/flash lamp circuits.

That’s where I’m mixed up then, my other sys 11s are the later versions with the Aux power board

#3656 1 year ago

Hi, Sign me up Love system 11’s and refurbishing them.
Have 3 in my personal collection.
Millionaire, High Speed, and Space Station.
Hoping for a Pinbot in the near future.

#3657 1 year ago
Quoted from GRUMPY:

Not true! The diode board under the play field is for the A/C circuits only. All coils need a diode, unless the diode is installed some where else like on a WPC game the diodes are on the Power driver board. Later system 11 game the diodes are installed on the Aux power supply. This game however needs diodes installed at each coil.

So pull off 1J-11, 1J-12 and 1J-19 from the CPU board. Install a new fuse. Turn on the game. If the fuse does not burn, connect each connector back on one at a time while seeing if the fuse burns. This should narrow it down to a few coils/flash lamp circuits.

I found the culprit and determined why I wasn’t able to hear anything lock on. The culprit was the ramp raise solenoid. The ramp was already in the up position which is why I couldn’t see or hear anything as the plunger was already inside the coil. This must have happened before I got the game because those solenoids had never worked. Moving the plunger for that ramp is very hard and it shows signs of heat damage. And Q32 is what made the magic smoke smell. Without even testing can tell it is blown. Exhibit a and b

image (resized).jpgimage (resized).jpgimage (resized).jpgimage (resized).jpg
#3658 1 year ago

And after testing, I found a separate driver and pre driver that were bad. All of them connected to U20. All of those items have been removed and replaced. Before I put the board back in I’m going to remove all of the diodes that are soldered in completely wrong and replace them with new ones the correct way.

#3659 1 year ago

Just a quick question for Dr Dude owners.
My "big shot "just fell apart. Can it be glued back together like it looks or does it need to be replaced?
Thanks.

#3660 1 year ago
Quoted from king-pin:

Just a quick question for Dr Dude owners.
My "big shot "just fell apart. Can it be glued back together like it looks or does it need to be replaced?
Thanks.

If you find a new one, you let me know the source. Currently have a dude where the big shot figure is a cutoff sling plastic from funhouse so we are basically punching the girl!

#3661 1 year ago

Just realised that my pictures didn't show.
Here is my poor little man.
Looks like the top and bottom will glue back onto the plastic ring.

20220613_202955 (resized).jpg20220613_202955 (resized).jpg20220613_203003 (resized).jpg20220613_203003 (resized).jpg
#3662 1 year ago

Sign me up I have Big Guns.

#3663 1 year ago
Quoted from Tazmanialips:

Sign me up I have Big Guns.

No picture for proof of life?

1 week later
#3664 1 year ago

3 out of 5 isn't too bad! I'm looking for a Whirlwind and Diner to add to the collection soon!

pins (resized).jpegpins (resized).jpeg

#3665 1 year ago
Quoted from ClarkGriswold:

I'm looking for a Whirlwind and Diner to add to the collection soon!

Nice lineup! Mousin’ is such a great game.

Hot take incoming (bracing for downvotes):

Taxi is better than Diner.

Unless you got the room or you’re trying to “catch ‘em all” I’d have a hard time having both in a collection. Heck! I’m having a hard time justifying having my Earthshaker and Whirlwind sitting next to each other! It’s really just so you can say you own both I guess.

#3666 1 year ago

Sign me up!

I've got a Grand Lizard and High Speed so far with a Whirlwind on the way!

Looking for a Taxi & Space Station

#3667 1 year ago
Quoted from mbaumle:

Nice lineup! Mousin’ is such a great game.
Hot take incoming (bracing for downvotes):
Taxi is better than Diner.
Unless you got the room or your trying to “catch ‘em all” I’d have a hard time having both in a collection. Heck! I’m having a hard time justifying having my Earthshaker and Whirlwind sitting next to each other! It’s really just so you can say you own both I guess.

I've actually only played Diner a hand full of times. I really enjoyed it, but it is very similar in gameplay to Taxi (which is my favorite sys 11 game)

#3668 1 year ago
Quoted from mbaumle:

Hot take incoming (bracing for downvotes):
Taxi is better than Diner.

I don’t think that’s much of a hot take.

I would say that’d be the overwhelming opinion.

Personally I really like Diner - as it has a few different strategies to play, whereas Taxi, if you don’t collect the guys and get the jackpot, you’re gonna lose (if the other players do it)

Diner you can
- stir the cup
- collect guys
- build score on the left ramp (and dine time)
- get sizzle bonuses
- Multiball is really valuable if you can do it right

Definitely room for both of them in any collection.

rd

#3669 1 year ago

Diner is one of my favorite Sys 11 games. I only wish that the right scoop were less rewarding.

#3670 1 year ago
Quoted from idealjoker:

Diner is one of my favorite Sys 11 games. I only wish that the right scoop were less rewarding.

I had to look that up …

>The sinkhole is lit at the beginning of the game, and also from the left inlane. When lit It awards 8 random awards- 25K, 50K, 75K, 100K, 250K, Extra Ball, Advance Dine-Time and Serve Customer. If a ball is locked, the game will (usually) award Start Multiball

I don’t think that’s overly rewarding in the context of what else is available on the playfield … remembering I have extra balls OFF on all my machines, so do take that into account with my opinions.

250k is nice but that’s like a fraction of getting a good cup spin going. And spamming the left ramp will get you a bunch more points and also raise your dine time value up as you go.

rd

#3671 1 year ago

Following up .. looks like you can adjust the right scoop to make it harder as well.

Adjust 34 turns off Start MB

Adjust 39 you can make it harder.

I know mine has a timer on it so my game must be on hard I guess. Been a while since I set it up!

rd

62EA2BD1-A745-4603-B915-A660A293F246 (resized).jpeg62EA2BD1-A745-4603-B915-A660A293F246 (resized).jpeg
#3672 1 year ago
Quoted from rotordave:

Following up .. looks like you can adjust the right scoop to make it harder as well.

Those adjustments will do the trick for me. (I have never played a Diner where I could adjust the settings.)

#3673 1 year ago
Quoted from rotordave:

I had to look that up …
>The sinkhole is lit at the beginning of the game, and also from the left inlane. When lit It awards 8 random awards- 25K, 50K, 75K, 100K, 250K, Extra Ball, Advance Dine-Time and Serve Customer. If a ball is locked, the game will (usually) award Start Multiball
I don’t think that’s overly rewarding in the context of what else is available on the playfield … remembering I have extra balls OFF on all my machines, so do take that into account with my opinions.
250k is nice but that’s like a fraction of getting a good cup spin going. And spamming the left ramp will get you a bunch more points and also raise your dine time value up as you go.
rd

I think the issue is a shot from Today's Special can be used to collect dine time bonus , release 1 and release 2 in multiball because it feeds the top left saucer.

The spinner shot which is supposed to be for collecting dine time is a much harder and riskier shot

There's a setting to stop this so you have to make the proper shots.

Here's the setting
Screenshot_20220629-204910_Drive (resized).jpgScreenshot_20220629-204910_Drive (resized).jpg

2 weeks later
#3674 1 year ago

I am having a problem with my Grand Lizard. It is giving me an Adjustment warning for the Right Kicker on power up. I cleaned and adjusted both switches and the licker operates correctly. In the switch edges test the right kicker does not register though it fires. I’ve been racking my brain on this one It doesn’t effect game play but it’s bugging me.
Any advise on this problem?

#3675 1 year ago
Quoted from Phesson:

I am having a problem with my Grand Lizard. It is giving me an Adjustment warning for the Right Kicker on power up. I cleaned and adjusted both switches and the licker operates correctly. In the switch edges test the right kicker does not register though it fires. I’ve been racking my brain on this one It doesn’t effect game play but it’s bugging me.
Any advise on this problem?

I’m away from my games at the moment …

But doesn’t this game have the actual switch down on the playfield next to the kicker arm mech?

Lots of old games - the upright switches fire the coil, the third switch gives you scoring.

Check that out.

rd

#3676 1 year ago
Quoted from rotordave:

But doesn’t this game have the actual switch down on the playfield next to the kicker arm mech?

Thanks Dave. This is the switch that is causing the problem.

#3677 1 year ago
Quoted from Phesson:

I am having a problem with my Grand Lizard. It is giving me an Adjustment warning for the Right Kicker on power up. I cleaned and adjusted both switches and the licker operates correctly. In the switch edges test the right kicker does not register though it fires. I’ve been racking my brain on this one It doesn’t effect game play but it’s bugging me.
Any advise on this problem?

Then replace the diode that is on the switch.

#3678 1 year ago
Quoted from Phesson:

Thanks Dave. This is the switch that is causing the problem.

The other thing with those early SYS11 (and older Williams)

I had a on going issue with my High Speed - trough switch would go missing in action. Tested everything. Would be fine for a while, then fail again.

Then eventually I saw that it still had the large black interconnect plugs to plug in the playfield (most SYS11 do not). A good clean of the plugs there sorted it all out.

Pretty sure it’s just the 4 earliest SYS11 games that have these plugs.

Just mention that as it should help someone down the track.

rd

#3679 1 year ago
Quoted from DumbAss:

gutz Thanks for the offer. Definitely interested in as much information as possible. Been busy with preparation for the local show in the Pacific Northwest.
There are two specific areas that I am looking at:

The auxiliary power driver board fuse values.
The interconnect board resistor values.

I spent some time looking at this stuff this morning trying to understand an issue that dmacy had with an Earthshaker. I think I have a much better idea of what and how but I am now looking for corroborating evidence for my reasoning.
Do as much as you want to. I know some of this stuff can be annoying and feel mundane. I will take whatever you want to give me.

Image of the fuse label for the auxiliary power board in the backbox.
Images of the resistor values (if visible) for the interconnect board.
Physical verification of fuse values installed in the auxiliary power board and then listed here.
Physical verification of resistor values installed in the interconnect board and then listed here.

It's important to note the original Williams stickers (both the white with black text and blue/white with black text). The game number is the most important thing here because operators swapped boards between machines and it is easy to find a board from a different game incorrectly installed in the machine.
As I mentioned above ... I'll take whatever you want to give me. If it's nothing because it's too much work then that's fine too. I don't absolutely need Whirlwind but ... if you provide information from yours that is different to mine then that's another mystery for me to follow up on.

Taxi

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#3680 1 year ago

Earthshaker

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#3681 1 year ago

Elvira

20220715_234709 (resized).jpg20220715_234709 (resized).jpg20220715_234714 (resized).jpg20220715_234714 (resized).jpg20220715_234724 (resized).jpg20220715_234724 (resized).jpg20220715_234747 (resized).jpg20220715_234747 (resized).jpg20220715_234754 (resized).jpg20220715_234754 (resized).jpg20220715_234805 (resized).jpg20220715_234805 (resized).jpg20220715_234814 (resized).jpg20220715_234814 (resized).jpg
#3682 1 year ago

Dr dude

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#3683 1 year ago
Quoted from DumbAss:

gutz Thanks for the offer. Definitely interested in as much information as possible. Been busy with preparation for the local show in the Pacific Northwest.
There are two specific areas that I am looking at:

The auxiliary power driver board fuse values.
The interconnect board resistor values.

I spent some time looking at this stuff this morning trying to understand an issue that dmacy had with an Earthshaker. I think I have a much better idea of what and how but I am now looking for corroborating evidence for my reasoning.
Do as much as you want to. I know some of this stuff can be annoying and feel mundane. I will take whatever you want to give me.

Image of the fuse label for the auxiliary power board in the backbox.
Images of the resistor values (if visible) for the interconnect board.
Physical verification of fuse values installed in the auxiliary power board and then listed here.
Physical verification of resistor values installed in the interconnect board and then listed here.

It's important to note the original Williams stickers (both the white with black text and blue/white with black text). The game number is the most important thing here because operators swapped boards between machines and it is easy to find a board from a different game incorrectly installed in the machine.
As I mentioned above ... I'll take whatever you want to give me. If it's nothing because it's too much work then that's fine too. I don't absolutely need Whirlwind but ... if you provide information from yours that is different to mine then that's another mystery for me to follow up on.

I won't be much help on the installed fuse values because they will match the labels. First thing I do when acquiring a machine is check the fuse values between the backbox labels and manual. If there is a discrepancy, I pick the lowest rating.

3 weeks later
#3684 1 year ago

Just picked up a Bally Game Show recently. This is my first Bally/Williams pin. I've got two issues I'm looking for help with. First and foremost is the kicker to feed the ball trough isn't working. When a balls is in the drain and sits on the switch, there's a clicking noise from the power supply and it looks like the fuse in F5 is probably bad. Could this be as simple as a dead fuse? Where's a good place to buy replacements?

Other issue is the New Car drop target is permanently in the down position. Any advice or links to good resources for troubleshooting that would be appreciated.
The game otherwise plays fine with the glass off as long as I can manually load a ball in the shooter lane. Someone has definitely done some work on this guy as it has an LED kit, rottendog display and flippers are great.

Thanks!

#3685 1 year ago
Quoted from MysticalMule:

Could this be as simple as a dead fuse? Where's a good place to buy replacements?

Check the wire connections and fuses first. This could be the culprit/solution on both your issues.

Fuse kit for your game can be found here: https://www.marcospecialties.com/pinball-parts/FK1306

#3686 1 year ago

Some cool playfield pics of 3 system 11 games.

6A2F7C8F-3565-4D3A-8866-F179BE109000 (resized).jpeg6A2F7C8F-3565-4D3A-8866-F179BE109000 (resized).jpeg9CB8F014-2CF9-48E4-90D9-605B5DBB658F (resized).jpeg9CB8F014-2CF9-48E4-90D9-605B5DBB658F (resized).jpegCDF31890-8806-4D1C-8882-2B774E928D83 (resized).jpegCDF31890-8806-4D1C-8882-2B774E928D83 (resized).jpeg
#3687 1 year ago
Quoted from ClarkGriswold:

Check the wire connections and fuses first. This could be the culprit/solution on both your issues.
Fuse kit for your game can be found here: https://www.marcospecialties.com/pinball-parts/FK1306

So far I've tested every coil in that chain and each has continuity and each is getting about 40 volts. If I test from the coil at the end of the chain, I get continuity all the way back to the far end of the fuse on the aux. driver board. I get continuity on the trough switches as well. Of the 3 trough switches, the only one that gives any sign of life is the outhole switch. When the switch is activated, the outhole solenoid/kick there tries to move but just kind of jiggles instead.

Is it possible there's not enough voltage to the switch or would that even matter? Here's a link showing the outhole kicker trying to do it's thing.

https://www.dropbox.com/s/1gbzagginmfd3mo/IMG_5811.MOV?dl=0

#3688 1 year ago
Quoted from MysticalMule:

Is it possible there's not enough voltage to the switch or would that even matter?

Completely immaterial here. Switches and solenoids are not connected directly here.... the game senses the switch being closed, and the mpu board/software makes the decision to fire the solenoid via its path. Since it's trying to fire, the switch is fine (the software sees it).

Just because you have continuity doesn't mean there's enough current to fire the coil properly. Tug on each solenoid connection and make sure one of them isn't hanging on by a couple of strands. You can also use some jumpers and duplicate the chain for testing. (Just the outhole solenoid to its points on the board)

#3689 1 year ago
Quoted from MysticalMule:

So far I've tested every coil in that chain and each has continuity and each is getting about 40 volts. If I test from the coil at the end of the chain, I get continuity all the way back to the far end of the fuse on the aux. driver board. I get continuity on the trough switches as well. Of the 3 trough switches, the only one that gives any sign of life is the outhole switch. When the switch is activated, the outhole solenoid/kick there tries to move but just kind of jiggles instead.
Is it possible there's not enough voltage to the switch or would that even matter? Here's a link showing the outhole kicker trying to do it's thing.
https://www.dropbox.com/s/1gbzagginmfd3mo/IMG_5811.MOV?dl=0

Alright so the outhole kicker assembly was sticky and sluggish. I took it apart and cleaned it. Moves much better now. Once I did that, oddly enough the other solenoids wired on that series started working. The outhole kicker is still only partly working. It still does a little jiggly baby kick as shown in my video link. If I use my multimeter to tap the Q33 transistor on the MPU, the kicker actually engages full strength.

What could cause the kicker to not fully engage during play when the outhole switch is hit? I tested it for continuity and was fine... could the switch be bad? Is there something else on the MPU between Q33 and the coil causing trouble? It looks like Q33 has burned out before because someone did an ugly repair on it (as shown)

IMG_5830 (resized).jpegIMG_5830 (resized).jpeg
#3690 1 year ago

When Q33 goes bad it sometimes will also take out Q29

Also check that connector at IJ11? Looks burnt

#3691 1 year ago
Quoted from dr_spidey:

When Q33 goes bad it sometimes will also take out Q29
Also check that connector at IJ11? Looks burnt

Q29 looks like it has 3 legs. What's the best way to test that guy?

Is there anything else between the Q29 pre-driver and the switch I should be looking at? Hitting Q33 operates the kicker very well so it's got to be something in between, I'm thinking.

#3692 1 year ago
Quoted from MysticalMule:

Is there anything else between the Q29 pre-driver and the switch I should be looking at? Hitting Q33 operates the kicker very well so it's got to be something in between, I'm thinking.

system11_solenoid1.jpgsystem11_solenoid1.jpg
1 week later
#3693 1 year ago

I picked up a Road Kings the other day and it works well except the left outlane ball save light. I pulled the bulb out and it was charred on the outside and a new bulb didn't work either. Everything I'm reading says it is probably a bad lamp socket but I'm wondering if I should look at anything else before I replace the socket.

#3694 1 year ago

Howdy yall. Going to pick up a Grand Lizard this weekend... never had a system 11 before.... do the heads fold down or will I need to do something else like take it off to fit it in my pilot?
Only had DE, new sterns and JJP.
Thanks!

#3695 1 year ago
Quoted from bossk4hire:

do the heads fold down

Yes.

#3696 1 year ago
Quoted from bossk4hire:

Only had DE, new sterns and JJP.

Welcome to the club.

#3697 1 year ago

My diner was in attract earlier and I noticed the same segment on the display was stuck on on every digit.
A reboot fixed it..

What could this be and anything to worry about?

#3698 1 year ago

Background: recently moved in HighSpeed. I had to disconnect the head so a lot of wire splicing.

Issue: the "Advance" switch doesn't work.

Consequence: can't audit, test, nor adjust.

Info: The wires it uses (white blue bar, green brown/red bar) go straight to headers that are on main board so not a bad splice. The pins are not corroded. I shorted switch with a coin on its pins to no avail.

#3699 1 year ago
Quoted from MattWesterville:

Background: recently moved in HighSpeed. I had to disconnect the head so a lot of wire splicing.
Issue: the "Advance" switch doesn't work.
Consequence: can't audit, test, nor adjust.
Info: The wires it uses (white blue bar, green brown/red bar) go straight to headers that are on main board so not a bad splice. The pins are not corroded. I shorted switch with a coin on its pins to no avail.

Wire splicing? No need to cut/splice wires to remove the head. Just unplug connectors from the boards in the head to remove it.

#3700 1 year ago

Turns out it was something to worry about. diner is dead now.
PIA FAILURE.
Swapped U41 with a working one and still dead.

Going to a pinball event tomorrow and was hoping to take it, can I swap bk2ks mpu into diner? I think it's a 11b whereas diner has 11c.

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