But in the meantime, my league held their annual Fairfax Pinball Open last weekend, and I volunteered the Terminator as one of the games. Previously I had taken in Quicksilver and (in December) Eight Ball Deluxe, and they had earned a healthy $50-60.
Of course, having a deadline meant I had to actually finish fixing up the game. There was a bunch of routine upgrades I would have to make to any game going out into the world (backbox lock, a coin door that accepted quarters instead of drachmas or pesetas or whatever, etc.), easy stuff that I just hadn't gotten around to (replacing a temporary alligator clip to the start button lamp with a real connector), and stuff that broke while I was doing all of this (the VUK platform broke off, so I replaced the entire mechanism with the spare from the other game). However, I also had to do some stuff which I had been putting off.
One of the criticisms I got when I took the game to a league party a few months ago w

Anothe


But one of the most important fixes I had to make was one I've been dreading for some time... I had to fix the lamp column problem, where any CPU controlled lamp would also cause the corresponding lamp in column 5 to light. Based on the limited trouble-shooting I've done, it was probably a board-level problem, not a wiring problem. My old printed copy of Clay's repair guide indicated that the problem was most likely with the column transistors on the driver board, so that's where I went. I pulled the driver board out and started testing with my DMM. Sure enough, the transistor for column 5 was bad, so I desoldered it and replaced it with a TIP107 that I'd bought about a year ago because I knew I would have to do this at some point. As always, board work freaks me out, so it probably took me twice as long because I was constantly checking and redoing my work. But finally I got something that didn't look too terrible, so I put it back in the game and threw the switch. Success! The lamps on the game worked perfectly.
With everything working, I was able to even fix something I didn't even realize was a problem. At some point while checking the lamps I noticed that the CPU GI in the center of the playfield never lit up. Recall, I had rebuild the GI connector based on my Doctor Who wiring, and I had rebuilt it a second time because I made it backwards the first time, so wiring was a prime suspect. After spending a while debugging and an extremely fruitless attempt to get rgp to believe that it was probably just a wiring problem (they wanted me to go straight to replacing transistors), I found a connector pin out diagram in my printed Clay guide, and sure enough I had mis-wired two of the pins. I rewired it and the GI worked as advertised.
So I moved the game into John's Place on the Washington's Birthday Holiday, came back and actually set it up the next day because I had neglected to bring the legs with me, and my Terminator was out in the world again (the picture below shows John Locke, league member/Lost character/Enlightenment philosopher, playing the game). It was not a tournament machine (not sure why) but was a practice game, and aside from some problems getting it to stay level it performed admirably all weekend. And did it earn! By the following Monday it raked in $112.25 at 50 cents per game (obviously somebody lost a quarter ^_^; ), of which I kept half... that basically paid my costs for tournament, which was a minor consolation because I did terribly. I also got some compliments on it, which was nice. One of the league muckity-mucks said that T2 is a great teaching game for all levels of flipper skills (especially aim, passing, and multiball cradling) and that made a lot of sense to me.

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