1a. Het
begin : Kennis, Wat is WPC, Schema's
- Wat voor
kennis op dit gebied wordt er van je
verwacht ?
Enige ervaring in het repareren van
flipperkasten wordt er wel van je
verwacht. Basiskennis electriciteit is
gewenst maar geen noodzaak. Wel wordt er
van je verwacht dat je zeer goed kunt
solderen en weet hoe je met een
universeelmeter moet omgaan.Wat
is WPC ?
WPC betekent "Williams Pinball
Controller". Het is een door
Williams speciaal voor flipperkasten
ontwikkelde computer die van 1990 tot
1999 werd toegepast. Technisch gesproken
functioneert de WPC chip als adres
decoder, handelt de I/O af die vroeger
door TTL logica en 6821 PIO's werd
verwerkt maar ook de systeem klok, de
bewaking en de realtime klok. Er zijn
meerdere generaties van de WPC (kijk bij Verschillende
WPC Generaties).
Heb je de
schema's ?
Het bezit van een schema voor je kast is
natuurlijk ideaal, soms kun je de kast
echter ook repareren zonder schema. De
schemaboeken en handledingen zijn meestal
wel bij Wizard of Arkadia te koop.
De WPC
Schema boeken.
Bij enkele WPC kasten uit 1991 en eerder
staan de schema's in het gewone handboek,
(Gilligan's Island en ouder). Van alle
andere WPC kasten, staan de schema's van
de printenin de kopkast in een apart
schemaboek (dus de CPU, (dot)driver,
sound en fliptronics)
- Voor-DCS
(Funhouse tot Twilight Zone):
bestelnummer 16-9473
- WPC
DCS/WPC-S (Indiana Jones tot
Jackbot): bestelnummer 16-9834.2
- WPC-95
(Congo tot Monster Bash):
bestelnummer 16-10159.2
1b.
Getting Started: Necessary Tools
- Fixing
electronic pinball games will
require a few tools. Luckily,
most are not that specialized and
are easy to get.
Non-Specialized
Tools Required:
- Work
Light: clamp style lamp
- Screwdrivers:
small and medium size,
phillips and flat head
- Nut
Drivers: 1/4", 5/16",
and 11/32"
- Wrenches:
3/8", 9/16", 5/8"
required, other sizes
suggested
- Allen
Wrenches: get an
assortment of American
sizes
- Needle
Nose Pliers
- Hemostat.
Handy for holding parts
and springs. Best to have
both the curved and
straight versions if
possible.
- Right
Angled Screwdriver: both
phillips and flat head.
Specialized
Tools Required:
These specialized electronics
tools are needed. Please see http://marvin3m.com/begin for
details on the basic electronics
tools you will need.
- Alligator
clips and wire. You can
buy these at Radio Shack,
part number 278-001, $3.69.
- Soldering
Iron.
- Rosin
Core 60/40 Solder.
- De-soldering
tool.
- Digital
Multi-Meter (DMM).
- Logic
Probe.
- Infrared
Sensor. Used for
determining good infrared
optic LED's. Radio Shack
sells these for $5.99,
part number 276-1099
De
benodigde schoonmaakspullen:
- Clean
'M Again, het supermiddel wat de
Flipperwinkel verkoopt.
Hiermee reinig je het speelveld zeer
grondig en ook nicotineaanslag op de
buitenzijde van het cabinet kun je er
prima mee verwijderen, verdunnen tot wel
50% is mogelijk. Niet gebruiken op
verspiegelde plastic delen en geschildere
metalen delen (apron)
- Superflipp
of wat ouderwetser Goldcat, dit zijn daily
cleaners voor het noodzakelijke onderhoud.
- Johnson's
Paste Wax, Carnauba Wax en Millwax zijn
amerikaanse producten die niet voldoen aan
onze millieuregels.
Er is een groepje mensen in NL (NFV) die
persé dit spul willen hebben omdat ze het
blijkbaar interessant vinden om mee te
doen met rages. Niet doen, gebruik dan
desnoods grootmoeders bijenwas want we
kunnen hier prima zonder die usa troep.
- Novus
producten zijn schuurmiddelen die bedoeld
zijn voor het poetsen van plastic ramen (Novus
Windshield Company) Het is een totaal
onzin product wat je beslist niet nodig
hebt.
Wil je toch polijsten dan haal je gewoon
een bus fijne Commandant bij de
automaterialenhandel.
1c.
Getting Started: Parts to Have On-Hand
1d.
Getting Started: Different WPC
Generations
1e.
Getting Started: Game List
- Here
are the list of WPC games and
which generation they are.
- WPC
Alpha-Numeric
- Dr.Dude,
10/90 *
- Funhouse,
10/90 *
- Harley
Davidson, 3/91
- The
Machine BOP, 4/91
WPC
Dot Matrix
- Terminator2,
7/91
- Gilligan's
Island, 7/91
- Slugfest
Baseball
- Party
Zone, 10/91 *
WPC
Fliptronics
- Party
Zone, 10/91 *
- Addams
Family, 2/92
- Hurricane,
2/92
- The
Getaway, 4/92
- Black
Rose, 8/92
- Fish
Tales, 10/92
- Dr.Who,
12/92
- WhiteWater,
1/93
- Creature
from Black Lagoon, 1/93
- Dracula,
5/93
- Twilight
Zone, 5/93 #
WPC
DCS
- Indiana
Jones, 10/93 #
- Judge
Dredd, 10/93 #
- Star
Trek Next Generation, 11/93
#
- Demolition
Man, 3/94 #
- Popeye,
3/94 #
|
- WPC-Security
- World
Cup Soccer, 3/94
- Flintstones,
7/94
- Corvette,
8/94
- Red
and Ted RoadShow, 11/94 #
- Dirty
Harry, 3/95
- The
Shadow, 3/95
- Theatre
of Magic, 4/95
- No
Fear, 5/95
- Indianapolis
500, 9/95
- Johnny
Mnemonic, 10/95
- Jackbot,
10/95 *
WPC-95
- Jackbot,
10/95 *
- Congo,
3/96
- Who
Dunnit, 3/96
- Attack
from Mars, 3/96
- Scared
Stiff, 3/96
- Safe
Cracker, 5/96
- Tales
of Arabian Nights, 7/96
- Junkyard,
1/97
- NBA
Fast Break, 3/97
- Medieval
Madness, 9/97
- Circus
Voltaire, 11/97
- No
Good Gofers, 1/98
- Championship
Pub, 6/98
- Monster
Bash, 9/98
- Cactus
Canyon, 3/99
|
*
These games share two different
systems. Only about 100 Dr.Dudes
are WPC (most are System11).
Early production Funhouse and all
WPC Dr.Dude games use System11
sound boards. Most Party Zone
games are not WPC Fliptronics.
Only a few Jackbot games were WPC-95.
Playfield
Glass Size.
# - These games are "super-pins"
with wide playfield bodies. These
use 23 3/4" x 43" x 3/16"
tempered playfield glass, instead
of the normal 21" x 43"
x 3/16" tempered playfield
glass used on most other pinballs
from the 1950's through WPC. Safe
Cracker, a smaller pinball, uses
18.5" x 36.5" x 3/16"
tempered playfield glass.
1f.
Getting Started: Lubrication Notes
- Pinball
machines, for the most part, do
not require any lubrication.
Most parts run "dry".
You can do far more damage to a
pinball machine by over-lubricating,
than you can by under-lubricating.
As a rule, if you're in doubt as
to lubrication, don't do it!
Throw that WD-40 away, you won't
be using it here.
The
only parts that will require any
lubrication are metal-to-metal
moving parts. There aren't very
many in a game. Only ball eject
and slingshot hinges. You may use
3-in-1 oil on these if you must.
But try and keep that lubrication
in your tool box and away from
your game.
If
some prior person did lubricate
your game, the lubrication has
probably now congealed with the
infamous "black pinball dust"
to form a thick, black mess. This
is unrepairable on coil sleeves,
and new parts will need to be
installed.
1g.
Getting Started: The Circuit Boards
The back
box in a 1991 Bally Gilligan's Island (second
generation WPC). The CPU board is on the
far left. The driver board is the largest
board, and occupies the lower right area.
The sound board is at the upper middle.
The dot matrix controller board is at the
upper right. The "missing"
board (upper left) is where the
Fliptronics board will be located on 1992
and later games. Note the four mounting
posts for this missing Fliptronics board.
Newer Fliptronics II boards use six
mounting posts.
WPC-95 boards. Note fewer number of
boards in WPC-95. The Fliptronics board
is now incorporated into the Driver board.
The dot matrix controller board and the
sound board are combined into one board.
- WPC
Power Driver Board.
Most of your repair work will
probably relate to this board.
The more familiar you are with
the Driver board, the better you
will be able to fix WPC games.
The driver board drives all
solenoids and lamps. It provides
the power for almost all the
parts of a WPC pinball game. It
houses most of the fuses too.
A drawing
showing the usage of the connectors,
fuses and transistors on a WPC-S and
prior Driver board.
1h.
Getting Started: Introduction to
Operation
- Much
technical information in this
section. If this makes you
uncomfortable, please skip. This
info is provided for completeness.
You don't need to understand it
to repair your WPC game.
Connector,
Fuse and Board Numbers.
Every plug has a number that
identifies the circuit board and
position on the board that it
connects to. For example, J101
designates board 1, jack 1.
Identifying the pin number of a
connector involves a hypen. For
example, J103-5 means board 1,
jack 3, pin 5.
Fuses
are also identified in this
manner. For example, F501 means
board 5, fuse 1.
Prefix
number for WPC boards:
- 1
= Power driver board
- 2
= CPU board
- 3
= Display driver board
- 4
= Dual or single display
board
- 5
= Sound board
- 6
= Dot matrix controller
board
- 7
= Printer kit boards
- 9
= Fliptronics board
Circuit
Board Descriptions.
- CPU
board: The CPU board uses
a 68B09 microprocessor
and controls all logic
and switch functions.
- Power
Driver Board: Does not
contain any game specific
components. Contains the
lamp, general
illumination (GI),
flipper (pre-fliptronics)
and solenoic circuits.
Also supplies +18 volts
for the lamp circuits, +50
volts for the solenoids,
+5 volts for the logic
circuits, +12 volts for
the switch circuits, and
6.3 volts for the general
illumination circuits.
Not game specific.
- Display
Driver Board: part number
A-12739. Used on pre-dot
matrix WPC games. The
hyphen after the part
number indicates how many
extended displays are
used. No extended display
is "-1", one
extended display is
"-2", and two
extended displays is
"-3".
- Single
Display Board: part
number A-12794. Used on
pre-dot matrix WPC games,
and contains one 16 digit
alpha numeric display
glass.
- Dual
Display Board: part
number A-12793. Used on
pre-dot matrix WPC games,
and contains two 16 digit
alpha numeric display
glass.
- Dot
Matrix Controller Board:
supplies the data for the
dot matrix display to
operate. Not game
specific.
- Dot
Matrix Display/Driver
Board: contains the dot
matrix glass and driver
board. Not game specific.
- Sound
Board: produces all
speech and music.
CPU
Board Operation.
CPU board perform two main
operations: logic and switch
control.
- Microprocessor
(U4): uses a 68B09E to
control and process data.
With an oscilloscope, the
address and data lines
should be square waves
with at least 4 volts
peak to peak. The
processor runs at 2 mHz
clock supplied by pins 81,
82 of the ASIC. Pins 34,
35 of the processor
should be square waves,
at least 5 volts peak to
peak. Reset (pin 37), IRQ
(pin 3), and R/W (pin 32)
should also be at least 4
volts peak to peak during
normal operation.
- ROM
(U6): uses a 1 meg to 8
meg EPROM which contains
the game program. Using
an oscilloscope, the
address and data lines
should be 4 volts peak to
peak square waves.
- RAM
(U8): uses a 2064 CMOS
RAM which store game
specific audit
information and
adjustment settings. The
battery circuit is
connected to the cathodes
of D1 and D2, which
connect to U8 pins 26 and
28. When the game is on,
pins 26/28 should have +5
volts peak. When the game
is off, pins 26/28 should
have at least +4 volts as
supplied by the battery.
If this drops below +4
volts, memory reset will
occur.
- ASIC
(U9): stands for
Application Specific
Integrated Circuit. This
chip handles the address
decoding, system timing,
a real time clock, and
system sequencing. Using
an oscilloscope, the
address and data lines
should be at least 4
volts peak to peak. The
other pins on this chip
should have either a
solid high or solid low
with nothing floating.
This chip is not game
specific, but is specific
to WPC. Provides two
clocks (real time and
system timing). The
blanking circuit is
monitored by the ASIC.
Blanking is active during
power on until the
microprocessor is
running, and has reset
the latches to the normal
operating modes. This
prevents coils or motors
from energizing when the
game is turned on. Once
the microprocessor has
reset the latches
blanking becomes +5 volts
level.
- Miscellaneous
Buffers/Latches (U1, U2,
U3, U5, U7, U12, U21):
used as temporary memory
storage for the
microprocessor. Address
and data lines should be
4 volts peak to peak. Any
address or data lines
that are not pulsing
should have a solid high
or low, nothing floating.
Switch
Matrix (all WPC games)
Dedicated
Grounded
Switches |
Column/
Row |
1
Green-
Brown |
2
Green-
Red |
3
Green-
Orange |
4
Green-
Yellow |
5
Green-
Black |
6
Green-
Blue |
7
Green-
Violet |
8
Green-
Gray |
D1
Orange-Brown
Left Coin
Chute |
1
White-
Brown |
11
Right
Flipper |
21
Slam
Tilt |
31 |
41 |
51 |
61 |
71 |
81 |
D2
Orange-Red
Center Coin
Chute |
2
White-
Red |
12
Left
Flipper |
22
Front
Door |
32 |
42 |
52 |
62 |
72 |
82 |
D3
Orange-Black
Right Coin
Chute |
3
White-
Orange |
13
Start
Button |
23
Ticket
Dispenser |
33 |
43 |
53 |
63 |
73 |
83 |
D4
Orange-Yellow
4th Coin Chute |
4
White-
Yellow |
14
Tilt
Plumb |
24
Test
Position |
34 |
44 |
54 |
64 |
74 |
84 |
D5
Orange-Green
Service
Credits |
5
White-
Green |
15 |
25 |
35 |
45 |
55 |
65 |
75 |
85 |
D6
Orange-Blue
Volume Down |
6
White-
Blue |
16 |
26 |
36 |
46 |
56 |
66 |
76 |
86 |
D7
Orange-Violet
Volume Up |
7
White-
Violet |
17 |
27 |
37 |
47 |
57 |
67 |
77 |
87 |
D8
Orange-Gray
Begin Test |
8
White-
Gray |
18 |
28 |
38 |
48 |
58 |
68 |
78 |
88 |
- Switch
Circuit: operates on +12
vdc. Most switches are
tied to a column and row
circuit. Some switches
are "dedicated"
and their curcuit is tied
directly to ground
through a switch.
Playfield and cabinet
switches make up the
matrix, while the coin
door makes up the
dedicated switches.
Switch
Matrix.
- Switch
Matrix Circuit:
microprocessor constantly
strobes the column side
of the switch matrix.
When the ULN2803 (column)
toggles low from a switch
closure, the column is
active.
When a switch closes,
point C on the row
circuit drops low, This
causes the "+"
input to the LM339 to go
below +5 volts so point D
is low, and the row is
active. When
corresponding row and
column switch are low at
the same time, the switch
circuit is active and is
registered as closed by
the microprocessor. When
the switch opens, point C
on the row circuit is
high, and the
"+" input to
the LM339 is at +5 volts.
This makes point D high,
and row is inactive.
- Dedicated
Switch Circuit: these
switches have the same
circuit as the matrix row
switches. The dedicated
switch circuit operates
the same as in the switch
matrix circuit. When a
dedicated swtich is
closed, the circuit is
driven low. Since the
other side of the switch
is tied to ground, the
microprocessor recognizes
the switch as being
closed.
Dedicated
Switch.
Lamp
matrix.
-
- Solenoid
circuit: there are four
types of solenoid
circuits. High power, low
power, flashlamp and
general purpose. Most
solenoids are pulsed (pulsed
power output). Some
solenoids are left on (relays
and motors) for a
specific time.
- High
power solenoids: operated
from +50 volts
unregulated power and
generally use a AE-26-1200
coil. This circuit
contains a TIP36 driver
transistor and a 1N4004
tieback diode to
dissipate the coil
induced voltages.
Solenoids 1 to 8 are high
power solenoids.
The
microprocessor toggles
the output of a 74LS374.
When the 74LS374's output
(point A) drops low, the
collector of the pre-driver
2N5401 (point B) is high.
This causes the collector
of the TIP102 (point C)
and the emitter of the
TIP36 (point D) to drop
low. This grounds the
coil and the coil is
turned on. The coil shuts
off when the output of
the 74LS374 (point A)
goes high.
High
Power Solenoid Circuit
- Low
power solenoids: operated
from the same +50 vdc
unregulated power supply
as the high power
solenoids. This circuit
generally uses a AE-26-1500
coil and has a tieback
diode to dissipate the
coil enduced voltage.
Solenoids 9 to 16 are low
powered and use a TIP102
driver transistor.
The
microprocessor toggles
the output of a 74LS374 (point
A) low, which makes the
pre-driver 2N5401
collector (point B) go
high. This causes the TIP102
collector (point C) and
go low. This turns on the
ground for the coil,
which turns the coil on.
The coil is shut off when
the 74LS374 (point A)
goes high.
Low
Power Solenoid Circuit
Flashlamp
Circuit
- General
purpose: these are a
cross between the low
power coils and
flashlamps. The tieback
diode is optional and
determined by the wiring
harness. If the general
purpose solenoid is used
as a coil driver, the
diode is connected to +50
volts. If the general
purpose solenoid is used
as a flashlamp, the
circuit operates +20
unregulated volts DC and
the tieback diode is not
connected. Solenoids 21
to 28 are the general
purpose solenoids.
As
with the other solenoid
circuits, the
microprocess toggles the
output of a 74LS374 (point
A) low. This turns on the
pre-driver 2N5401 and the
collector (point B) goes
high. This causes the TIP102's
collector (point C) to go
low and complete the
ground for the flashlamp
or coil. When the 74LS374
(point A) goes high, the
circuit shuts off.
General
Purpose Solenoid Circuit. Tieback diode (next to
point C) not used when flashlamp is driven.
- General
Illumination (GI):
contains five separate
strings of up to 18 bulbs
per string, with a
maximum of 90 bulbs. Each
string is controlled by a
Triac, which is
controlled by the
microprocessor. The
microprocessor has
control of the triaces
through through a latch
that it uses to store
control signals. The GI
circuit can be dimmed.
The microprocessor has
the ability to know when
the AC line voltage is
passing through a zero
cross. Dimming is
achieved by the
microprocessor sending a
control signal to the 74LS374
latch, which turns the
triac on after the zero
cross has been detected.
The longer the delay, the
dimmer the bulbs.
To
turn the bulbs on without
dimming the
microprocessor sends a
control signal to the
triac, and leaves the
signal applied. When the
74LS374's output (point A)
goes low, the collector
of the 2N4403 (point B)
and the triac (point C)
go high. This turns the
triac on, which turns on
its general illumination
string.
General
Illumination (GI) circuit.
-
- Flipper
Circuit: the
microprocessor enables a
relay to close. This
enables a path to ground
for the flippers.
Flippers operated on +50
volts. An unloaded
flipper has about 60
volts or greater. Loaded
coils have about 48 volts.
- Power
Circuits: the power
driver board supplies +5
vdc for the logic
circuits, +12 vdc for the
switch matrix and motors/relays,
+18 vdc for the
controlled lamps (lamp
matrix), +20 vdc for the
flashlamps, +50 vdc for
the solenoids, and 6.3
vac for the GI. The +5
and +12 volts (switch
matrix) takes the
secondary AC voltage from
the transformer and
routes it to a bridge
rectifier and capacitor.
This converts the AC to
unregulated DC. Then the
unregulated DC goes
through a voltage
regulator which regulates
the DC voltage. The +12
volt power, +18, +20 and
+50 volt circuits are
unregulated. The AC
voltage from the
transformer secondary
goes to a bridge
rectifier and capacitor,
then to the necessary
circuit. The 6.3 vac goes
through the triacs and
fuses, and then to the
bulbs.
High
Line/Low Line Voltage Detection
Circuit.
WPC uses the +18 volts power
circuit to monitor the AC line
voltages for high or low line
conditions. This circuit consists
of a LM339 comparitor and two
LEDs and a voltage divider. None
of the controlled lamps can be on
when checking the LEDs for proper
voltage (have the game in test
mode, not attract mode).
- Voltage
Ok: LED2=On, LED3=Off
- Voltage
High: LED2=Off, LED3=Off
(go up on transformer tap)
- Voltage
Low: LED2=On, LED3=On (go
down on transformer tap)
Dot
Matrix Controller Board.
The dot matrix controller board
provides the voltages for the
display, and interfaces the
display with WPC.
The
CPU writes a bit mapped image
into RAM on the dot matrix
controller board and can control
which page area is displayed. The
bit mapped image corresponds to
the points on the dot matrix
display. The RAM can store 16
full display images at one time.
There are three 74LS175 page
registers that give the CPU
access to the RAM. The high and
low page registers are accessed
directly by the CPU. These page
registers point to one of the 16
RAM areas each, for the CPU to
read and write from. The third
page register points to the RAM
area which is actively displayed.
There is one additional register
that allows the CPU to know which
row of the display the controller
is currently updating. The dot
matrix controller automatically
mutiplexes and refreshes the
screen according to the data in
the RAM. The system clock
controls access to RAM so there
are no wait states.
The
voltages necessary (except for +5
which is supplied by the power
driver board) for the dot matrix
display are provided by the dot
matrix controller. The voltages
are regulated DC +62 (power), +12
(logic), -125 (power), -113 (logic;
-125 plus -113 gives +12 volts).
A 74HCL138
decoder at U1 selects whether to
access the RAM (port) or
Registers (control). Another 74HCT138
at U2 selects which registers to
access.
The
RAM circuit uses 74LS175's at U33
and U35 to control which page the
system accesses. 74LS175's at U31
and u32 control which page is
displayed. 74LS157 chips at U25,
U26, U27 multiplex the access to
the RAM between the controller
board and the system according to
the "E" clock. If the E
clock is low, the system has
access. If the E clock is high,
the controller has access.
The
control logic uses 74HCT161 chips
at U10, U11, U12 to start the row
scan. 74HC193 chips at U13, U14,
U15 address the sequence of bits
on the serial port to the display.
U22, U21, U5 generate the
interupt on a row being displayed
which is determined by the system.
U23, U6 function together as a
row 1 detect circuit.
Dot
Matrix Diplay/Driver Board.
The dot matrix display and
attached driver board has a 128
column and 32 row gas discharge
display unit. The column drivers
have output latched so that the
column data for the following row
can be entered while the present
is being displayed. The requires
three positive and two negative
voltages, a clock signal, and
serial data similar to the type
used to drive CRT displays.
Sound
Board.
The sound board produces all the
music, sound and speech for a
game. It has its own
microprocessor (6809) running at
8 mHz to control and process data.
IT also uses 2064 RAM for
temporary storage.
There
is a DAC circuit which produces
the standard game sounds (anything
that is not speech or music). The
DAC gets its information in
digital format, converts it to
analog, and send it to an
amplifier.
There
is also a speech circuit and a
mixer cirucuit. The mixer circuit
take the sound, DAC, and speech
circuits and mixes them together.
The mixed sound is sent to a MC3340
attenuator which controls the
volume. Then the signal goes to
the power amp which amplifies the
sound before being sent to the
speakers.
1i.
Getting Started: Troubleshooting (quick
guide)
This section is right from a 1991
Williams' "WPC theory of operation"
manual (#16-9289). Since this manual is
from 1991, DCS sound, fliptronics, and
WPC-S and WPC-95 are not explicitely
covered. But much of this information
still applies to these newer WPC
revisions.
- CPU
board Troubleshooting.
The CPU has three LEDs located on
the upper left side of the board
(labeled D19, D20, D21). On game
power on, D19 and D21 turn on for
moment. Then D19 turns off and D20
starts to blink rapidly. D21
remains on. The system has
detected a problem if:
- D20
blinks one time: ROM
error U6
- D20
blinks two times: RAM
error U8
- D20
blinks three times:
Custom chip U9 failure
CPU
Problems and Potential Solutions.
- The
game stays in Factory
Settings or displays says
"Factory Settings
Restored".
This indicates that the
CMOS RAM on the CPU board
is no longer retaining
it's custom settings, and
has reverted back to the
default settings. The
three AA batteries are
dead or not making good
contact. Discussed
further down in this
repair document.
- Game
displays "Time and
Date Not Set".
The real time clock is
not running, or the three
AA batteries are dead or
not making good contact.
- U6
Checksum Error.
Check chip U6 and socket
for bent pins or cold
solder joints. U6 is the
main program EPROM for
the game.
- The
CPU is dead.
Very difficult to
determin the cause.
Biggest problem is that
the address and data
lines are almost always
stuck low or floating.
Check for +5 volts and
proper ground. Check for
a solder short or cold
solder joints under any
chip or socket. Check
latches for activity.
There should always be
square waves about 4
volts peak to peak on the
outputs. Check that the 8mHz
and 32kHz clocks are
running. If all else
fails, swap U4, U6 and U9
one at a time to try to
issolate the problem.
Switch
Circuit problems and potential
solutions.
- Game
comes up, but accepts no
coins and won't start a
game.
Check fuse F115 on the
power driver board. Check
switch #13, the start
button, on the cabinet.
The white-orange and
green-brown wires must be
connected to the switch
blades. Check CPU
connector J206, J207, J208,
J209 for contamination.
Check U20, pin 1; it
should be high and pin 18
should be low. Check U18
pins 5, 2 which should be
low. Check D5.
- All
the switches in one
column are either dead or
active at the same time.
Check U20 and U14. Check
that the swtich column
wire is not shorted to
ground.
- All
the switches in one row
are either dead or active
at the same time.
Check the corresponding 1N4148
diode and LM339
comparator. Check U13 and
U15.
- The
game won't go into
diagnostics.
Check the diagnostics
switch on the coin door.
Be sure the ground wire
is connected. Check U15
and J16. Check connector
J205 for contination.
- Two
or more unrelated
switches act together.
Check for a defective
diode on the switches and
that none are touching
metal. Check for solder
shorts on the CPU in the
switch circuit.
- The
game comes up with "Check
Switch #" in the
display.
Indicates that the switch
shown has not been
activated in about 30
games. Check the LM339
that controls that
switch, and check U20. Be
sure the wires or the
diode have not broken off.
The game compensates for
an inactive switch to
allow nearly normal game
play.
- The
Games says "Pinball
Missing".
A pinball is missing or
stuck on the playfield.
Another cause could be
the outhole switch is not
working. Check the wires
and diode on that switch.
Check U20 and the LM339
that controls the outhole
switch.
- The
game says "## Switch
is stuck On".
This indicates that a
switch which is normally
off is stuck on. This
switch is essential for
game play (coin chute or
tilt). Be sure the swtich
has the column and row
wires attached, and not
shorted.
- Game
says "Wht-xxx Row x
Short".
This indicates a switch
row is shorted to ground.
Check that the coin door
switch is not touching
the ground coin door.
Check that a leaf switch
on the playfield is not
touching a grounded
playfield part.
- The
game won't go into Game
Over mode.
Check the outhole switch.
Be sure the wires are not
broken. Check U20 and the
LM339 and swtich diode.
- Flipper
switches (11 and 12) do
not register.
This can be caused by
either U7 or U8 on the
power driver board, or by
U20 or U18 on the CPU
board.
- Lane
change swtich doesn't
work.
This is almost always U7
(left flipper) or U8 (right
flipper).
Lamp
Circuit problems and potential
solutions.
- None
of the lamp matrix (controlled)
lamps work.
Check LED6 on the power
driver board. If it is
off, check F114 and BR1.
If it is on, check U9 and
U18. Both chips should
have high pulses on the
outputs. Be sure the +18
volt wire is not broken.
In rare cases, the
transformer winding for
the +18 volts can fail.
- A
lamp row is either very
bright or dead.
The TIP102 for that row
is mostly likely dead or
locked on. The LM339
comparator is the next
component to check.
Occasionally the 74LS74
can cause a problem. Hint:
a fast way to tell if the
TIP102 transistor is
defective is to ground
the tab of the transistor.
If you ground the tab and
nothing happens, the
transistor is probably
good. If you ground the
tab and the row lights,
the transistor is
probably bad.
- A
lamp column stays on all
the time.
Most likely the column's
TIP107 transistor is bad.
- A
lamp row stays on all the
time.
Most likely the row's TIP102
transistor is bad.
- A
few unrelated bulbs never
turn on.
Check the bulbs and the
sockets. Be sure the
column and row wires are
soldered to the socket.
If bulb is mounted in a
PC board, check the male
pin connectors on the
board for bad or cold
solder joints.
- All
the lamps stay on and
never turn off.
Most like U9 is defective.
Note U18 could have
failed at the same time.
Coil
problems and potential solutions.
- None
of the +50 volt solenoids
turns on.
Check fuse F112 and
bridge BR3.
- I
have a motor or relay
that doesn' work.
Check fuse F103, the TIP102
transistor that drives
the motor or relay, and
the wires going to the
device. The device itself
can also be defective.
- I
have a coil that won't
kick.
Check the TIP36 and/or
the TIP102 transistor
that drives the coil.
Check the 2N4403 pre-driver
transistor. Be sure a
wire hasn't broken from
the coil. Check the +50
volts from the power side
of the coil to ground. It
is possible, but
unlikely, that the 74LS374
latch could fail. Hint:
a fast way to tell if a
TIP102 transistor is
defective is to ground
the tab of the transistor.
If you ground the tab and
nothing happens, the
transistor is probably
good. If you ground the
tab and the coil kicks,
the transistor is may be
defective (assuming the
coil doesn't work in game
or test mode).
- I
have a coil that stays
energized.
The TIP36 and/or TIP102
transistors may have
failed and locked on.
Check the 2N4403 driver
transistor too. For this
problem, grounding the
tab of the transistor
will not help determine
the problem.
- A
coil has burned.
If there is a burnt coil
on the playfield, there
is probably damage to the
power driver board too.
If you replace the coil
before checking the power
driver board, you could
damage the new coil.
The coil itself could be
defective too. Or the 74LS374
latch or driver
transistor(s) could have
shorted and caused the
coil to stay energized.
Another problem could be
the BR3 bridge. However,
if BR3 fails fuse F112
usually also blows (and
there's more than one
coil effected).
Be sure that the coil is
not touching a grounded
metal part under the
playfield. Or that there
is not a mechanical
problem holding the coil
in the energized position.
- Two
or more coils activate at
the same time.
Check for clip shorts on
the power driver board.
Check the 74LS374 latch
that controls the coils.
Check for a short under
the playfield between the
drive wires of the coil.
- Fuse
F111 or F112 blows.
The BR3 or BR4 bridge(s)
are defective. Another
cause is a shorted
flashlamp socket or a
shorted coil. A defective
relay or motor will also
cause this. Note: if F111
or F112 blows more than
once there is probably
damage on the power
driver board.
Flashlamp
problems and potential solutions.
- I
have a flashlamp that
never lights.
Check the bulb. Check the
TIP102 transistor that
drives the flashlamp. Be
sure the wires that go to
the flashlamp socket are
not broken. The 2N4403
pre-driver transistor can
also cause this problem.
- I
have a flashlamp that is
always On, and/or that is
very bright.
Check the TIP102 and 2N4403
transistors that drive
the flashlamp. The 74LS374
latch sometimes causes a
flashlamp to stay on.
- None
of the flashlamps turn on.
Check for +20 volts at
the bulb socket. Check
fuse F111 and bridge BR4.
F111 is probably blown.
- One
or two flashlamps seem to
burn out more often than
the rest.
There is probably more
than +20 volts getting
into the flashlamp
circuit. Check the
voltage from the
flashlamp to ground. If
there is more than +20
volts, on of the wires
going to that bulb is
coming in contact with
anouther voltage section.
If the voltage is
correct, then the TIP102
transistor is probably
bad.
General
Illumination problems and
potential solutions.
- A
single GI string of bulbs
doesn't turn on.
Check the fuse that
controls that string. If
the fuse is good, check
to see if there is
voltage at the bulb
sockets. If there is no
voltage, the wire going
from the fuse to the
bulbs is open. If there
is voltage, check the
triac that drives the GI
string.
- None
of the GI bulbs turn on.
Check the 74LS374 latch.
Check for 6.3 volts AC
coming to the power
driver board from the
transformer.
- A
single GI string doesn't
dim.
Most likely the triac
that controls that string
is defective. The 74LS374
latch might cause this
problem.
- None
of the GI strings dim.
Most likely the 74LS374
latch or the zero cross
circuit is defective. If
the zero cross circuit is
defective, it probably
the LM339 comparitor. In
rare cases the
microprocessor would
cause such this problem.
- The
GI strings don't turn off.
The zero cross circuit is
the problem. Most likely
the LM339 comparitor is
defective. In rare cases
the microprocessor would
cause such this problem.
Power
circuit problems and potential
solutions.
If any of the power circuits on
the power driver board fail,
check the corresponding fuse
first. If this isn't the problem,
or a new fuse blows immediatly,
check the circuit's bridge
rectifier and voltage regulator.
Other possibilities:
- Shorted
G.I. socket can cause F106-F110
to blow.
- Shorted
flashlamp socket can
cause F111 to blow.
- Shorted
coil can cause F101-F105
and F112 to blow.
- A
+5 vdc short to ground
can cause F113 to blow.
- Shorted
controlled lamp socket
can cause F114 to blow.
- Defective
U20 can cause F115 to
blow.
Alphanumeric
display problems and potential
solutions.
Since the display driver and the
dual or single display boards are
separate boards, the first thing
to do when troubleshooting is to
swap the boards to isolate the
problem.
- Segments
are missing.
Usually caused by a
defective UDN-7180. The
74LS374 could also fail
along with the UDN-7180.
- Digits
are missing.
Usually caused by a
defective UDN-6118. The
74LS240 could also fail
along with the UDN-6118.
- No
displays.
Check fuse F301. Be sure
you have +/- 90 volts.
- Digits
strobe slowly across the
display.
The +/- 90 volts had
dropped down to about +/-
30 volts. Check the power
supply circuit on the
display driver board.
- Segments
bleed into one another.
One of the ribbon cables
from the display driver
board to the single or
dual display boards is on
backwards.
Dot
matrix display problems and
potential solutions.
- Dots
are missing from the
display.
Check the display glass
for a disconnected or
broken or mis-soldered
pin.
- Columns
are missing from the
display (in blocks of 32).
On or more of the column
drive chips are defective.
- No
display at all.
Display/driver board is
defective, or the correct
voltage is not being
supplied by the
controller board.
- The
display is unreadable.
The RAM on the controller
board is defective.
- The
display repeats the wrong
pattern.
One or more of the
latches going to the RAM
on the controller board
are defective.
Sound
problems and potential solutions.
- No
sound.
Usually the AD7524 DAC is
defective.
- No
speech.
Usually the 55536 CVSD,
or the TL040 op-amp, or
the TL082 op-amp are
defective.
- The
speech is distorted.
Usually a defective 55536
CVSD, or a defective 74LS74.
- No
music.
Usually the YM3012 or the
YM2151 are defective.
- The
volume level is too low
and the volume control is
not the problem.
Check the TL084 and the
TL082 op-amps.
- No
output at all.
The LM1875 audio amp is
probably defective. This
amp should have -26 volts
on pin 3, and +26 volts
on pin 5. Anything else
indicates a problem. The
sound ROM or RAM could be
defective. There should
be high pulses on the
output pins of the Sound
ROM and RAM. The MC3340
attenuator can also cause
this problem.
- The
board is dead.
There is probably no +12
or -12 volts. Check fuse
F501 and F502.
- Sound
Board Error codes at game
power-on:
- 1
beep = sound board Ok
- 2
beeps = U9 RAM failure
- 3
beeps = U18 ROM failure
- 4
beeps = U15 ROM failure
- 5
beeps = U14 ROM failure
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