SQLGuy
Pinball Nudger
- Joined
- Jan 19, 2011
- Messages
- 11
- Reaction score
- 2
- Points
- 4
- Favorite Pinball Machine
- High Speed
Hi folks,
Recently I bought a Black Knight machine that was mostly working but had a few problems (a few bad switches, worn flippers, broken bumper wires and skirt, a bit of miswiring from previous repairs, a bad driver transistor, etc). All that's fixed, but game play still seemed a bit odd...
For background: Black Knight has four banks of three drop targets. When you knock down one, it starts a timer, and you have maybe 30 seconds to knock down the other two before they all reset.
On my machine I was finding that the game often didn't recognize when you knocked down the third target within the timeout. However, the switches all made good contact and the diodes and wires were all well soldered. Every time I pulled the glass and tried the targets manually, though, it would immediately detect when the third target was dropped. Finally I noticed the issue: there are a pair of target banks at the upper playfield and a pair at the lower; if you drop two targets from each of a pair, then the machine will not detect when you drop the third target. This is true for both the upper and lower bank pairs. The switch test mode also confirmed this... as soon as the second target is dropped from the second of the pair, the system stops reading the closed switches on the first bank.
I've verified the forward and reverse diode drops of all involved diodes. I've also verified that it doesn't matter which two targets are dropped. The upper pair of banks share a switch matrix column, the lower pair also share a column. The two columns come off different 7406's. I'm guessing that, once there's enough load, the 7406's are no-longer able to pull down the current fed through the combined pull-up resistors going to all the switches, but I can't think of what could have caused this situation. Both 7406's and both 14049's are original.
Anyone seen this before? Any suggestions?
Thanks,
Paul
Recently I bought a Black Knight machine that was mostly working but had a few problems (a few bad switches, worn flippers, broken bumper wires and skirt, a bit of miswiring from previous repairs, a bad driver transistor, etc). All that's fixed, but game play still seemed a bit odd...
For background: Black Knight has four banks of three drop targets. When you knock down one, it starts a timer, and you have maybe 30 seconds to knock down the other two before they all reset.
On my machine I was finding that the game often didn't recognize when you knocked down the third target within the timeout. However, the switches all made good contact and the diodes and wires were all well soldered. Every time I pulled the glass and tried the targets manually, though, it would immediately detect when the third target was dropped. Finally I noticed the issue: there are a pair of target banks at the upper playfield and a pair at the lower; if you drop two targets from each of a pair, then the machine will not detect when you drop the third target. This is true for both the upper and lower bank pairs. The switch test mode also confirmed this... as soon as the second target is dropped from the second of the pair, the system stops reading the closed switches on the first bank.
I've verified the forward and reverse diode drops of all involved diodes. I've also verified that it doesn't matter which two targets are dropped. The upper pair of banks share a switch matrix column, the lower pair also share a column. The two columns come off different 7406's. I'm guessing that, once there's enough load, the 7406's are no-longer able to pull down the current fed through the combined pull-up resistors going to all the switches, but I can't think of what could have caused this situation. Both 7406's and both 14049's are original.
Anyone seen this before? Any suggestions?
Thanks,
Paul