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by cfh@provide.net, 06/02/08. Copyright 2001-2008 all rights reserved.
Scope.
Internet Availability of this Document.
IMPORTANT: Before Starting! Table of Contents
2. Before Turning the Game On: 4. Other Pinball 2000 Stuff:
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1a. Getting Started: What is Pinball 2000?
Unfortunately there were only *two* pinball 2000 game titles manufactured: Revenge from Mars (aka RFM), and Star Wars Episode 1 (aka SWE1). Game number three, titled Wizard Blocks (designer Pat Lawlor) was never produced. Likewise for game number four, Playboy (designer George Gomez). The existing two Pinball 2000 games (RFM and SWE1) were rushed to market while the pinball 2000 system itself was being developed. Because of this, the first two games aren't as "deep" as they could have been. Games three and later addressed many of the criticisms of Pinball 2000 ("too reliant on the video", "shoot up the middle only" and "I can't see the ball at the top of the playfield"). But unfortunately we will never see the full potential of this new and unique pinball system. The big advantage to this style of pinball is playfield "toys" no longer need to be physical. They can be projected onto the playfield. This means no maintainance of broken mechanical "toys", more flexibility in the design of video "toys", and lower manufacturing costs. Also pinball design is now expanded to another level. Before, limits were in place as to what a pinball designer could do. With Pinball 2000, these limits are largely gone. Mechanical toys can still be used, but the designer now has a choice and can use video "toys" (instead of, or in addition). And video toys can interact with the ball easily. Pinball 2000 is also modular. Game play is controlled by a ROM-based personal computer (not unlike the one you are using to view this document) housed in the backbox. By simply upgrading the software and replacing the lightweight, easily removable playfield, an entirely new Pinball 2000 game can be installed in minutes. Features of Pinball 2000 include: Convertability is another main selling point. The game may be converted to a new model through the purchase of a kit containing a new playfield, software and cabinet graphics. Generic Pinball 2000 side graphics may be applied to the game allowing operators to rotate playfields instead of entire machines on a route. This process may include rotating the playfield into the shop for general maintenance. A route collector is able to swap a playfield requiring service with a working playfield, allowing the defective playfield to be serviced by the trained technician in the shop, at his leisure. Logic Box in backbox slides out for easy access, replacement or conversion. Power-Driver board is located in the bottom cabinet for easy access, and provides the following enhancements: Software updates are available via several methods: Many of the above statements came directly from Williams' own Pinball 2000 literature.
Personal Thoughts about Pinball 2000. The integrated monitor may be the most obvious change, but there were many other surprises in Pinball 2000. While pinball machine have always been modular (the power/driver module, the CPU module, the sound module and so on), Williams has carried the concept one step further by making the playfield an easy to replace module as well. Instead of using long harnesses leading from the playfield that are snaked up through the backbox area and into the connectors on the boards, the connectors (there are six) come off the playfield itself. This makes it possible to remove the entire playfield in a matter of seconds. Heavy-duty tubular rails on the bottom protect the playfield components from damage and allow the playfield to slide out easily. The playfield can be swapped out in about a minute. This can be done for maintenance purposes (where a damaged, dirty or faulty playfield can be swapped out for a clean, working unit), or to change to a different game altogether. With a change of the backglass translite (now illuminated by a single florescent tube instead of dozens of miniature lamps) and new software, a new game is installed. Another Pinball 2000 surprise was a new locking concept called the "location key." The location key is used with a standard lock, located in the front of the game near the start button. The location key unlocks the handrail, allowing the glass to be removed for access to the top of the playfield. However, it leaves the playfield itself locked down preventing access to the cashbox and the electronics beneath the playfield. This makes it possible for the location to provide simple maintenance such as removing a stuck ball or, in some cases, cleaning the playfield or replacing broken rubbers. Opening the coin door with a separate key reveals another couple of surprises. The coin door is now spring-loaded and forcefully pops open as soon as the key is turned to unlock it. This keeps the coin door out of the way so you won't strike it with the playfield glass as you remove it. It also releases the passive locking system that holds the playfield down. The power/driver board is now located in the bottom of the cabinet. A hinged, plastic cover protects the board from possible damage due to hardware falling off the playfield. Lifting the cover reveals another design change that is geared toward making it easier to service the machine. No longer is a meter needed to locate a blown fuse. There is now a row of LEDs adjacent to the fuse bank; one LED for each fuse. If the LED is on, the fuse is good (assuming the coin door interlock switch is closed). Dark LEDs indicate a problem. This same data is simultaneously and graphically displayed on the monitor when the game is put into test mode. Additionally, the value of the fuse is displayed on the monitor for those that have trouble reading the value that is etched into the end cap of the fuse. The power/driver board is now removed with just two screws instead of nine. There are also twenty-two fewer connectors than their previous WPC-95 system. Communications between the power/driver board and the computer is now accomplished through a standard, personal computer parallel port. This gives the capability of additional troubleshooting using a computer (thought this software was never developed because Williams closed pinball before its completion). The computer in Pinball 2000 is just that: a standard personal computer (PC) motherboard with a plug-in PCI card that holds the software. It's a "baby AT" form factor with a Cyrix 233 Mhz processor. There is no floppy disk or hard disk and Williams uses their own Operating System (OS). This is not a windows based "Arcade PC." The computer is housed in an easily removable, steel box located within the backbox of the game. The box pulls out and down for servicing or can be removed completely without any tools at all. The box also houses a digital audio amplifier and a standard, switching regulator power supply such as you would find in any computer. The images and sound data are on masked ROMs plugged into the PCI card, called the Prism card. All of the program software for both sound and game are in re-programmable, flash memory. This means the game can be updated without ever burning an EPROM or opening the backbox. On the inside of the coin door, there is another standard 9 pin serial PC connector. This RS232 port that allows the use of a laptop computer to load the new software. Software updates are available on floppy disk through distributors, or by downloading off the Williams website. The redesigned cabinet also allowed Williams engineers to relocate the speakers. They are now much closer to the player's ears, allowing the volume to be set lower. Additionally, the DCS2 sound system sports a third channel that is used to drive a bass speaker in the cabinet. This is more than a sub-woofer. This is a discrete, third channel of audio. Pinball 2000 is a really neat combination of all the repair disciplines most techs have acquired over the years. On a system level, the machine has a monitor, an audio amplifier, a PC motherboard, a switching power supply, and a linear power supply (for the logic on the power/driver board). The switch matrix, lamp matrix, and solenoid driver circuits that account for the rest of the power driver board circuits are very straight forward and similar (if not identical) to Williams' WPC system. A professional coin-op technician will know how to work on all of these things. Williams' attention to serviceability makes Pinball 2000 a joy to work on. Upon closer inspection, Pinball 2000 isn't really revolutionary at all. In fact, it is most "evolutionary" as game techs will already be familiar with the vast majority of the circuits. Oh sure, Pinball 2000 looks really different with its monitor enhanced backbox. Sure, it has an off-the-shelf PC motherboard instead of a custom made CPU board. But deep down inside, where it really matters, in the control circuits and the I/O, it's just a slightly refined and enhanced version of the Williams' pinball circuits with which we're already familiar.
1b. Getting Started: Why WMS Stopped Making Pinball 2000 (Or How Slot Machines Killed Pinball)
1c. Getting Started: Repair Experience, Schematics
Little experience in fixing pinballs is assumed. Basic electrical knowledge is helpful, but not necessary. I do assume you can solder and use the basic features of a Digital Multi-Meter (DMM) such as measuring voltage and resistance. Please see http://marvin3m.com/begin for details on the basic electronics skills and tools needed. This document should help if you just bought your first (or second, or third) Williams pinball "as-is", and hope to fix it.
Got Schematics?
1d. Getting Started: Necessary Tools
Non-Specialized Tools Required:
Specialized Tools Required: Cleaning "Tools" Required:
1e. Getting Started: Parts to Have On-Hand
Parts to have: Transistors and diodes are available from many sources. Check out the part sources web page for help.
1f. Getting Started: Pinball 2000 Guts
PRISM Card. The PRISM card was used instead of a CD-ROM or hard drive because it is shock and tilt proof. It is also less prone to environmental factors, is easy to transport and easy to install. Also the data transfer rate is extremely fast. It also added the DCS (Digitially Compressed Sound) and flash memory (for field software updates).
Pinball 2000 uses a "baby AT" personal computer mother board with a Cyrix Media GX 233 or 266 mHz processor (though some early production was also made with a 200 mHz processor). This Cyrix processor and the Cyrix bridge are required for Pinball 2000 and are not replaceable by any other PC mother board or processor! There were at least three different mother board brands/types used in Pinball 2000 production, but all shared this common Cyrix Media GX architecture and support chips (for example, the GXM/GCT/7520 by Semi). At one time you could order a complete motherboard from a Williams distributor, part #04-12604, for around $300. Now often these motherboards can be found on Ebay (not in the pinball section!) Other sources for finding these is at local computer shows, computer recyclers, or online auctions. Louis Koziaz describes the decision to use to the Cyrix MediaGx chipset/motherboard: "The Cyrix chipset is merely a x86 chipset with built-in VGA video. Williams was told by National Semiconductor at the time that the MediaGX chipset would be around a long time, since it was being positioned for set-top boxes and other multimedia uses. Also it was possible to add other chipsets to the Pin2000 system if MediaGx was discontinued. But MediaGx equipped motherboards were inexpensive at that time, hence that is why Williams decided to use them in Pin2000."
Monitor.
Powerdriver Board.
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2a. Before Turning the Game On: Check the Fuses/LEDs.
A Particular Fuse Keeps Blowing in my Game when I Power-on.
Smaller Fuses in Pinball 2000.
All LEDs should be "on" when the game is powered on and has fully booted, and the coin door is closed.
P2000 Power Driver Board Fuses.
LED Boot Up Sequence.
The "Health" LED. So what does the Health LED tell us? Really nothing! At power up the Health LED is off. But once the software code loads and starts running on the PC, the software starting blinking the Health LED, and keeps it blinking. That's it, end of story! So if the health LED is blinking, that means the game is powered on and running its software. But hey, we already knew that, because we can see the game is working. So in reality, the Health LED tells us nothing. Williams may have eventually developed the Health LED into something useful, but given the development time frame, nothing ever came of it.
Game Reports a Bad Fuse, Which isn't Really Bad! Outside of the F107 is bad, try a factory reset and see if it goes away (you will lose any custom adjustments and scores). Or maybe just the LED is bad. But usually the factory reset will solve strange problems like this.
Game Reports a Fuse as Bad, but it's Not.
2b. Before Turning the Game On: Check/Replace the CPU Processor Chip Fan
Although Williams used a ball bearing fan, the fan can fail very quickly. Often after some weeks of operation they need to be replaced. When replacing them remove the foil between the fan and the processor chip. Instead use 'Thermoleitpaste thermal conducting paste'. This white paste is available at Radio Shack in a small tube. Non-working fans can get so hot the metal block had turned light green instead of the original dark green color that came from Williams.
Replacement CPU chip fans can be bought easily in the $5 to $20 range. It's just plain smart to replace this fan when buying a pinball 2000 game, because these fans do wear out, and there is no way to tell "how many miles" an old fan has. So just replace it! For a really nice, high-end model, check out PCPowercooling.com (the suggested model is their CPU-Cool Z1 Skt 7), or from Indek.com (the suggested model is their HDF5010L-12HB).
2c. Before Turning the Game On: Check/Replace the Power Supply & Fan
If the power supply and its fan in your Pinball 2000 is still working, consider yourself lucky! The fan in particular likes to seize. This of course increases the heat in the power supply, which in turn causes power supply failure quickly.
Replace the Power Supply and it's Fan.
Can Just a Replacement Fan be Installed?
Power Supply Input Voltage (115 volts).
Installing a New Power Supply/Fan. Be sure to install the new plug with the black wires of each of the two connectors "together" (in the center), as shown in the picture below. Here's the pinout for the power connector, so you can check the voltages with a DMM:
Newer ATX power supplies can also be used, but these do not have a physical power switch. Instead they get a signal from the computer's motherboard connector to turn the power supply off. But these power supplies can be fooled to turn on when their power cord is plugged in. Just tie the green /PS-ON wire (power supply on, active low, normally pin 14 on the motherboard connector) to the black COM ground wire. (a diagram of the 20-pin ATX connector can be found at wired.hard.ru/data/atxpower.shtml). The only problem with this approach is the physically size of an ATX power supply is different than an AT power supply. So if a standard AT power supply can be found, that should be used over an ATX power supply.
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3a. Updating the Game Code.
There are 3 ways to update the Pinball2000 game software.
Updating a Pinball 2000 Game using a Computer. The following is required to update your Pinball 2000 machine:
Step 1: Get the Update Manager.
Step 2: Get the Game Code files.
Step 3: Run the Update Manager.
With your Pinball 2000 system turned off, connect the serial port "null-modem" cable from your PC to the serial port inside the coin door. If your cable has thumbscrews, tighten them to make sure the cable does not become disconnected during the update process. Once the two machines are connected, power up the Pinball 2000 system. If the local PC and the P2000 game don't connect, check the serial cable inside the game. Often it's not attached at the computer side.
If the Pinball 2000 Update Manager is not currently running, double-click the Pinball 2000 Update Manager on your local computer. Under the 'Connection Port' box on the Update Manager window, select the serial port on the PC that you will be using (COM1 or COM2. On most PCs, the external serial port is COM1). Once the proper serial port is selected, confirm that the Pinball 2000 game is powered up. Click on the 'Connect to Game' button on the upper right of the Update Manager window. The program will connect to the pinball machine and report back the model number and software revision found (example: 50070 = Revenge From Mars, 0.82 = Software Revision 0.82). In the middle box on the upper right, select the drive letter that is holding the software update file that you downloaded from the website. Click on 'Scan Drive for Updates' to locate all the software updates related to this model number. This will scan your entire C: hard drive for the Pinball 2000 software (this is why the filenames of the update software can *not* be changed!) Click and highlight the update version to upload to your Pinball 2000 system, then click the Update button to begin the upload process.
Step 6: Make sure the game is ready.
Step 7: Do not disturb!
Congratulations, all done with the software update!
All game code ZIP files below include the update manager program. Older versions of the code are archived here, but generally speaking, you will always want to use the newest version available for your game.
3b. Motherboard Repair/Replacement Info.
The Cyrix Media GX board system was choosen by Williams because it was an "all in one" CPU board, and it was inexpensive. Unfortunately Cyrix went out of business, and it's assets were purchased by National Semiconductor. Via then turned around and bought all the Cyrix assets from National, except for the Media GX line (Via had no interest in this system). Since National did not have the right to use the "Media GX" name, they renamed the line "Geode". National still makes the Geode line of chips and boards, which are using the 5530A chipset (an update to the 5520; Williams was porting Pinball 2000 to the newer 5530 chipset when they closed the pinball division). But unfortunately the new National Geode boardsets usually lack PCI slots (and some other required features), and the newer 5530A chipset is not Pinball 2000 compatible. So the new National Geode boards are not usable for Pinball 2000. The original boardsets used for development of Pinball 2000 were 150MHz with the Media GX 5510 chip. Sometimes these old 5510 chip boards with 150 MHz or 200 MHz CPUs can be found on Ebay or at computer "junk" sales. Though somewhat risky, all of the code for the 5510 chip is still in the RFM and SWE1 code, and it autodetects on startup which one to use (the 5510 or 5520 chipset). However, the older 5510 code was obviously not as extensively field-tested as the 5520 code, and RFM at least was running into speed limits even at 233MHz (SW:EI was not as bad in that regard). So if buying one of these older 5510 CPU boardsets, be aware it may not work properly. In theory it should work, but it could "bog" down on some display routines, or the display could be out of sync with sound.
The motherboard choosen by Williams was clearly an "all in one" type board. That is, the motherboard had an on-board video, sound, and other support circuits/chip. The audio stuff is however not needed. Williams had a off-board sound card, making the on-board sound chip(s) unnecessary. Some boards will have these sound chips installed, and some will not. So an empty socket or two on an otherwise fully populated motherboard can be OK.
The memory used in pin2000 motherboards is SDRAM PC100 memory in a DIMM package (commonly known as "168 pin PC100 SDRAM 3.3v DIMM"). Any amount 8 meg or higher can be used (typically 8 meg is seen in most games). PC133 memory can probably also be used (the only difference between PC100 and PC133 is that PC133 can run at a higher bus clock speed).
3c. Game does not Boot or Re-boots.
Main Power.
Backbox Computer Problem.
Pinball 2000 Specific Boot Problems.
Power Supply or Mother Board Error.
When Entering Diagnostics/Bookkeeping, the Game Re-boots. To diagnose this problem, a laptop computer running a terminal emulator (Windows Hyperterminal, using settings "9600 8N1") was connected to the serial terminal port of the pinball 2000. With the computer on, the pinball 2000 game is booted. When the game's Enter button is pressed (to enter diagnostics), a Fatal error was being generated and the game reboots. But the fatal error can be seen on the laptop computer's terminal emulator program, "*** Fatal: Got invalid time stamp!" This can be further diagnosed with the pinball 2000 game on and the laptop connected and running a terminal emulation program. The XINA command "enter" can be issued on the laptop to enter the pinball 2000 diagnostics. This Xina command may cause the game to reboot (just as if the "enter" button was pressed on the coin door). Again, during the transaction, the laptop terminal received the error message. The error contained this key information:
*** Fatal: Got invalid time stamp! The numbers after the "BAD" are the time stamp's: weekday, month, day, year, hour, minutes, seconds. In this case, the year seems to be out of the acceptable range of 1999 to 9999. Since pushing the ENTER button causes a time stamp to be generated and checked, the checking code (for reasons unknown) does not just report and fix the problem, but instead generates a Fatal error, which then resets the machine. When "time" command was entered on the laptop, the pinball 2000 echoed back, "Sorry, clock is bad". Fortunately, there is a fairly simple cure to this problem. With a laptop computer running a terminal emulator (Windows Hyperterminal) attached to the serial port (9600, 8N1), the following command can be entered to set the date and time, after the pinball 2000 game is booted:
The battery on the motherboard (CR2032) and the PRISM card (BR2325 Li-battery, or in a pinch a CR2025 can work) should probably both be checked and probably replaced prior to performing this fix, since the CPU battery is what keeps the time when the game is off. The Prism battery keeps the high scores and the game audits (and some audits are also written to the Flash memory, in case of a complete battery shutdown).
Swapping from SWE1 to RFM, and Game No Longer Boots. Unfortunately, RFM code is not as smart. If the RFM rom board is installed on a Prism card that was previously installed with a SWE1 rom board, sometimes the boot process does not disable the update. The game will boot (white screen, blue messages), and show no errors. The playfield lamps will come up for a couple of seconds, and then go out, and the monitor screen will be black. The game will essentially hang in this mode, where the the coin door diagnostic buttons do nothing. The easiest way to fix this is to update the game with a PUB board. But since most people don't have a PUB board, there is another way. Hook up a keyboard to the computer, and boot the game. Again, the playfield lights will go on for a few seconds and turn off, and the monitor screen will go black. At this point, type the following command on the keyboard - note this command will NOT be seen on the screen, so don't make any typing errors!
After pressing ENTER, turn the game off, remove the keyboard, and turn the game back on. The game should now boot with version .4 of the RFM code. At this point your can run the update manager with a null modem cable, and update the firmware to RFM version 1.5.
P2K Won't Boot from Bad Motherboard Capacitors. There are five 1000 mfd caps surrounding the Cyrix processor, which gets quite hot. In addition, if the CPU fan has failed, this only makes the heatsink on the Cyrix chip hotter. This heat bakes these five 1000 mfd capacitors, making them prone to failure. Also Pinball 2000 machines use computer motherboards made around the time there was corporate espionage in the Asian capacitor market. An incomplete/incorrect electrolytic formulation was stolen and used by some Asian capacitor makers without knowing the formula wasn't good. I'm not sure this was a huge problem with these motherboards, but it may have contributed. There are at least two kinds of caps in the Pinball 2000 motherboards in the five spots numbered in the picture below. One has green caps (bad), and the other light blue (better). The green caps are radial 6.3v, 1000uf, 105c and made by TAYEH. These are the ones that you will usually find as bulged or leaking. If you see light blue 10v 1000uf, 105c caps from XICON, these seem less prone to problems. But even if the caps are not bulged or leaking, they can still cause the motherboard to not boot. I recently fixed a motherboard that would not boot by replacing these five 1000 mfd capacitor. In my case, the caps were the Xicon brand, and showed no sign of failure. I put them on my cap tester meter, and they read about 850 mfd. That doesn't seem to be "that bad", but after replacing these five caps, the board booted up fine.
Once all five caps are replaced, put the machine back together and power it up. Chances are you've just rescued the motherboard in your pin2k machine for about an hour labor and $1.00 in parts.
3d. Video Monitor Info, Fixes & Replacements.
However the p2000 CGA (lo-res 640x240) RGB monitor used is a standard video game monitor. The Pinball 2000 monitor is lower resolution than standard computer VGA (640x480) monitor or even med-res video game monitor. Other than that, any standard RGB low-res video game monitor, with inputs for positive horizontal and vertical sync, can be used. Also there is no need for a separate isolation transformer for the monitor, since the monitor power already comes from the P2000 transformer in the bottom cabinet. The mounting brackets for the Pinball 2000 monitor are custom though (but can be transfered to another monitor). Exact replacement Ducksan and WG 19k7302 monitors are no longer available. But you can use a Well Gardner 7200 monitor. The only change needed is in the cabling - change the monitor cable pins around on the header to use positive sync instead of negative sync. This is described below. On the original WG7300 the sync pins used did not matter, rather the negative vs. positive sync was controlled by a jumper of the monitor chassis pcb. More info on this below.
Pinball 2000 color monitor adjustments are on the neck board. There are six adjustments, two for each color (RGB).
Remove the backglass and you'll see six small knobs (pots) mounted to the bottom right of the monitor. Four of the knobs adjust the picture position, horizontally and vertically. The two knobs on the right are the brightness and contrast. Also on the back side of the monitor on the flyback transformer there are two knobs. The knob closest to the circuit board controls the brightness (the other knob controls the focus). Be careful - only turn knobs with a HV insolated screwdrawer. Turn the brightness knob (on the little separate adjust board) to a lower value. Then carefully turn the SG knob for more brightness - if you turn it too much, then you'll get flyback lines on the screen. When you have reached a better brightness you should do a brightness adjustment with the brightness button.
Unfortunately, the cabling (the cable from the monitor to the computer) used for the Ducksan and Wells Gardner 7300 are different. Different connectors are used because the cabling goes directly to the monitor chassis header, rather through a standardized connector. So plugging a Wells Gardner 7300 into the Ducksan monitor cable will not work.
but this pin is located between the GND and V pins.
board header "key" position. I have no idea why, and they don't need to be connected. ** Positive sync can be used instead of negative sync if the monitor will not adjust properly horizonitally. There is a switch on the monitor that can swap between negative and positive sync.
The Ducksan monitor is the worst of the two different monitors that were sold with Pinball 2000. Because of this, there may be some need to convert a Ducksan monitor cable so it can be used with a Wells Gardner 7300 monitor. Below is that conversion.
* Positive sync can be used instead of negative sync if the monitor will not adjust properly horizonitally. There is a switch on the monitor that can swap between negative and positive sync.
Wells Gardner 7200 Monitor. The solution is that the 7200 has different pins for negative versus positive sync. On the 7300 there is a switch setting on the chassis board that is set to either negative (the most common, and how it is set for Pinball 2000), or positive (there for backward compatability for older video games). Because of this, the 7300's H/S-2 wire need to be moved to +HS on the 7200 monitor. Likewise, the 7300's V/S-2 wire must be moved to the 7200's +VS. Also the 7200 should be set to negative sync. The corrected cabling for the 7200 Wells Gardner monitor (set to negative sync) is shown below.
Wells Gardner 4600 Monitor.
When installing a new video monitor, sometimes the video can appear upside down or reversed (left to right), while playing the game. Probably the easiest way to fix this is to issue a fb flip command to the Xina operating system. This will require a keyboard to be plugged into the Pinball 2000 computer (I am not sure if this command will need to be issued everytime the game is rebooted). The fb command will only fix an upside down picture (it does not change left to right picture reversals). A better (more permanent) way to fix the problem involves reversing the yoke header wires (on some monitors there is a switch for this). Check for a switch near the yoke, or on the edge of the neck tube circuit board. If there is no switch, find the yoke wires. The Yoke is the coil of wires on the neck of the picture tube. There should be four wires coming off of the yoke. Swap the blue/red wires if the picture is reversed left to right. Swap the green/yellow wires if the picture is upside down. Be careful to get the right two voke wires though, as the monitor chassis can burn up if this is done wrong!
Degaussing. Sometimes when moving the game, a light colored "spot" (varying in size, usually about 1" to 3" diameter) on the monitor may appear. If this is the case, there is probably an external magnetic interference from speakers or nearby lighting transformers (anything with a magnet or electro-magnet). Check for anything like this near the machine. If there is no hum at game start up, there is usually a varistor that burns out. If the monitor gets a reasonable magnetic field, it may take several power cycles to clean up (look out for vacuum cleaners and speakers, these often have strong magnetic fields). Check for what is causing the magnetic field before just powering on and off to degauss. Five or so power cycles should be all that is needed. If the purity doesn't come back, refer to a shop manual for the monitor that describes purity adjustments for the monitor. Even the earth's magnetic field is strong enough to effect purity of many color monitors. If the spot remains the degauss mechanism is malfuntioning. Often the monitor can be degaussed by taking a powered-on soldering gun, and moving it in front of the monitor glass. The magnetic field from the soldering gun can often degauss the monitor.
Ducksan Monitor Problems and Solutions. A web site is available for tech support with Ducksan monitors. The company is Merit Industries and the site is http://www.meritind.com. Click on Support, then on FAQs, then on Technical Information, then on Monitor/Picture. Also check out http://www.monitec.co.kr/english/product-1301-chassis.htm. Look for information related to Ducksan problems. It seems that a number of the Ducksan monitors must have used similar chassis boards. Merit considers a "Type 59" monitor to be the Ducksan CGM1901 monitor found in RFM. Also there is a schematic of the Duckscan monitor available here. Installing a "cap kit" (a set of new electrolytic capacitors that commonly fail in a video monitor) is often a good idea for one of these monitors. Merit Industries has a parts list for a cap kit for the monitor (frequently failed parts). The list contains proper replacement values for the caps (sometimes different than the original value) as well as the Mouser part numbers to make it easy to order the parts. C804 appears to be one of the most important caps to replace. There is also a monitor suppliment page available here. Roy reports that in addition to replacing the caps he had to replace a resistor that metered open (R348), and also replaced the vertical output chip U201 (mounted to a large aluminum heat sink on the monitor chasis board). Chip U201 is labeled DBL2054D on the chip and schematic, but is really a TDA-1675A (Mouser part# 511-TDA1675A). This chip shorts a lot and kills the B+ supply, which in turn might cause R348 (56 ohm 1 watt) to go open. If resistor R348 is open, replace both U201 and R348. Touched up many bad solder joints on the main monitor board, including those at B+ that were particularly bad. Be careful when soldering on the foil side of the chassis board as the traces lift easily on this board. Ducksan also appears to have used at least four different neck boards with their monitor: DS2905, DS2906, DS2907, and DS1301. The part numbers in the schematic below match the DS1301 neck board, but they do not match the DS2905N neck board (don't know about the DS2906 or DS2907). So the schematic below may not be correct for the neck board even though it is correct for the monitor chassis board. Accordingly the portion of the parts listed in the cap kit that relate to the neck board may not be correct for some Ducksan monitors, even though it is correct for the neck board shown in the schematic. It is pretty easy to tell when looking at the neck board and schematic if a particular Ducksan monitor has the neck board shown in the schematic. Also the neck boards have a part number printed on them. Luckily most repairs don't relate to the neck board anyway. One other thing to mention is that you must connect the monitor to the wiring harness from the RFM body in order to power up and test the monitor. This is because the power transformer is in the body of the game, not in the head.
Cap Kits for Ducksan and WG7000 Monitors.
Here's a list of Mouser (www.mouser.com) part numbers for the capacitors (about $3.00 total): Wells Gardner K7000 series monitors cap rebuild kit should include the following 15 pieces. You may use a higher voltage but never less voltage.
Increasing Monitor Constrast (Getting a Better Picture.) On many games, the original Ducksan or Wells Gardner monitor had decent color, good focus, no screen burn, but did not have high contrast. To get the colors to look bright enough, the constrast needs to be turned up on the monitor. Unfortunately the downside is the blacks would look grey. The problem is, this really kills the effect on a RFM, as the black needs to be black, and not bleed through to gray. When the graphics appear, you want them to kill what is behind the image. You want the virtual targets to be vibrant and clear so you can see all the detail. And the inverse is true also, when the target disappears, you want the area to be completely black so that you don't see the monitor reflection. You want to see the playfield.
To implement the monitor amplifier, the original cable will need to be modified using a short jumper that goes from the amplifier to your monitor input. This will have a drastic improvement on the contrast. I went from a washed out picture to a vibrant one. I could see detail that I never saw before. Also the explosion graphics really get punched up by this mod (since they are mostly white/yellow). I was also able to lower the brightness and contrast (that were previously maxxed) on the monitor controls and had a wide range to adjust from. Note there are two different models of the amplifer. The new version is powered by VGA output, and the old version requires connecting to the amplifier's 5 volts to the power supply drive connector of the pin2k computer. The problem is that not all VGA card outputs have that 5 volt line. My RFM did, and my SWEP1 did not. Now, if you have the new style amplifier and don't have the 5 volts on the VGA output, you will not get a picture (because the amplifier is not being powered). There is a easy fix to this, you have to solder a wire to the new amplifier pcb (its documented at the amplifiers website), and run it to the 5 volt power supply drive connector (which is what I did for my SWEP1). Note this entire issue is documented at http://www.ultimarc.com Now as far as the results of adding the amplifier to the SWEP1. Wow, what a difference. I thought the picture was good before, but now I see so many small details in the picture that I never saw before. My machine now has a very good black background (I have always been picky about black levels on TVs), and the graphics just pop up bright and vibrant. Even the stars in the background are bright as can be, lit against the deep black background.
3e. When things don't work: Checking Transistors and Coils (stuck on/not working coils/flashlamps)
Occasionally driver transistors fail. If a coil is "stuck on" (energized) when the game is turned on, a shorted driver transistor is usually thecause. This section will help diagnose this.
What do the Driver Transistors Do? Sometimes these driver transistors short "on" internally. This completes a coil or flash lamp's power path to ground permanently, making it "stuck on", as soon as the game is turned on.
Coil Diodes are Back! But with Pinball 2000, the coil diodes are back on the coils! This was done to make the driver board more flexible. With the coil diodes off the driver board, the driver board transistors (FETs) can drive any device (it doesn't have to be a coil). But the down side of this is the coils now *must* have a coil diode! Also the power wire (the thick wire going to the coil) must be installed to the coil lug with the *banded* side of the 1n4004 coil diode. If the coil wires are reversed, a fuse will blow and possibly damage the driver board FET.
Transistors Used in Pin 2000.
One area that really has been really changed for the better in Pinball 2000 is in the solenoid driver circuits. Williams has switched from using conventional "bipolar" transistors to MOSFETs in the solenoid and flash lamp driver circuits. A MOSFET (Metal Oxide Semiconductor, Field Effect Transistor) looks exactly the same as a regular coil driver transistor. It comes in the same TO-220 package as the TIP102 that is familiar to just about everyone that works on pinball machines. But this is where the similarity ends. In fact, even the names of the three component leads are different. In the transistor, the three component leads are called the emitter, collector and base. In the FET they are the source, drain and gate. Although the component lead names are different, their functions are much the same. For example, the major current flow through a transistor is between the emitter and the collector. It's called the "collector current". The emitter/collector connection is used to control the current through the solenoids. In the MOSFET, the same job is handled by the source and the drain. To energize a coil, the FET closes the source/drain connection, completing the circuit. The main current flow in a FET is called the "drain current. The remaining component lead is the controlling element of the device. In the transistor, the "base" lead controls the flow of current between the emitter and collector. A small voltage on the base will turn the transistor on. In the MOSFET, the controlling element is called the "gate". Pinball 2000 uses MOSFETs that are controlled by standard logic levels (about 5 volts) on the gate. Instead of using a system of integrated circuit latches, pre-driver transistors and driver transistors, the MOSFETs are driven directly by data latches (a 74HCT574 chip). This reduces the number of components on the circuit board, simplifying troubleshooting and reducing cost. For example, when Williams was using a TIP36 to drive a flipper coil, it required (in addition to the TIP36), TIP102 and 2N4403 pre-driver transistors, which were driven by the octal latches (a 74LS374 chip). The MOSFETs used in the solenoid driver circuits are type 20N10L (regardless if the FET controls the flippers, an upkicker, or a flash lamp). The first pair of numbers refers to the current rating. In this case, it's rated at a maximum drain current of 20 amps. This is more than enough for any coil with plenty of headroom. The "N" indicates an N-channel FET (some FETs are of opposite polarity, known as P-channel FETs). The final 2 digits indicate the voltage rating. The 20N10L is a 100 volt MOSFET. And last (but not least!), the "L" suffix indicates that a "logic" level is used on the gate to turn the FET on (this is very important, as some FETs do not have the "L", and hence will not work in Pinball 2000).
On Star Wars E1, the Neon light is not driven by a FET like the other coils and flashlamps in the game. Instead a ULN2803 and a 74HCT574 on the driver board are used as for the neon lamp transformer driver. In this repair, it's fairly easy to see if the neon transformer is the problem or the driver board circuit. Notice the two wires going to the neon transformer (one red, one black). The red is 12 volts DC, and the black is ground. Using an alligator test clip, ground the black transformer lead to the metal side rails on the game (or any other ground point). If the neon tube glows, the driver board circuit is the problem. I say this because the neon transformer can fail, so it's best to test this before digging into the driver board. (You may want to check the neon glass too for any damage.) The next thing in-line to the neon transformer is a ULN2803 chip at U35 on the driver board. In my repair scenerio, this was not the problem with the SWE1 neon. Instead it was the 74HCT574 at U34 which had failed. At first I changed the ULN2803 at U35, since this is first in-line to the neon transformer, but this changed nothing. Next I looked at the 10k bussed resistor network RP10. Testing this in-circuit showed a problem, but the true issue was a short in the U34 chip (which was making the resistor network look bad, but it really wasn't the problem). Changing the U34 with a new 74LS574 fixed the problem, and the neon light worked again.
TIP Transistors used in Pin 2000.
The following procedures will test the driver transistors in question. If bad, it will need to be replaced. Inside the front cover of the game manual is a list of each coil used in the game. Also listed are the driving transistor(s) for each coil. Use this chart to determine which transistors could potentially be bad. Also use the schematics. If after replacing the driver transistors the coil/flashlamp is still stuck on, then replace the TTL 74HCT574 logic chip.
A Coil just Does Not Work - What is Wrong?
Do the Transistor Test Procedures work 100%?
Transistor Testing procedures using a DMM.
If the game powers on, the diagnostics can be used to test most devices.
Solenoid Doesn't Work during Diagnostic Tests.
The Coin Door Interlock switch.
Failed Coin Door Interlock switch.
Most pinball games (including pin2000) have power at each and every coil at all times. To activate a coil, GROUND is turned on momentarily by the driving transistor to complete the power path. Since only ground (and not power) is turned on and off, the driving transistors have less stress on them. With this in mind, if we artificially attach a coil to ground, it will fire (assuming the game is turned on).
2. Testing the Coil and the Power Together.
3. Testing from the FET or TIP102 Transistor to the Coil.
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