Does anyone have Black Knight Schematics?

Thorvald

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Wow I've never had such a hard time finding a PDF for something but this one has eluded me.

Does anyone have scans of the black knight schematics????

I can find the Operators Manual but no dice on anything else. I'll likely break down and buy a new reproduction manual from Marco's or someplace else but I hopefully get my Black Knight tomorrow night want wanted to have them handy in case I have to troubleshoot anything.

Cheers!
 
Wow I've never had such a hard time finding a PDF for something but this one has eluded me.

Does anyone have scans of the black knight schematics????

I can find the Operators Manual but no dice on anything else. I'll likely break down and buy a new reproduction manual from Marco's or someplace else but I hopefully get my Black Knight tomorrow night want wanted to have them handy in case I have to troubleshoot anything.

Cheers!

any issues with the machine inspect 40 pin interconnect first! source of most issues on these games, some time s just wiggling resetting it solves the strangest problems albeit temporarily, replace the connectors!
 
Replace the connector and header pins with a new one or a new style?


Should know in a few hours... just wrangled up some friends and a minivan... hopefully picking it up tonight!

Thanks!
Tim
 
Thanks again guys! This will make things slightly easier... ;-)


We got the machine home the other knight (pun intended) and inside was everything from when the game shipped, the envelope, a beaten up and marked up schematics, the old sore cards, etc. So looks like I got lucky.

Thankfully it included all the original shipping and unpacking info so I was able to connect the back box without too much trouble. Keys were missing so I had to drill out the back box lock but I'll see about ordering a new one.

Had the usual trouble with getting the game out of audit mode, took a million trys and multiple pulling and shifting of the battery brackets till I got 4v at TP7. Even then it took a number of tries before the game would recognize the CMOS B+ voltage and power up in game over mode.

So I only had a few minutes to play but it seems mostly working, current issue is the right most flipper appears to "tilt" the game immediately once the ball is on the play field but I didn't notice if the tilt light was lit.

Hopefully get some more time later today to finally have a look at it.

Cheers!
Tim

P.S. Funny, I don't remember that Bell in the arcade.... goddamn it's loud and annoying lol. Perhaps they disable it in some arcades due to the racket it makes (the match "school bell" racket).
 
Thanks again guys! This will make things slightly easier... ;-)


We got the machine home the other knight (pun intended) and inside was everything from when the game shipped, the envelope, a beaten up and marked up schematics, the old sore cards, etc. So looks like I got lucky.

Thankfully it included all the original shipping and unpacking info so I was able to connect the back box without too much trouble. Keys were missing so I had to drill out the back box lock but I'll see about ordering a new one.

Had the usual trouble with getting the game out of audit mode, took a million trys and multiple pulling and shifting of the battery brackets till I got 4v at TP7. Even then it took a number of tries before the game would recognize the CMOS B+ voltage and power up in game over mode.

So I only had a few minutes to play but it seems mostly working, current issue is the right most flipper appears to "tilt" the game immediately once the ball is on the play field but I didn't notice if the tilt light was lit.

Hopefully get some more time later today to finally have a look at it.

Cheers!
Tim

P.S. Funny, I don't remember that Bell in the arcade.... goddamn it's loud and annoying lol. Perhaps they disable it in some arcades due to the racket it makes (the match "school bell" racket).

The bell can be disabled. It is option #30 I think, but I don't have the manual handy here at work.

Post up some pics :)

Chris
 
(will get pics up soon!)

Well some progress today, replaced one TIP122 to fix Solenoid #8 and now it's working, need to pickup some more tomorrow to fix another one.

Now at least it's playable!

Ball does get stuck sometimes when starting, no idea why yet, just doesn't get popped all the way into the plunger "alley" so you can launch it. Have to reach in and bump it back inside when it happens.

Also found a tripe drop target reset plate was broken in the middle, the middle target doesn't reset lol. Marco's seems to have something that looks like it might work:

http://www.marcospecialties.com/product.asp?ic=01-7036

Time to start ordering parts!

Cheers
Tim
 
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