3e. When things don't work: -35/-133 MPU Game ROMs, EPROMs, and
Jumpers.
Important: Before you Change any Jumpers!!
It is EXTREMELY important that you have a working MPU board
before you change any jumper locations! If the MPU board
currently has ROMs in it, get it working first before playing
with the jumpers. If the MPU board is jumpered incorrectly
for the game ROMs installed, the diagnostic LED light will stay
on, and the board will not power-up. So it is absolutely important
that the jumpers are correct for the ROMs installed. Get the
MPU board working first before proceeding.
Also of course, make sure the board being worked on is a AS-2518-35 (or AS-2518-133) MPU
(remember the -133 is really a -35 board with R113 changed to a diode CR52). The easiest
way to tell (besides looking at the silkscreened part number on
the board!) is to examine connector J5. On a -35/-133
MPU board, J5 will have 33 pins (including the removed "key" pin).
Max out ROM Memory on the -35/-133 MPU to use 2732 EPROMs.
Jumpering is not a big problem until the MPU's ROM chips begin
to fail, and MPU boards are shifted from game to game.
An MPU board can only be jumpered so many times before
the traces and jumpers start to lift and strip off the
board. So instead of custom jumpering a board to a particular
set of ROMs, the best idea is to maximize the board
to use the largest EPROM size, and cater the EPROMs
themselves to the board (instead of the other way around).
This really makes sense as the largest EPROMs that will
fit the -35/-133 MPU board are 2732's, which are commonly and
cheaply available. For this reason, the Bally ROM code
has been re-formated to fit this size EPROM.
The original program size and code is still available from Williams at
www.pinball.com/Williams/tech/roms.html.
But I highly suggest you down load the ZIP file
bly2732.zip
instead, as it contains
all the Bally ROMs for all games from Freedom (1977) to Cybernaut (1985), and has been
converted to 2732 format.
Only Baby Pacman and Granny and the Gators ROMs are missing from
this file. Using these files will allow you to use a -35 MPU
board for ANY Bally game from 1977 to 1985. Click
here for a list of the ROM files, and
which games use which ROMs (note many games share the same U6 ROM).
Text file from Mr. Calahan.
One set of Jumpers for a -35 MPU using 2732 EPROMs.
For the -35/-133 MPU board, using all 2732 for ANY game has the advantage
of just one set of jumpers. Just download the above file and
expand it, and burn your game into 2732 EPROMs. Then jumper your
-35 MPU board like this:
- Jump E4 to E13a
- Jump E12 to GND (large GND trace next to the ROM sockets, left of E12)
- Jump E7 to E8
- Jump E10 to E11
- Jump E31 to E32
- Jump E16a to E29 (on -133 "E16 to E29")
- Jump E33 to E35
Note: any jumpers still installed (from the old ROM setup) that are not listed above
should be removed.
Jumpers around the U1 socket, for using two 2732 EPROMs:
Jumpers E4 to E13a (top white wire), E12 to GND (right white wire),
E7 to E8 (middle left), and E10 to E11 (lower right).
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Jumpers around the U6 socket, for using two 2732 EPROMs:
E31 to E32, E16a to E29, and E33 to E35.
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If you don't want to convert your game to 2732 format, you
can also use these jumpers for other types of ROMs in your
-35/-133 MPU board.
Using 2532 EPROMs instead of 9332 Masked ROMs.
If the game in question is a later Bally game with 9332 masked
ROMs, these can be changed to 2532 EPROMs with NO jumper modifications!
This can be handy and convenient if the original black 9332 masked
ROMs need changing, but the repair person doesn't want to mess
with the jumpers.
The "Mother" Source for Jumper Info.
All the following jumper information came from several sources.
The primary source is, of course, the original MPU board schematics.
There were also two secondary sources too. First was Williams
web site, located at
bally_read1st.txt
which contains all the jumper info you will probably need.
Also Joel Cook's "Pinball Lizard" Tech Tips Guide #1
has this information too. I highly suggest the Joel Cook "lizard" tech books; they have lots of other good
pinball repair information too. You can buy these from Marco Specialties at
http://www.pinballmachine.com.
|
Bally -35 MPU Jumpers
|
U2 ROM |
U6 ROM |
U1 ROM |
MPU Board Jumpers in numberic order |
Cuts |
| 9316 |
9316 |
9316 |
1-4,2-6,7-8,9-11,12-36,13-15,16a-19,31-32,33-34 |
|
| 2716 |
|
2716 |
1-5,2-4,7-8,10-12,16a-18,31-32,33-35 |
|
| 74S474 |
74S474 |
2716 |
1-3,2-6,9-11,12-36,13-15,16a-18,31-32,33-35 |
|
2532 or 9332 |
2532 or 9332 |
  |
4-12, 7-8, 10-11, 13a-14, 16a-34, 29-33, 31-32 |
cut 13-15 |
2532 or 9332 |
2732 |
  |
4-12,7-8,10-11,13a-14,16a-29,31-32,33-35 |
cut 13-15 |
| 9316 |
9316 |
  |
2-6,7-8,9-11,12-36,13-15,16a-19,31-32,33-34 |
|
| 9316 |
2716 |
9316 |
1-4,2-6,7-8,9-11,12-36,13a-19,16a-18,31-32,33-35 |
cut 13-15 |
| 2716 |
9316 |
  |
1-5,2-4,7-8,10-12,11-29,13a-14,16a-19,31-32,33-34 |
cut 13-15 |
| 2716 |
2716 |
  |
1-5,2-4,7-8,10-12,11-29,13a-14,16a-18,31-32,33-35 |
cut 13-15 |
| 2716 |
2716 |
2716 |
1-5,2-4,7-8,10-12,11-25,13a-14,16a-18,31-32,33-35 |
cut 13-15 |
| 2716 |
9316 |
2716 |
1-5,2-4,7-8,10-12,11-25,13a-14,16a-19,31-32,33-34 |
cut 13-15 |
| 2716 |
2532 or 9332 |
2716 |
1-5,2-4,7-8,10-12,11-25,13a-14,16a-34,29-33,31-32 |
cut 13-15 |
| 2732 |
2716 |
  |
4-13a, 7-8, 10-11, 12-GND, 16a-18, 31-32, 33-35 |
cut 13-15 |
| 2732 |
2732 |
  |
4-13a, 7-8, 10-11, 12-GND, 16a-29, 31-32, 33-35 |
cut 13-15 |
U2 ROM |
U6 ROM |
U1 ROM |
MPU Board Jumpers in numeric order |
Cuts |
The first three rows of this table are commonly found factory ROM
jumpers.
Stuff to remember:
- Bally uses a preceding "E" on all jumper numbers. Yes, the "E" has
been left out above to save some space in the chart.
- The "dash" between the numbers is the "jump". That is, "1-4" means
a jumper from E1 to E4.
- Remove any jumpers not shown above for a given configuration. If
it's not mentioned above for your ROM set up, you don't need that jumper!
- Don't trust other Bally jumper charts! The above chart is "the one to use"
(using Bally published jumper charts can lead to problems).
- You must know the ROM device type installed at each ROM location.
The Bally part number (often printed on the ROM) does not help.
- BLACK masked ROMs, as used in many Bally games, are entirely
black and usually have some white part numbers printed on them. These are
known as 9316 masked ROMs.
- EPROMs, on the other hand, have a small clear "window" on their top, often
with a sticker over the window. The sticker is there for a reason; it prevents
UV light from entering the EPROM's clear window (this is how an EPROM is
erased! so keep the sticker on the window). EPROMs are labeled
as to their size (i.e. "2716").
- The most common EPROMs used on Bally MPU boards are 2716, 2532 and 2732 EPROMs.
- ROMs and EPROMs are game specific. Each game has its own custom set of
ROM computer code, stored on that game's ROMs (or EPROMs).
- Some EPROM part numbers are interchangable. For example, 2532 EPROMs, 9332 masked ROMs,
and 8332 masked ROMs all use the same jumper setting.
But a U2 2532 EPROM from a Kiss game is NOT interchangable with a
U2 9332 EPROM from a Strikes and Spares!
This also applies to the 16 bit masked ROMs too. That is,
9316 masked ROMs, 8316 masked ROMs, and 8516 masked ROMs all use
the same jumper settings. But again a U2 9316 ROM from a Kiss game is NOT
interchangable with a U2 8316 ROM from a Strikes and Spares!
Freedom and Night Rider ROMs and Jumper Notes if using U1,U6.
These two games used a strange set of ROMs at U1 and U2.
These are 74S474 or 7461 (512 byte) ROMs at U1 and U2, and a
9316 or 2716 (2K byte) at U6. The old Williams tech web site at
www.pinball.com
states that a U1 2716 EPROM and a U6 2716 EPROM can be used for these two games
(and provides the ROM files for download, and the jumper settings for the -35 MPU board).
Note I have also tested
both games with 2732 EPROMs at U2 and U6 on a converted -17 and -35 MPU boards
(as documented above). This does in fact work fine for both Freedom and Night Rider,
and is a better solution in my opinion.
E13, E15 Mistaken Jumper Locations.
There are two jumper pads near the lower right hand corner of
the U2 ROM socket labeled "E13" and "E15". There are also two
vias (plated through holes) just a little bit further to the right,
which are actually closer to the "E13" and "E15" labels. The
vias are completely unrelated to the labeled jumper pads.
Be careful when using these jumpers that you don't confuse
the vias with the jumper pads. They are both round plated through
holes, but the jumper pads are a bit bigger.
3f. When things don't work: -17 MPU Game ROMs, EPROMs, and
Jumpers (and Stern M-100).
Important: Before you Change any Jumpers!!
It is EXTREMELY important that you have a working MPU board
before you change any jumper locations! If the MPU board
currently has ROMs in it, get it working first before playing
with the jumpers. If the MPU board is jumpered incorrectly
for the game ROMs installed, the diagnostic LED light will stay
on, and the board will not power-up. So it is absolutely important
that the jumpers are correct for the ROMs installed. Get the
MPU board working first before proceeding. If the ROMs are suspect
as bad, and the MPU board is
set up for 9316 ROMs (most -17 boards are), see the section below,
"Making an Adapter to use Two 2716 EPROMs in an Unmodified -17 MPU board that
is Jumpered for 9316 ROMs". This will allow the use of two new 2716 EPROMs
to replace the failed 9316 ROMs, without any MPU board modifications or
new jumper settings.
Also of course, make sure the board being worked on is a AS-2518-17 MPU.
The easiest way to tell (besides looking at the silkscreened part number on
the board!) is to examine connector J5. On a -17 MPU
MPU board, this connector will have 32 pins (including the removed "key" pin).
Bad MPU Board Sockets ("closed frame" sockets).
If a Bally MPU board is using brown or black closed frame sockets
(closed frame means the circuit board under the socket can not be seen), or sockets
that have "SCANBE" or "RS" impressed on them, it is
advised they be changed! These older sockets are
very troublesome and cause many intermittent problems.
A quick alternative to replacement is to plug a machine
pin socket into the brown socket. This is a *temporary* fix,
but should work well enough until the board is
working, and then later replace the sockets).
A brown and a black closed frame socket.
There's no way around it, ALL these sockets will
need to be replaced on any Bally MPU board.
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Jumpers used on the Early -17 MPU (and Stern M-100).
The 1977 to 1979 Bally -17 MPU boards aren't as
versatile as the newer -35 boards. They have limited
ROM space, which means they can't be used in the
newer 1979 to 1985 games. This can all be rectified,
but will require some cutting and jumping of traces
on the -17 MPU board.
There are only a few jumper choices on the -17 MPU
board. The following jumpers only apply for the early
1977 to 1979 Bally -17 MPU board. Note the configuration
that uses a U1 ROM only existed for the first two Bally
games, Freedom and Night Rider.
|
Bally -17 and Stern M-100 MPU Jumpers
|
U1 ROM |
U2 ROM |
U6 ROM |
MPU Board Jumpers in numeric order |
Important Notes |
| 2716 |
|
2716 |
See Note below** |
Used only on Freedom/Night Rider. |
74S474 (or 7461) |
74S474 (or 7461) |
2716/9316 |
1-2, 3-4, 8-9 (Freedom's Factory setup) |
Used only on Freedom/Night Rider. |
| |
9316 |
9316 |
1-2, 3-4, 6-7, 8-10 |
Most games shipped with this configuration.
Same jumpers as 2716 at U2/U6, but cuts/jumps must be done for 2716s.
|
| |
2716 |
2716 |
1-2, 3-4, 6-7, 8-10 |
Same jumpers as 9316 at U2/U6, but must
cut/jump board (see mod1 below) |
| |
2732 |
None |
6-7, 8-10 |
must also cut and jumper (see
mod2 below) |
| |
2716 |
9316 |
1-2, 3-4, 6-7, 8-10 |
must also cut and jumper (see
mod3 below) |
| |
2732 |
2732 |
1-2, 3-5, 6-7, 8-10 |
must also cut and jumper (see
mod4 below) |
Stuff to remember:
- Bally uses a preceding "E" on all jumper numbers. Yes, the "E" has
been left out above to save some space in the chart.
- The "dash" between the numbers is the "jump". That is, "1-4" means
a jumper from E1 to E4.
- Remove any jumpers not shown above for a given configuration. If
it's not mentioned above for your ROM set up, you don't need that jumper!
- You must know the ROM device type installed at each ROM location.
The Bally part number (often printed on the ROM) does not help.
- BLACK masked ROMs, as used in many Bally games, are entirely
black and usually have some white part numbers printed on them. These are
known as 9316 masked ROMs (though Freedom and Night Rider can also use
74S474 or 7461 masked ROMs).
- EPROMs, on the other hand, have a small clear "window" on their top, often
with a sticker over the window. The sticker is there for a reason; it prevents
UV light from entering the EPROM's clear window (this is how an EPROM is
erased! so keep the sticker on the window). EPROMs are labeled
as to their size (i.e. "2716").
- ROMs and EPROMs are game specific. Each game has its own custom set of
ROM computer code, stored on that game's ROMs (or EPROMs).
- Some EPROM part numbers are interchangable. For example, 2532=9332=8332.
But a U2 2532 EPROM from a Kiss game is NOT interchangable with a
U2 9332 EPROM from a Strikes and Spares!
Mod1: 2716 at U2,U6 on a Bally -17 or Stern M-100.
**Freedom/Night Rider with 2716 at U2/U6.
The most common conversion on a -17 or M100 CPU board
(other than converting a -17 board to use 2732 EPROMs).
In addition to the jumpers listed above (1-2, 3-4, 6-7, 8-10),
must also make the following cuts and jumps to use 2716 EPROMs at U2/U6.
- Make sure jumpers E1-E2, E3-E4, E6-E7, and E8-E10 are in place.
- On the solder side of the board, cut the trace leading to U18 pin 4.
- On the solder side of the board, run a jumper from the via above U3 pin 6 (that had
its trace cut in the prior step) to U18 pin 5. This connects U18 pin 5 to U2 pin 18.
- On the solder side of the board, cut the trace leading to U2 pin 21.
- On the solder side of the board, cut the trace leading to U6 pin 21.
- On the solder side of the board, run a jumper from U2 pin 21 to
U2 pin 24.
- On the solder side of the board, run a jumper from U6 pin 21 to
U6 pin 24.
- For Freedom and Night Rider, be sure to put the 2716 U1 chip in the U2 socket.
Mod1/2: When using 2716s at U2 & U6, or a single 2732 at U2, make these
modifications at chip U18: cut the trace going to U18 pin 4, and connect
U18 pin 5 to the cut trace's via (which is above U3 pin 6).
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Mod2: Single 2732 at U2 on a Bally -17 or Stern M-100 MPU board.
This modification is an excellent choice for -17 and M100 MPU boards because
it uses a single 2732 EPROM at U2 instead of two ROMs at U2 and U6. This is especially helpful
because these boards often need their chip sockets replaced, so using one
chip instead of two means less sockets to deal with.
This modification combines the two original 9316 ROMs at U2 and U6 into
one single 2732 EPROM at location U2. This works
only for the early 1977 to 1979 games using 9316s at U2/U6.
Also I have personally found this mod to work best with 2732A EPROMs
(opposed to 2732, which don't seem to be as accepting of this mod).
Note this mod still allows the use of Leon's Test 2716 EPROM at U6 without
any adaptor (just plug the 2716 directly into U6).
To combine the original 9316 (or 2716) U2 and U6 ROM computer files into a
single 2732 U2 ROM file, use the following DOS command (note that
Stern M100 software is already formatted for a U2.732 in this
zip file):
COPY /B U2ROM.716 + U6ROM.716 U2COMBO.732
Make sure you use the "/B" option in the copy command, as shown above.
This binary copy command will combine the two files
into one.
In addition to the jumpers listed above (6-7, 8-10), you
must also make the following cuts and jumps to the -17 or M100 board to use this
configuration.
- Make sure jumpers E6-E7 and E8-E10 are in place.
- Remove any jumpers at E3-E4, and E1-E2.
- On the solder side of the board, cut the trace leading to U18 pin 4.
- On the solder side of the board, run a jumper from the via above U3 pin 6 (that had
its trace cut in the prior step) to U18 pin 5. This connects U18 pin 5 to U2 pin 18.
- On the componet side of the board, find U2 pin 13 (top right
hand corner). Slightly higher and to the right is a via ("trace thru dot") with
a trace going straight down. Cut this trace to separate the via from this trace.
- On the component side of the board, run a jumper from the
above via ("trace thru dot") to jumper pad E4. This connects jumper pad E4 to
U2 pin 21.
- On the component side of the board, notice the large GND trace
that runs to the right of the ROM sockets. To the right of the U2 ROM
socket, scrape the green solder mask from this large GND trace and jump
a wire from this GND trace to the jumper pad E3. This connects U2 pin 20
to ground.
Mod2: The -17/M100 component side modifications for a single 2732 at U2.
Make the trace cut shown next to U2's large ground trace, and then connect
E4 to the via above the cut trace, and then E3 to the large ground trace.
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Mod3: 2716 at U2, 9316 at U6 on a Bally -17 or Stern M-100 MPU board.
In addition to the jumpers listed above (1-2, 3-4, 6-7, 8-10),
must also make the following cuts and jumps to use this
configuration.
- On the componet side, cut the trace from U2 pin 18 to
U3 pin 18. Best place to do this is where the trace passes between
sockets U2 and U3. Use your DMM set to continuity to help figure out
the trace to cut.
- On the solder side, run a jumper from U2 pin 18
to U17 pin 11.
- On the solder side, cut the trace going to U2 pin 21.
- On the solder side, run a jumper from U2 pin 21 to
U2 pin 24.
Mod4: 2732 EPROMs at U2,U6 on a Bally -17 or Stern M-100 board.
AKA Converting a Bally -17 or Stern M-100 to a Bally -35 MPU.
This modification allows a Bally -17 or Stern M-100 MPU board to be used on any
Bally game up to 1985. It doubles the amount of ROM space the
older MPU board can use, and essentially makes a Bally -17 or Stern M-100 MPU
board a Bally -35 MPU board. Note you can not use a -35 Bally board in
a Stern games requiring a M-200 MPU (these boards have two 5101 RAMs instead
of one as used on a Bally -35 MPU).
In addition to the jumpers listed above (1-2, 3-5, 6-7, 8-10), you
must also make the following cuts and jumps to use this
configuration.
- Make sure jumpers E1-E2, E3-E5, E6-E7, and E8-E10 are in place.
- Double check jumper E3 connects to E5.
- On the solder side, cut the trace that runs
to U2 pin 21.
- On the component side, cut the trace that runs
to U2 pin 18. Best place to do this is where the trace passes between
sockets U2 and U3. Use your DMM set to continuity to help figure out
the trace to cut.
- On the solder side, jump a wire from U2 pin 18
to U2 pin 12.
- On the soider side, jump a wire from U2 pin 21
to U9 (CPU) pin 24.
- On the solder side, cut the trace that runs
to U6 pin 21.
- On the component side, cut the trace that runs
to U6 pin 18. Best place to do this is where the trace passes between
sockets U6 and U5. Use your DMM set to continuity to help figure out
the trace to cut.
- On the solder side, jump a wire from U6 pin 18 to U6 pin 12.
- On the solder side, jump a wire from U6 pin 21 to U2 pin 21
(this connects both U2 and U6 pins 21 to U9 pin 24).
- On the solder side, cut the trace that runs to U17 pin 2.
- On the solder side, cut the trace that runs to U18 pin 4.
- On the solder side, jump a wire U17 pin 2 to
U18 pin 4.
Making an Adapter to use Two 2716 EPROMs in an Unmodified -17 MPU board that
is Jumpered for 9316 ROMs.
This is a great adapter to have around when working on a -17 board that
you don't want to modify. It will allow you to use a pair of 2716
EPROMs on a stock, unmodified -17 MPU board. This allows testing of
the board without making any cuts or jumps.
Basically it takes four good quality (machine pin) 24 pin sockets, and sandwiches
two of them together. There are a couple pins that need to be cut, and a couple
jumper wires added (see the diagram below):
- On two of the 24 pin sockets, jump pins 21 and 24 together with some wire.
- On the two sockets you modified above, solder a four inch wire to pin 18. Then
solder the sockets' pin 18 wires together, and attach a test clip
to this wire too.
- On the two sockets you modified above, cut pins 18 and 21 short so they won't plug into
anything.
- Plug the two modified sockets into the other two unmodified sockets. Make
sure pins 18 and 21 do not contact the unmodified sockets. To be double
sure this happens, you can cut pins 18 and 21 off the bottom sockets too.
- Plug the 2716 EPROMs for U2 and U6 into the two modified sockets.
- Plug the sandwiched sockets and EPROMs into the MPU board at positions U2 and U6.
- Connect the test lead coming off pin 18 of the two modified sockets to
the right side of R14 (the side nearest the ROM sockets).
Freedom and Night Rider ROMs and Jumper Notes if using U1,U6.
These two games used a strange set of ROMs at U1 and U2.
These are 74S474 or 7461 (512 byte) ROMs at U1 and U2, and a
9316 or 2716 (2K byte) at U6. The old Williams tech web site at
www.pinball.com
states that a U1 2716 EPROM and a U6 2716 EPROM can be used for these two games
(and provides the ROM files for download, and the jumper settings for the -35 MPU board).
If using a -17 MPU with a U1 2716 EPROM and U6 2716 EPROM,
there are some other cuts and jumps required:
- Cut the trace from U1 pin 18 to U2 pin 18.
- Cut the trace from U1 pin 21 to jumper pad E7.
- Connect U1 pin 21 to U1 pin 24.
- Connect U1 pin 18 to U17 pin 11.
- Connect U1 pin 22 to U2 pin 22.
Note I have tested
both games with 2732 EPROMs at U2 and U6 on a converted -17 MPU board (as
documented above). This does in fact work fine for both Freedom and Night Rider.
Bally's chart for ROMs in a -17 MPU board (U1,U2,U6 are all 9316 ROMs).
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3g. When things don't work: Stern M-200 MPU Jumpers
(using a Stern M-200 in a Bally Game).
The Stern M-200 Board: The Universal Soldier.
Having a Stern M-200 MPU jumpered for 2732 EPROMs is like having a
universal soldier. This MPU board, with the correct EPROMs installed,
will work in any Bally or Stern game from 1977 to 1985. Having it
jumpered for "universal" 2732 EPROMs is the trick. For example,
all the Bally game ROM code have been converted to this format
(click here to download all the ROM files).
As discussed above, using the original 9316 (or 2716) U2 and U6 ROM files can be
combined into a single 2732 U2 ROM file, using this DOS command:
COPY /B U2ROM.716 + U6ROM.716 U2COMBO.732
Make sure you use the "/B" option in the copy command, as shown above. This binary
copy command will combine the two files into one.
If a Stern game uses four 9316 or 2716 ROMs at U1/U2/U5/U6, these can easily be converted
to two 2732 EPROMs at U2/U6 using these copy commands:
COPY /B U1ROM.716 + U2ROM.716 U2NEW.732
COPY /B U5ROM.716 + U6ROM.716 U6NEW.732
Again make sure you use the "/B" option in the copy command, as shown above. This binary
copy command will combine the two files into one.
Keep in mind the Stern M-200 MPU
uses a second 5101 RAM on this board (which is ignored by the Bally firmware).
Because of this extra RAM, Stern games 1980 and later will only work with a
Stern M-200 MPU (you can't put a Bally MPU in). The earlier Stern M-100 or
Bally -17 or -35 MPU will not work in these later Stern games. So even though
you can put a M-200 in a Bally game, it is a waste (to Stern collectors!),
because the supply of M-200 MPU's is pretty low compared to Bally -17, -35 and -133
MPU's, which will work in any Bally game.
The Stern Clock Speed Jumpers.
If you are using the newer Stern M-200 MPU in any Bally game or
older Stern game (that originally had a M-100 MPU), you may need to
remove two jumpers. These two jumpers are E32-E33 and E34-E35.
Removing these two jumpers will lower the clock speed of the M-200 to run in the Bally
or older Stern games. Frankly, leaving the faster clock speed (leaving E32-E33 and E34-E35 in place)
is usually fine on Bally games.
When using the Stern M-200 in a Bally game, the start-up reset sequence may run
faster (especially if jumpers 32-33 and 34-35 are left in place).
Also the extra 5101 RAM at U13 is not needed for the Bally games and may be removed
(the Bally ROM software does not use this chip).
Note if you run a M200 cpu board in a Stern game with jumpers e32-e33 and e34-e35
removed, the game will run noticible slower. Even the start-up 'beep' tones will
be lower. It's like everything is in slow motion.
|
Stern M-200 MPU Jumpers
|
U1 ROM |
U2 ROM |
U5 ROM |
U6 ROM |
MPU Jumpers in numeric order |
| None |
2732 |
None |
2732
| 1-2, 4-5, 13-15, 24-25, 16-18, 32-33, 34-35 |
| 2716 |
2716 |
2716 |
2716 |
2-3,5-7,9-10,13-14,16-18,19-21,23-25,27-28,29-30,32-33,34-35 |
| None |
2716 |
None |
2716 |
2-3, 5-7, 13-14, 16-18,
23-25, 32-33, 34-35 |
| 9316 |
9316 |
9316 |
9316 |
1-5,2-6,8-9,12-13,16-18,19-20,22-25,26-28,29-31,32-33,34-35 |
| 9316 |
9316 |
9316 |
2716 |
1-5,2-6,8-9,13-14,16-18,19-20,23-25,26-28,29-31,32-33 |
Some Unique MPU-200 Facts.
There some unique relatively unknown features of the Stern MPU-200:
- On an MPU-200, if all 32 dip switches are turned off (open), at power-on
it will flash seven times and jump into self-test mode.
This will toggle alternatively every
solenoid, flashing controlled lamps, and test each digit
on the score displays.
- To down-grade the MPU-200 to the older MPU-100,
remove jumpers 32-33 and 34-35 (used on all Stern MPU-200 EPROM configurations),
and remove the upper 5101 RAM chip from U13.
- The MPU-200, when jumpered for four 2716 EPROMS (U1,U2,U5,U6), will
run Bally games using three 2716 (U1,U2,U6) ERPOMs.
- On a MPU-200 configured for four 2716 EPROMs (U1,U2,U5,U6),
to run Bally games using two 2716 (U2,U6) EPROMs,
change the MPU-200's jumpers 13-14 to 13-15,
and 5-7 to 1-5.
Stern M-200 and the 5101 RAM chips (boot up problems).
The Stern M-200 MPU board uses two 5101 RAM chips (instead of just one
like Bally and Stern M-100 MPU boards). When buying 5101 chips, the standard
speed rating on this chips is 300 ns. This works fine for Bally and M-100 MPU's,
but the Stern M-200 (which runs at a higher clock speed) requires
a faster 5101 RAM chip, at 100 ns. The faster 100 ns chip is labeled
as 5101-1, and the slower 300 ns chip is labeled as 5101-3. If you
use the slower 5101-3 RAM chip in a Stern M-200 MPU board, the board
may not boot up correctly; you can get the seventh LED flash, but the
game just doesn't work right. Often this can be indicated by the game audits
and high scores, where a number (like '74') is continually repeated in
all the audits or high scores. Remember, if using a M-200 MPU in a Bally
game, the second 5101 RAM at U13 can be removed
(the Bally ROM software does not use this chip).
3h. When things don't work: Converting a -133 MPU
(Baby Pacman) to a -35 MPU
In 1982 Bally changed their -35 MPU board very slightly to work in the
combination pinball/video games Baby Pacman and Granny and the Gators, and
also was used in Grand Slam.
If you want to use this MPU in other pinball games, you need to convert
it to a -35 MPU.
Zero Crossing Change.
The "Zero Crossing Circuit" is used to protect circuits from damage.
It has to do with AC voltage, which alternates from negative voltage to positive
voltage 60 times a second (or 50 times a second in Europe).
This means 120 times per second AC voltage is momentarily
zero, as it passes through the zero crossing point in the AC wave form.
It's 120 times per second because the voltage goes from plus to minus and back
through zero to plus again twice every cycle. By turning on
lamps and solenoids as the power line passes through the zero point, large
current surges are avoided, extending their lives.
In Bally and Stern games,
the CPU monitors the Zero Crossing circuit to know
when to switch on CPU controlled lamps and solenoids.
Bally pins from 1977 to 1983 use the 43 volt solenoid voltage to
monitor the zero crossing. Now I know what you are thinking, that
the 43 solenoid voltage is DC not AC. But it is full wave rectified
with no filter capacitor, so the circuit can see the voltage
change from about 38 volts DC to 47 volts DC, and use 43 volts DC
as the zero crossing point. But starting with Granny and the Gator,
Baby Pacman, and Grand Slam, they changed the MPU board slightly to use
the 6 volt AC for the General Illumination lights for the zero cross circuit.
This was done by changing the 2K ohm resistor at R113 to a 1N4148 diode.
The reason Bally changed the circuit to use AC instead of DC was to be able
to double the number of CPU controlled lamps used in a game without
adding circuitry. With the half rectified pulsing DC,
one could not tell which half cycle was on. By switching
to the AC, the MPU board could know if the AC was going positive or going
negative. With this, the MPU could turn on the SCRs that
drove a particular set of lamps, depending on the phase (negative or positive).
To do this each SCR supplies two lamps in series, and the lamps have diodes across them.
The diodes are placed such that one
diode will be forward conducting to shunt the current around
that lamp while the other diode is blocking to light the
lamp that is in parallel with that diode (hence the two lamps each
have a diode installed in reverse direction to each other).
This way one SCR can distinctly control two different lamps in
different manner, essentially doubling the number of CPU controlled
lamps in the game. Thanks to Dwight for this explaination.
How Do I know If My Game Needs a -133 MPU?
If a -35 or -17 CPU board (with a resistor installed at R113) is put
in a game requiring a -133 CPU board,
it just won't boot until the resistor is changed to a 1N4148 diode.
But if a -133 CPU board (with a diode installed at R113) is installed in an earlier
game requiring a -17 or -35 CPU board, damage will be caused to the CPU board.
That's because there is no longer a 2k ohm resistor to buffer the 43 volts,
and it sends 43 volts across components expecting a much lower voltage,
and this of course damages them.
To determine if a game needs a -133 MPU board,
measure the voltage at the MPU board's J4 pin 15 (connector removed).
If it measures 6.3 volts AC (instead of 43 volts DC),
then this particular game should be using a -133
MPU board (Granny and the Gator, Baby Pacman, Grand Slam). Note with a -133
MPU board installed, MPU board TP3 should show about 5 volts DC (instead of
21 volts DC as on a -35 MPU board).
Converting a -133 MPU to a -35 MPU.
Converting the -133 MPU to a -35 MPU is very easy do.
Just replace the 1N4148 diode at CR52 (R113)
with a 2k 1/4 watt resistor. This was the only change made.
This diode is on the lower left corner of the
MPU board, next to connect J4. On an original
-35 MPU, this resistor is labeled R113, not CR52.
Likewise converting a -35 MPU board to a -133 just involves
changed R113 from a resistor to a 1N4148 diode. The striped
end of the diode (cathode) should connect to capacitor C1
(that is the diode's band should be furthest away from J4).
Left: a Baby Pacman -133 board that
was converted to a -35 board. Note
the 2k resistor installed in place
of "CR52".
|
Right: a -35 MPU board. Note the 2k
resistor is labeled "R113".
|
 |
 |
You may also need to re-jump the board for
the ROMs you will be using (typically Baby Pacman came with a 2732 U2 EPROM,
and a 2532 U6 EPROM).
Converting a -35 MPU to a -133 MPU for use in Baby Pacman.
If you have a pinball -35 MPU that you want to put into a Baby
Pacman game, this of course is easy too. Just remove the 2k resistor R113
and replace it with a 1N4148 or 1N914 diode. The non-banded side of the diode
connectors to the J4 header pin 15 (diode band goes towards capacitor C1).
3i. When things don't work: the Built-in Diagnostics/Bookkeeping.
The red self-test diagnostic button inside the coin door.
|
|
- Lamp Test (CPU controlled Lamps).
The first test is for all switched feature lamps;
they will flash off and on continuously.
You can check for burnt bulbs, lights that are never on,
or lights that are always on (lamp driver board problems).
- Score Displays. The second test is for the score displays.
Each digit on each score display will cycle from 0 to 9, and repeat
continuously. Broken diplays will have digits or segments always on
or always off.
- Solenoid Test. The third test is the solenoid test.
Each solenoid will be energized, one at a time, in a continous
sequence. Holding both flipper buttons "in" during this test will
display the solenoid number being tested on the score display.
Correct operation is indicated by the sound
of a coil pulling in as its number appears on the display.
If a coil makes no sound, note the coil number on the display and
check out that coil. The game manual will tell you which coil the
solenoid number correspond to.
- Sound Test. The fourth button push is the sound card test (only on games
equipped with one, Lost World and later; "chime" games do not have
this test). A tune will be played repeatedly.
Improper operation (no sound or distorted sound) can easily be heard.
- Switch Matrix Test. The last test is the switch test. The MPU will search each switch
for stuck contacts. If any are found, the switch number of the first
stuck switch is flashed on the score display. Additional switches will
be flashed until the last stuck switch is found. The last switch number
will remain until the fault is cleared. Then the previous stuck switch is
displayed. If no stuck switches are found, the number zero appears
in the Match/Ball in Play display.
- Bookkeeping. After the diagnostic test, the game will go into bookkeeping and
adjustments mode. Each press of the red button will display a bookkeeping
ID number, and the its value. Refer to your game manual
for a description of each ID number. Note some 1982 and later Bally
games also have some game adjustments available in addition to
the bookkeeping. Again, see your game manual.
To exit the test mode, turn the game off and then back on.
3j. When things don't work: Locked-on, Sporadic, or Not Working Coils
(Solenoid Driver board) including Flipper Coils.
How Coils are Energized (a Technical Introduction).
The basis behind pinball coils is that there is coil voltage
at all coils at all times. Coil power is "daisy chained" from
one coil to another under the playfield. Each coil is energized
by completing its path to ground momentarily using two transistors
on the solenoid driver board (a large SE9302/TIP102 style transistor,
and a smaller pre-driver transistor contained in a CA3081 chip), allowing the coil to fire.
That's why a DMM can be used to check for 43 volts
on either coil lug when the game is on and in attract mode (not being played).
If coil voltage is missing, either a fuse is blown or the
power wire "up stream" has broken.
The following introduction text is thanks to Steve Kulpa
and his web page at geocities.com/stevekulpa/bally_sole.htm.
He did a really nice job of describing how the system works,
so his text is transplanted here with some modifications.
This information applies to the AS2518-22 and AS2518-17 solenoid
driver boards, used in most Bally 1977 to 1985 games.
The solenoid driver board actually has two functions: The first obviously is
to drive the solenoid and relay coils of the pinball, and the second is a voltage
regulator. This provides regulated voltages to the other boards, plus high voltage
(190v) to the score display driver boards. The voltage regulator stuff won't
be discussed here, just the solenoid driver parts.
Since the Solenoid Driver board contains the high voltage circuitry for the score displays,
there is 190 volts DC on the board. Be careful as this is high voltage, and a shock
from 190 volts DC will hurt.
We'll be discussing things from two circuit boards: The MPU board (AS2517-35 or AS2517-17)
and the Solenoid Driver board (AS2518-22 or AS2518-17). The solenoid driver gets
signals from the MPU board. These signals tell the solenoid driver which solenoid
to fire. Up to 15 solenoids plus the flippers (via the flipper relay)
can be controlled by the solenoid driver board.
Four signals from the MPU's U11 PIA chip travel out from the MPU board connector J4 pins 5-8,10 to
the Solenoid Driver board connector J4 pins 3-7. These four signals tell the Solenoid Driver board
which solenoid to fire. This is accomplished by using a 74154 decoder chip that takes the binary
pattern of the four signals (16 different patterns) and decodes (or demultiplexes) them into
one of sixteen different outputs. The four signals are applied to the decoder then the
decoder is strobed. Normally, all sixteen of the decoder output lines are held high (+5 vdc).
When strobed, the decoder lowers one of it's sixteen output lines, depending on the pattern
of the four input signals.
With no input supplied (strobe is high), the output lines of the 74154 decoder are
high (+5 vdc). This puts a voltage at the base of Q1 (this transistor is one
of 7 in the CA3081 chip). This turns Q1 "on" and the voltage
supplied to it's collector via resistor R1 passes through the transistor to
ground. At this point, little or no voltage is present at the base of
the large SE9302/TIP102 driver transistor Q2, and
hence it is "off". With the SE9302/TIP102 driver transistor off,
the 43 vdc at the coil has no place to go, and the coil remains de-energized.
When the MPU board supplies the proper input signals (A-B-C-D) to the decoder,
and the decoder is strobed (signal drops to low), the proper output signal will
go low, which turns the CA3081's predriver Q1 "off"
(notice one of the two strobe lines goes
to ground, so it's always low). This allows the +5 vdc at the Q1 CA3081's collector to
flow through the diode instead of Q1 on it's way to ground via resistor R3.
This also puts a voltage at the base of Q2 and turns this transistor
"on". When the TIP102 (Q2) turns on, the 43 vdc at the solenoid now has a path to
ground through Q1 and current flows through the coil, thereby energizing it.
Then the strobe to the decoder is released, the decoder output goes high again,
and everything is back to normal.
A diode, resistor, and capacitor work to slow the speed at which the TIP102 and the solenoid
are able to turn off. This is important to prevent the "inductive kick" voltage
that builds up when a solenoid is turned off quickly. A solenoid coil can build up
hundreds of volts if it is switched off quickly. For example, the spark in the
sparkplug of a car is generated from this inductive kick when the ignition coil is
turned off quickly. In this case, the diode allows the TIP102 and the solenoid to turn ON
quickly (which is OK), because the current that used to be flowing
through the CA3081's pre-driver transistor can now flow forward through the diode and turn on
the TIP102 on quickly. However, when the
decoder output goes back to high and the CA3081's pre-driver transistor turns back on,
the diode prevents the charge from the
base of the TIP102 driver transistor from being sucked down the CA3081's pre-driver
transistor. The charge on the capacitor
must drain off (slowly) through the resistor and the base of the TIP102.
This takes awhile and slows the turn-off of
the TIP102 and the solenoid coil, thus reducing the kick. Also, as the solenoid turns off
and the voltage on the collector of the TIP102 starts to rise, this voltage is "fed back" by
the capacitor to the base of the TIP102 and tends to keep it on a
little longer, slowing the turn-off of the solenoid even more. Another diode across
the solenoid works to absorb the solenoid's turn-off kick by conducting when the voltage on
the collector of the TIP102 is greater than about 43 volts.
SDB Component Guide Document.
J.McAfee made this nice document of the SDB. Check it out
here.
Coin Door Lockout Coil.
The Bally coin door has a coil known as the coin lockout coil. It is a small
relay-shaped coil that often energizes when the game is powered on. It
triggers a mechanism that allows the game to accept coins. For example if the machine is
powered off and a patron puts money in the game, the money is rejected
and returned at the coin return slot.
But if game is powered on and the coin lockout coil is energized, the game will
accept the money and add credits to the game.
Early Bally SS games momentarily turn off the coin lockout coil during game play
when the ball enters the outhole, and turns
it on again just before serving the next ball or going to Game-Over.
Sometimes you can hear this clicking noise at the coin door during game play,
and often people will be annoyed by this or think the game has a problem.
The coin lockout coil has no use unless you want the game to accept coins.
For this reason many people clip one of the wires (the thinner wire going
to the non-banded diode coil lug) to the coil because
they don't like the clicking sound or buzzing noise. If your Bally
game sometimes clicks at the coin door and is being used at home, you can
disconnect this coin lockout coil without any problems.
Also since the coin door lockout coil is on all the time,
as a rule, I personally always cut the thinner ground wire (going
to the non-banded diode coil lug) to disconnect the coil. Why you ask?
Because sometimes this coil can burn (from being on all the time),
and cause the solenoid fuse to blow. After checking every other
coil in the game and then realizing the problem is the coin door lockout
coil, it can get pretty frustrating. Because of this I always disable
this coil and set my game to a low replay or have an exterior coin
button or a free play option.
Sporadic Coil Firing (and Random Tilts).
Say the game in question has a pop bumper or a slingshot that just fires
by itself, on and then off. The coil's switch is good, and is not gapped too closely, and
is not closed. But the coil is just going on and off sporadically
for no reason. What could this be?
Because Bally felt many high-action coils (slingshots, pop
bumpers, etc.) may have quick switch closures, and the relatively slow
CPU may not see the switch closure, a capacitor was added to the coil switch.
This small green or brown DISC capacitor lengthened the switch closure,
helping the CPU to see when that switch was closed.
Unfortunately these switch caps often fail, causing "phantom" switch closures.
This makes the coil in question fire for no apparent reason during
the game.
Switch capacitor failure probably
happened because of the high power industrial soldering irons used on the assembly
line. The caps used for the switches were actually made for circuit boards.
As a result the high powered soldering irons on the assembly line
weakened the cap's internal insulation, causing it to
leak (not function reliably) with time.
To verify this is the problem, just cut one leg of the disc capacitor
off the switch. Be careful when cutting this
capacitor; don't cut the small tubular diode from the switch too!
(The diode is absolutely needed.)
The original switch capacitors were .05 mfd or .047 mfd, 16 volt (or greater),
ceramic disc, non-polarized (today the easiest to find replacement
is usually .047 mfd 50 volt non-polarized caps).
After cutting one leg of the capacitor, see if that fixes the problem.
If it is the problem, replace
the capacitor next time you're at Radio Shack or ordering electronic
parts. The cap helps the game detect quick switch closures,
and effectively makes the pop bumpers play better (more sensitive).
But it's not absolutely necessary to have the capacitor (it can
be cut off completely and not replaced).
In most cases the CPU is fast enough to see all switch closures.
But the best thing to do is to replace the capacitor.
Another place this switch capacitor is often see is on the plumb-bob
tilt. A failed switch capacitor here will make the game tilt for no
apparent reason during game play.
Definately cut this capacitor off, and don't replace it!
No Coils Working Diagnostics.
If none of the coils work, first look at the power supply:
- Rectifier board test point 5 (TP5, top right test point) should be 43 volts DC.
If no 43 volts here, check fuse F4. Remove the fuse and
check it with a DMM set to ohms ("buzz out" the fuse).
- The reason we remove fuses is to force a verification that the
fuse holder is in good condition. The fuse holder clips can fatigue
or burn, and often need to be replaced. If this is the case,
43 volts may not be getting to the rest of the game.
- If fuse F4 is good, the lack of 43 volts at TP5 is probably
due to a failed (open) bridge rectifier BR3 on the rectifier board.
- If fuse F4 is bad, and a new fuse immediately blows at power-up,
then bridge rectifier BR3 on the rectifier board is probably shorted.
- If 43 volts is found at TP5, check rectifier board connector
J1 pin 6 for 43 volts DC. This is usually a brown wire (Bally)
and goes directly to the playfield flipper coils.
- Check rectifier board connector J3 pin 9 for 43 volts. This
goes to the solenoid driver board connector J3 pin 5 for the flipper relay.
- Check rectifier board connector J3 pin 12 for 43 volts. This
goes to the MPU board connector J4 pin 15, and then to resistor R113.
- Check rectifier board connector J3 pin 13 for 43 volts. This
goes to the backbox on games that have a knocker in the backbox.
- Check rectifier board connector J2 pin 2 for 43 volts. This
goes to the lower cabinet for the coin lockout coils. Also goes to the
knocker coil on games with the knocker in the lower cabinet.
On early games this also goes to the chime unit.
- Locate the brown power wire at one of the flipper
coils and check for 43 volts DC. If it is present at J1 pin 6 but not at
any of the flipper coils, and then there is a wiring problem between the
rectifier board connector J1 and the coils.
- If only the flipper coils work, than the 1 amp slow-blow under-the-playfield
solenoid fuse is problaby blown. Or perhaps the brown wire from the flipper
coils to the 1 amp fuse has broken.
- If the coils still do not work, check the solenoid driver board for
5 volts DC at TP3. If missing, look for a broken jumper wire on the
solenoid driver board connector J3 that goes from pin 13 to pin 25.
- If only some coils works (in addition to the flipper coils), look
for a broken yellow power wire under the playfield that runs from coil to coil.
Other possible (and more bizarre) problems if coils do not work:
- Possible problem with the game's ROM code that goes from the MPU
connector J4 pins 5-8,10 to the solenoid driver board connector J4 pins 3-7. This code selects
which of the 16 coils will fire. If one line is missing, coils 1 to 4
will not fire. Check MPU and solenoid driver board connectors J4 for
broken wires or bad connector pins.
- Early A8 sounds boards AS2518-32
(games Lost World through Dolly Parton, though sometimes Star Trek
to Dolly Parton will have a AS2518-50 sounds board) use the 43 volts.
This sound board uses 43 volts DC
to make 12 volts DC with a very crude voltage divider/regulator.
Sometimes this sound board circuit fails and will
short the 43 volts to ground. When trying to diagnose
strange 43 volt coil problems in a games using the A8 soundboard, disconnect
the power to the sound board before troubleshooting.
- If the 43 volts is missing from the whole game, then the MPU will
not complete its 7th flash at power-up. This can be verified by checking
for 43VDC on the left side of R113 (located below and to the right of the
J4 MPU connector). If the 43VDC is present on the left side of R113 but there
is no reading on the right side of the resistor, then replace R113 (2K ohms 1/4 watt).
If both sides of R113 show 43 volts then the MPU board may have battery corrosion
damaged and the whole area should be repaired.
Only Some Coils Work.
- Check is for power at all the coils in question. Using a DMM set to DC
volts, put the black lead on the ground strap in the bottom cabinet of the game.
Put the red lead on either lug of any coil. 43 volts DC should be seen. If
power is only seen on one coil lug, the coil is bad. In no power is seen
at either coil lug, check the power wire 'upstream'. Remember the 43 volts
is daisy chained from coil to coil.
- If there is power at the coil, there could be a
bad J4 connector (lower right) on solenoid board.
A cracked solder joint on the solenoid board J4 header pins or a
failed .100" terminal pin in the connector itself. Loosing contact with one of
the signal lines can drop a bit, and the solenoid driver board can interpret
the instructions incorrectly, firing the wrong coil or no coil at all.
- Bad Solenoid Driver board J4 (upper right side) or MPU board J4 (lower left side) connectors.
A cracked solder joint on these header pins or a failed .100" terminal pin in the
connector itself. Loosing contact with one of the signal lines can drop a
bit, and the solenoid driver board can interpret the instructions incorrectly,
firing the wrong coil or no coil at all. The encoding is sent to SDB connector J4 pins 3-6 (PB3-PB0
respectively) and SDB J4 pin 7 (CB2, solenoid bank select). This comes
from connector MPU J4 pins 1-8 (PB0-PB7), which go thru resistors R97-R106,
and then source at PIA U11 pins 10-17 (PB0-PB7). Any break in this connection
stream will drop a bit and cause a solenoid to either
not fire, or the wrong solenoid to fire.
- Bad decoder 74LS154 chip on solenoid board (or 74LS138 at U4 on Baby Pacman SDB),
which mis-interprets the drive signals
PB0-PB7 from the MPU board. This is the least likely problem but it does happen.
Locked On Coil Diagnostics.
If a coil is locked on (Burning! Turn the game off!)
or doesn't work, there are several tests
you can perform to isolate the problem. This is often seen with the
game is first turned on (before the 7 MPU flashes finishes),
a coil energizes and won't let go until
the power is turned off. First it's good to know
the sequence of events in energizing a coil:
- The MPU is told (by a playfield switch or other trigger) to
fire a coil.
- The MPU turns on, for just a moment, a solenoid transistor on
the solenoid driver board. This completes
the power path to ground for the particular coil.
- The coil fires.
There are a series of steps you should take when a coil is not
working properly, which we will outline below.
If a Coil is Locked On.
Generally, this is caused by a solenoid driver transistor that is
shorted on. If a coil is locked on as soon as the game is powered on,
turn the game off immediately (otherwise you'll be replacing more than a bad transistor!).
Then follow these steps:
- Check the manual's schematics to figure out which transistor
controls the coil in question. This information is on the Solenoid
Driver/Voltage Regulator schematic page.
- Look at the connector in the center of the schematic. There the
coil name/description will be listed.
- Follow this line back to the first "Q" (transistor) that
intersects this line. Write down the transistor number (for example,
"Q13"). Also write down the diode number behind it ("CR13"), and the chip
number that drives this transistor ("U3"), and the pins of the chip (pins 11, 12).
Also note the pin number that connects to the diode (pin 12).
All these components could be damaged (but generally it's just the transistor).
Now that you know the transistor in question, you can test it.
Other Coil Diagnosing Techniques.
Another technique is to remove the solenoid connectors J1/J4/J5
from the solenoid driver board to the playfield. These connectors are
on the left side of the solenoid driver board, and the one connector at
the bottom right of the board too. Now
power up the game (with good fuses), and install one connector at
a time, until a fuse blows. Which ever connector blows a
fuse, look for a little "spark" on one of the connector pins.
Now go to the schematics, and see what coil that connector pin goes.
Check that coil to make sure it has 2.5 ohms or greater resistance,
the coil diode, and the coil's associated solenoid driver board
transistor.
Remember there are two fuses that handle power for the
coils. The 1 amp underplayfield slow blow fuse will usually only
blow if a coil is energized and staying energized.
Yet the power supply F4 fast blow fuse
usually blows if there is a "hard short" (a dead-short across a diode,
or coil that is shorted out (less than 2 ohms), or coil power is shorting
directly against a metal ground).
Another thing is if fuse F4 blows, there is often
a problem with the backbox knocker, or the cabinet coin door lockout
coil, the solenoid bridge rectifier (on the rectifier board),
or the rectifier board's varister.
Also try removing connectors J1 and J3 from the rectifier board
(this moves the solenoid power back a step further, not allowing
it to get any further than the rectifier board).
Replace fuse F4 on the solenoid driver board, and turn the game on.
If the fuse still blows, the solenoid bridge rectifier (on the
rectifier board) or the rectifier board's varister
is probably at fault.
Finally, disconnect a wire on each solenoid, and re-attach each wire,
one at a time, until the F4 fuse blows. At this point it could be the coil, coil diode,
or coil driver transistor at fault.
Testing the Solenoid board Transistors, Game Off.
The transistors on the solenoid driver board are very easy to test.
This is done with the game off. You can remove the solenoid driver board,
or leave it installed in the game. Using your
DMM set to the "diode" setting, do the following:
- Turn the game off.
- On the component side of the board, put the black lead of your
meter on the metal tab of a driver transistor.
- Put the red lead of your meter on the center lead of a transistor.
Your meter should read zero.
- Put the red lead of your meter on either outside lead of a transistor one at a time.
Your meter should read in the .4 to .6 volt range.
- Put the red lead of your meter on the other outside lead of the
transistor. Your meter should again read in the .4 to .6 volt range.
If your meter reads anything outside the .4 to .6 range, replace
that transistor.
Testing a solenoid driver board transistor. The black lead of
the DMM is on the transistor's metal tab. The red lead is put
on either outside lead, one at a time. The meter should read
in the .4 to .6 range.
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Testing a Solenoid board from the Transistor to the Coil, Game On.
If a coil is not locked on, you can test it's solenoid driver
board from the transistor to the coil,
with the game on and in "attract" mode.
- Attach an alligator wire and clip to ground in the
backbox.
- Momentarily touch the other end of the alligator clip
to the metal tab on a solenoid driver board transistor.
- The coil that is driven by that transistor should fire.
- Note this doesn't actually test the transistor itself,
but just the path from the transistor to the coil.
- Optionally, you can also momentarily touch your ground wire to
the solenoid board "U" chip; the pin that does NOT connect
to the diode. This will also fire the coil.
If the coil doesn't fire, and the transistor tested
properly in the above steps "Testing the Solenoid board Transistors,
Game Off", you have either a blown playfield fuse or a
broken wire/connector.
To test for a broken solenoid wire or connector pin, do this:
- Turn the game off.
- Put an alligator clip on the coil lug that the NON-banded
side of the diode connects to.
- Connect the other end of the alligator clip to one of
the test leads on your DMM.
- Set your DMM to continuity ohms setting.
- Refer to the manual and find the "J" connector number and
pin number that the solenoid in question connects to on the solenoid driver board.
- Touch the other lead of your DMM to this "J" connector
pin on the solenoid driver board.
You should get about 0 ohms. Note if you are testing to the
wrong conector pin, you will get about 30 ohms.
Driver Transistor Tested Good, but Coil is still Locked On.
The driver transistor may be OK, but the 1N4004 diode behind it could be
bad. Since we wrote down the diode that is behind the driver
transistor (in the above steps), refer to that to get the
diode number. Here's how to test it:
- Turn the game off.
- Remove the Solenoid driver board from the game.
- Put your DMM on diode setting.
- On the component side of the board, put the DMM leads on
the 1N4004 diode. You should get a reading of .4 to .6 volts.
- Reverse the leads, and you should get
the same reading you got in the previous step.
- BEST METHOD: remove one lead of the diode from
the driver board, and retest. In one direction you
should get a zero (null) reading.
If you get any other value, replace the 1N4004 diode.
Test the pre-driver CA3081 transistor chip. The picture on the left is testing
the transistor pin that connects to the diode.
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Now we need to test the chip that drives the diode
and driver transistor. This chip is a CA3081 (NTE916)
transistor array. Basically it's several transistors
packaged in a chip format. This is known as the "pre-driver
transistor pack". You can test this too:
- Turn the game off.
- Remove the Solenoid driver board from the game.
- Put your DMM on diode setting.
- On the component side of the board, put the
black lead of your DMM on the GND test
point just to the left of the U1 chip.
- Put the red lead of your DMM on the two pins of the pre-driver
chip (one at a time) that you noted above.
- For the pin that connects to the 1N4004 CR diode,
you should get a reading of .1 to .2 volts.
- For the other pin, you should get a reading of .7 to .8 volts.
- Reverse the DMM leads (red lead now on GND). You
will get the same .1 to .2 volt reading for the pin that connects to the
CR diode. The other pin will read 1.1 to 1.3 volts. Note this test
is far less conclusive than the first test with the black lead on GND.
If you get any other meter readings, replace the pre-driver CA3081 (NTE916) chip.
Always Replace the SE9302 Transistor with a TIP102.
When ever replacing a bad SE9302 driver transistor, always
replace it with the more robust TIP102. The TIP102 can handle
more current and will just plain last longer.
Replace the Coil Diode and Driver Board Diode/330 Ohm Resistor.
If you had ANY problems with a coil being locked on,
ALWAYS replace the coil diode. This 1N4004 diode prevents a
"backlash" of current going to the solenoid driver
board when the magnetic coil is shut off. This
diode is easily damaged and can cause damage to your
solenoid driver board if bad. Always make sure you
install the new diode with the diode band on the "power" lug
of the coil. The power lug is usually the lug with
two wires going to it (because the power is daisy chained
from coil to coil).
Likewise, on the solenoid driver board, also replace the
associate CR diode that connects to the replaced driver
transistor. This is also a 1N4004 diode.
And it's a good idea to also replace the
330-ohm (1/4 watt) resistor that connects to this diode.
Both of these components can really get toasted.
Transistor TIP102 |
Diode 1N4004 |
Resistor 330 ohm |
Solenoid Drv Brd Connector |
| Q1 |
CR1 |
R9 |
J1-2, J2-9 |
| Q2 |
CR2 |
R6 |
J1-3, J2-4 |
| Q3 |
CR3 |
R16 |
J2-5, J3-4 |
| Q4 |
CR4 |
R18 |
J1-5 |
| Q5 |
CR5 |
R10 |
J2-10 |
| Q6 |
CR6 |
R12 |
J2-11 |
| Q7 |
CR7 |
R14 |
J2-12 |
| Q8 |
CR8 |
R20 |
J5-10 |
| Q9 |
CR9 |
R26 |
J5-9 |
| Q10 |
CR10 |
R28 |
J5-15 |
| Q11 |
CR11 |
R32 |
J5-14 |
| Q12 |
CR12 |
R30 |
J5-13 |
| Q13 |
CR13 |
R22 |
J5-12 |
| Q14 |
CR14 |
R24 |
J5-11 |
| Q15 |
CR15 |
R39 |
Flipper Relay |
| Q16 |
CR16 |
R34 |
J2-6, J3-7, J5-8 |
| Q17 |
CR17 |
R42 |
J5-7 |
| Q18 |
CR18 |
R45 |
J2-15, J3-9, J5-3 |
| Q19 |
CR19 |
R47 |
J2-8 |
Testing for Power at the Coil.
If a coil doesn't work, and the transistor is good,
test for power at the coil. Do this with the game on
and in attract mode, and the playfield lifted.
- Put your DMM on DC voltage (100 volt range).
- Put the black lead on the metal side rail (ground)
of the game.
- Put the red lead on either terminal of the coil.
It should read about 43 volts. On flipper coils, any
of the three terminals should also read about 43 volts.
If you are missing voltage at the coil, check for a
broken wire/connector, or blown playfield fuse (see below).
Remember the power wires are "daisy changed" together. So a
break in the power wire in a previous coil will cause the coils
further down the line to not work.
Testing a Coil.
You can also test a coil for proper operation. With the
game on and in attract mode, and the playfield lifted,
try this:
- Connect one end of a alligator clip and wire to the
metal side rail of the game.
- Momentarily touch the other end of the alligator clip
to the coil's terminal with the non-banded side of the diode connected
to it.
- The coil should fire.
Note if you accidentally touch the
banded side of the diode to ground, you will probably
blow a fuse.
If the coil doesn't fire, you have a damaged coil or
no power at the coil. Look for a broken wire going to
the coil's terminal. You can also test the resistance
of a coil. A good coil should be in the 3 to 15 ohm range.
The Over-Looked Under-Playfield Solenoid Fuse.
Often your Bally game will boot fine and start a game. The flippers
work, but no other solenoids on the playfield work. This can often
be caused by a blown under-the-playfield solenoid fuse.
If you run the solenoid diagnostic test and the coin lock-out coils,
the flipper relay, and the knocker all work, and nothing else works,
a dead under the playfield fuse could be the problem. Since the game boots OK, we know
the +43 volt fuse on the rectifier board is OK (if this fuse was
blown the MPU board won't "flash" the seventh time).
The under the playfield solenoid fuse is usually located on the
right hand side by the flippers. Usually it's a 1 amp slo-blo fuse.
If this fuse keeps blowing, you have a solenoid problem on the
playfield somewhere. This can be caused by a shorted coil, a bad
coil diode, or a broken (and shorted) coil wire. A shorted and locked
on driver transistor is probably NOT your problem.
If the playfield fuse keeps blowing, there is another procedure
you can try to isolate the problem as a last resort. Turn the
game off and disconnect the "pull down" wire from EVERY coil
under the playfield. The pull down wire is the single wire on
each coil, and connects to the NON-banded side of the coil's diode
(the power side connects to the banded side of the diode's coil lug).
Then power the game on (the fuse should not blow!).
Now re-connect each wire to its respective coil. When the fuse
blows, you've found your problem coil/diode.
Coil TroubleShooting - More Ideas.
Here's some other ideas on coil problems.
No Coils Work.
- Check TP5 on the power supply for 43 volts. If no voltage,
check fuse F4 on the power supply.
- Check solenoid driver board for +5 volts at TP3 on the
driver board. If no voltage here, check for a broken jumper
on connector J3 from pin 13 to pin 25.
Only the flippers work.
- Check 1 amp slow blow fuse underneath the playfield.
- Check for a broken wire from the above fuse. There
should be a brown wire going from the under the playfield
1 amp fuse to the flipper coil.
Flippers work and just some coils.
- Under the playfield, check for a broken yellow wire
from coil to coil. This is the coil power wire, and it
daisy chains from one coil to another. A break in this wire will
stop power from getting to coils "down stream".
- A problem with the connection between connectors J4 of the MPU
board and J4 of the solenoid driver board. If one line is missing, coils 1 to 4 will not work.
Flipper does not work or are weak.
- Make sure the EOS (end of stroke) switch
is filed clean & shiny with a metal file, and adjusted to be normally closed.
- EOS switch adjustment:
When the flipper is fully energized, the EOS switch
should open about 1/8". If this switch always stays
closed, the flipper coil will burn. If the switch is
always open the flippers will be very weak.
- File the cabinet switches with a metal file so they
are shiny.
- Make sure the flipper coil wires that are part of the
coil have not broken where they attach to the lugs. Remember
a flipper coil is actually two coils in one package. The
center lug is common, then one outside lug has a thick wire,
and the other outside lug has a thin wire. There should also
be two 1N4004 diodes on the flipper coil lugs.
Often the thin wire will break away from the lug making
the flipper "machine gun".
- Check the under playfield fuse and fuse holder. Often
the fuse holder will be tarnished or have bad tension.
Replace the fuse holder if in doubt.
- With the game on and in game over mode, use a DMM and
measure for 43 volts DC at all three flipper coil lugs.
If there is only power at 2 of the lugs, the flipper coil
or EOS switch is bad. No power at any lugs check the
fuses. Power for the flippers is "daisy chained" from
other coils and sources. Sometimes the chain breaks
"upstream". Look for that.
- Try grounding (momentarily) the center lug of the
flipper coil in question - it should fire. If this makes
a weak flipper strong, there is a bad ground path from
the flipper to the flipper relay.
- Inspect the back of the Solenoid Driver board.
The flipper ground path comes from the cabinet flipper
switches to the SDB connector J1 (upper left connector).
Then it goes to the flipper relay. Sometimes the
circuit board traces from the connector J1 to the
relay burn right off the SDB! Or the relay's
solder joint and/or J1 header pin solder joints
crack or go cold, causing the flippers to be weak
or intermittent.
- Make sure the flipper relay energizes. If the flipper
relay never energizes, the flippers will never work.
The flipper relay should energize when a game is started
or during the coil diagostic test. Also sometimes the
contacts on the flipper relay can burn or pit.
Power supply board coil power distribution.
- J1 pin 6 = brown wire to flipper coils.
- J1 pin 9 = to solenoid driver board J3 pin 5 (flipper relay).
- J2 pin 2 = to chime unit (in early games) or knocker coil (in
later games), and coin lockout coils in all games.
- J2 pin 13 = to backbox knocker on early games.
- J3 pin 12 = to MPU board connector J4 pin 15.
Wrong Coil (or No Coil) Energizes.
This is an interesting problem that isn't very easy to diagnose.
For example when a slignshot switch closes, the drop target bank resets.
Or perhaps one particular coil never engergizes in the game.
This is often due to the PB0-PB3 encoded lines that come from MPU PIA U11 or the line select.
These four bits are encoded by the PIA, sent to the Solenoid Driver board (SDB),
then unencoded by the SDB U2 74154 chip, and the appropriate
solenoid is energized. If one of these four bits is lost in the
data path between the MPU and the SDB, the unencoded number will be wrong, and the incorrect
solenoid (or no solenoid) is energized.
Another test of this problem is to put the game in coil test. If coil(s) fire twice
(same coil for two solenoid numbers), or does not fire at all, there is potentially
a problem with the PB0-PB3 encoded lines.
The data path for this encoding starts at the MPU U11 PIA chip. Unfortunately
this chip is right in the battery corrosion zone. So a bad U11 socket or
broken trace is very common. Or if the MPU J4 pins 5-8,10 connector or
SDB J4 pins 3-7 connector are bad (just one pin missing), the coil that gets
fired will be decoded incorrectly by the SDB. Last the SDB U2 chip (74LS154) chip
could be bad (though this is the least likely problem). Here's a list of things to check,
and a table that will allow easy tracing of the PBx signals.
- Wrong game MPU ROMs installed - ROMs from another game installed at U2/U6.
- Bad U11 PIA on MPU board or bad socket for MPU U11 (which is in the
"battery corrosion zone"). Swap PIA chips U10 and U11 to see if anything changes.
- Bad J4 pins 5-8,10 connector on MPU board (lower left corner). A cracked solder joint on
the MPU J4 header pins or a failed J4 .100" terminal pin in the
connector itself. Loosing contact with one of
the signal lines can drop a bit, and the solenoid driver board can interpret the
instructions incorrectly, firing the wrong coils. It's a good idea to use a DMM set to
continuity, and "buzz out" the wire path from the MPU board to the Solenoid driver board.
This should be done with the connectors in place, so any connector issues are identified.
(That is, measure continuity from the MPU board components R97-R100 to the SDB component U2, inclusive
of the connectors. See the table below for help with that.)
- Bad J4 pin 3-7 connector on solenoid board (upper right corner). Again a cracked solder joint on
the solenoid board J4 header pins or a failed J4 .100" terminal pin in the
connector itself.
- Swapped wires on the MPU board's switch matrix connector from a
previous repair.
- Bad decoder 74LS154 chip on solenoid board, which mis-interprets
the drive signals.
- Short from solenoid power (43 volts DV) to a switch matrix line (12 volts DC)
somewhere under the playfield. This is sometimes seen on games with
three or six bank drop target assemblies.
The drop target units have a daisy-chain of 43 volts DC that go from coil
to coil on the drop target unit (and sometimes to small memory or knock-down coils).
It is very common that the wiring wears from rubbing on metal and eventually
shorting 43vdc to the whole metal chassis of the target unit.
This can cross over to the switch matrix lines
from the switches touching the arms at the bottom of each drop target.
A quick check is to unplug the wiring harness
connector that connects to drop target bank assembly, and re-boot the game.
Note that PB0-PB3 are the encoded "momentary" solenoid lines, and that CB2
is the bank selection bit. That is PB0 to PB3 are the bits that get encoded and
unencoded. There is also PB4-PB7 which are "continuous" solenoid
lines (these usually control the coin lockout coil, flipper disable, and
potentially two other coils). These bits don't get encoded, and control
coils directy from the PIA (they don't go thru the SDB 74154 chip).
Note on Baby Pacman things are a bit different.
First only PB0-PB2 are encoded. PB3 and PB7 are not used. PB4-PB6 are the continuous
solenoid lines. Also the SDB connector is different: J9 pins 7,6,5 are PB0-PB2 respectively.
J9 pin 4 is CB2 (solenoid select bank). J4 pins 10,9,8 are PB4-PB6 respectively.
SDB U4 (74LS138) does the signal decoding (but again, this is the least likely problem).
When the wrong coil (or no coil) energizes, I find it best to first trace the PB0-PB7
lines from the MPU U11 PIA to the Solenoid Driver board.
| PBx |
Signal Type |
PIA U11 |
MPU Resistor |
MPU J4 |
SDB J4* |
SDB U2 (74154)* |
| PB0 |
Momentary (encoded) |
U11 Pin 10 |
R97 (470 ohm) |
MPU J4 pin 4 |
SDB J4 pin 6 |
U2 pin 23 |
| PB1 |
Momentary (encoded) |
U11 Pin 11 |
R98 (470 ohm) |
MPU J4 pin 3 |
SDB J4 pin 5 |
U2 pin 22 |
| PB2 |
Momentary (encoded) |
U11 Pin 12 |
R99 (470 ohm) |
MPU J4 pin 2 |
SDB J4 pin 4 |
U2 pin 21 |
| PB3 |
Momentary (encoded) |
U11 Pin 13 |
R100 (470 ohm) |
MPU J4 pin 1 |
SDB J4 pin 3 |
U2 pin 20 |
| PB4 |
Continuous (not encoded) |
U11 Pin 14 |
R101 (330 ohm) |
MPU J4 pin 5 |
SDB J4 pin 11 |
n/a |
| PB5 |
Continuous (not encoded) |
U11 Pin 15 |
R102 (330 ohm) |
MPU J4 pin 6 |
SDB J4 pin 9 |
n/a |
| PB6 |
Continuous (not encoded) |
U11 Pin 16 |
R104 (330 ohm) |
MPU J4 pin 7 |
SDB J4 pin 8 |
n/a |
| PB7 |
Continuous (not encoded) |
U11 Pin 17 |
R105 (330 ohm) |
MPU J4 pin 8 |
SDB J4 pin 10 |
n/a |
| CB2 |
Coil Bank Select |
U11 pin 19 |
R106 (470 ohm) |
MPU J4 pin 10 |
SDB J4 pin 7 |
U2 pin 19 |
* This table's SDB info does not apply to Baby Pacman, Granny & Gators, Grand Slam.
3k. When things don't work: Locked-On or Not Working
Feature Lights (Lamp Driver board)
Bally's lamp driver and auxiliary lamp driver boards stayed pretty
consistant from 1977 until 1989 (when Bally produced its last game,
before being taken over by Williams). These procedures should work
on all Bally lamp driver boards from their inception until their
end in 1989.
The power for all CPU controlled lamps comes from the rectifier board
through fuse F1. On pre-Xenon games (transformer in the backbox), 7 volts AC
comes from the transformer to a 10 amp fuse, through a 8 amp bridge rectifier
(converted to 6 volts DC), and then to all of the playfield's CPU controlled lamps
(there is a lamp power buss wiring going to all CPU controlled lamps
under the playfield). On Xenon and later
games, it works the same way but the bridge rectifier is larger and so
if the F1 fuse (20 amp). The lamp driver board is really a misnomer,
as the lamp driver board drives nothing. It has a SCR (Silicon Controlled
Rectifier) for each of the CPU controlled lamps. The SCRs switch ground on
and off based on decoded information from the MPU board. This completes
the power circuit to that particular CPU controlled lamp, turning it on.
If a feature light is continually on, or is never on, you can test
the lamp driver board for a component problem.
Assuming the wiring is intact, chances are good that the
lamp's driving component(s) are bad. This is especially true if
a lamp is always on. The internals to the driving components
have probably shorted on, leaving the lamp continually on.
All Bally electronic pinball games until Williams bought them
out in 1989 used SCR's (Silicon Controlled Rectifiers) to drive
feature lamps. SCR's are different than transistors. Instead
of a collector, base and emitter like a transistor, they have a cathode, anode
and a gate (abbreviated C, A, G respectively, though sometimes the "C" is
abbrevated as "K").
Each gate is driven by a CD4514 CMOS decoder output. All
SCR cathodes are connected to the feature lamp ground.
Each SCR anode is connected to a unique feature lamp.
There are two different SCR's used for lights on the
lamp driver board: the larger MCR106-1, and the smaller
2N5060. They serve the same function, just the larger MCR106-1
can handle more current (and sometimes lights two lamps, while
the smaller 2N5060 can only light one lamp). There is also
a CD4514 CMOS decoder that drives the lamps. Sometimes these
go bad too.
Why No Lamp Matrix?
Bally didn't use a lamp matrix like Williams did. Bally's approach
was more like Gottlieb's system80, where there was a single
transistor or SCR that drives each lamp.
There are a total of 24 of the larger MCR106 SCRs, and
36 of the smaller 2N5060 SCRs. This gives a maximum total of
60 discrete CPU controlled lamps in a typical Bally game (the MCR106
could actually control two lamps at the same time, but I count
that as one discrete lamp). Some game
also had an Auxilary Lamp Driver board which allowed for
more than 60 CPU controlled lamps. Because there are 60
lamps and 60 SRCs and no lamp matrix, there are 61 wires
going to all the CPU controlled lamps (one power wire, and
then a single control wire for each of the 60 lamps). Connectors J1 and J3
on the lamp driver board have 28 pins each, meaning potentially
56 wires go to the playfield for the CPU controlled lamps.
The remaining CPU controlled lamps go to the backbox through connector J2
for (at minumum) the Game Over, Tilt, Match, High Score to Date,
and Ball in Play lamps, and some other lamps.
Power to the Lamps?
All the playfield CPU controlled lamps have 6 volts DC going
to them from the transformer's rectifier board. If none of the
CPU controlled lamps work, usually this is a blown rectifier
board fuse, bad rectifier board connector, and/or bad rectifier board
bridge.
On the bottom of the playfield you will notice a bare wire
going to all the CPU controlled lamps. This is the Positive
lead of the 6 volts for the lamps. Then on the Tip of each socket there
is a color coded wire. This wire goes to the lamp driver board,
which grounds this wire, turning the particular lamp on. If
none of the lamps work, using a DMM set to DC volts, check
the bare playfield wire and make sure there is 5 to 6 volts DC
power for the lamps. If not, go to the rectifer board and
find why there's no power to the lamps.
Diagnosing Non-Working CPU Controlled Playfield Lamps.
Start the diagnosis by
putting the game into the first diagnostic test
by pressing the Red test button inside the coin door.
This will make all the CPU controlled lamps flash on and off.
Note if the game has a Solenoid Expander board under the playfield, this
board will turn it's relay on and off, and its accompanying 555 lamp will flash too.
First make sure that a non-working playfield lamp's SOCKET
is not the problem! Bally lamp sockets are really
crappy, and most non-working lamp problems are related
to the socket. Remove the bulb and put it into an
empty backbox socket as a test of the bulb. If the
bulb is Ok, put it back in the playfield socket and
twist it a couple times. Often this will make a non-working
lamp turn on. If you want a more permanent solution to a
lamp that doesn't want to stay working, either replace the
socket with a new one, or solder the socket (as shown in
the picture below).
"Fixing" a playfield lamp socket.
The wire that powers the tip of the bulb
is moved directly to the tip of the socket.
The base of the socket is then soldered
together so it can not rotate. Be sure to
sand the parts before soldering, and to use
some Rosin flux on the socket.
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If the lamp still does not work, I use a logic
probe to see if the lamp is really being driven
by the lamp driver board. I know most people don't
have a logic probe (but you should, as they are only
$20), but it really is a good way to see what is
going on. Put the logic probe on a WORKING lamp
socket's TIP, and notice how the signal pulses.
Now put the logic problem on the Non-working lamp
socket's tip, and compare. Is the signal the same?
If so, you have a socket problem. If the signal
is different, then it's time to move up to the
lamp driver board for more diagnosis.
Start by making a list of the non-working lights.
If you don't have the schematic, list the non-working
lamps AND their wire color that connects to the lamp
socket's tip. Now go to the lamp driver board and
find the connector with that wire color (game off).
Using a DMM set to continuity, you can verify
that you have found that wire's connector pin
on the lamp driver board. Use a Sharpie pen and
mark that pin on the lamp driver board.
Remove the lamp driver connectors, and look at
the .100" molex female connector pin in the housing.
Sometimes these pins break, and this may be the only
problem. Otherwise remove the lamp driver board from
the game, and look at the male .100" connector pin.
Another common problem is the solder joint of the
male connector pin to the board cracks. Touching
up the solder at this pin again often fixes a
non-working lamp. CAREFUL though, as it is very easy
to bridge solder across two pins (these .100" connectors
are small and the pins are close together).
Lamp still doesn't work? At this point i use the DMM
set to continuity, and find the SCR on the lamp driver
board that connects to the male pin for the non-working
lamp. Mark the SCR with a Sharpie, then change the DMM
to diode function. Using the diode test, the SCR can
be checked against a working SCR next to it, to see if
the suspect SCR is bad. If the SCR is suspect, replace it.
At this point, nearly all non-working lamp problems should be handled by
this methodology. (If a lamp or set of lamps still doesn't work,
keep reading below.)
Lamp board decodes for 8 Ball Deluxe U1 chip in blue box.
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More Complicated Lamp Problems.
AD0-AD3 Lamp Data Lines and PD0-PD3
(or Mass Amounts of Non-Working Lights).
If a particular game has lots of non-working lights, this
could be related to a connector issue. To really understand this
problem, one must know how the Lamp driver board decodes
the lamp info from the CPU board.
There are four lamp data lines (AD0-AD3) which ultimately decide to which
lamp gets turned on. These four data lines are binary in nature. That is,
they can be 0 or 1, and the combination of these four lines decodes to
16 different binary values. (There is also a toggle line PD0, which is the bit
that actually turns U1 chip 'on'.) The AD0-AD3 lamp data lines get decoded
by the four 4514 chips on the lamp driver board, and ultimately go
to each of the SCRs and to each of the lamps.
For example, below is an Eight Ball Deluxe lamp driver schematic.
Now say you run the game's lamp diagnostic test and
find a bunch of non-working
CPU controlled lamps (Rack 9-15, Target 9-15, "D E L U", 20k,40k,60k saucer values,
50k,70k, 2x,3x,4x,5x,56k,112k bonus values, special saucer, special left lane,
shoot again). And the pop bumper lights are always on but go bright/dim/bright/dim.
So how do you figure out what is wrong?
Go to the lamp driver schematic and mark all the non-working lamps.
Sometimes a pattern can be seen where the lights that don't
work are always lamp driver values 2,3, 6,7, 10,11
for all four U1-U4 decoding chips
(for now forget about the Aux Lamp Driver board used in 8 Ball Dlx).
It's important to remember that AD0 is the right most bit,
and AD3 is the left most bit. With this in mind,
looking at the binary values for these six missing lamp numbers, another
pattern can be seen. That is, the AD1 line (second bit from the right)
is always "1" on these six missing lamp lines binary numbers.
Knowing this, we can conclude that the AD1 line going to the lamp
driver board is probably broken (or stuck low at the MPU board,
meaning a PIA problem). But most likely this is a bad connector pin
at the MPU J1 connector (J1-15=AD0, J1-14=AD1, J1-13=AD2, J1-12=AD3).
Or at the lamp driver board J4 connector (J4-14=AD0, J4-15=AD1, J4-16=AD2, J4-17=AD3).
In this case, because some of the missing lamps are driven by the Auxiliary Lamp
Driver board, the problem is almost for certain at the MPU board J1 connector.
There is one more consideration, that is the PD0-PD3 lines.
Remember the lamp data AD0-AD3 decodes value from 1 to 16 (in binary).
But there are also four PD0-PD3 lines that tell the lamp driver
board which U chip the AD0-AD3 lamp data is for. For example say PD2 is toggled.
That means lamp data AD0-AD3 applies to the U3 chip (and the lamps
which are controlled by the U3 chip).
So if you have 16 lamps that don't work and they are all controlled
by a single lamp driver U chip, it's most likely a problem
with the corresponding broken PD line (PD0 for U1, PD1 for U2, PD2 for U3,
PD3 for U4).
The last issue to think about is this: coin door switches.
Now normally you would think this has nothing to do with
lamps, but it does. If the coin door switches are shorted
to the metal coin door skin (ground), or the insulating fishpaper
behind the start button is gone (shorting this switch to ground),
this can cause all sorts of strange behavior. Like the same
type of problem as one of the AD0-AD3 lamp lines missing, where numerous
lamps may not work. A quick test of this is to remove MPU connector J3
(lower right). If problems clear, a shorted coin door switch is
definately the problem.
| Lamp Line |
|
Lamp Connector |
thru Resistor |
to Lamp Decoder Chip |
|
MPU Connector |
thru Resistor |
to PIA chip |
| AD0
| |
J4 pin 14 |
R76 |
U1,U2,U3,U4 pin 2 |
|
J1 pin 15 |
R70 |
U10 pin 2 |
| AD1
| |
J4 pin 15 |
R77 |
U1,U2,U3,U4 pin 3 |
|
J1 pin 14 |
R71 |
U10 pin 3 |
| AD2
| |
J4 pin 16 |
R78 |
U1,U2,U3,U4 pin 21 |
|
J1 pin 13 |
R72 |
U10 pin 4 |
| AD3
| |
J4 pin 17 |
R79 |
U1,U2,U3,U4 pin 22 |
|
J1 pin 12 |
R73 |
U10 pin 5 |
| PD0
| |
J4 pin 7 |
R74 |
U1 pin 23 |
|
J1 pin 16 |
R74 |
U10 pin 6 |
| PD1
| |
J4 pin 6 |
R73 |
U2 pin 23 |
|
J1 pin 17 |
R75 |
U10 pin 7 |
| PD2
| |
J4 pin 5 |
R72 |
U3 pin 23 |
|
J1 pin 18 |
R76 |
U10 pin 8 |
| PD3
| |
J4 pin 4 |
R71 |
U4 pin 23 |
|
J1 pin 19 |
R77 |
U10 pin 9 |
Left: the -23 Lamp Driver board with no 4050 buffer chips.
Right: the earlier -14 Lamp Driver board with 4050 buffer chips.
Bottom: Stern's LDB-100 Rev B lamp driver board.
All three of these lamp driver boards are interchangable with each other.
|
|
Two Different Lamp Driver Boards.
Bally had two different lamp driver boards, the AS-2518-14 and the
AS-2518-23. Both boards have the same number of SCRs, and are
completely pin compatible and either board will work in any
1977-1985 Bally solidstate game. The only difference is the earlier -14 Lamp Driver
uses four CD4050 buffer chips between the MCR106 SCRs and the CD4514 decoder
(the smaller 2N5060 SCRs did not use a buffer chip).
But Bally found the lamp driver board to be so robust that the
CD4050 buffer chips were not needed. Therefore the -23 version of the
Lamp Driver board has just four CD4514 chips and 60 SCRs, with
no CD4050 buffer chips. The -14 lamp driver board was only used for
from 1977 to 1978 (for example Freedom to Power Play used the -14, but Mati Hari
used the -23)
when it was replaced by the -23 lamp driver board.
The -23 lamp driver even has silk
screened on the board, "replacement for AS-2518-14".
Even though the -23 board is larger, it was cheaper to produce than the
earlier -14 board. The reason was the -23 board is a single-sided
board, with circuit board traces only on one side (this is cheaper to make
compared to a two-sided board). All the "jumpers" seen on the -23 are
not user changable - they are required to move a board trace around
other traces on the single-sided board.
Replacement SCR's.
Replacement SCRs are available from a variety of sources.
For example, Jameco
sells the MCR106-1 as part number C106Y or C106B1, and
NTE5411 to NTE5416. The smaller 2N5060's replacement number
is 119802 or NTE5400 to NTE5406 (but the NTE version is much more
expensive) or at Mouser part# 610-2n5060.
Also the larger MCR106-1 can be used in place
of the smaller 2N5060, but only if the "A" and "G" legs
are "reversed" (twisted to be reversed, when installed).
This is not recommended, but it can be done in a pinch.
|
NTE SCR Replacements |
|
MCR106-1 NTE Replacements |
|
2N5060 NTE Replacements |
| NTE# |
Voltage |
NTE# |
Voltage |
| NTE5411 |
30 volts |
NTE5400 |
30 volts |
| NTE5412 |
60 volts |
NTE5401 |
60 volts |
| NTE5413 |
100 volts |
NTE5402 |
100 volts |
| |
|
NTE5403 |
150 volts |
| NTE5414 |
200 volts |
NTE5404 |
200 volts |
| NTE5415 |
400 volts |
NTE5405 |
400 volts |
| NTE5416 |
600 volts |
NTE5406 |
600 volts |
The voltage listed above is the repetitive peak reverse
blocking voltage. All the above comparitive NTE SCR's have the same
average on-state current (2.6 amps or 0.8 amps respectively),
and peak gate power dissipation (0.5 watts or 0.2 watts respectively).
|
Mounting a MCR106.
There are many styles of MCR106 rectifiers. When mounting the style
without the metal face, note the ANGLE side and the mounting orientation.
The angle sided C106 seems to mount "backwards", compared to the
metal faced version of the MCR106 (because the manufacturer writing seem like it is
on the back of the angled sided SCR). See the picture below.
Mounting of the two styles of MCR105 rectifiers. Note the angled sided
SCR compared to the metal faced SCR.
|
|
The two styles of SCRs used in Bally games.
Left: the SCR106-1. Right: the 2N5060.
|
|
This table (thanks to S.Kulpa) shows which SCR goes to
which connector number on any of the lamp driver boards.
| SCR | Connector |
| Q1 | J1-24 |
| Q2 | J1-25 |
| Q3 | J1-26, J2-21 |
| Q4 | J1-28 |
| Q5 | J2-16 |
| Q6 | J2-14 |
| Q7 | J1-27, J2-13 |
| Q8 | J1-23 |
| Q9 | J1-14 |
| Q10 | J1-15 |
| Q11 | J1-16 |
| Q12 | J1-19 |
| Q13 | J1-17 |
| Q14 | J1-18 |
| Q15 | J2-23 |
| |
| SCR | Connector |
| Q16 | J2-22 |
| Q17 | J1-11 |
| Q18 | J2-20 |
| Q19 | J2-15 |
| Q20 | J1-13 |
| Q21 | J1-12, J2-12 |
| Q22 | J1-10 |
| Q23 | J1-4, J2-8 |
| Q24 | J1-5 |
| Q25 | J1-6 |
| Q26 | J1-7 |
| Q27 | J1-9 |
| Q28 | J1-8 |
| Q29 | J1-1 |
| Q30 | J2-6 |
| |
| SCR | Connector |
| Q31 | J2-2 |
| Q32 | J3-27 |
| Q33 | J2-11 |
| Q34 | J1-2 |
| Q35 | J1-3 |
| Q36 | J3-26 |
| Q37 | J3-23 |
| Q38 | J3-25 |
| Q39 | J2-4, J3-24 |
| Q40 | J2-9, J3-22 |
| Q41 | J3-20 |
| Q42 | J3-21 |
| Q43 | J2-7 |
| Q44 | J3-19 |
| Q45 | J2-1 |
| |
| SCR | Connector |
| Q46 | J3-18 |
| Q47 | J2-10 |
| Q48 | J3-16 |
| Q49 | J3-17 |
| Q50 | J3-12 |
| Q51 | J3-15 |
| Q52 | J2-5, J3-13 |
| Q53 | J2-3, J3-14 |
| Q54 | J3-11 |
| Q55 | J3-9 |
| Q56 | J3-10 |
| Q57 | J3-1 |
| Q58 | J3-2 |
| Q59 | J3-4 |
| Q60 | J3-3 |
|
Testing the Lamp Driver SCR's, game On.
If a lamp is permanently stuck on, this procedure won't
tell you anything. A lamp that is always on is generally caused
because its SCR has internally shorted. Replace the SCR.
Assuming the game powers on, you can test a non-working
lamp's SCR's to see if it's working (this assumes you have checked the bulb, the lamp
socket, and the wiring to the lamp socket).
- While the game is on and in
"attract" mode, press the Self-Test button inside
the coin door ONCE. This should put the game into
the "Flash All Feature Lamps" test (check your game
manual if it does not).
- Note which feature lamps are NOT working.
The Bally self test will flash ALL sixty lamps without exception.
Write down which lamps do not flash.
(You will need this information if several lamps
that connect to the same decoder don't work.
A decoder has likely failed if 4, 8 or 12 lamps, multiples of 4,
are not working.)
- Check the manual's schematics to figure out which SCR number
controls the lamp(s) in question. This information is on the Lamp
Driver schematic page.
- Look at the connectors at the right of the schematic. There the
lamp name/descriptions will be listed.
- Follow this line back to the first "Q" (SCR) that
intersects this line. Note the SCR number (for example,
"Q8"). If the schematic lists a "**" next to the SCR,
this means it's a MCR106-1. Otherwise it's a 2N5060.
Also note the chip that drives this SCR (U1 to U4). Both these components could
be damaged (but generally it's just the SCR).
- Write down the "Q" number and the lamp name on
some paper. Also write down the
driving decoder "U" chip number.
- If 4, 8 or 12 lamps that all connect to a single decoder
don't work, suspect the decoder "U" chip as faulty.
- Press the game's test switch again to take the game out
of lamp test mode. The display test will probaby come up.
Leave the game here, as all the playfield lamps should
now be turned off.
- With the game in display test,
connect an alligator test lead wire to ground. The bare
braided wire in the bottom of the back box works well for this.
- Touch the other end of the test lead to the ANODE (A) of the
SCR in question. On the larger MCR106, the metal face or metal tab is the anode.
On the smaller 2N5060 SCRs, it's the lower right leg. To make sure,
the pinout for the SCRs is silk screened on the board
for a few selected SCR. Look for the lead marked "A".
- If the lamp does NOT light when the anode is grounded, the
problem is NOT on the lamp driver board. Most likely you have
a wiring problem, a bad lamp socket, or a bad bulb.
Lamp Always Off.
- With the game on and in score display test mode,
connect one end of an alligator jumper to Lamp Driver board TP3 (goes to R70 2k ohms).
- Connect the other end of the alligator jumper to the GATE (G) of
the SCR in question. On the larger MCR106, this is the left leg. On the
smaller 2N5060, this is the right side (center) leg.
- The lamp in question should light.
- If the lamp does not light, the SCR is probably bad.
Test the SCR with the power off using a DMM in diode test, as described below.
If the SCR tests bad, replace it. Repeat steps above 1 to 3.
- MCR106 and -14 lamp driver board only:
If the MCR106 tests good on a -14 lamp driver board with buffer chips,
replace the CD4050 buffer chip connecting to the MCR106 in question.
Repeat steps above 1 to 3.
- If the lamp still won't light,
replace the 4514 decoder chip connecting to the SCR in question. Repeat steps above 1 to 3.
Lamp Always On.
- With the game on and in score display test mode,
connect one end of an alligator jumper to Lamp Driver board TP2 (ground).
- Connect the other end of the alligator jumper to the GATE (G) of
the SCR in question. On the larger MCR106, this is the left leg. On the
smaller 2N5060, this is the right side (center) leg.
- The lamp in question should turn off.
- If the lamp does not light, the SCR is probably bad.
Test the SCR with the power off using a DMM in diode test, as described below.
If the SCR tests bad, replace it. Repeat steps above 1 to 3.
- MCR106 and a -14 lamp driver board: now ground the
input leg of the CD4050 connecting to the SCR in question. If the lamp does
not go out, the buffer chip is bad. Repeat steps above 1 to 3.
- If the lamp still won't go out,
replace the U chip connecting to the SCR in question. Repeat steps above 1 to 3.
Testing the Lamp Driver SCRs POWER OFF.
You can also check the lamp driver board's SCR's using your
DMM, set to the diode setting.
- Check the manual's schematics to figure out which SCR
controls the lamp(s) in question. This information is on the Lamp
Driver schematic page. Write down the SCR's "Q" number.
- Look at the connectors at the right of the schematic. There the
lamp name/descriptions will be listed.
- Follow this line back to the first "Q" (SCR) that
intersects this line. Note the SCR number (for example,
"Q8"). If the schematic lists a "**" next to the transistor,
this means it's a MCR106-1. Otherwise it's a 2N5060.
Also note the chip that drives this SCR ("U1"). Both these components could
be damaged (but generally it's just the SCR).
- You can remove the lamp driver board,
or leave it installed in the game. Use your
DMM set to the "diode" setting.
MCR106-1 Lamp Driver SCR test:
- Put the black lead of your meter on the outside "cathode" leg
(labeled "C") of the SCR.
- Put the red lead of your meter on the outside "gate" leg
(labeled "G") of the SCR. Your meter should read .4 to .6 volts.
- Swap the meter leads. Now the meter should read 1.4 to 1.6 volts.
If your meter reads anything outside t |