How many balls used in Stern Flight 2000?

dyno

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Just picked up a Flight 2000 and I was wondering how many balls are used in the game? It needs some work so the previous owner had it in pieces and the manual doesn't say, there were 3 balls with it with 2 of them being locked in the launch part. If anyone has this pin and can tell me the answer it would be greatly appreciated.:)
 
Thanks for the info:) Just one more question regarding the balls, do they all go in the outhole area or the chute before they go to the plunger or do a few stay in the locked area? When I got it 2 of the balls were in the locked area of the game and I am not sure if they belong there or just happen to be there.
 
Thanks for the info:) Just one more question regarding the balls, do they all go in the outhole area or the chute before they go to the plunger or do a few stay in the locked area? When I got it 2 of the balls were in the locked area of the game and I am not sure if they belong there or just happen to be there.


IIRC, depending upon the way you have it set up, the balls may or may not stay in the multiball capture area in the top left...i believe there is a setting which will allow the balls to remain (when playing multi-player games, you can sort of "steal" those balls without having to lock them) or make them eject. it's been a while since i owned mine, but i believe that's right.

if you turn the machine on after being off, it should eject them anyway.
 
Yeah, that's all correct. Like you said though, it should eject them when the game first starts... if it's not, you may have a dead coil up there.

What's it do when you plug 'er up?
 
Initially none of the coils were working but the flippers, it turned out the fuse under the palyfield that is for the coils was toast so I replaced it and all the coils seem to be working when I do the coil test. I ended up pulling the trapped balls out by hand before I replaced the fuse so I am not sure if it would have released the balls but those coils where they get trapped are working. I haven't had a whole bunch of time to dive into the cabinet but I briefly looked at it today and it seems to be working fine now that I replaced that fuse and I had to replace a few bulbs on the playfield and the speech is working. The guy I got it from said it wasn't working but it fired up when I turned it on,except for the coils. I got it for $250 so I think I got a good deal, it needs a good cleaning. The only thing I need for it is the lock down bar and the drop down target with the number 3 on it is broken so if anyone has these itmes they are willing to sell please let me know.
 
Initially none of the coils were working but the flippers, it turned out the fuse under the palyfield that is for the coils was toast so I replaced it and all the coils seem to be working when I do the coil test. I ended up pulling the trapped balls out by hand before I replaced the fuse so I am not sure if it would have released the balls but those coils where they get trapped are working. I haven't had a whole bunch of time to dive into the cabinet but I briefly looked at it today and it seems to be working fine now that I replaced that fuse and I had to replace a few bulbs on the playfield and the speech is working. The guy I got it from said it wasn't working but it fired up when I turned it on,except for the coils. I got it for $250 so I think I got a good deal, it needs a good cleaning. The only thing I need for it is the lock down bar and the drop down target with the number 3 on it is broken so if anyone has these itmes they are willing to sell please let me know.


i think $250 for a working F2K is well worth it...i think i paid $300 for mine.


as for that fuse, i'm not sure if it's a common problem or not, but i had the same thing happen with mine after a few months of play. i didn't realize there was a master fuse there, so at first i was like "WTF?!?" until i realized it was an easy fix. :)
 
The seller was local, about 5 minutes from my house and I saw his add on craigslist at the end of August and he was asking $500 obo and the add said it needed work. A few nights ago I saw his add was still on craigslist so I sent him a message and he said it was still for sale, so I talked to him the next day and said it wasn't working so I offered him $250 since it wasn't working and he accepted it. One thing I have learned is not to pay to much for something that isn't working.:)
 
The seller was local, about 5 minutes from my house and I saw his add on craigslist at the end of August and he was asking $500 obo and the add said it needed work. A few nights ago I saw his add was still on craigslist so I sent him a message and he said it was still for sale, so I talked to him the next day and said it wasn't working so I offered him $250 since it wasn't working and he accepted it. One thing I have learned is not to pay to much for something that isn't working.:)



i still sorta miss mine...i know where it is and can buy it back for what i sold it for, but i'm probably just gonna put that money towards buying another DMD pin (which i prefer).
 
Finally got around to taking a closer look at it , when the 2 balls are in the launch zone even after the game is over they remain there and aren't released but the coils are working. Is there a setting on the board dip switch to release the balls? It doesn't seem right that they stay there after the game is over.
 
Finally got around to taking a closer look at it , when the 2 balls are in the launch zone even after the game is over they remain there and aren't released but the coils are working. Is there a setting on the board dip switch to release the balls? It doesn't seem right that they stay there after the game is over.


yeah...check your dip switches. should be in the manual.
 
I just looked in the schematics and didn't see any dipswitch to do what yours is doing.

When mine was first turned on, if there were balls at the top, the solenoids would fire over and over again until the balls all drained down into the outhole, then it would be ready to play.

I guess it could be a switch problem, but usually even if the switches are messed up, games will cycle all the coils until it finds the missing balls.
 
I just looked in the schematics and didn't see any dipswitch to do what yours is doing.

When mine was first turned on, if there were balls at the top, the solenoids would fire over and over again until the balls all drained down into the outhole, then it would be ready to play.

I guess it could be a switch problem, but usually even if the switches are messed up, games will cycle all the coils until it finds the missing balls.


oh, ok...i thought there was a setting that would allow the balls to stay in the multiball mechanism.

now that you mention it though, i do believe it cycled through and shot them out when you first turned it on.
 
I just looked in the schematics and didn't see any dipswitch to do what yours is doing.

When mine was first turned on, if there were balls at the top, the solenoids would fire over and over again until the balls all drained down into the outhole, then it would be ready to play.

I guess it could be a switch problem, but usually even if the switches are messed up, games will cycle all the coils until it finds the missing balls.

My stern freefall does the same thing and will return the balls to the trough upon powering up. The game does not fully boot up until all of the balls register being in the trough.
 
I have been messing around with it and on power up after the board boots, the balls don't release still but the kickers in the chutes kick so if there are any balls there it will send them out. For some reason the mechansim which holds the balls won't release them on power up but the soleniod for it works and if you press the wire for the switch it will activate the solenoid which then releases the balls.
 
If it works by pressing the switch with your finger and not the ball, then the adjust the switch to where the ball makes the switch, then it should work correctly.
 
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