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Repairing Williams/Bally Pinball 2000
by cfh@provide.net, 06/02/08.
Copyright 2001-2008 all rights reserved.

Scope.
This is a WORKING document! It is not complete. This doucment has also borrowed info from other source (check the bibliography below). There is still much info to document on Pinball 2000. I will add info as time permits. This document covers both Williams and Bally Pinball 2000 games (Revenge from Mars and Star Wars Episode 1).

Internet Availability of this Document.
Updates of this document are available for no cost at http://marvin3m.com/fix.htm if you have Internet access. This document is part one of one.

IMPORTANT: Before Starting!
IF YOU HAVE NO EXPERIENCE IN CIRCUIT BOARD REPAIR, YOU SHOULD NOT TRY TO FIX YOUR OWN PINBALL GAME! Before you start any pinball circuit board repair, review the document at http://marvin3m.com/begin, which goes over the basics of circuit board repair. Since these pinball repair documents have been available, repair facilities are reporting a dramatic increase in the number of ruined ("hacked") circuit boards sent in for repair. Most repair facilities will NOT repair your circuit board after it has been unsuccessfully repaired by you.

Table of Contents

Bibliography.



1a. Getting Started: What is Pinball 2000?
    Pinball 2000 has a 19 inch video game monitor which has been integrated with a traditional pinball playfield. Virtual images are projected onto the playfield, allowing the ball to interact with video targets as well as traditional "hardwired" targets. Images on the video monitor can be moved and animated in respect to the playfield architecture, creating 3-D video targets. With a hardwire target behind the animated 3-D video target, the computer knows when the ball "hits" the animated 3-D video target. It can then project a 3-D explosion of the target, or any other computer generated affect, seemingly right on the playfield!

    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:

    • Video images appear under the glass providing virtual targets and helpful gameplay information in the player's direct view. For example, a dancing Alien can be projected onto the playfield. Behind the Alien is a "hardwired" target. When the ball hits the vitual Alien (and hence hits the hardwired target, which is not seen by the player), the computer senses this and then does an alien explosion animation!
    • Virtual mechanisms provide greater variation in game play. At the same time virtual mechanisms also increase overall reliability of the game. After all, a virtual spinner never wears out, never tears it's decal, and never breaks.
    • The cabinet, backbox, monitor and electronics provide the base for a convertible system. With its unique skid-rail and connector panel configuration it takes only 60 seconds to replace a Pinball 2000 Playfield.
    • Special "Location Key" provides the location with access to the playfield while keeping the cashbox and electronics secure.
    • New Stereo Sound System places speakers closer to the player for maximum enjoyment at any volume level.
    • Powerful built-in troubleshooting with full screen video menus and displays include the detection and reporting of blown fuses and burnt out lamps.

    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:

    • Unique power-driver board mounting system requires only 2 screws and has 22 fewer connectors than the previous WPC system.
    • All fuses are in easy reach at the front of the machine. Each fuse is mounted next to a status LED for easy troubleshooting.
    • Standard PC parallel port interface allows for easy isolation of problems using any Personal Computer as a portable test fixture (unfortunately, this aspect of Pinball 2000 was never developed).

    Software updates are available via several methods:

    • Using a laptop or other personal computer, a serial port transfer via a null modem cable can update the software on the Pinball 2000 game (no EPROM programming required).
    • Direct update from Williams' web site when connected via phone line to an optional modem (unfortunately this option was never developed).
    • ROM updates from your distributor using a "PUB" card. This card can be borrowed from a local distributor, and installed into one of the empty slots in the Pinball 2000's personal computer.

    Many of the above statements came directly from Williams' own Pinball 2000 literature.

Many people have noticed that the Pinball 2000 cabinet is a bit shorter
than the older WPC pinball games. Below is a comparison of playfield sizes
from System11, Pinball 2000, and WPC games. Note the Pinball 2000 playfield
is only slighly shorter than a WPC game, and is longer than a system11 playfield.
The Pinball 2000 cabinet/playfield was made shorter than WPC to minimize waste
of raw materials, and to maximize units shipped per container, in an effort to
save money.

    Personal Thoughts about Pinball 2000.
    By Randy Fromm. This information used with permission from Randy's CDROM on pinball and video game repair. See www.randyfromm.com/shopping for more details.

    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)
    Coming soon.


1c. Getting Started: Repair Experience, Schematics
    What Repair Experience Is Expected?
    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?
    Having a schematic for the game would be ideal, but sometimes it can be fixed without it. If a schematic is not available, order one from one of the suppliers on the parts and repair sources web page.


1d. Getting Started: Necessary Tools
    Fixing electronic pinball games will require a few tools. Luckily, most are not that specialized and are easy to get.

    Non-Specialized Tools Required:

    • Work Light: clamp style lamp
    • Screwdrivers: small and medium size, phillips and flat head
    • Nut Drivers: 1/4", 5/16", and 11/32"
    • Wrenches: 3/8", 9/16", 5/8" required, other sizes suggested
    • Allen Wrenches: get an assortment of American sizes
    • Needle Nose Pliers
    • Hemostat. Handy for holding parts and springs. Best to have both the curved and straight versions if possible.
    • Right Angled Screwdriver: both phillips and flat head.
    • A hand mirror.
    • Hex Keys for Backbox Mounting (there are three sizes): 7/32" outside cabinet to attach backhead and 1/4" inside to hold metal insert in place while. Also 5/32" holds the plastic rest knob.

    Specialized Tools Required:
    These specialized electronics tools are needed. Please see http://marvin3m.com/begin for details on the basic electronics tools needed.

    • Alligator clips and wire. Buy these at Radio Shack, part number 278-001, $3.69.
    • Soldering Iron.
    • Rosin Core 60/40 Solder.
    • De-soldering tool.
    • Digital Multi-Meter (DMM).
    • Logic Probe.
    • Infrared Sensor. Used for determining good infrared optic LED's. Radio Shack sells these for $5.99, part number 276-1099

    Cleaning "Tools" Required:

    • Novus #2 (for cleaning playfields and rubber)
    • Novus #3 (for polishing metal parts)
    • A hard paste wax or hard automotive Carnauba wax (for waxing playfields and cleaning rubber)
    Novus is available at many places (my local grocery store sells it), or from any good pinball vendor. I don't recommend MillWax, but others like it (mostly because they have been around for a LONG time and are used to it). Trewax or Meguires Carnauba Wax is available at Kmart or a local hardware store.


1e. Getting Started: Parts to Have On-Hand
    When fixing electronic pinballs, I would highly recommend having some parts on-hand to make things easier and cheaper. All these parts are available from a pinball retailer.

    Parts to have:

    • #555 light bulbs: have 20 or so around. Fifty is plenty to do most games.
    • #906 or 912 flash bulbs: have 10 or so around.
    • #89 flash bulbs: have 10 or so around.
    • Fuses: I would have five of any needed value on hand at all times. Pinball 2000 uses the new smaller "T" fuses, all 250 volts. Note these are not GMA fuses. GMA are similar to American fast-blo fuses. "T" fuses are more like American slow-blo fuses. Pinball 2000 uses nothing but "T" fuses. These fuses are smaller, about .75" long (but technically known as 5x20mm). Have available:
      • T4.0 amp
      • T5.0 amp
      • T6.3 amp
    • Nylon Coil Sleeves: the longer 2 3/16" length (part number 03-7066-5) are used when rebuilding flippers (same part number used for WPC). The 1.75" length (part number 03-7066) are used for pop bumpers, etc. Sleeves with a lip (part number 03-7067-5) and tubing on each side (known as an "inline" sleeve) are used on the knocker, etc.
    • Flipper Crank Link Assembly: this includes the pawl and the plunger/link. A different assembly than the WPC unit, the same part is used for *both* right and left flippers. Part number A-23000.
    • Flipper Pawl Assembly: same as the above, but without the plunger/link. Again, same part used for both the right and left flippers. Part number 01-11764-R.
    • Flipper Plunger/Link: used when rebuilding flippers (part number A-15847, same as WPC).
    • Flipper Link Spacer Bushings: these small bushings go inside the flipper links (part number 02-4676, same as WPC).
    • Flipper Coil Stops: used when rebuilding flippers (part number A-12390, same as WPC).
    • Flipper EOS Switch: part number SW-1A-194.
    • Flipper EOS Switch Shock Deflector (fish paper): part number 03-9878. A new part for Pinball 2000.
    • 1/4" Heat Shrink Tubing: this is used on the flipper pawl when rebuilding flippers.
    • Blue Spring Steel: used for rebuilding the entrance of clear plastic ramps. Available from Pinball resource or http://www.mcmaster.com. Buy the thinner .006" thickness.
    • Shooter Spring: the short chrome spring on the outside of the shooter mechanism (part number 10-149). These rust and look like crap in short order.
    • 1 1/16" Pinballs: a new pinball will make a playfield last longer.
    • Leg Levelers: replace those old crummy looking leg levelers with brand new ones. 3" are used on solid state games.
    • Rubber Rings: order game-specific ring kits with exactly the rings needed (from Pinball Resource). Don't forget to get flipper rubbers and a shooter tip.
    • Transistors: keep a few TIP102, TIP107, FET 20N10L (IRL540) transistors around.
    • Diodes: keep a few 1N4004 diodes around. Also keep a few P600D or 6A4 diodes around (used for converting AC voltage to DC).
    • 74HCT574 chip: have several for the driver board.
    • ULN2803 chip: have several for the driver board.
    • LM339 chip: have several for the driver and flipper opto boards.
    • CR2032 battery for the CPU board.
    • BR2325 Li-battery for the PRISM card. (In a pinch a CR2025 can work.)
    • Optics. LED transmitter optics and "U" shaped optics are good to have on hand. Radio Shack sells the infrared LED (transmitter), part number 276-143C, $1.69 (replaces Williams A-14231). The "U" shaped optos (as used on flipper boards) are available from Jerry Clause, Competitive Products or Pinball Lizard (remember there are several types of U shaped optos).

    Transistors and diodes are available from many sources. Check out the part sources web page for help.


1f. Getting Started: Pinball 2000 Guts
    Behind the backglass is a metal case which houses the Personal Computer for Pinball 2000. Inside this computer case there are several items, which are described below.

The brain to Pinball 2000, with the top cover removed.

    PRISM Card.
    This is a custom card made just for Pinball 2000. Essentially, this is the "hard drive" for Pinball 2000. The PRISM card interupts the PC's boot process when the PC is powered on, and loads code directly from the ROMs on the PRISM card. There are two parts to the "sandwich" Prism card. One part is a ROM card which includes the ten game specific Williams ROMs. These contain the images and other fixed parts like a first code boot version. The main part of the PRISM card contains flash PROMs for the update sound and game code, and several ASIC chips for the PCI-control, the DCS-2 sound hardware, and some glue logic.

    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).

The two halves of a separated PRISM card.

    The PRISM card also houses a Li-battery BR2325 (in a pinch a CR2025 can work) for buffered RAM, storing the big amount of statistic data, adjustment data, bookkeeping, and date/time. To prevent a total data loss when this battery becomes empty some of the data is also stored within the flash PROMs (for example, the total earnings). Williams part number A-22994-50070 for the Prism Card Sandwich assembly. The programmed PRISM card is A-23171-50070 and the daughter card with ROMs is A-22995-50070.

The ROM half of an empty PRISM card showing the battery.

    PC Mother Board.
    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.
    Pinball 2000 uses a 19" CGA color monitor from Ducksan (CGM-1901CW) or Wells Gardner (19K7302), model number WGZ1973-U3GS35J. The CGA (lo-res 640x240) digital RGB monitor used is a standard video game monitor. But note, "Pacman" or other older video game monitors (which are analog RGB) can work, but the pinout will need to be changed. Also the Pinball 2000 monitor is lower resolution than standard computer VGA (640x480) monitor or even med-res video game monitor. Other than that, almost any standard cheap low-res video game monitor can usually be used. The mounting brackets for the Pinball 2000 monitor are custom (but can be transfered to another monitor).

    Powerdriver Board.
    The powerdriver board has a parallel port which interfaces it to the computer. The powerdriver looks similar to the 'old' WPC driver boards, but has many innovations:

    • Coils/Flash lamps are controlled with MOS-FET 20N10L (logic level) transistors, using less board components.
    • No General Illumintion lights. Instead there are 128 CPU controlled lamps divided into two 64 lamp "A" and "B" banks.
    • Lamp matrix is similar in design to the early WPC lamp matrix, using TIP107 and TIP102 transistors.
    • Burnt lamp detection has been implemented in lamp matrix (Capcom had a similar system).
    • Power loss detection for several voltages (coil voltage, etc).
    • Fuse LEDs showing which fuse has failed.



2a. Before Turning the Game On: Check the Fuses/LEDs.
    (The subtitle "Before Turning the Game On", may be a bit of a misnomer.) Pinball 2000 has adopted an extremely easy way to check for failed fuses. All fuses are located on the power driver board, and there is an LED for each fuse. If the LED is not lit (and the coin door is closed!), then the fuse has failed. Also look for over-fused circuits. For example, is there an 8 amp fuse where there should be a 5 amp? Also all fuses in Pinball 2000 are slow blow "T" style 5mm x 20mm fuses. So checking for any fast blow fuses is a good idea too.

    A Particular Fuse Keeps Blowing in my Game when I Power-on.
    Often a shorted coil or rectifying diode will cause a fuse to instantly fail when the game is turned on. See below for which fuse connects to which rectifying diode. If a solenoid fuse keeps blowing after a game is started, usually that means a related driver transistor had shorted. See the Checking Transistors and Coils section for help with that.

    Smaller Fuses in Pinball 2000.
    As in WPC-95, Williams changed to the smaller international ISO size (.75" or 5mm x 20mm) "T" fuses. Since Williams exported about 50% of their production outside of North America, it made sense to use the smaller international fuses. The "T" fuses take up less board space too.

Driver board LEDs. Note the single green 12 volt LED. If this LED is not on, +5 volts
will also be missing.


    P2000 Power Driver Board LEDs.
    All LEDs should be "on" when the game is powered on and has fully booted, and the coin door is closed.
    • LED1: Blanking (watchdog). Far left LED.
    • LED2: Health. Off upon power up, starts to blink after game boots. Left of cap C60.
    • LED3: +18 vdc Lamp Matrix A.
    • LED4*: +50 vdc Lower Right flipper. Off when coin door open.
    • LED5*: +50 vdc Lower Left flipper. Off when coin door open.
    • LED6*: +50 vdc Upper Right flipper. Off when coin door open.
    • LED7*: +50 vdc Upper Left flipper. Off when coin door open.
    • LED8: +18 vdc Lamp Matrix B.
    • LED9: +50 vdc Solenoids.
    • LED10: +20 vdc flash lamps.
    • LED11*: +50 vdc Solenoids Power 1. Off when coin door open.
    • LED12*: +50 vdc Solenoids Power 2. Off when coin door open.
    • LED13*: +50 vdc Solenoids Power 3. Off when coin door open.
    • LED14*: +50 vdc Solenoids Power 4. Off when coin door open.
    • LED15: +20 vdc. Above relay.
    • LED16: +12 vdc (+5 is derived from this). GREEN LED.
    • LED17: +5 vdc. Left of cap C61, and below cap C60.
    * designates LED as off when coin door is open.

    P2000 Power Driver Board Fuses.

    • F100: Solenoid Power 4 (T4.0 amp).
    • F101: Solenoid Power 1 (T4.0 amp).
    • F102: Solenoid Power 2 (T4.0 amp).
    • F103: Solenoid Power 3 (T4.0 amp).
    • F104: Lower Right Flipper Power (T4.0 amp).
    • F105: Lower Left Flipper Power (T4.0 amp).
    • F106: Upper Right Flipper Power (T4.0 amp).
    • F107: Upper Left Flipper Power (T4.0 amp).
    • F108: 12 vac unregulated (T4.0 amp).
    • F109: 20 vac flashlamps (T4.0 amp).
    • F110: 50 vac solenoid (T6.3 amp).
    • F111: 18 vac lamp matrix A (T5.0 amp).
    • F112: 18 vac lamp matrix B (T5.0 amp).
    • Line Fuse: T5.0 amp (domestic, 4 amp for foreign games).

    LED Boot Up Sequence.
    At initial power on, LEDs 15-17, LEDs 8-10, and LED 3 are on. After about 15 seconds, the monitor screen will turn from white to black (and the text "TESTING" will appear), and all remaining LEDs (LEDs 4-7, LEDs 11-14) will come on (assuming the coin door is closed), and the Health LED2 will start to blink. Note if LED16 (+12 volts, the green LED) is out, +5 volts will be missing too. Without LED16, the whole game is pretty much dead.

    The "Health" LED.
    Originally the health LED was going to give indications of hardware problems in the game. There was supposed to be logic on the driver board to turn on the Health LED, or to give flashes indicating a problem (and where the problem lies, much like the 1977-1985 Bally seven flash LED system). But Williams ran out of time to develop the hardware side of 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!
    On a Star Wars E1 game reports that fuse f107 is bad after running a diagnostic check. Open the coin door and pull the playfiled up, then run the solenoid test with the high voltage on. The up/down ramp fires/works, which fuse f107 is responsible. Check the LED on F107 and the LED is out. Check for power and there is 68 vdc at fuse F107. Double checked the fuse and it is definately good. Yet the game is still reporting a false reading on the F107 fuse. What is the next step?

    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.
    Recently fixed a Star Wars E1 that reported fuse F110 thru LED9 (solenoid 50v) as bad, but the fuse was infact good. Game played fine, but the diagnostics report from the game said the fuse was bad. Also the LED9 on the driver board would not light.

The burnt trace going from D38 to R181 (and ultimately LED9) can be seen on this
driver board.

    This problem turned out to be a burned trace on the driver board. The small trace that brings power from the large 6a2 (6amp 200v) diodes to the resistors in circuit with the LED had burned off the component side of the board. A quick fix with some wire wrap on the back of the board fixed this problem.


2b. Before Turning the Game On: Check/Replace the CPU Processor Chip Fan
    Like all Pentium personal computers, the Pinball 2000 CPU processor has a fan strapped to the top of the CPU chip. This fan also acts like a metal heat sink. This fan is very important, as the CPU chip itself can overheat and "seize".

    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.

The CPU fan, which can easily fail.

    Replace the CPU Fan.
    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
    The power supply is a approximately 5.9"w x 5.5"d x 3.4"h (150mm x 140mm x 86mm) metal box in the computer box. It is an "AT" style power supply with a "hard" power switch (compared to the newer "ATX" style power supplies used today with a "soft" power switch). The power supply should be wired with two 6 pin AT power connectors and two or more 4 pin peripheral connectors. The original was 200 watts, but most replacements are 250 watts or more and output +5 volts 30A, +12 volts 10A, -5 volts .5A and -12 volts .5A. These are still available from places like AfordableSurplus.com.

    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.
    Power supplies are cheap. And when buying a pinball 2000, there is really no good way to tell "how many miles" are on the old power supply & fan. Since it is not practical to replace just the power supply fan (and not the power supply too), just replace both. It's cheap insurance. Replacement AT power supplies can be bought easily in the $20 to $50 range.

    Can Just a Replacement Fan be Installed?
    I imagine someone could just replace the power supply's fan, and not the entire power supply. But I don't recommend it. If the power supply's fan needs to be replaced, chances are good the power supply has been running hot. So it's just a good idea to replace both. And given the low cost of a new power supply/fan, it just doesn't seem worth it to replace just the fan.

    Power Supply Input Voltage (115 volts).
    All pinball 2000 game computers run at 115 volts. It does NOT matter what the wall voltage is, the computer runs at 110 to 120 volts! If the game is in Europe and running on the 220 volt wall voltage, the main game transformer is jumpered to take that 220 volts and convert it to 115 volts for the computer's power supply. Because of this, the Pinball 2000 computer power supply should be set to 115 volts.

    Installing a New Power Supply/Fan.
    Once a new AT power supply and fan has been bought, installing it is pretty straight forward. Just bolt it in, and re-attach the connectors. WARNING: make sure the connector going to the motherboard is installed correctly! The motherboard connectors are actually two connectors, and can easily be installed "backwards". If this is done, the mother board can be damaged.

    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:

    • Pin 1 = +5 volts, orange
    • Pin 2 = +5 volts, red
    • Pin 3 = +12 volts, yellow
    • Pin 4 = -12 volts, blue
    • Pins 5,6,7,8 = ground, black
    • Pin 9 = -5 volts, white or yellow
    • Pins 10,11,12 = +5 volts, red

The power plug from the power supply to the motherboard.

    ATX Power Supplies.
    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.



3a. Updating the Game Code.

    There are 3 ways to update the Pinball2000 game software.

    • Change the complete PRISM card to a one with newer Software on it.
    • Update the game via Laptop, serial cable and Pinball2000 upgrade manager.
    • Program a PUB (prism update) Card in your PC and plug it into the Pinball2000 game.

    Updating a Pinball 2000 Game using a Computer.
    A new system has been designed to update the game and sound software in your Pinball 2000 System. Software updates are now stored on the PRISM card in your CPU box, no erasing and programming of EPROM chips is necessary.

    The following is required to update your Pinball 2000 machine:

    • A PC running Windows 95, Windows 98, Windows XP with approximately 10 megabytes of disk space.
    • A serial "null-modem" cable (with at least one DB-9 male end) to connect the PC to the pinball machine. Unfortunately the newer style USB and USB2 ports will not work with the Update Manager program. A "Null Modem" connector defines a connector that crosses the wires between pins 2 and 3 (that is, pin 2 of the first connector is connected to pin 3 of the other connector).
    • Update software, available from Williams (Pinball.com).
    • Note this process ONLY works if your PC has a conventional (old school) DB-9 or DB-25 style COM1 serial port. Unfortunately the new style high speed USB will not work with the Pinball 2000 Update Manager (or with the game, since the game mother board does not have a USB port).

    Step 1: Get the Update Manager.
    The Update Manager handles the transfer of the game program from your PC to the Pinball 2000 system. You only need one copy of the Update Manager for all Pinball 2000 machines and all game code versions. If you do not have the Pinball 2000 Update Manager, just download one of the game code links below (they all have the Update Manger code inside the corresponding ZIP file).

    Step 2: Get the Game Code files.
    Again, see below and download the appropriate game code ZIP file to your local PC. Save the file into a temporary area on your PC. Do not change the filename when saving these files to your PC! Also you do *not* need the "Pub" version of this software (this is for use with a "Pub Card", which we are not using here). Not that it hurts to have it, but it's just for the Pub Card.

    Step 3: Run the Update Manager.
    From the Windows Explorer, locate the Pin2000_UpMgr_x.exe file on your PC and double-click to start the Setup program. Follow the instructions and prompts to install the program on your PC.

Using a laptop running Windows XP, connected to a RFM using a null modem cable.

    Step 4: Connect the PC to the Pinball 2000 Machine/
    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.

Running the Pinball 2000 Update Manager on the PC. Here the status window shows
the program has connected to the RFM.

    Step 5: Select the COM port in the Pinball 2000 Update Manager on the PC.
    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.
    Depending on the status of the Pinball 2000 game, you may have to navigate some menus to get the PC and the P2k game to connect. For example, if the game had it's "update disabled", you will most certainly have to do access the following game menus (see pics below):

If updates have been disabled previously, you will need to use the coin door
diagnostic buttons, enter the System Menu, and go to the Utilities menu.

From the Utilities menu, select "Update Game Code".

Game is now ready to connect to the PC and start updating the game code.

    Step 7: Do not disturb!
    The update process may take up to 10 minutes to complete. A bar graph will be shown on the pinball screen and in the Update Manager window to show approximate progress (green bar moves from left to right), but do NOT disconnect once the bar has reached the end. The system needs to reset itself before the update is considered complete. Once the machine is rebooted and running in attract mode, the Update Manager will reconnect to verify that the update is successful.

The game code is being updated by the PC.

Status window shows game code being updated.

    Step 8: Disconnect Cables
    Congratulations, all done with the software update!

Update is finished.

After the update process is finished, the game should reboot automatically.


3b. Motherboard Repair/Replacement Info.
    Pinball 2000 uses a "baby AT" personal computer mother board with a Cyrix Media GX 200, 233 or 266 mHz processor (most Pinball 2000 games were shipped with 233 mHz processors, but some early games had 200 mHz and some later games had 266 mHz processors). This Cyrix processor and the Cyrix bridge are required for Pinball 2000 and are not replacable 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 (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!) and through other distributors like DMS computer (www.dmspinballs.com/p2k.html). Other sources for finding these is at local computer shows, computer recyclers, or online auctions.

A 200, 233 mHz or 266 mHz Cyrix processor used in Pinball 2000 motherboards.

The Cyrix 5520 companion chip used in the Pinball
2000 motherboard.

    In order for a PC motherboard to be a replacement candidate, it has to have the Cyrix MediaGX 200, 233 or 266 mHz processor. And it must also have the 5520 companion chip, and one of the following types of super I/O chips: SMCFDC37C932, SMCFDC37C931, NSPC9731. Note Williams used several different style of PC motherboards in their Pinball 2000 games. These vary in color and layout. But they all have the above chips in common.

    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.

A companion NSPC9731 Super I/O chip used in some
Pinball 2000 motherboards.

    Motherboard Chips NOT Needed.
    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.

An unneeded audio chip often found on Pinball 2000 motherboards.

    Motherboard Memory.
    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).

P2000 motherboard memory.


3c. Game does not Boot or Re-boots.
    Here is a list of things to try when the game will not turn on.

Pinball 2000 power switch behind the backglass on the computer case.

    Power On.
    1. Switch on the machine.
    2. If backglass does not light up go to next section (Main Power)
    3. If backglass lights up but after 30 seconds or so there is no bong, no monitor pic, and no attract mode flashing continue...
    4. If bong can be heard and/or attract mode lamp flashing arises, but no monitor pic, go to monitor diagnostics.

    Main Power.

    1. Check the power line to the game.
    2. Check the main fuse.
    3. Measure the 110V which come out of the transformer (all games, regardless of the wall voltage). Measure the 110V that goes into computer case's power supply.
    4. If no power there, check main fuse again and wall plug.
    5. If power there, go to next secton (Check Computer Case).

The power plug from the power supply to the motherboard.

    Check Backbox Computer.
    1. Verify the red button in front front of the computer case is pressed down (on).
    2. Check the power cabling on the rear left side of computer case.
    3. Are the fans (CPU and power supply) running? If not, go to the next section.
    4. Check the parallel port cable and monitor cable on left side of computer case (as facing the game from the front).
    5. With the game off, open computer case and check whether PRISM seats firmly within it's PCI slot (it can come loose).
    6. If game still does not boot, check the power supply voltages with a DMM, where the power supply plugs into the mother board (red=+5 volts, yellow=+12 volts, black=ground). The +12 volts should be in the 10 to 14 volt range. The +5 volts should be 4.9 to 5.2 volts. If either the +5 or +12 volts is not within these ranges, replace the power supply, as the game will not reliably boot with voltages that are outside these ranges.
    7. If everything looks OK but still nothing works, go to next section.

Boot up of a Pinball 2000 computer, outside of the game, Prism card removed, a
keyboard attached, and hooked up to a regular computer monitor. Since there is no
hard drive or Prism card, the computer tries to boot from the missing floppy disk drive.

After the inital boot message, pressing DEL on the keyboard should bring up this screen.
You can change the game's date and time in the Standard CMOS Setup options, if desired.

With the Prism card installed, most newer monitors won't "sync" and you'll get this
error message. If you have an older monitor from the 1990s, you may be able to get
some game picture on the monitor (though it will be blurred and look odd).

    Backbox Computer Problem.
    It's a lot easier to diagnose problems with the Pin2000 computer if it's removed from the game and hooked up to an external computer monitor.

    1. Remove all cables from the computer case's left side (as facing the game from the front).
    2. Slide the computer case out of the game.
    3. Open the computer case.
    4. Remove the PRISM card from its internal slot inside the computer.
    5. Connect any PC VGA Monitor to the Monitor output on the outside of the computer case (also connect a PC keyboard if available).
    6. Connect the PC box power supply directly to a 110 volts line (if in US) or switch the power suply to 220V and connect it to 220 volts (don't forget to switch back later to 110 volts). Use a standard PC power cable for connection to power.
    7. Switch the computer on via the red switch on the front panel.
    8. The pin 2000 computer should now boot like a standard PC. Video should be seen on the computer monitor. Note a BIOS Message will be seen ("No boot device found"). This message is Ok and should be seen (after all, there is no hard drive or floppy to boot from). If this is OK, then go to the next section. If not, go to the "power supply or mother board error" section). Note if a CMOS (BIOS) checksum error appears on the screen, the motherboard battery can be removed (this will reset stored BIOS settings/memory). A new CR2032 battery should be installed.

    Pinball 2000 Specific Boot Problems.

    1. Switch off the computer case power switch.
    2. Re-install the PRISM card.
    3. Switch the computer on again.
    4. Pin2000 should boot up now. Although the image on the monitor may look ugly, it should display something (the monitor will not "sync", and never monitors may display a "does not sync" error message). If nothing happens, PRISM may be faulty. Try to reseat the PRISM card in another PCI slot.

    Power Supply or Mother Board Error.

    1. Check whether Fans are running (power supply and/or CPU fan).
    2. If not, power supply seems to be bad. Replace with another AT style computer power supply.
    3. If power supply OK, probably one of the mother board components is bad. Check the CPU processor (MEDIA GX 233 or 266 mHz), RAM (minimum 8 Meg, 168 pin PC100 SDRAM 3.3v DIMM or better), mother board (Media GX board), or power supply.
    4. Measure the -5, +5, +12 volt output from the power supply with mother board attached. If erronious it still might be the mainboard, but don't measure power supply output without mainboard attached (the lack "load" may kill the power supply).
    5. Try to exchange the easiest available thing (RAM, power supply), and reboot.
    6. Replace the mother board with a working spare board.

    When Entering Diagnostics/Bookkeeping, the Game Re-boots.
    The game boots and plays fine, until the ENTER button is pressed on the coin door. This causes the machine to reset and reboot.

    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:

      % BAD: 4, 12, 29, 128 (22)(00)(45)
      *** 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:

      time set <year> <month> <day> <hour> <minutes> <seconds>
    (for example):
      time set 2002 12 31 08 53 00
    (which sets the game to Dec 31, 2002 8:53am)

    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.
    If you have one Prism card, and are switching SWE1 and RFM rom boards to this Prism card, you may have a problem when going from SWE1 to RFM. What happens is there is a code mis-match between the flashed code in the Prism card, and the ROM board code. On SWE1, this code is smart enough to see the two different versions (RFM on the Prism, SWE1 on the ROM board), and disable the update (this can be seen on the white screen, where it say "code mis-match, updates disabled"). This allows the Prism card to boot with the factory ROM .4 version of the software. So taking a Prism card from RFM to SWE1 is usually not a problem.

    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!

      fupdate disable (ENTER)

    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.
    If your Pin2k computer box will not boot, this may be due to the 1000 mfd electrolytic capacitors on the motherboard. The symptom is simple - turn the game on, and the monitor stays black, with no boot-up messages. This may not happen all at once. I have seen situations where a P2000 machine would not boot at first, but a quick flick of the power switch got the game to boot. Eventually though this would not work, and the machine would never boot.

    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.

The P2k CPU (mother) board. The location of suspect caps is shown.
Picture by Victor Ireland.

Another look at a suspect P2k CPU (mother) board, with the five 1000 mfd caps removed.

    Look at the five locations in the picture. They are all the same capacitor. I recommend replacing all five capacitors. Mouser carries suitable replacement caps. Check for part number 647-UHE0J102MPD. Or, if you want to use a 10v radial cap (647-UPW1A102MPD). Just make sure they're 1000uf, radial, 105 degrees, and the same form factor (size).

Caps on the P2k motherboard.

    When you're removing the existing caps and replacing them with the newer ones, be VERY CAREFUL. There are a ton of fine traces near the pads for these caps and one "oops" will make this basic repair much more painful or even impossible. If the solder isn't coming out, do not overheat the pads. Note that the caps are marked with a "-" and a stripe on the negative side. Just make sure you put the positive back on the positive side and the negative on the negative (the board is marked with a "+" or a dot where the positive lead goes, and usually has a big white band for the negative side).

Close up of the main processor and the five 1000 mfd caps removed.

    Getting the old caps out is not too tough. Just heat the solder pads from the solder side of the mother board, and gently pull the old caps out. Use a low-wattage soldering station to do this work, and go slowly. Getting the old solder out of these holes is tricky. Use a GOOD quality desoldering station. These motherboards are usually a 4-layer board. This makes desoldering very difficult. And the fine traces going around the caps on the board are very easy to damage, and very difficult to repair. So go slowly and use a good quality desoldering station.

    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.

    Pinball 2000 uses a 19" CGA color video monitor from Ducksan (CGM-1901CW) or Wells Gardner (19K7302), model number WGZ1973-U3GS35J. This monitor is *not* compatible with Personal Computer monitors (though I have heard of some early VGA monitors that may work with p2000). P2000 needs a "negative sync" VGA style monitor (the negative sync part is unusual for the Personal Computer world). In addition the vertical deflection is inverted on the tube or chassis (for the mirroring effect). Another new Wells Gardner monitor that works is model number WGE1972-HOGS39L. Some cabling changes will need to be made with this monitor too.

    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.

WG7300 color neck board monitor adjustments (board removed from monitor neck).

    Monitor Color Adjustments.
    Pinball 2000 color monitor adjustments are on the neck board. There are six adjustments, two for each color (RGB).

Monitor controls behind the backglass, to the bottom right of the monitor
(as playing the game). Yes, this board is mounted upside down!

    Brightness Adjust.
    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.

Monitor adjustments (brightness, focus) on the flyback
(as playing the game).

    Monitor Cabling.
    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.

15 Pin PC Connector Pinout
Pin #Description
1Red Video
2Green Video
3Blue Video
4Sense 2 (Monitor ID bit 2)
5Self Test (TTL Ground)
6Red Ground
7Green Ground
8Blue Ground
9Key - reserved, no pin
10Logic Ground (Sync Ground)
11Sense 0 (Monitor ID bit 0)
12Sense 1 (Monitor ID bit 1)
13Horizontal Sync (HS)
14Vertical Sync (VS)
15Sense 3 - often not used

Ducksan Monitor Cable Wiring
15 pin PC
Connector
Signal Monitor Board
Connector
1 R pins 1/2
2 G pins 3/4
3 B pins 5/6
5 GND pin 10
10 GND-1 pin 9
13 H/V pin 7
14 V pin 8
Note: GND-1 is not labeled on the monitor board,
but this pin is located between the GND and V pins.

Ducksan 1900 monitor cabling.

    Wells 7300 Monitor Cable Wiring
    15 pin PC
    Connector
    Signal Monitor Board
    Connector
    Negative Sync
    Monitor Board
    Connector
    Positive Sync**
    1 R pin 1 pin 1
    2 G pin 2 pin 2
    3 B pin 3 pin 3
    6 GND-1 pin 4 pin 4
    6,10,11 Key* pin 7 pin 7
    10,11 GND-2 pin 8 pin 8
    13 HS pin 9 pin 6
    14 VS pin 10 pin 5
    * Yes there are wires connected to the .156" monitor
    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.

Wells Gardner 7300 monitor cabling.

    Converting a Ducksan Monitor Wiring to Wells WG7300.
    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.

Converting Ducksan to Wells 7300 Monitor Cable Wiring
Ducksan
Monitor
Connector
Wire Color Signal WG7300 Monitor
Connector
Negative Sync
WG7300 Monitor
Connector
Positive Sync*
1 Red/Wht R pin 1 pin 1
2 Red/Blk Gnd pin 4 pin 4
3 Grn/Wht G pin 2 pin 2
5 Blue/Wht B pin 3 pin 3
7 Wht HS pin 9 pin 6
8 Yel VS pin 10 pin 5
9 Blk GND pin 8 pin 8
Connector pins 4,6,10 are not used.
* 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.
    To use a Wells Gardner 7200 monitor (currently available from Wells 19 inch K7200A Horizontal CGA Monitor part #WGE1972-HOGS39L), the cable from the Wells Gardner 7300 (or from the Ducksan) will *not* work. If the 7300 cable is used, it will cause the 7200 monitor to scroll horizontally. No amount of adjusting will correct this either.

    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 7200 Monitor Cable Wiring
15 pin PC
Connector
Signal Monitor Board
Connector
1 R pin 1
2 G pin 2
3 B pin 3
6 GND-1 pin 4
13 +HS pin 6
14 +VS pin 5
10,11 GND-2 pin 8

Wells Gardner 7200 monitor cabling.

    Terry's mounting instructions: In addition, when mounting the new 7200 monitor, you'll to re-use the original P2000 monitor mounting bracket. The picture tube itself transfers fine, however the new K7200 board physically will not re-mount where the old Ducksan board was. Discard the Ducksan metal pan that held the old monitor board and mount the new K7200 monitor board using 4 large zip ties to the monitor mounting bracket (it sounds hokey but the mount is strong enough and clean). Also when mounting the new monitor board, cut a piece of cardboard (like the kind on the back of a large notebook pad) the same size as the new monitor board and attached it to the back of the new board. This provides an insulator to the back of the new monitor board. Additionally since the new monitor board is not grounded to the monitor chassis (because of the zip ties arrangement), add a wire from the monitor board ground to the monitor mounting bracket. If you don't want to go the zip tie route, you'll have to fabricate a mounting bracket(s) for the new monitor board.

    Wells Gardner 4600 Monitor.
    The WG4600 was a very popular video game monitor from the early 1980s, and was standard equipment in many Williams video games such as Stargate and Robotron. It is a good example of how an early video game monitor with inputs for positive and horizontal sync can work in p2000. This info thanks to Russel Willoughby.

Wells 4600 Monitor Cable Wiring
15 pin PC
Connector
Signal Monitor Board
Connector
1 R pin 1
2 G pin 2
3 B pin 3
6 GND pin 4
13 HS pin 6
14 VS pin 5

Wells Gardner 4600 monitor running P2000 SWE1.

    Upside Down or Reversed (Left/Right) Video.
    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.
    The monitor in a P2K degausses automatically everytime it does a "cold start". You can hear this as a short buzzing sound (only a fraction of a second) at the moment the machine is turned on. If you are repairing the monitor on a workbench and power on, and then move it to the game and power on, it may need to be 'degaussed' manually (or just wait a few hours and power on, so it does a cold degauss its self).

    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.
    Much of this information is from Roy Fash and Ken Layton. The original pinball 2000 Ducksan monitors seems to be the more problematic. For example, symptoms could be no picture at all, tube was dark, stopped working suddenly in the middle of a game. Or smaller problems like the pictures is fuzzy or changes sizes as the game warms up.

    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.
    Bad Capacitors for the DUCKSAN model CGM-1301 (Merit type 55) & CGM-1901 (Merit type 59) VGA monitor repair. The test in parends is the problem often seen with the associated capacitor.

    • Ducksan Main board:
    • C319 1 mfd @ 250 volts (off value)
    • C334 10 mfd @ 160 volts (off value)
    • C804 2.2 mfd @ 50 volts (open) Change to 10 mfd. @ 50 volts
    • C337 470 mfd @ 16 volts (off value)
    • C336 470 mfd @ 16 volts (off value)
    • C806 100 mfd @ 160 volts (off value)
    • C809 1000 mfd @ 35 volts (off value)
    • C208 47 mfd @ 25 volts (off value)
    • C210 1 mfd @ 50 volts (open)
    • C209 220 mfd @ 35 volts (off value)
    • C306 1 mfd @ 50 volts (off value)
    • C203 1 mfd @ 50 volts (off value)

    • Ducksan Neck board:
    • C405 1 mfd @ 50 volts BI-POLAR (open) Upgrade to 100 volts
    • C445 1 mfd @ 50 volts BI-POLAR (open) Upgrade to 100 volts
    • C425 1 mfd @ 50 volts BI-POLAR (open) Upgrade to 100 volts
    • C406 1 mfd @ 160 volts (open)
    • C446 1 mfd @ 160 volts (open)
    • C426 1 mfd @ 160 volts (open)

    Here's a list of Mouser (www.mouser.com) part numbers for the capacitors (about $3.00 total):

    • (1) 140-XRL250V1.0 - 1 mfd @ 250 volts
    • (1) 140-XRL160V10 - 10 mfd @ 160 volts
    • (1) 140-XRL50V10 - 10 mfd @ 50 volts
    • (2) 140-XRL16V470 - 470 mfd @ 16 volts
    • (1) 140-XRL160V100 - 100 mfd @ 160 volts
    • (1) 140-XRL35V1000 - 1000 mfd @ 35 volts
    • (1) 140-XRL25V47 - 47 mfd @ 25 volts
    • (3) 140-XRL50V1.0 - 1 mfd @ 50 volts
    • (1) 140-XRL35V220 - 220 mfd @ 35 volts
    • (3) 140-XRL160V1.0 - 1 mfd @ 160 volts
    • (3) 647-UVP2A010MDA - 1 mfd @ 100 volts BI-POLAR

    Wells Gardner K7000 series monitors cap rebuild kit should include the following 15 pieces. You may use a higher voltage but never less voltage.

    • (3) 1 mfd @ 50 volts
    • (2) 10 mfd @ 63 volts
    • (2) 22 mfd @ 25 volts
    • (1) 33 mfd @ 16 volts
    • (1) 47 mfd @ 25 volts
    • (1) 100 mfd @ 35 volts
    • (1) 1000 mfd @ 16 volts
    • (1) 1000 mfd @ 25 volts
    • (1) 2200 mfd @ 35 volts
    • (1) 22 mfd @ 160 volts
    • (1) 47 mfd @ 200 volts

    Increasing Monitor Constrast (Getting a Better Picture.)
    (Thanks to Mickey Johnson for this info.) For the best combining effect in Pinball 2000 games, you need the monitor to have a very brilliant monitor display, but not overbright (in that it has poor black level). What it amounts to, you need the graphics extremely high contrast.

    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.

The Monitor Amplifier which can be used in Pinball 2000 games.

    Now you can do a cap kit, replace the monitor, or have the tube rejuved, but this most likely will not fix the problem. The problem actually is in the computer. I learned this from years of doing Mame videogame projects where I would be interfacing computers to arcade monitors. The problem stems from the fact that the video output of the computer is too low for the arcade monitor (the two devices were actually never meant to be used together). It would be like having way too low of a pre-amp audio output and when amplified you end up with a poor quality sound. There is an easy fix to this problem, using a Monitor Amplifier (scroll down this page a bit). This is a standalone video amplifier converts the 1 Volt output from a VGA card into 4 Volts required by most arcade monitors. The amplifer contains four channels, Red,Green,Blue and Sync. The Sync is a buffer rather than an analog amplifier, and this is to avoid the "fold-over" at the top of the picture on some monitors that are sensisive to DC input levels.

    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)
    A transistor is a small electronic device that can cause changes in a large electrical device (a solenoid), by small changes in a small input signal (the driver board logic circuit). That is, a weak input signal can be amplified (made stronger) by a transistor. Essentially, this allows a small +5 volt logic signal to control a large 50 volt solenoid coil.

    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.

When the game's top glass is removed, the Pinball 2000 backglass can be used
as a temporary reflective mirror to read the monitor during diagnostics. The
backglass conveniently fits under the monitor, and the backbox head tabs stop
the backglass from sliding forward.

    What do the Driver Transistors Do?
    Basically, a driver transistors completes each coil's path to ground. There is power at each coil, all the time. The driving transitor is "turned on" by the game's software, through a TTL (Transistor to Transistor Logic) chip. When the transistor is turned on, this completes the coil's power path to ground, energizing the coil. Driver transistors also work the CPU controlled lamps and flash lamps, causing a lamp to "lock on".

    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!
    On the earlier WPC games, Williams moved all the coil diodes off the coils and mounted them on the driver board. This was done because coil diodes often broken from coil vibration. Or when operators installed a new coil, it prevented them from hooking up the power wire to the wrong coil (and diode) lug.

    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.
    There are basically three types of transistors used on a pin2000 driver board:

    • FET STP20N10L (N-Channel logic level, NTE2987): used as the driver transistor for all solenoids and flash lamps.
    • TIP102 (NPN, NTE2343): used for the lamp matrix rows, to switch ground on for any particular lamp row.
    • TIP107 (PNP, NTE2344): used to drive the CPU controlled lamp (columns) on the playfield. The TIP107 switches the +18 volts on for any particular lamp column.

FET Transistors on the P2000 driver board.

    FET Transistors (New for 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).



    Coil 41 on SWEP1: Exception to the Rule.
    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 only TIP style transistors used in Pinball 2000 are for the lamp matrix. This includes TIP107 and TIP102 transistors. The lamp matrix circuit is nearly identical to the previous WPC circuit. That is, TIP107 transistors are used to provide power to the lamp matrix columns. TIP102 transistors are used to complete the ground for the lamp matrix rows.

P2000 lamp matrix TIP transistors on the Driver board.

    I have a Stuck-on Coil (or Flashlamp), What should I Replace?
    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?
    Driver transistors can go "open" too. This means the logic prior to the open transistor could be working fine, but the coil will not energize. If there is power at the coil, this is something to consider (but first see the test procedures below to make sure the coil itself is actually OK).

    Do the Transistor Test Procedures work 100%?
    In short, no. But they do work about 98% of the time, and are an excellent starting point. But yes, a transistor can test as "good", but still be bad. The DMM test procedures test the transistors with no load. Under load, a transistor could not work.

    Transistor Testing procedures using a DMM.
    If the driver board is out of the game for some reason, test all the transistors. It only takes a moment, and will ultimately save time. To test a transistor, a digital multi-meter (DMM) is needed, set to the "diode" position. NOTE: testing transistors with a DMM is not 100% fool-proof. A transistor can test as "good" and still be bad (rare, but it does happen!).

Testing Transistors INSTALLED in the Pin2000 driver board.
  • FET 20N10L: Put the black lead of the DMM on the metal tab of the transistor. Put the red lead of the DMM on the right outside leg of the FET (as facing the transistor). A reading of .4 to .6 volts should be seen. Then move the red lead of the DMM to the left leg of the FET. A reading of 1.2 to 1.4 volts should be seen. Put the red lead on the center FET leg, and a zero reading should be seen. Any other value, and the FET is bad and will need to be replaced.

Testing a FET on the P2000 driver board.

  • TIP102: Put the black lead of the DMM on the metal tab of the transistor. Put the red lead of the DMM on each of the two outside legs of the transistor. A reading of .4 to .6 volts should be seen. Put the red lead on the center transistor leg (collector), and a zero reading should be seen. Any other value, and the transistor is bad and will need to be replaced.

Testing a TIP102 on the P2000 driver board.

  • TIP107: Put the red lead of the DMM on the center leg or on the metal tab of the transistor. Put the black lead of the DMM on each of the two outside legs of the transistor. A reading of .4 to .6 volts should be seen. Put the black lead on the center transistor leg (collector), and a zero reading should be seen. Any other value, and the transistor is bad and will need to be replaced.

Testing a TIP107 on the P2000 driver board.

    If a coil is not working, the following approach is a good one to take. It starts with the easiest test first; using the internal pin2000 diagnostics. Then the tests moves to the coil itself, and goes back towards the driver board. This makes the chain smaller, and gives a very systematic approach to finding the problem.

Information shown in the solenoid test diagnostics. The top row of information
(J102) is the power to the coil. The bottom row is the drive (J110), completion
to ground back at the driver board transistor.

    Testing Transistors/Coils, Driver board installed in a (near) WORKING game, using the Diagnostics Test.
    If the game powers on, the diagnostics can be used to test most devices.
    • Press the "Begin Test" button inside the coin door.
    • Select "MAIN MENU: TESTS".
    • Select "TEST MENU: SOLENOID TEST".
    • Use the "+" and "-" buttons to move the test from coil to coil. Each coil should fire.
    • Remember the coin door interlock switch must be held in. Otherwise the coil 50 volts will be turned off, and the coils won't fire. Also make sure the "REPEAT" portion of the test is used. This can be changed using the "Begin Test" button.

    Solenoid Doesn't Work during Diagnostic Tests.
    If a solenoid doesn't work from the diagnostic tests, here's what to check. Turn the game off before doing this.

    • Check all the fuses on the driver board. A non-working solenoid could be as easy to fix as just replacing a fuse.
    • Find the solenoid in question under the playfield. Make sure the wire hasn't fallen off or become cut from the coil (a very common problem). Remember, the power wire is "daisy chained" from coil to coil. If one breaks "upstream", all coils "downstream" will not work.
    • If the above is correct, make sure the winding of the coil haven't broken off from the solder lugs. If one has broken, it can be re-soldered. Make sure the painted enamel insulation is sanded from the wire before re-soldering. This is easy to check using a DMM set to DC volts. There should be voltage on *both* lugs of the coil (with the coil door closed). Voltage on only one lug means a coil wire has broken.
    • Check the coil diode (for any other pinball game, this would be the next step). The coil diode for all games (except Pin2000 and WPC) are attached right to the coil, with the banded side of the diode connecting to the power side of the coil. On Pin2000 and WPC games however, Williams moved this diode to the power driver board for all coils but the flipper coils. This increases reliability as the diode is not subject to the jarring and heat a coil can produce. It also eliminates the need for the operator to know which coil wire goes to the banded side of the diode when replacing a coil! These coil diodes are mounted on the driver board near the transistor that drives each particular coil.

    The Coin Door Interlock switch.
    All pin2000 games have a coin door interlock switch. This turned off the power to all the coils when the coil door was opened (for safety reasons). On games with this interlock switch, make sure the coin door is closed when testing coils!

    Failed Coin Door Interlock switch.
    Yes it does happen. The coin door interlock switch can fail, or does not get pushed in enough when the coin door is closed. This will prevent voltage from getting to the solenoids. If none of the solenoids work, and the fuses are good, check the coin door interlock switch for problems. A sure sign of this is the Driver board solenoid power LED's will NOT be lit if the coin door interlock switch is not closed! The interlock switch opens the coil power coming from the transformer, which is way before the power gets to the Driver board's fuses and power circuits.

A Systematic Approach.

    1. Test for Power at the Coil.
    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).
    • Turn the game on and leave it in "attract" mode.
    • Lift the playfield.
    • Close the coin door interlock switch.
    • Put the DMM on DC voltage (100 volt range or higher).
    • Attach the black lead of the DMM to the metal side rail.
    • Touch the red lead of the DMM on either lug of the coil in question.
    • A reading of 50 to 80 volts DC should be indicated. Switch the red test lead to the other lug of the coil, and the same voltage should be seen again. On flipper coils, test the two outside lugs of the coil. If no voltage reading is shown, no power is getting to the coil. On a two lug coil, if there is only voltage at one lug, the coil winding is broken.
    • If no power is getting to the coil, a wire is probably broken "upstream" or there is a bad fuse.

    2. Testing the Coil and the Power Together.
    This test will show if the power and the coil are indeed working together:

    • Game is on and in "attract" mode, and the playfield lifted.
    • Close the coin door interlock switch.
    • Connect an alligator clip to the metal side rail of the game.
    • Momentarily touch the other end of the alligator clip to the GROUND lead of the coil in question. This will be the coil lug with the thinner single wire attached. On flipper coils, this is the middle lug (the power wire on most coils is usually the thicker violet or red wire).
    • The coil should fire (if the alligator clip is accidentally touched to the power side of the coil, the game will reset and/or blow a fuse, as the solenoid high voltage is being shorted directly to ground).
    • If the coil does not fire, either the coil itself is bad, or a fuse is blown, or the "daisy chained" power wire has broken "upstream".

    3. Testing from the FET or TIP102 Transistor to the Coil.
    If the coil fires in the above test, this test will check from the FET's or TIP102's output, the wiring to the playfield, and the coil itself.

    • Game is on, and the "test mode" button is pressed once to enter diagnostics.
    • Close the coin door interlock switch.
    • Find the transistor that controls the coil in question (refer to the manual, inside the front cover).
    • Attach an alligator clip to the game's metal side rail or some other ground point.
    • Momentarily touch the other lead of the alligator clip to the metal tab on the FET or TIP102 transistor in question.
    • Its associated coil, flash lamp or lamp matrix row should energize.
    • If the coil/flashlamp/lamp row does not energize, and it did in the previous tests, there probably is a wiring problem. A broken wire or bad connection at the connector would be most common. It is also possible there is a bad transistor. Continue to the next step, or use the DMM meter and test the transistor on the board (see Transistors Testing Procedures for details).

Testing the coil by touching the metal tab of the
FET to TP6 (ground) with a jumper wire.

Testing a lamp matrix row by touching the metal tab of the TIP102 to ground with
with a jumper wire. The entire lamp matrix row associated with this transistor should
light.