3c. When Things Don't Work: Diagnostics (Display test,
Lamp test, Solenoid test, Switch test, Sound test)
Where Bally took the approach that the boot-up diagnostics were
very important and game diagnostics were not, Williams took the opposite
approach that boot-up diagnostics were *not* important but
game diagnostics were! Hence where 1977-1985 Bally games
don't really have a lamp, display, coil or switch test,
Williams system3 to system7 games do have good versions
of these tests (assuming that the game in question will
boot up properly!)
System4 to System7 Diagnostics.
The diagnostic firmware is located in the "Flipper ROMs"
at IC20 and IC17. Remember our previous discussion of this,
system4 uses yellow flipper ROMs,
system6 uses green flipper ROMs, and system7 uses blue flipper ROMs.
System3 (white flipper ROMs) diagnostics are different to
access, so see the section on that below.
But the system4 to system7 diagnostics are pretty easy to use
following these instructions. These diagnostics will
test the score displays, the lamp matrix, the switch matrix
(and on system7 a separate test for sound).
For system4 to system7 games,
to use the internal game diagnostics,
the game will need to boot up into attract mode.
To access the switch diagnostics, there are a pair of
switches inside the coin door that need to be accessed.
Here are the steps used to access the diagnostics on system4 to system7
games:
- Turn the game on and allow it to go into attract mode.
- With the coin door open,
press the coin door Auto-up/Manual switch into the manual position.
- Press the coin door Advance button. On system3 to system6,
the score displays should go blank. On system7, all the score displays
will light up with "0000000".
- Press the coin door Auto-up/Manual switch into the auto-up position.
- System3 to System6 only: Press the coin door Advance button.
- The game should now go into the first test, which is
the SCORE DISPLAY test. All the score displays (including the credit/ball-in-play)
should cycle from "000000" to "999999". If a particular display
does not work or shows the wrong values, go to the
score display repair section.
- System 7 only: Press the Advance button again to pass over the
score display test. This will go
to test 00, as indicated in the credit score display, which is
the SOUND test. Each sound number will be displayed in the ball-in-play
window, and played by the sound board. If a sound is missing or there
is no sound, go to the
sound repair section.
- Press the Advance button again to pass over the previous test.
This will go to test 01,
as indicated in the credit score display, which
is the LAMP MATRIX test. All the CPU controlled lamps
will cycle on and off at once. If a number of lamps are not working
(and it's not burnt out bulbs), go to the
lamp matrix repair section for more details.
- Press the Advance button again to pass over the lamp test.
This will go to test 02,
as indicated in the credit score display, which
is the SOLENOID test, and each solenoid from 01 to 22 (as
indicated in the ball-in-play display) will be exercised.
Remember on system3 to system6, coils 9-13 are usually sound drivers.
System7 games will also test coil numbers 23,24,25
(25 is the flipper relay, but 23/24 are unused in
all system7 games). If a particular coil or group of coils does not work, go to the
coil repair section.
Note for the special solenoids (coils 17 to 22), be sure to
test these solenoids using the playfield trigger switches too.
Just because a special solenoids 17 to 22 work in diagnostics does *not* mean
they work in the game, as these coils have two distinct hardware
triggers.
- Press the Advance button again to pass over the solenoid test.
This will go to test 03,
as indicated in the credit score display, which
is the SWITCH MATRIX test.
On system3 to system6,
the ball-in-play display will show the last read (closed) switch number.
On system7 only, if there are multiple switches closed, the switch
numbers will alternate in the ball-in-play display.
If a switch or number
of switches do not work, go to the
switch matrix repair section.
- Press the Advance button again to pass over the switch matrix test.
This will go to test 04,
as indicated in the credit score display, which
is the AUDITS. The ball-in-play display will show the audit
number, and the player1 score display will show the audit value.
The Advance button can be pressed to move
from audit to audit. Check the game manual for a list of
audit numbers and what they represent.
To exit the diagnostics or audits, turn the game off and back on.
On system3 to system6 games, after accessing the last audit number,
pressing Advance will wrap the audits back to audit number 01. On
system7 games, after accessing the last audit number, pressing Advance
will put the game back into attract mode.
System3 (White Flipper ROM) Diagnostics.
On system3 (white flipper ROM) games, getting to the
diagnostics is a bit tricky (sometimes it will frustrate
me so much, I end up putting yellow or green flipper ROMs and an
appropriate Game ROM temporarily in the CPU board so I can easily get
to the diagnostics!)
Once you have done it a few times and understand
the timing, it's a lot easier.
Having good batteries in the CPU board with system3 white flipper ROMs
is also very helpful. No batteries and a system3 ROM CPU board acts strange
(compared to system4 to system7 games),
and is more difficult to get into diagnostics. With no batteries the
game will boot into audit mode (often "01 04" or "18 04" on the score ball/credit display,
and if the manual-down/auto-up switch is in the auto-up position,
it will auto-increment the first number pair). Also white flipper ROM
diagnostics run slower than yellow and newer flipper ROM diagnostics.
You will notice this especially in the solenoid and switch test
modes, as it seems the game is almost in slow motion in it's reactions,
compared to later games.
Here are the system3 white flipper ROM diagnostic instructions:
- With the game in attract (game over) mode,
set the coin door Auto-up/Manual-down switch to Manual-down.
- With the coin door open, press the Advance button once.
This should show audit #18 in the credit display
("18 04" in the credit/match displays).
- Press the Auto-up/Manual-down switch to Auto-Up.
The audits will now start auto-incrementing, counting up,
automatically showing the audits.
- Press the Advance button twice, with about 1/2 second of time
between the two button presses. Yea I know, this sounds very
precise, but it must be done this way! This is where the "timing" comes
in, and practice is the only real way to get this.
If done correctly, the score displays should now be blank.
If the two switch presses are done too fast or too slow,
the game will return to attract mode,
and you'll have to start over at step one above.
- Press Advance once again, and the game should now go into the first test, which is
the SCORE DISPLAY test. All the score displays (including the credit/ball-in-play)
should cycle from "000000" to "999999". If a particular display
does not work or shows the wrong values, go to the
score display repair section.
- Press the Advance button again to pass over the score display test.
This will go to test 01,
as indicated in the match (ball in play) display, which
is the LAMP MATRIX test. All the CPU controlled lamps
will cycle on and off at once. If a number of lamps are not working
(and it's not burnt out bulbs), go to the
lamp matrix repair section for more details.
- Press the Advance button again to pass over the lamp test.
This will go to test 02,
as indicated in the match/ball in play display, which
is the SOLENOID test, and each solenoid from 01 to 22 (as
indicated in the credit display) will be exercised.
Remember often system3 games coils 9-13 are sound drivers.
If a particular coil or group of coils does not work, go to the
coil repair section.
Note for the special solenoids (coils 17 to 22), be sure to
test these solenoids using the playfield trigger switches too.
Just because a special solenoids 17 to 22 work in diagnostics does *not* mean
they work in the game, as these coils have two distinct hardware
triggers.
- Press the Advance button again to pass over the solenoid test.
This will go to test 03,
as indicated in the match/ball in play display, which
is the SWITCH MATRIX test. The credit display will show the last read (closed)
switch. If there are multiple switches closed, the switch
numbers will *not* alternate in the credit display. If a switch or number
of switches do not work, go to the
switch matrix repair section.
- Press the Advance button again to pass over the switch matrix test.
This will go to test 04,
as indicated in the match/ball in play display, which
is the AUDITS. The credit display will show the audit
number, and the player1 score display will show the audit value.
The Advance button can be pressed to move
from audit to audit. Check the game manual for a list of
audit numbers and what they represent.
To exit the diagnostics or audits, turn the game off and back on.
On system3 to system6 games, after accessing the last audit number,
pressing Advance will wrap the audits back to audit number 01.
Pulse Lengths in Diagnostics.
The length of time a coil is "pulsed" in diagnostics may not be long
enough to make the device "dance". That is for example, in game mode, it takes
a fairly long pulse to reset a drop target bank. But in diagnostics,
usually shorter pulses are used. So if that drop target bank does not
reset in diagnostic mode, don't worry about! Wait until game play
and test the coil there before working on something that isn't really
broken.
3d. Before Turning the Game On: Random Lockups
& Resets: What Causes Them & Testing for Them.
Random lock-ups and resets includes the game shutting down during
play or attract mode, or it just goes crazy making random sounds and
scoring invisible points. Another commonly seen reset is if
both cabinet flipper buttons are pressed during game mode,
the game ends and goes into "attract" mode. If the backglass is
removed and this repeated, you will see the game is actually
rebooting (note the LEDs flash or on system7 the "0" code flashed
on the segmented LED).
These problems are usually caused by either one of three problems:
power supply ripple, weak bridge rectifier, connector failure, or a bad coil diode.
For example, if the game resets when pressing one or both flipper
buttons, then there may be a broken or missing diode on a flipper coil.
A broken diode allows the voltage to reverse back to the power supply.
This is caused by the collapse of the
coil's magnetic field (interestingly, a 30 volt coil will produce
a 60 volt back "spike"). This completely freaks out the power
supply, causing the game to reset. Replacing the coil's diode
usually fixes this problem.
Game Resets.
If the game resets when pressing one or both flipper
buttons, then there may be a broken or missing diode on a flipper coil.
A "reset" is classified as this:
If both cabinet flipper buttons are pressed during game mode,
the game ends and goes into "attract" mode. If the backglass is
removed and this repeated, you will see the game is actually
rebooting (note the LEDs flash or on system7 the "0" code flashed
on the segmented LED).
Check the flipper coil diodes first as it's the easiest thing to check. Gently tug
on the flipper coil's diode(s) to see if they are cracked or not
properly soldered to the coil's lugs. If no problems are seen with
the flipper diodes, next check the power supply filter capacitor
for AC ripple. With the game on put the DMM leads across the
power supply's large filter cap. Less than .200 volts AC should be seen on
system7 (or system9/11), and less than .300 volts AC on system3-6.
If more than that is seen, replace the filter cap. On System3-6 games with more
than two flippers, use a 15,000 MFD filter cap. On system3-6 games
with two flippers, a 10,000 MFD filter cap should work fine. On system7
(or system9/11) I recommend a 15,000 MFD filter cap.
Also on system7 (and system9 and system11) games, often the power supply's
5/12 volt bridge rectifier needs to be replaced.
I install a new 35 amp 200 volt bridge rectifier. Replacing
the bridge and the filter cap will usually
fix a flipper-envolked reset problem.
Game Lock-Ups: a Summary of What Could be Wrong.
At this point, all the circuit board updates and modifications
should have been performed. If the game boots, it is now time to
test for random resets and lock ups.
If a reset/lockup happens, it is usually related to the
following:
- Bad CPU/Driver 40 pin interboard connector.
- Bad CPU/Driver board chip sockets ("Scanbe").
- Bad board connectors and cracked solder header pin solder joints.
- Bad 1J2 CPU board power connector.
- Bad +5 volt filter capacitor.
- Bad bridge rectifier (system7).
- Missing/broken diodes on a coil(s).
- Problem with the switch matrix.
The first thing to notice is if the problem occurs only during game play, or
just while the game is in attract mode (in both circumstances).
The second thing to notice is does the game reset, or does it lock up
(a lock up is defined as
the two CPU board LEDs are on, or there's a "0" on the 7-digit System7 CPU board display).
If the game *resets* during play, this is usually a power related problem
(bad coil diode, bad +5 volt filter capacitor, or problem with the switch matrix).
See above for solutions to that.
If the game *locks-up* during play or in attract (game over) mode,
the problem is usually connector related.
Games that reset while in attract mode usually have
connector related problems or low line voltage (below 115 volts).
Testing for Resets.
To narrow this down to a intermittent connection (points 1,2,3,4 above),
or to a +5 volt filter cap, missing diode or switch problem, try the following.
With the game off, remove fuses F2 and F3 from the power supply
(solenoid and lamp matrix fuses).
Now turn the game on and go into self test. Put the
game in the "digits test" (which conveniently is the first self test),
so that the displays are cycling all the
different score display numbers. Now just walk away for a couple of hours or more
(letting this test run overnight works well).
Upon returning, if the score digits are not cycling, then the game
reset without any game play occuring. This means there is
an intermittent problem (points 1,2,3,4 above). If the game
is still in the digits test, then the reset problem is probably
a bad +5/12 volt filter capacitor, broken coil diode, or a switch matrix problem.
Bad 5/12 volt Filter Cap.
A bad +5/12 volt filter capacitor will really only show its ugly
head when the game is played. The coils turning on and off
forces the +5 vdc filter cap to work harder. If it's bad,
it should show pretty quickly in game play. Likewise for
bad coil diodes, and switch matrix problems (though often
switch matrix problems can be duplicated in the diagnostics
switch matrix test).
Missing or Broken Coil Diode.
A missing or broken coil diode (especially a missing diode
on any flipper coil) can really cause strange game behavior and resets.
For example, a missing/broken flipper coil diode can cause the
game to reset if one or both flipper buttons are pressed.
A broken diode on another type of coil can cause a reset just
when that device is used.
For example, a reader reported that the flippers caused the game to lock up
on his Firepower.
He went to the game's coil test, and noticed the middle
right multiball saucer solenoid was not firing. He replaced that coil's
diode (which fixed the saucer coil),
and the flippers no longer caused the game to lock up.
Be sure there is a 1N4004 on *every* coil. A good way to test
for a broken/cracked diode is to try grabbing the diode with
your thumb and forefinger, and giving it a gentle tug. Often
the body or lead of a diode can crack, and this will identify
it. If there's any doubt though, just replace that diode with
a new 1N4004 diode. They are inexpensive, and it's an easy
job. Just remember that the banded side of the diode goes
to the power lug/wire on the coil (the power wire is usually
the thicker wire, and is "daisy chained" from one coil to another).
The 1N4004 coil diode mounted on a Firepower slingshot,
showing the proper orientation of the diode and power wires.
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Diodes can be tested with a DMM, but frankly it's not
worth it, as one lead of the diode needs to be disconnected from
the coil for a good test. To go through the work of removing
one end of the diode, it's about as easy to just replace the
questionable diode instead. But here's how to test a coil diode:
- Turn the game off.
- Unsolder or cut one end of the diode from the coil.
- Use a DMM set to the diode function.
- Put the black DMM lead on the banded side of the diode.
- Put the red DMM lead on the NON-banded side of the diode.
- .4 to .6 volts should be seen.
- Reverse the DMM leads, and a null reading should be seen.
- If these values are not seen, replace the diode with a
new 1N4004 diode.
The Switch Matrix and Resets.
If there is a short in the switch matrix a bad diode on a playfield
switch, or a mis-wired playfield switch,
this can cause resets and strange game behavior too. For example,
column one of all system3 to system7 games have the tilt and slam tilt
switches. If another switch gets shorted in the same row or column
as a tilt switch, strange game behavior can occur during game play
as other switches are activiated in that row or column.
Summary.
The only way to fix the listed things above is *replacement*
of parts! New 40 pin connectors between the driver and CPU
boards, new chip sockets to replace the old "Scanbe" sockets,
new power connector at CPU board 1J2, and new
+5 volt filter capacitor.
And while the CPU and driver boards are out, might as
well resolder all the .156" male Molex connector pins on the
edges of the boards, as these often crack.
3e. When Things Don't Work: Non-Working or Locked-on
Coils/Flashlamps
Introduction.
In a working game,
the first thing to remember on all coils and flashlamps
is power is *alway* present at all coils/flashlamps. All these devices
are waiting for is the backbox driver board to complete the
their power circuit to ground, causing the coil or flashlamp to energize.
Essentially the driver board is a big computer controlled grounding
plane. Through the game ROM program, the CPU, and the PIAs (Peripheral
Interface Adaptors), the game can control
which driver board transistor can "sink" a ground, and hence complete
a particular coil's power path (causing the coil/flashlamp
to energize for a short period of time).
The way the driving logic works is as so: the CPU, which is
running the game ROM program, wants to energize a coil. It
tells the a PIA (Peripheral Interface Adaptor)
to turn on the appropriate coil.
This in turn drives a 7408/7402 chip, which then turns on a small
"pre-driver" 2N4401 transistor. So far this is all done with
"logic level" 5 volts. Then the pre-driver transistor turns on
a much bigger TIP120/TIP102 transistor. This final link in the
chain is what ultimately completes the coil's path to ground,
causing the 28 volt coil to energize momentarily.
A potential problem with this system is if ANY part in the
chain shorts, everything else down the chain turns on, and
a coil locks-on. Typically this is last link in the chain,
the TIP120/TIP102 driver transistor, becoming "shorted" internally
(because this device is in direct line with the 28 volt solenoid
voltage, where the other devices are "buffered" from this voltage).
But it could be
any of the other parts too! (the 2N4401 pre-driver transistor,
the 7408/7402 chip, or the PIA chip!) It could even be ALL these
devices short on!
So instead of
the CPU controlling the driver transistor (and hence
its associated coil/flashlamp), the coil/flashlamp becomes
lock-on (permanently energized), because the path to ground
is shorted inside one or many of the controlling devices.
So if a coil (or several coils) or flashlamps are locked-on,
the TIP120/TIP102 is at minimum is usually the cause.
But the big problem is if the TIP120/TIP102
driver transistor shorts, sometimes the "backlash" can ruin
the parts behind it (2N4401, 7408/7402, PIA) that control
the transistor.
All Coils Locked on - the Blanking Signal.
In Williams system3 to system7 games, there is one more reason
a bunch of coils/flashlamps would be locked on. That would be
if the blanking signal is not high, allowing all the coils
to energize at power-on and stay energized. We really won't talk
too much about that condition
in this section, as that's really a failed CPU/Driver board issue
(and not a failed coil/transistor). See the
Dead CPU section for more info on that subject.
Note if only a one or a few coils are energizing at power on,
then there is probably a shorted driver board
transistors, and NOT a problem with the blanking signal.
The blanking signal is a "flag" from the CPU board to the driver
board. If the blanking signal is high (4 volts or greater), the
CPU board is saying to the driver board, "Hey! I'm working and ready!"
If the blanking signal does not go high, the driver board does not
"wake up", and often this means all the game's coils will energize!
A low blanking signal can signify there is a CPU board problem.
But there could also be a high CPU board blanking signal that
gets "lost" while going over the 40 pin interboard connector,
leading to the driver board!
The blanking circuit should go HIGH very soon after the machine is
powered-on (almost instantaneous). When the blanking signal is LOW,
it allows all the coils to energize automatically.
In general, the blanking circuit reading can be taken at pin
37 of the 40-pin inter-board connector (4th pin from the left),
and should be at least 4 volts. This is
where the blanking signal goes from the CPU to the driver board.
Solenoid Power Circuit.
The 28 volt solenoid circuit consists of a bridge rectifier
mounted on the backbox.
Like the lamp rectifier, its a 35amp, 400 volt bridge rectifier. After that,
the power goes to the power supply board, and thru a 47volt varistor
used to protect the coils from a voltage spike (if the voltage goes above 47 volts,
the MOV varistor shorts, which will blow the main solenoid fuse).
There is also a 100 mfd filter capacitor.
The driver board driver transistors are the most probable source of solenoid
problems. But an easy first test is to measure the voltage at connector
3J3 pins 6-9 on the power supply board,
which should show about 28 volts DC. If there is no voltage, check the solenoid
fuse F2. If there is a lower voltage, the backbox mounted bridge rectifier
has probably partially failed. If the voltage is higher than 28 volts, don't worry
about it (as long as it's not more than 47 volts!) The "unloaded" system should
measure higher than the "loaded" 28 volts DC.
Flipper Power Circuit and the Flipper Relay.
Next to the GI circuit, this is the simplest circuit in the game.
The only electronic part is the bridge rectifier that is shared with the
solenoid circuit (discussed above). Note the flippers do not use a filter
capacitor. On System3 and System4 games,
28 volts DC goes directly to the flippers from the backbox bridge rectifier,
with the flipper fuse located under the playfield. Starting with Flash (System6),
the flipper voltage is "passed through" the Power Supply board, with fuse F4
now protecting the flipper coil circuit, instead of a playfield mounted flipper
fuse.
Remember later system7 games (Firepower2 and later) have a separate 50 volt
power supply board for the 50 volt flippers. This upgraded flipper voltage
was increased from 28 to 50 volts to give the flippers a bit more snap.
But the rest of the coils in the game are still 28 volts.
If the flipper coils don't work or don't shut off after a games ends,
there may be something wrong with the driver board mounted Z1 flipper
relay (or the transistor and other components
that drive the flipper relay, and these part number are the same for all system3
to system7 games). This is kind of a last thing to check,
as flipper relay problems are not common. Test the 2N4401 transistor Q13 (positioned
right next to the relay) with the testing procedures described in the
Transistor Testing section of this guide.
Also the 7402 chip at IC8, which drives transistor Q13 could be bad.
There have even been reports of resistors R27 (4.7k 1/4 watt) and
R26 (10k 1/4 watt) being bad, in addition to diode D1 (1N4001).
Lastly test the flipper relay itself, as the relay does go bad
(the driver board will need to be removed to do this). A 9 volt
battery can be used on the relay's coil lugs (the two isolated
lugs from the other 12). Use the battery and
check if the relay
actually pulls its armature in and out (it should click nicely).
If a replacement relay is needed,
this relay is a 4PDT (4 pole double throw), 40 ohm, 6 volt relay,
and a suitable replacement can be found at Mouser.com, part #528-7810-1
(MagneCraft #W78CSX-1, $5.50).
Don't Forget the Grounding Strap.
In the backbox behind the backglass, there is a ground wire/strap which
attaches to a wing nut. This ground strap is very important, and
must be connected. On many system3 to system7 games, some features
of the game won't work (or won't work properly) if it's not attached to the
wing nut and the wing nut tightened.
Also later games from Firepower on had an
additional white-with-red trace grounding wire coming from the
playfield that needs to be cinched under the wing nut along with
the braided ground wire.
Remove Fuses F2 and F3 When Doing Intial Testing.
Be careful when testing an unknown game. At power-on, some coil may lock on
and constantly
energize. This will burn both the coil and its driver transistor. Until
the CPU is working properly, it is wise to remove coil and lamp fuses F2
and F3 from power supply board to minimize problems.
The Coin Door Coin Lockout Coil.
On the coin door, there is a small relay sized coil known
as the "coin lockout coil". When a system3 to system7 game
is powered on, this coin lockout coil should always be energized!
Yes that's right, the associated driver board transistor should
always allow this coil to be "on", when the game is powered on.
When the coin lockout coil is de-energized, the game will reject
money. This is done so if some (dumb) player inserts money into
a powered-off game, their money is returned to the coin return shoot.
Basically if the game is on, the coin lockout coil is energized. It is
even energized when the game is in diagnostic mode (on most, but not
all system3-system7 games). Note on some games, if the game is set to
"free play" through the adjustments, the coin lockout coil will
de-energize when the game is on.
Coin lockout coils were done away with during system11 I believe.
Williams needed the transistor for other more important chores,
like playfield devices.
Could the coin lockout coil be blowing the solenoid fuse? Yes!
Since this coil is on *a lot*, it gets hot with time. The winding's
wire bakes off its insulation, making adjacent windings short
to each other. This reduces the resistance of the coin lockout
coil from it's normal (about) 80 ohm resistance, to be lower.
As a coil's resistance becomes lower, it draws more current,
and becomes hotter. As it becomes hotter, it burns more winding
insulation. It's a endless cycle until the coin lockout coil
burns up. When a coil's resistance gets below about 2.5 ohms, it
essentially becomes a "dead short", and this will blow the
solenoid fuse.
This coil can be tested - Just put a DMM set to resistance on the
coil lugs (with it's driver board
connector J9 removed to isolate the coil) and check the resistance.
It should be greater than 50 ohms. Note the driver board
transistor that controls the coin lockout coils is Q45
(bottom row, furthest to the right).
A good way to test this transistor
is using the game's internal diagnostics and testing coil number 16
(the coin lockout coil will be energized during all of diagnostics
on most system3-7 games,
but when coil number 16 is tested, this coil should cycle on and off).
Another way to test transistor 45
is with a DMM set to the diode function, and the game turned off
(as described below).
Some good advice is to disconnect the coin door's coin lockout
coil. This can be done by cutting the ground wire (wire going to the driver board)
from the coin lockout coil. Then modify the coin door mech
so the coin lockout coil is not needed (that
is, if using the game with coins). This modification is very easy
(involves bending or removing the coil trigger bar).
The problem with the coin lockout coil is it is old, and usually
near death, often BUZZES loudly, consumes power (higher operating
costs), and it only causes problems. And frankly, in a home
environment, it's not needed! Even if operating the
game for money, I would disconnect it (it's only a problem waiting
to happen). If a player doesn't notice the game is off,
and puts money in, that's their problem!
CPU Controlled Solenoids.
CPU controlled solenoids are obviously controlled only by the CPU,
and the game ROM program that the CPU is running. CPU controlled coils also
have a "one shot" type operation, with a percise energize time.
By "one shot" I mean if their controlling trigger switch gets
stuck on, the coil fires one time (one shot), de-energizes, and
stays de-energized. So a stuck playfield switch only makes the
device non-operational, opposed to locking the device on and letting
it burn. CPU controlled solenoids are numbered one to 16 in
the solenoid diagnostic test and schematics.
The 16 CPU controlled solenoids are program activated by
PIA IC5 via a 7408 chip and two transistors (2N4401 pre-driver and a
TIP120/TIP102 driver).
The system3-7 CPU controlled solenoid schematic.
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Special Solenoids.
Special solenoids on the other hand work differently than CPU controlled coils.
Special solenoids are used in pop bumpers and slingshot kickers, and since
they must act quickly, the CPU does not control them.
Closing of a special solenoid's playfield trigger switch
enables solenoid power directly through TTL (Transistor to Transistor)
chip logic and two transistor, without any processing by the CPU chip.
A second switch matrix switch is closed
when a special solenoid pulls in, which tells the CPU to score
the solenoid points (CPU controlled
solenoids do not need this second switch). Hence the special
solenoid trigger switches are not part of the switch matrix,
where the scoring switch is. Note
there are six special solenoids in the system3 to system7
driver board.
At the time,
it was felt that the clock speed of the CPU was not fast enough
to give quick acting pop bumpers and slingshot kickers, as the CPU was doing
other things like monitoring
the switch matrix and running the lamp matrix and score displays.
Note though two games, Time Warp and Stellar Wars, used five pop bumpers and
two slingshot kicker. Since there were only six special solenoids, something had
to give on these two games. In Stellar Wars, the lower right pop bumper was
a CPU controlled solenoid. On Time Warp both slingshot kickers
where CPU controlled solenoids.
But the story doesn't end there with Special solenoids. The
control of special solenoids on all system3 to system7 games
is directly through playfield control via the playfield trigger
switches. But interestingly, special solenoid can also be
controlled by the CPU too. This can be seen when running
the internal game diagnostics, and the game turns the special
solenoids on and off in the coil test. Because of these "dual trigger"
(two ways to turn on) functionality of the special solenoids,
these can be more problematic than the other 16 "CPU controlled"
coils on the game.
A special solenoid slingshot kicker on a Firepower. Note even this
coil uses a 1N4004 diode (with the banded end connected to the
power wire). In addition the playfield activition trigger switch
has a 22 mfd polarized cap and a 100 ohm resistor in series.
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Special solenoids use a 7408 chip, a 7402 chip, and two transistors
(2N4401 pre-driver and a TIP120/TIP102 driver).
This is one more TTL circuit than the CPU controlled coils use.
A special solenoid operates if the playfield switch pulls one 7408 input low.
The other 7408 input can be pulled low by the CPU via a PIA (and this is what
is done in the diagnostic solenoid test). So a special solenoid could work
in diagnostic test but not work in game mode (or vice versa). This confuses
a lot of people because the diagnostics show a coil a "working", yet when
playing the game the same coil does not respond.
Also the the special solenoid playfield switch trigger has a 100 ohm
1/2 watt resistor and a 22 mfd 100 volt electroylic capacitor (the positive
lead connected to the resistor) in parallel to the switch. This is different
than CPU controlled coils that use a switch matrix switch to turn them on (switch
matrix switches only have a 1N4004 diode on the switch).
Again the thing about special solenoids that is really freaky is this: the diagnostics
can show the special solenoids as working, but in game play they may not
work! The opposite is also true; a special solenoid could work in the game,
but not in diagnostics. This happens because there are two different and
distinct triggers for the special solenoids. That is, playfield trigger
for the special solenoids uses different hardware logic then the
diagnostic trigger for special solenoids. This can be very confusing.
The logic flow for the special solenoids works like this:
the PIA IC5 and the playfield trigger switch feed to the same 7408 chip (IC6/IC7).
(Note the playfield trigger switch goes first thru a pullup 4.7k resistor (R1-R6)
which sometimes go open or out of spec causing problems.)
The 7808 is an 'OR' TTL chip, meaning if either of the switch input are triggered (playfield or PIA),
the TTL output turns-on the special solenoid circuit engerizing the coil.
The OR'ed 7808 trigger signal then goes to a 7402 chip (IC8/IC9), which goes to a
2N4401 pre-driver transistor, and finally to a TIP120 or TIP102
driver transistor (which ultimately sinks the ground and
fires the coil). So if a special solenoid only works in
game mode and not diagnostics, the problem has to be the 7408 chip or the PIA chip IC5.
If the special solenoid only works in diagnostic mode and not game mode, the
problem has to be the pullup 4.7k resistor (R1-R6), the 7408 chip,
or the playfield switch (and associated cap/resistor on the switch) or connector for the playfield switch.
If a special solenoid works with one trigger but not the other,
the 7402 and everything connecting after it (pre-driver, driver transistors, coil, etc.) are fine.
The system3-7 Special Solenoid schematic. Note the dual
inputs: either the playfield trigger switch, or the PIA.
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To confuse things even more, the Special solenoids have yet another switch involved.
This is the scoring switch, which is part of the switch matrix (unlike the special solenoid
trigger switch). So each pop bumper and slingshot have a second physical switch mounted on the
playfield device. This switch closes as the coil energizes. This switch matrix switch in turns
tells the CPU to score the device (but does *not* tell the CPU to fire the coil).
So if there's a pop bumper or slingshot that works fine (energizes),
but does not score, often it's because this secondary switch matrix switch is mis-adjusted
or broken.
Slingshots that Barely Fire - the Slingshot Resistor and Cap.
A reader reports having a Flash pinball where the slingshots act strange.
If the pinball hits the slingshot rubber (or it is actuated manually),
it barely fires and there is a small kick. But if both sling rubbers switches are
manually touched together it works fine.
The solutions was to check the 22 mfd 25V cap and 100 ohm resistor in series (black
wire to - side of cap, + side of cap to resistor, resistor to other
side of switch) mounted on the slingshot switches.
These make the slings fire quicker and faster. In this the resistor was broken
on one side, and the capacitor was broken on the other side.
Replaced all the bad parts and it works fine now.
Special Solenoids that work in the Game, but Don't in Diagnostics.
The special solenoids work fine
while playing the game, but don't in the diagnostics. Should anyone
really care? After all, the only use for the CPU control of the special
solenoids is in the diagnostics. But I guess that's up to you to
decide whether it should be
fixed (after all, if the game plays, who cares?), but I'll try and explain
why this could happen.
In diagnostics, the special solenoids are controlled by the CPU via
PIA chips. Sounds simple enough, that's how the other 16 CPU controlled
coils work. But it's not that simple, because unlike the other 16 CPU
controlled coils which are controlled by PIA IC5 on the driver board,
the special solenoids use *four* PIAs for their CPU control!
Here's a logic chart:
Spec Sol# |
Controlling PIA |
PIA's Normal Function |
7408 In/Out |
7402 In/Out |
Pre-Drive 2N4401 |
Drive TIP120/TIP102 |
| 1/17 |
ST1 IC10 pin 19 |
Lamp Matrix (driver board) |
IC6 pin 1/3 |
IC9 pin 2/1 |
Q1 |
Q2 |
| 2/18 |
ST2 IC10 pin 39 |
Lamp Matrix (driver board) |
IC6 pin 10/8 |
IC8 pin 12/13 |
Q3 |
Q4 |
| 3/19 |
ST3 IC11 pin 19 |
Switch Matrix (driver board) |
IC6 pin 13/11 |
IC8 pin 5/4 |
Q5 |
Q6 |
| 4/20 |
ST4 IC11 pin 39 |
Switch Matrix (driver board) |
IC6 pin 4/6 |
IC8 pin 9/10 |
Q7 |
Q8 |
| 5/21 |
ST5 IC5 pin 39 |
Solenoids (driver board) |
IC7 pin 13/11 |
IC9 pin 5/4 |
Q9 |
Q10 |
| 6/22 |
ST IC18 pin 19 |
Score Displays (CPU board) |
IC7 pin 10/8 |
IC9 pin 12/13 |
Q11 |
Q12 |
Note one of the special solenoid controlling PIAs is on the CPU board,
not the driver board! (Better check that 40 pin interboard connector.)
So if the solenoid IC5 PIA was replaced thinking it would take care
of the special solenoids in diagnostics, chances are 5 out of 6 that the problem
will *not* be fixed! (Usually it's the 7408 chip anyway.)
And the special solenoids are not controlled by the PIA's "normal" ports. Instead
they use CA2 and CB2, which are two specialized ports on the PIA, at pins 19 and 39.
Leon's test chip does test pins 19 and 39 of all the PIAs, but unfortunately
the pulses are usually not as clear as testing the "normal" port at pins 2-17 of the PIAs.
Locked On Special Solenoids- The Trigger Switch, Cap, Resistor.
The bad thing about special solenoids is they are NOT a "one
shot" type device. If a special solenoid playfield trigger switch
gets permanently closed, it's associated coil "locks on", and stays
energized. And it will stay energized until either a fuse blows,
or the coil burns (and in the process burns up the coil's driver board
transistor). It is actually quite common for even a momentarily
locked on special solenoid to burn out its associated driver
transistor, and even the 74xx chips and PIA (this seems
to be a big problem with locked on pop bumpers).
It was strange that Williams choose to *not* make the
special solenoids "one shot", as even Gottlieb did on their non-CPU controlled
"one shot" pop bumper driver boards. Eventually Williams did make
all coils CPU controlled (with System11A), making everything "one shot".
So the moral of this story is to *always* check the special solenoid
trigger switch on the playfield. Also be sure to check the 22mfd 100 volt
capacitor and 100 ohm resistor that are wired in parallel to the switch
(and of course the coil's 1N4004 diode). The resistor can short closed,
essentially causing the playfield switch to be locked on. Same thing
for the capacitor, which can also short internally causing its special
solenoid to lock on. Note the resistor and capacitor can be removed, and
the system will still work (the easiest way to do this is to just
cut either lead of the resistor from its solder lug).
This is a good first step if a special solenoid
is locked on, as it removes another potential problem from the system.
But remember if the playfield switch is stuck on or the resistor/capacitor
is shorted, this could be the whole problem, and what
ultimately caused the "domino affect" of ruining the driver board parts,
the coil, etc. Also remember if the resistor and/or capacitor is cut
for test, they should be replaced or re-attached.
These were added to cause the special solenoid circuit to be
"on" for a brief period of time after the special solenoid switch opens
back up, in order to make the pop bumper "pop" better. It sort of fools
the driver board into thinking the switch is actually staying closed longer
than it really does, making the slingshot or pop bumper kick
a bit harder. Sometimes sluggish pop bumpers or slingshots can be
caused by its associated playfield switch's resitor or capacitor going open.
A pop bumper drawing showing the special
solenoid Trigger switch (not in the switch
matrix), and the scoring switch (which is in
the switch matrix).Pic by Norbert Snicer.
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Also remember the special solenoid trigger switch is *not* part of
the switch matrix. So the game's switch matrix diagnostics can *not*
be used to test the playfield special solenoid trigger switch.
Testing Coils and Transistors
(Non-Working and Locked On).
There is a whole section about testing driver board transistor in the
Checking Transistors section of this document.
But outside of this, some other tests can also be used.
If unsure about a coil and whether it works, try these simple
tests, with the solenoid fuse F2 installed.
Remember, if a coil is locked on, check if it is a Special
Solenoid (pop bumpers and slingshots). The special solenoids
will "lock on" if their corresponding playfield activiation
switch is stuck on or shorted. So a locked on special solenoid
could be as simple as a permanently closed solenoid playfield switch.
Testing for Overall Solenoid Power.
If the coil does not fire, there may be
no 28 volts from the power supply. For this test,
the solenoid fuse F2 will need to be installed.
Using a DMM set to DC volts, do the following:
- Put the DMM black lead on the power supply ground connector 3J4 pin 1.
- Put the DMM red lead on power supply board connector 3J3 pins6-9.
- Turn the game on.
- There should be 28 to 47 volts DC.
If there is no voltage, check solenoid fuse F2. If this fuse
keeps blowing at power on, the backbox mounted 6BR2
solenoid bridge rectifier has probably shorted. If no voltage
or low voltage, this could also be the solenoid bridge
rectifier.
Testing for Good Coil Ohms.
If a coil has been over-heated (locked-on) previously, the coil
windings can get hot enough to burn their painted enamel
insulation. If this happens, the windings can short, causing
the overall resistance of a coil to be too low (essentially
making the coil a "short"). This can then
stress the driver transistor, eventually blowing it.
To check a coil for this problem, put a DMM on the low ohm
setting, and put each DMM lead on each lug of the coil. It
should read 3 to 150 ohms. If it is any lower than about 2.5 ohms,
the coil probably has an internal short and should be replaced.
Another indication that a coil has been heat stressed is if
its internal nylon sleeve can be removed from the coil. If this
coil sleeve can not be easily removed, chances are good the coil
has gotten hot enough to expand, and the coil should be replaced.
Remember when replacing a coil, the thicker POWER wire(s) go to the
coil lug with the banded side of the diode attached. The thinner
ground wire (which goes to the driver board) goes to the coil lug
with the non-banded side of the diode attached.
Testing for Power at a Coil/Flashlamp.
If the coil does not fire, there may be
no power at that coil or flashlamp.
For this test, solenoid fuse F2 will need to be
installed. Using a DMM set to DC volts, do the following:
- Lift the playfield up on the game.
- Turn the game on and let it go into attract mode.
- Put the DMM black lead on ground (the metal side rail).
- Put the DMM red lead on EITHER coil lug or flashlamp lug.
- Either lug should show 28 volts (for either a coil or flashlamp, as flashlamp
power is the same 28 volt power source).
If only one lug shows voltage, the coil or flashlamp is bad (it has
a broken winding). If
neither lug shows voltage, check "upstream" and see if
the daisy-chained thicker power wire broke off another coil/flashlamp
in the chain.
Testing the Coil/flashlamp.
If a coil or flashlamp is not firing, and
with power at the coil, this test will check if the coil or flashlamp
is capable of firing. For this test, solenoid fuse F2 will need to be
installed.
- Lift the playfield up on the game.
- Turn the game on and let it go into attract mode.
- Using an alligator test lead, attach one end to ground (the game's
metal side rail).
- Momentarily touch the other end of the alligator test lead to
the GROUND coil or flashlamp lug. The ground coil lug is the lug
with the non-banded side of the 1N4004 diode attached
(all coils should have a 1N4004 diode!), and the thinner wire attached.
The ground lug on a flashlamp is the lug that goes to the
resistors (usually the tip of the flashlamp socket).
The coil or flashlamp should fire. If the power lug is accidently
touched with the alligator clip, the solenoid fuse will probably
blow, and the game will probably reboot. If this happens, replace
the fuse and try again (touching the correct coil/flashlamp lug!)
IMPORTANT: While doing this, note the 1N4004 diode on the
coil. Make sure it is in good shape, not cracked or damaged, and
is connected to the coil lugs. More info on this diode is below.
Note there is no diode used on flashlamps.
Testing the Wiring from the Driver Board to the Coil/flashlamp.
For a non-working coil/flashlamp,
now it is verified there is power at the device, and the coil/flashlamp
can actually fire. It's time to see if the wiring from the
coil's non-banded diode lug (or from the flashlamp's resistor
board) goes uninterupted to the driver board.
- Check the schematics or operator's manual and figure out
which TIP120/TIP102 transistor number goes to the coil/flashlamp in question.
Or if schematics are not available, find the non-power wire color at the device.
Then go to the driver board and find that same wire color
at the connectors on the left edge of the driver board. Using a DMM set to continuity, put
one DMM lead on that driver board connector pin and touch the other DMM lead to all the metal tabs
of the driver board left-side TIP120 transistors. This will identify which transistor drives the questionable
device.
- With the game on and in attract mode,
use an alligator test lead, and connect one end to ground in the backbox.
- Using the other end of the alligator test lead, momentarily
touch the metal tab on the coil/flashlamp's transistor.
This should fire the coil/flashlamp in question.
Do this should fire the coil/flashlamp. If it does, the wiring from the driver board
to the coil is OK. If it does not fire, chances are good there is
a bad backbox/cabinet connector (common as the male connector header pin's solder joints
often crack where soldered to the driver board), or the wire is cut somewhere between
the backbox and the coil. If the problem is a non-working flashlamp, make sure to check
the under-playfield resistors for that flashlamp. Because the 12 volt flashlamp is run
at 28 volt solenoid voltage, there are two resistors used as additonal resistive "load"
so the 12 volt flasher doesn't burn out at 28 volts (one resistor is a "keep alive", the
other is used when the lamp is "fired"). If the "fired" resistor goes open, the flash
lamp will never work.
Everything Checks Out So Far, But the Coil/Flashlamp Still Doesn't Work.
Remember, if a coil is locked on, check if it is a Special
Solenoid (pop bumpers and slingshots). The special solenoids
will "lock on" if their corresponding playfield activiation
switch is stuck on or shorted. So a locked on special solenoid
could be as simple as a permanently closed solenoid playfield switch.
At this point, there is a driver board issue. Power is at the device,
and the wiring gets to the driver board, but the coil or flashlamp will
still not fire (or is locked on). This is a good indication
either the driver transistor has failed, or it's driving
7408 chip has failed, or even the driver board solenoid PIA at IC5
has failed.
Check the Driver Board Male Header Pin Solder Joints.
If the driver board is removed, it is really a good idea at this point to
re-solder the header pin connectors on the Driver board (obviously the
driver board needs to be removed for this work.) Heat
the joints with a soldering iron until the solder melts, and add some new solder.
Sometimes it's difficult to get the solder to stick to encompass the head pin "butts".
So an even better method (though more involved) is to remove the old solder
using a desoldering tool, and then resoldering the connector pin with new solder.
This is a good idea because the old solder often does not stick well to the
connector pins "butts".
But attempting to diagnose problems without first doing this is often a waste of time,
because the driver board flexs as it is removed from the 40 pin interboard connector
or as connectors are removed/attached.
This flexing causes cracks in the male header pin solder joints, causing intermittent
or non-working connections.
Testing the Driver Board Transistors.
This should be done for a non-working or locked on coil or flashlamp.
The driver board does not need to be removed for this test, but it does make the job easier.
This procedure is listed in the
Checking Transistors section of this document too.
All transistors are tested using the diode function of a DMM
(Digital Multi Meter).
Important Note: Testing transistors (or chips) using the methods below
does not give 100% proof that a transistor is good or bad.
It's probably about 95% accurate, but it is not 100% accurate
(especially if the transistor is mounted in a circuit board).
I will say this - if a transistor tests as "bad", then it's bad (or the TTL
chip that feeds it is bad).
But if the transistor tests as "good" that does not necessarily mean
the transistor is good.
If the driving TIP120 transistor is bad, be sure to replace it with
a more robust TIP102 transistor. Also make sure to replace the
pre-driver 2N4401 transistor that accompanies the TIP120/TIP102.
At this point, it is best to test the driving 7408/7402
chip. It only takes a moment, and saves a lot of work if this
chip is damaged. Also a bad 7408/7402 can cause a driving transistor
to test as "bad".
Testing the 7408/7402 Chips and Solenoid PIA.
At this point, the TIP120/TIP102 and pre-driver 2N4401 are tested/replaced,
but the coil/flashlamp is still locked on.
Now it's time to test the 7408/7402 driver chips.
No need to test this 7408 chip! The 7408 in the middle is physically
bubbled up and can easily be seen as "bad". It can be counted on that
the 2N4401 pre-driver and TIP120/TIP102 driver transistors are blown too!
Just hope the IC5 solenoid PIA chip survived.
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These chips can also be tested with a DMM set to the diode function and the
game off. For a 7408, put the red lead on ground (pin 7), and
put the black lead on pins 1,2,3, 4,5,6, 8,9,10, 11,12,13. A reading of of .4
to .6 should be seen for each pin (a reading lower than .2 is a big sign of a
bad chip).
Likewise a 7402 (used for special solenoids)
can be tested in the same manner. With the
game off. For a 7402, put the red lead on ground (pin 7), and
put the black lead on pins 1,2,3, 4,5,6, 8,9,10, 11,12,13. A reading of of .4
to .6 should be seen for each pin (a reading lower than .2 is a big sign of a
bad chip).
Remember though, testing TTL chip mounted in a circuit board
using a DMM's diode test can give false readings.
If the chip is socketed, it's better to use the DMM diode test
with the chip removed from the circuit.
An even better test (with the board powered on) is
to use a logic probe and to compare similar TTL chips.
That is, compare two (or more) similar 7408 or 7402 TTL chips which both control
solenoids (see the schematics).
TIP Transistor & TTL Checks Good, but Coil Locked On - Now What?
In the case of all coil *except* the special solenoids,
the only thing left is the PIA IC5. Luckily in the case of CPU controlled coils this is easy
to test. Have the solenoid power fuse removed. Using a logic probe, the
PIA IC5 outputs can be checked. With the game in attract mode,
all coil outputs from the PIA IC5 should be LOW (except for
the coindoor lockout coil), meaning the coil is NOT energized.
If the PIA outputs are missing or high, the associated coil will be locked on
(remember the coindoor lockout coil will be ON, unless the game is at maximum allowed credits).
The TTL 7408 is a two input, one output AND gate.
This means BOTH input signals must be HIGH for the AND gate to be completed,
making the output AND gate signal HIGH (and energizing the coil). If the game is successfully
booted, the Blanking signal is already high, so one of the AND inputs is high. Now
the 7408 is waiting for the PIA to make the other input AND signal momentarily high
to fire the associated coil.
In the chart below the first listed TTL is the AND gate output.
The next pin number (after the ":") is the AND input from the PIA.
The last TTL pin number is the blanking signal (which should be high in a booted game).
The output TTL pin (first listed TTL pin) should be low with the game in attract mode. If the
TTL input pin coming from the PIA is low, the blanking input TTL pin is high, but
the output TTL pin is high or missing, then the TTL 7408 chip is bad.
Below is a chart of the IC5 PIA and TTL outputs which should
be checked with the logic probe for a "low" signal (game powered on and in attract mode).
The system3-7 CPU controlled solenoid schematic (PIA, AND gate, transistors).
|
| Coil# | Connector | TIP 120 | 2n4401 | TTL (output, in PIA, in Blank) | PIA Output (low) |
| Coil 1 | J11 pin 4 | Q15 | Q14 | IC1 pin 8:10,9 | IC5 pin 2 |
| Coil 2 | J11 pin 5 | Q17 | Q16 | IC1 pin 11:12,13 | IC5 pin 3 |
| Coil 3 | J11 pin 7 | Q17 | Q16 | IC1 pin 6:4,5 | IC5 pin 4 |
| Coil 4 | J11 pin 8 | Q21 | Q20 | IC1 pin 3:1,2 | IC5 pin 5 |
| Coil 5 | J11 pin 9 | Q23 | Q22 | IC2 pin 8:10,9 | IC5 pin 6 |
| Coil 6 | J11 pin 3 | Q25 | Q24 | IC2 pin 11:12,13 | IC5 pin 7 |
| Coil 7 | J11 pin 2 | Q27 | Q26 | IC2 pin 6:4,5 | IC5 pin 8 |
| Coil 8 | J11 pin 1 | Q29 | Q28 | IC2 pin 3:1,2 | IC5 pin 9 |
| Coil 9 | J9 pin 9 | Q31 | Q30 | IC3 pin 8:10,9 | IC5 pin 10 |
| Coil 10 | J9 pin 7 | Q33 | Q32 | IC3 pin 11:12,13 | IC5 pin 11 |
| Coil 11 | J9 pin 1 | Q35 | Q34 | IC3 pin 6:4,5 | IC5 pin 12 |
| Coil 12 | J9 pin 2 | Q37 | Q36 | IC3 pin 3:1,2 | IC5 pin 13 |
| Coil 13 | J9 pin 3 | Q39 | Q38 | IC4 pin 8:10,9 | IC5 pin 14 |
| Coil 14 | J9 pin 4 | Q41 | Q40 | IC4 pin 11:12,13 | IC5 pin 15 |
| Coil 15 | J9 pin 5 | Q43 | Q42 | IC4 pin 6:4,5 | IC5 pin 16 |
| Lockout | J9 pin 6 | Q45 | Q44 | IC4 pin 3:1,2 | IC5 pin 17* |
*Unless game is at maximum allowed credits, the coin door lockout
PIA output will be high.
Leon Test EPROM could also be used for this test, but frankly I find that not necessary.
It's just easier to be running the game code in attract mode and testing the outputs
with a logic probe. But the Leon test chip procedure
is fully described in the Dead/CPU driver board sub-section,
CPU board is working, Install the Driver board.
This shows how to test the PIA using a "tester LED" and
Leon's test chip.
FlashLamp Problems.
Flashlamps are controlled as solenoids, and are wired in series
(if there is more than one flashlamp fired by a single driving transistor).
The flashlamps are "doubled up" and wired in series so that
the 28 volt solenoid voltage can be used on the 14 volt flasher bulbs
(two times 14 equals 28 volts). But the problem with this is
if one flashlamp burns out, the other flashlamp will not work!
The resistor board for the flashlamp. The large 330 ohm 2 watt
resistor is permanently connected between the flash lamp & ground.
This keeps the flashlamp's filiment warm while the game is on,
letting 12 volts to the bulb all the time through the 330 ohm
resistor (this increase bulb life by keeping the filament warm).
When the flashlamp is fired by the game, ground is then completed
through the small 1 ohm (or 5 ohm) resistor, and the flashlamp
turns on brightly. Electricity takes the path of least resistance,
going through the 1 ohm resistor instead of the 330 ohm resistor.
The 330 ohm resistor is often burnt or desolders itself from its
board because power is going through it all the time (except when
the flash bulb actually flashes). This game is Firepower.
Williams used this bulb warming approach through System 11, but
abandoned it with WPC.
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Flashers also have two resistors connected to them, one large 330 ohm
2watt, and one small 1 ohm (or 5 ohm) 1/2 watt.
When the flash lamps are not lit, the path to ground for the flash lamps
is completed via the large 330 ohm and smaller 1 ohm resistors together.
This keeps the bulb filiments warm
(and less likely to burn out and also more likely to give a BRIGHT flash).
On some flashlamps, they can look like they are glowing
slightly when not in use.
A cold flashlamp would take too long to get bright, so the flash would
have less impact, so that's why Williams did this.
When the driver board transistor is turned on,
the ground path is switched directly through the driver board, and the 330 ohm
resistor is essentially eliminated from the circuit
(because current will take the path of least resistance).
Note the 1 ohm resistor is still utilized.
If a flash lamp is dull or sluggish, check the 330 ohm heater resistor.
These resistors do burn and break (or get cold solder joints, or
just fall off their solder terminal!), not allowing the flash lamp to "pre-heat".
If this happens, it won't pre-heat
the flash lamp, and the flasher may not flash!
Also if flash lamps burn out often, the 330 ohm resistor could be bad.
Be sure to check the 1 ohm (or 5 ohm)
resistor too, as these can go open, and neither flashlamp will work.
The wiring for Flashlamps and Coils. Note the two flashlamps in series, and the
330 ohm resistor path to ground, that keeps the flashlamps "warm" (and dim).
Then when the driver board ground path is used, the flashlamps turn on brightly,
as the 330 ohm resistor ground path is negated.
|
The Coil Diodes and Why they are Important.
After testing or replacing a driver board transistor, it is
important to examine the coil in the game. If any
coil (especially the one that was just locked on)
has a bad diode, this can almost instantly
kill its associated driver transistor! The coil diode
prevents a coil's collapsing voltage from "backwashing" to the
driver board, damaging the driver transistor.
Since you spent the time to test/replace the bad driver
board transistors, it only makes sense to also check for
bad coil diodes. Since these 1N4004 diodes are mounted
right to the coils under the playfield, vibration can crack
or damage them.
The best way to test a coil diode is to just grab the diode by
its body with the forefinger and thumb, and gently give
it a pull. If the diode has a cracked body or broken
lead, it should be pretty easy to see.
The 1N4004 coil diode mounted on a Firepower slingshot,
showing the proper orientation of the diode and power wires.
|
Coil diodes (1N4004) can be tested with a
DMM set to the diode function:
- Turn the game off.
- Unsolder or cut one end of the diode from the coil.
- Use a DMM set to the diode function.
- Put the blank DMM lead on the banded side of the diode.
- Put the red DMM lead on the NON-banded side of the diode.
- .4 to .6 volts should be seen.
- Reverse the DMM leads, and a null reading should be seen.
- If these values are not seen, replace the diode with a
new 1N4004 diode.
If a new diode is needed, remember to install it with the
diode's band on the power lug of the coil! It usually pretty easy
to tell which is the power lug of a coil. The power wire, which daisy
chains from coil to coil, is usually the thicker wire on a coil
lug. The banded lead of the 1N4004 diode should be connected to the
coil lug with this thicker daisy chained power wire attached.
The non-banded end of the diode attaches
to the coil lug with the thinner wire, which leads to the driver board transistor,
and ultimately ground.
3f. When Things Don't Work: Lamp Problems (the Lamp Matrix)
Introduction.
Remember, there are GI (General Illumination) lamps, and CPU controlled
(lamp matrix) lamps. The GI lamps come on as soon as the game power is
turned on. And these lamps generally do not turn off (except on Blackout, Scorpion
and System7 games, where there is a GI lamp relay to toggle all the GI
lamps on and off). The CPU controlled lamp matrix, when the game is
in attract mode (game over), will turn playfield and backbox lamps
on and off. The CPU controlled lamps also work during game play,
to light certain features to help the player.
The CPU controlled lamps (the "lamp matrix") uses +18 volts DC to drive the CPU
controlled lamps. If you're asking, "how do they use 18 volts to light
6.3 volt bulbs?", you would be asking a good question. While the lamp power supply
outputs a constant 18 volts DC from the backbox mounted bridge rectifier and
filter capacitor, the driver board "pulses" the 18 volts to the lamps.
This turns the lamps on and off very quickly, so that they never get to
full brightness, and are only on about 1/3 of the time (which roughly works
out to about 6 volts).
Turning the bulbs off and on like this increases light
bulb life, which is a nice feature since most operators don't change burnt out
lamps!
Important note about the lamp matrix: because the game is constantly pulsing
the lamp matrix to bring the 18 volts down to about 6 volts, these games
should NEVER be left on when they are "locked up". Because if they are locked
up, the lamp matrix is not strobing, which can burn out the playfield lamps
and COOK the driver board. The heat can get so bad on a driver board, that
it will start to desolder parts!
The lamp matrix power supply has only three components: a backbox mounted
35 amp 400 volt bridge rectifier, and very large 30,000 mfd filter capacitor,
and a fuse on the power supply board (F3).
There are some consistent lamp numbers from game to game.
For example, all system3 to system6 games consistently
used lamp column8 for the same functions (player up, tilt,
game over, etc.) With system7, Williams basically moved
column8 to column1. And with the last three system7
games (FirepowerII, Laser Cue, Starlight), this
changed yet again (still using column1, but the row order
changed). Below are the consistent lamps used in
system3-system6 and system7 (except Joust, FirepowerII, Laser Cue, Starlight)
lamp matrix:
Column/ Row |
Col. 1 Yel-Brn 2J5-8 |
Col. 2 Yel-Red 2J5-9 |
Col. 3 Yel-Orn 2J5-6 |
Col. 4 Yel-Blk 2J5-7 |
Col. 5 Yel-Grn 2J5-3 |
Col. 6 Yel-Blu 2J5-5 |
Col. 7 Yel-Vio 2J5-1 |
Col. 8 Yel-Gry 2J5-2 |
Row 1 Red-Brn 2J7-1 |
#1 Extra Ball (sys7*) |
#9 |
#17 |
#25 |
#33 |
#41 |
#49 |
#57 Player1 Up (sys3-6) |
Row 2 Red-Blk 2J7-2 |
#2 Ball in Play (sys7*) |
#10 |
#18 |
#26 |
#34 |
#42 |
#50 |
#58 Player2 Up (sys3-6) |
Row 3 Red-Orn 2J7-3 |
#3 Tilt (sys7*) |
#11 |
#19 |
#27 |
#35 |
#43 |
#51 |
#59 Player3 Up (sys3-6) |
Row 4 Red-Yel 2J7-4 |
#4 Game Over (sys7*) |
#12 |
#20 |
#28 |
#36 |
#44 |
#52 |
#60 Player4 Up (sys3-6) |
Row 5 Red-Grn 2J7-5 |
#5 Match (sys7*) |
#13 |
#21 |
#29 |
#37 |
#45 |
#53 |
#61 Tilt (sys3-6) |
Row 6 Red-Blu 2J7-6 |
#6 Hi-Score (sys7*) |
#14 |
#22 |
#30 |
#38 |
#46 |
#54 |
#62 Game Over (sys3-6) |
Row 7 Red-Vio 2J7-9 |
#7 |
#15 |
#23 |
#31 |
#39 |
#47 |
#55 |
#63 Shoot Again (sys3-6) |
Row 8 Red-Gry 2J7-8 |
#8 |
#16 |
#24 |
#32 |
#40 |
#48 |
#56 |
#64 Hi-Score (sys3-6) |
* Except Joust, Firepower II, Laser Cue, Starlight.
All the CPU Controlled Lamps Do Not Work.
Most CPU controlled lamp problems are driver board associated.
However if all the CPU controlled lamps are off and everything else is working,
check power supply fuse F3 and the voltage coming out of the power supply.
Using a DMM, measure the voltage from power supply connector 3J4 pin 5
to 3J4 pin 1 (ground). There should be 18 volts DC.
If there is no voltage (and fuse F3 is good), then chances are good that
the backbox mounted lamp matrix bridge rectifier 6BR1 has failed.
A Row or Column of Lamps does not Work, or is Locked On.
This problem is usually driver board related.
If a row or column is not working at all,
the first thing to try is to resolder the
.156" Molex male header pins on the driver board. The
solder joints on these often crack (from insertion/removal
of the connectors). This would include these driver board connectors:
- 2J4 (lamp matrix power)
- 2J5 (lamp matrix columns)
- 2J6 (lamp matrix ground)
- 2J7 (lamp matrix rows)
The next thing to suspect are the column/row transistors.
These can be tested with a DMM set to the diode function
and the game turned off. Keep in mind that column transistors die more
than row transistors.
Important Note: Testing transistors (or chips) using the methods below
does not give 100% proof that the component is good or bad!
It's probably about 95% accurate, but it is not 100% accurate
(especially with the transistor soldered into a board).
Lamp Columns (drive/strobe): test the TIP42, game off.
Q63, Q65, Q67, Q69, Q71, Q73, Q75, Q77.
Using a DMM set to the Diode function:
- Orient the transistor's writing facing towards you.
- Black DMM lead on *left* leg (base) of transistor.
- Red DMM on center leg (or metal tab), .4 to .6 volts seen.
- Red DMM on left leg, .4 to .6 volts seen.
Lamp Rows: test the 2N6122 (or TIP41), game off.
Q47, Q49, Q51, Q53, Q55, Q57, Q59, Q61.
Using a DMM set to the Diode function:
- Orient the transistor's writing facing towards you.
- Read DMM lead on the *left* leg (base) of transistor.
- Red DMM lead on the center (collector) leg (or metal tab), .4 to .6 volts seen.
- Red DMM lead on the right (emitter) leg, .4 to .6 volts seen.
Driver board or Playfield Problem?
Say you have a game where, in attract mode,
colums 4 through 8 are very bright and the top four resistors on
lower right side of driver board are getting warm.
If you start a game and some lamp matrix lights stay locked-on, and some will
still strobe like in attract mode. Is the problem on the playfield
(shorted socket diode, mis-wired, or shorted lamp socket), or on the driver board?
To determine where the problem is, with the game on,
remove the lamp column connector 2J5 and lamp row connector 2J7
from the driver board (the row and column connectors).
Leave the lamp power 2J4 and lamp ground
2J6 connectors in place. Jump any one of the four
overly-bright columns pins on 2J5 to any lamp row connector pin on 2J7
using two alligator clip leads and a light bulb (#47 or #44). If this single
bulb is still overly bright, then the problem is on the driver
board. If the lamp lights normally, there are two
lamp column wires shorted together somewhere on the
playfield.
Testing a Lamp Row/Colums with the Game On.
Another way to test the lamp rows (and indirectly the
columns) is to do this:
- Turn the game on.
- Press the manual-down/auto-up coin door button to manual-down.
- Press the advance coin door button once. The score displays
should go blank.
- Press the advance coin door button again. The score displays
should all show zeros.
- Using a alligator test lead, attach one end to ground
(the grounding braid in the bottom of the backbox
or pin 40 of the interboard connector).
- Touch the other end of the alligator test lead to any
one of the driver board transistors Q47, Q49, Q51,
Q53, Q55, Q57, Q59 or Q61 (these are all in a vertical row
in about the center of the driver board).
- All the corresponding playfield lamp matrix row lights should
all turn on (eight lamps in all). If less than eight light,
refer to the operator's guide and see which lamps in the particular
row are not turning on, and make a note of it.
- Move the alligator test lead to the next lamp matrix row
transistor to test the next eight row lamps.
If several lamps did not turn on, check the operator's
manual and see if all eight lamps are in the same column or row.
Note this does not test the row or column transistors themselves.
It just tests everything from the driver board to the playfield.
Also do NOT repeat this test for the *column* transistors!
Doing that will blow the lamp matrix fuse.
Pre-Drivers: test the 2N6427 (or MPSA14), game off.
Columns: Q61, Q64, Q66, Q68, Q70, Q72, Q74, Q76.
Rows: Q46, Q48, Q50, Q52, Q54, Q56, Q58, Q60.
These pre-drive both the above TIP42 and 2N6122 transistors.
Using a DMM set to the Diode function:
- Red DMM lead on middle leg.
- Black DMM lead on right leg, 1.0 to 1.3 volts seen.
- Black DMM lead on left leg, .6 to .8 volts seen.
Lamp Row(s) Stuck On - Troublesome 7406 Chip IC19.
This is a very common problem with system3 to system7 games,
where one or multiple lamp rows are stuck on. In my experience,
it is usually not the row transistor(s) that are the problem.
It is usually the 7406 chip at IC19 on the driver board. This chip
handles the logic for six of the eight lamp rows (the other two
rows are handled by IC12).
A lamp matrix lamp. Note the wiring of the row and
column wires, and the orientation of the diode.
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One Lamp Does not Work.
Assuming the bulb is not burnt out, here are some things to check:
- Check the lamp socket. Yes sockets do go bad. With time,
the fiber insulators shrink, allowing air to corrode the parts,
and the socket does not make contact to the solder lugs.
- Also check for a shorted lamp socket. This can happen easily
when doing other repairs. Often a shorted lamp socket will usually
short out other lamps in the same row/column too.
- A broken or open lamp diode. There is a 1N4001 diode mounted
on each lamp socket. If this diode is broken, missing or has gone
open, the lamp will not work! There are rare cases that when a
lamp burns out, it also burns out its diode too.
- The lamp row and column wires are "daisy chained" from socket
to socket. Has the daisy chain broken "up stream?" This will cause
all the lamps "down stream" to not work.
- Check for a shorted diode. This does not happen as often as
open diodes, but its worth checking. Shorted diodes can happen
if lamp matrix light bulbs are changed with the game on, and
the lamp drive is accidentally grounded through the diode.
A shorted diode usually causes one or more lamps to be ON at the same
time.
Using a Logic Probe to Test the Columns/Rows.
Turn the game on and put it in the lamp matrix test, with the lamp
matrix fuse F3 installed. This will
turn all the computer controlled lamps on and off about every second.
Now remove the driver board connectors 2J5 (lamp columns)
and 2J7 (lamp rows). This will take the
playfield out of the picture (where there could be a row/column
short).
Put the logic probe on each pin
on 2J5 (columns). The pins should be constantly pulsing. If any pin
is not pulsing, its probably a bad TIP42 transistor (Q63,Q65,Q67,Q69,
Q71,Q73,Q75,Q77), or the pre-driver 2N6427 (Q61,Q64,Q66,Q68,
Q70,Q72,Q74,Q76).
To test the lamp row is similar. Again with the game in the lamp matrix
test, use the logic probe on each pin of 2J7 (lamp rows).
Each pin will pulse in time, turning on and off about every second (just like the playfield
lamps flashed before the lamp connectors were removed).
If any pin is not pulsing, its
probably a bad 2N6122 transistor at Q47,Q49,Q51,Q53, Q55,Q57,Q59,Q61.
Also it could be the pre-driver 2N6427 transistors at
Q46,Q48,Q50,Q52, Q54,Q56,Q58,Q60.
The 7408 Lamp Column & 7406 Lamp Row Chips.
If a row or column is still locked on or not working, next look
at the 7408 chips that drive the lamp columns. These are at
IC13 and IC14. Also there 7406 lamp row chips at IC12 and IC19.
The IC12/IC19 lamp row 7406 buffer chips actually fail quite often, compared to the
lamp column chips.
These chips can be tested with a DMM set to the
diode function and the game off. For the 7408 at IC13/IC14,
put the red lead on ground (pin 7), and put the
black lead on pins 1,2,3, 4,5,6, 8,9,10, 11,12,13.
A reading of of .4 to .6 should be seen for each pin (a reading
lower than .2 is a big sign of a bad chip).
Likewise the 7406 at IC12/IC19 can be tested in the
same manner. With the game off, put the DMM's red lead
on ground (pin 7) and put the black lead on pins 1,2, 5,6, 8,9, 10,11, 12,13.
Again a reading of of .5 to .7 should be seen for each pin (a reading
lower than .2 is a big sign of a bad chip).
Remember though, testing TTL chip mounted in a circuit board
using a DMM's diode test can give false readings.
If the chip is socketed, it's better to use the DMM diode test
with the chip removed from the circuit.
An even better test (with the board powered on) is
to use a logic probe and to compare similar TTL chips.
That is, compare two (or more) similar 7408 or 7406 TTL chips which both control
lamps (see the schematics).
The Lamp Matrix PIA at IC10.
Though rare, there is a chance the lamp matrix 6821 PIA on the
driver board at IC10 has failed. I would really make sure though
that all the row/column transistors and 7406/7408 chips are not bad first
(they are much more likely to fail).
Really the only way to test
this chip is to use Leon's test EPROM
chip and a "tester LED".
This is best done with the
CPU and driver board removed from the game, and powered up
on the work bench with a computer power supply (as described in the
Fixing a Dead CPU/Driver board section).
If this is done in a game, remove power supply fuses F2 and F3,
the driver board connectors at 2J4, 2J5 and 2J7.
Lamp Matrix Strobe (Column) Test (Connector 2J5).
To test the lamp matrix columns, power has to be applied to any pin of
driver board connector 2J4.
Normally this is +18 volts, but for our test, +5 volts will work
fine. Using an alligator test clip, connect +5 volts
(TP9 on system6/7 CPU board, or interconnector pin 1 on the far right)
to any pin of driver board connector 2J4.
In addition, the connectors at both 2J5 and 2J7 need to be
attached from the game. If testing "on the bench", an alternative
method can be used (see below).
Now connect the tester LED's non-resistor lead to +5 volts.
Using the resistor lead of the tester LED,
touch each pin of driver board connector 2J5.
The tester LED should alternate on and off, in unison with the
blinking LEDs on the CPU board.
If the CPU/driver board combo is on a bench with no access to
the playfield connectors 2J5 and 2J7, another method must be used.
With the tester LED's non-resistor end connected to +5 volts,
touch the tester LED's resistor end to the left most leg of
each transistor Q62, Q64, Q66, Q68, Q70, Q72, Q74 and Q76 (the
small transistors along the right edge of the driver board).
The tester LED should alternate on and off, in unison with the
blinking LEDs on the CPU board (the tester LED will not work
directly on connector 2J5 without the playfield connectors 2J5/2J7).
If the alternating signal is missing,
yet all the IC10 lamp PIA signals are present,
check the inputs of IC13 or IC14 (7408) on the driver board (pins
1,2,4,5,9,10,12,13 of IC13 and IC14). If there is no input signal,
there is a bad TIP42 (Q63,Q65,Q67,Q69, Q71,Q73,Q75,Q77)
driver transistor or 2N6472 (Q62,64,66,68, 70,72,74,76) pre-driver transistor
feeding the chip. Then check the output signals
of IC13 and IC14 (pins 3,6,8,11). If
the input signal is turning on and off, but there is no output signal,
the chip is bad. Note the output signal from the chip may be very short.
Lamp Matrix Row Test (Connector 2J7).
This test also requires +5 volts power to any pin of driver board connector 2J4.
Normally this is +18 volts, but for our test, +5 volts will work
fine. Using an alligator test clip, connect +5 volts
(TP9 on system6/7 CPU board or interconnector pin 1 on the far right)
to any pin of driver board connector 2J4.
In addition, this test also requires a ground connection
to any pin of driver board connector 2J6
(if the boards are installed in the
game, just have the game connector attached at 2J6).
Once power and ground are applied to the lamp matrix,
now connect the tester LED's non-resistor lead to +5 volts.
Using the resistor lead of the tester LED,
probe on each pin of driver board connector 2J7.
The tester LED should alternate on and off, in unison with the
blinking LEDs on the CPU board.
If the alternating signal is missing
on any connector 2J7 pin, yet all the IC10 PIA signals are present,
check the outputs of IC19 or IC12 (7406) on the driver board (pins
2,4,6,8,10,12 of IC19 and pins 2,4 of IC12). If there is no output signal,
the chip is bad. If the output is good, there is a
bad 2N5060, 2N6427 or 2N6122 transistor.
Should the Big Lamp Matrix Capacitor be Replaced?
They are hard to find and expensive, so
unless its leaking and/or bulging, I would not suggest replacing the
large backbox mounted lamp matrix filter capacitor.
If fuse F3 is good, and the lamp matrix bridge rectifier is good, it's
really the only component left (other than the transformer itself).
So check the AC voltage coming out of the transformer before replacing
this large capacitor.
Fixing the Eight Large Burnt Lamp Matrix Resistors.
To fix the large burnt lamp matrix resistors,
a couple things can be done. First, replace these eight driver
board R149-R156 resistors with 27 ohm 5 watt sand or ceramic wire wound resistors.
Also make sure to install the new resistors about 1/4" off the circuit board to
allow better air flow around them. Another good idea is to use #47 light bulbs
for the feature lamps, as this will decrease feature lamp power consumption by about 40%!
Yet another option to fix the burnt resistors is an idea documented by C.Eddy.
He replaces the eight TIP42 lamp matrix transistors (Q63, Q65, Q67, Q69, Q71, Q73, Q75, Q77)
with IRF9z34N mosfets. The MOS-FETs are installed oriented just like the TIP42 transistors.
And the mosfets only need a tiny amount of current to drive them (compared to the TIP42 transistor),
hence the large power resistors at R149-R156 never get hot. Because of this there is no need
to replace the large resistors (the old burnt ones can be left installed, unless they are open).
Heck if the TIP42s are replaced with Irf9z34n mosfets the power resistors R149-156 can even be
replaced with jumper wires or zero ohm resistors.
3g. When Things Don't Work: Switch Problems (the Switch Matrix)
System3 to System7 games has a switch matrix of eight columns and eight rows
that allows up to 64 individual switches per game.
The CPU/Driver board will "strobe" (send a voltage) a switch column,
and then read the switch rows (inputs) to see which switches are closed and returning
current. All pinball manufacturers uses this style of switch matrix
(even Gottlieb!)
Special Solenoid Switches Not in the Switch Matrix.
Note there are some switches that are not in the switch matrix!
This includes the coin door Auto-up/Manual and Advance switches, and the
six switches for the special solenoids. The six special solenoid switches
include the pop bumpers and slingshot activation trigger switches.
These non-switch matrix switch activates the device (like the spoon
switch on the pop bumper, or the slingshot switch the ball hits on
the playfield). But these
devices also have a second switch that *is* in the switch matrix,
and handles the scoring for these devices. The second switch is
closed as the device energizes, hence telling the CPU to score
points for that device.
Using the Built-in Switch Diagnostics and an Alligator Jumper.
At this point I assume the game is basically working
(except for some/all of the switches). Because if the game is
at least semi-working, the internal game diagnostics can be
used to help isolate problems and identify switch problems.
The purpose of this test is to find if the switch problem is
on the playfield or on the driver board (you must know this
to fix the problem).
To access the switch diagnostics:
- Turn the game on and allow it to go into attract mode.
- Press the coin door Auto-up/Manual switch into the manual position.
- Press the coin door Advance button. On system3 to system6,
the score displays should go blank. On system7, all the score displays
will light up with "0000000".
- Press the coin door Auto-up/Manual switch into the auto-up position.
- System3 to System6 only: Press the coin door Advance button.
- The game should now go into the first test, which is
the score display cycle test. All the score displays (including the credit/ball-in-play)
should repeat "000000" to "999999".
- System 7 only: Quickly press the Advance button again to pass over the
score display test. This will go
to test 00, as indicated in the credit score display, which is
the sound test. Each sound number will be displayed in the ball-in-play
window, and played on the sound card.
- Quickly press the Advance button again to pass over the previous test.
This will go to test 01,
as indicated in the credit score display, which
is the lamp matrix test (all the CPU controlled lamps
will cycle on and off at once).
- Quickly press the Advance button again to pass over the lamp test.
This will go to test 02,
as indicated in the credit score display, which
is the solenoid test, and each solenoid from 01 to 22 (as
indicated in the ball-in-play display) will be exercised.
- Quickly press the Advance button again to pass over the solenoid test.
This will go to test 03,
as indicated in the credit score display, which
is the switch matrix test.
On system3 to system6,
the ball-in-play display will show the last read (closed)
switch number. On system7 only, if there are multiple switches closed, the switch
numbers will alternate in the ball-in-play display.
Any playfield switch can be activiated, and its
switch number should show in the ball-in-play display. The game manual
or game instruction booklet has a list of the switch numbers,
and their associated switch numbers. Also note the flipper relay
is activated in the switch test so the flippers will work,
and the special solenoids will also work in the switch test.
Now disconnect the driver board connectors at
2J2 (columns) and 2J3 (rows) at the upper right. These are the connectors for the
playfield switches. Both connectors are at the upper right of the driver board.
Use an aligator test wire and run it from
2J2 pin 1 (col1) and touch the other end of the wire to 2J3 pin 1 (row1). Should see
one switch number come on the score display.
Then tough the next pin on 2J3. After eight pins on 2J3 are tested
(all should report one switch closure on the score display),
move the jumper to the next pin on 2J2 (col2) and repeat. Do this for all pin
combination (it only takes a couple minutes). If a single pin jump gives more than one
switch closure or no switch closure, there is a driver board board.
If all a single switch reports for all pins then the problem is on the playfield.
If there is switch column problem at 2J2, it's usually IC17,IC18 (7406).
If a switch row (inputs) at 2J3 is a problem, check
chips IC15,IC16 (4049). Personally I find the column chips
to be more of a problem than the row chips. Beyond that,
the driver board PIA IC11 (6821) could also be the problem
since it interprets all row and column data.
The PIA can be checked with Leon's test chip.
- 2J2 pins 1-3,5 (Columns 5-8 switch drives): IC18 (7406)
- 2J2 pins 9-6 (Columns 1-4 switch drives): IC17 (7406)
- 2J3 pins 1,3-5 (Rows 5-8 switch inputs): IC16 (4049)
- 2J3 pins 9-6 (Rows 1-4 switch inputs): IC15 (4049)
Remember that on connectors 2J2 and 2J3 that pin1 is column or row8,
and pin 9 is column or row1 (kind of opposite what you might expect).
Also check the manual for the maximum switch number used in the game.
Some games don't use any switch numbers past a certain number, and
these upper number switches may not report in the switch test.
Strange Switch Behavior.
A user reported a problem on his Firepower when the ball was locked
in the left kickout hole switch #13,
no other switches in that column #2 with a higher switch row number
would work (#14,15,16). If the ball was *not* locked, all the switches in that column
worked fine. All the switch diodes were checked for shorts or breaks.
Running a switch test as described above with an alligator clip and diode across
the driver board connectors showed no problems either.
The problem turned out to be one of the two 4049 switch row chips at IC16,
for switch inputs rows 5-8. Replacing this chip fixed the problem.
Switch Numbers.
There are some consistent switch numbers from game to game
in the system3 to system7 game series. This includes all
the switches in column one (switch numbers 1 to 8),
which included the coin switches, start button, high
score reset, slam and tilts.
Column/ Row |
Col. 1 Grn-Brn 2J2-9 |
Col. 2 Grn-Red 2J2-8 |
Col. 3 Grn-Orn 2J2-7 |
Col. 4 Grn-Yel 2J2-6 |
Col. 5 Grn-Blk 2J2-5 |
Col. 6 Grn-Blu 2J2-3 |
Col. 7 Grn-Vio 2J2-2 |
Col. 8 Grn-Gry 2J2-1 |
Row 1 Wht-Brn 2J3-9 |
Sw# 1 Plumb Bob Tilt |
Sw# 9 |
Sw# 17 |
Sw# 25 |
Sw# 33 |
Sw# 41 |
Sw# 49 |
Sw# 57 |
Row 2 Wht-Red 2J3-8 |
Sw# 2 Ball Roll Tilt |
Sw# 10 |
Sw# 18 |
Sw# 26 |
Sw# 34 |
Sw# 42 |
Sw# 50 |
Sw# 58 |
Row 3 Wht-Orn 2J3-7 |
Sw# 3 Start Button |
Sw# 11 |
Sw# 19 |
Sw# 27 |
Sw# 35 |
Sw# 43 |
Sw# 51 |
Sw# 59 |
Row 4 Wht-Yel 2J3-6 |
Sw# 4 Right Coin Switch |
Sw# 12 |
Sw# 20 |
Sw# 28 |
Sw# 36 |
Sw# 44 |
Sw# 52 |
Sw# 60 |
Row 5 Wht-Grn 2J3-5 |
Sw# 5 Center Coin Switch |
Sw# 13 |
Sw# 21 |
Sw# 29 |
Sw# 37 |
Sw# 45 |
Sw# 53 |
Sw# 61 |
Row 6 Wht-Blu 2J3-4 |
Sw# 6 Left Coin Switch |
Sw# 14 |
Sw# 22 |
Sw# 30 |
Sw# 38 |
Sw# 46 |
Sw# 54 |
Sw# 62 |
Row 7 Wht-Vio 2J3-3 |
Sw# 7 Slam Tilt |
Sw# 15 |
Sw# 23 |
Sw# 31 |
Sw# 39 |
Sw# 47 |
Sw# 55 |
Sw# 63 |
Row 8 Wht-Gry 2J3-1 |
Sw# 8 Hi-Score Reset |
Sw# 16 |
Sw# 24 |
Sw# 32 |
Sw# 40 |
Sw# 48 |
Sw# 56 |
Sw# 64 |
System3 to System6 Driver Board Switch Matrix Jumper Upgrade.
It's a good idea to upgrade System3
to System6 driver boards to be upward and downward compatible from System7
to System3. To do this, replace the 1000 ohm (system3) or 330 ohm (system 4-6)
resistors R204-R211 in the upper right hand corner with zero ohm jumpers.
System7 driver boards already have this modification done.
The decrease in these switch matrix resistor ohms was done to increase
the current drive through the switch matrix.
For example, if a switch or connector was dirty and had slight
resistance, the switch could still be sensed by the CPU/Driver board.
There is a rumor that using a jumpered system7 style driver board in a System6 or earlier
game may result in random switch closures during game play. This does not
seem to be the case (but keep it in mind if having random switch closure problems).
One thing for sure though is using
a non-jumperd System3 to system6 driver board game in a System7 game
will definately result in switch closures being missed.
An incorrectly assembled factory switch on a Firepower.
The short (top) leaf's gold plated contact is *not* facing
the long leaf's gold contact (it is reversed!) So instead
of nice smooth gold-on-gold contacts, there is one nice
gold contact and a gnarley rivet making contact.
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Incorrectly Assembled Factory Switches.
Part of the problem Williams was having with switches was due to
an assembly mistake, which started in the mid-1970s (pre-solidstate).
It turns out Williams was assembling one of the pair of leaf blades
backwards. This was not a huge deal with Electro-Mechanical (EM) games,
but with solidstate games, it was a BIG problem. Because solidstate
games use low voltage (5 volt) switches (unlike EM games in which all
switches were high voltage 28 volts), the contact rivets are gold
plated to help keep them clean (gold is a non-corrosive metal).
But because one of the switch blades
was reversed, a gold plated switch rivet made contact with a gnarley rough
non-gold plated switch rivt.
Problems occurred mainly with any switch
where a ball "sat", like the ball trough, lock or kickout holes.
This mistake was not realized until the Firepower
era, and Williams offered retrofit kits for Firepower and Black Knight
ball troughs using microswitches to fix the problem.
Note an improperly assembled leaf switch can be taken apart,
spliting the bakelit "switch stack", and turning around
the incorrectly assembled leaf blade.
One or Two Switches Do Not Work (Switch Cleaning).
If just one or two switches do not work, first clean the
switch before doing anything else. Most switches on system3 to system7
games are gold contact leaf style switches. These switches should
ONLY be cleaned by dragging a business card through their closed
blades one to three times, to remove dirt from the contacts.
The switch matrix switches are low voltage switches, so the
business card trick works great to clean them.
Do NOT use a file, as this will
remove the gold plating on the
contacts, making them way less reliable. The only switches that
should be filed are the high voltage flipper cabinet switches and the flipper
EOS (End Of Stroke) switches.
Also note on games Black Knight and prior if the switch in question
was mis-assembled from the factory (this was mentioned above).
Williams mis-assembled these gold leaf switches so one blade was
reversed, allowing a gold plated switch rivet to make contact with a gnarley rough
non-gold plated switch rivet. These switches can be taken apart and
split at the bakelit spacers, and the leaf blade reversed.
This was especially a problem on switches where a ball "sat", like
the ball trough, lock or kick-out holes.
Another classic problem when one or two or even four switches do
not work is breaking of the "daisy chain". Each switch row and column
is daisy chained from switch to switch. That is, a switch in column1 row1
daisy chains the column wire to a switch in column1 row2, and so on until
the last switch in the chain (usually in column1 row8).
If the chain breaks "up stream" (say at column1 row5),
all the switches "down stream" (column1 row6 to row8)
will not work! So keep this in mind.
Some Switches are Stuck On or Refuse to Work.
If some switches (or an entire row or column of switches) is stuck
on or refuses to work, the next thing to determine is whether
the problem is on the driver board or on the playfield.
The easiest way to determine this is to put the game into
switch test, and then remove driver board connectors 2J2 (switch
columns/drive) and 2J3 (switch rows/inputs). If the switch
problem clears up when these two connectors are
removed, the problem is on the playfield (a shorted switch)
and not in the driver board.
Also keep in the mind the male Molex header pins or the connnector
themselves on the driver board at 2J2 (switch columns) and 2J3 (switch row)
could be the problem.
Resoldering the driver board's male header pins is a good thing
to try if some switch row/columns just won't work.
A Firepower leaf switch showing the wiring of the row and column wires,
and the 1N4004 diode.
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Row/Column Problem on the Playfield.
If the row or column problem is isolated to the playfield,
there are few things to look for in solving this problem.
First look for for a short to ground on any playfield switch.
A solder splash or a crushed wire between the playfield and
cabinet are very common.
Next look to see that all the switches in the row/column are
wired correctly (for example, is the diode reversed?) A reversed
switch diode will cause all sorts of switch matrix havoc, such
as phantom switch closures and row/column shorts and confusion.
Another classic problem where an entire row or column does not
work is wires pulling out from the square male/female connector
housings, especially where the playfield plugs into the wiring
harness.
Lastly look at the diode itself and make sure it is not
shorted or open. Playfield diodes (1N4004) can be tested with a
DMM set to the diode function:
- Turn the game off.
- Unsolder or cut one end of the diode from the switch.
- Use a DMM set to the diode function.
- Put the black DMM lead on the banded side of the diode.
- Put the red DMM lead on the NON-banded side of the diode.
- .4 to .6 volts should be seen.
- Reverse the DMM leads, and a null reading should be seen.
- If these values are not seen, replace the diode with a
new 1N4004 diode.
Problem On the Driver Board.
There are several culprits to examine on the driver board.
If a switch column (drive) is stuck on, chips IC17,IC18 (7406)
could be at fault. If a switch row (inputs) is stuck on,
chips IC15,IC16 (4049) may be the problem. Beyond that,
the driver board PIA IC11 (6821) could also be the problem.
Using a Logic Probe to Test the Switch Matrix.
This can be diagnosed further using a logic probe.
Remove connector 2J2 (switch columns).
With the game on and in switch matrix test mode or even just attract mode,
put the logic probe on each pin of connector 2J2.
The logic probe should be pulsing for each pin.
This is the driver board scanning the switch matrix columns.
If a pin is high or low and not pulsing, then the
associated 7406 chip or PIA is probably the problem.
To test the switch rows,
first make sure driver board connectors 2J2 (switch columns)
and 2J3 (rows) are removed. Turn the game on and probe all
the pins of 2J3 (rows). There should be NO activity on the
logic probe! If the logic probe is pulsing, a switch row is
shorted.
Now replace connector 2J2 (switch column)
and connector 2J3 (switch rows).
Using a logic probe, touch connector 2J3 pin 9.
At the same time, try closing a switch in row 1, like the
plumb bob tilt (check the game manual for other switches in row 1).
The pin should pulse when a switch in that row closes, and stop
pulsing when the switch is open (remember there could be other
playfield switches in row 1 closed, so keep that in mind).
If a switch in that row is not close, the logic probe will
show no signal. Note some games don't use row 7 or row 8 of
switches, so don't bother testing those.
Also note using this same technique, if
the logic probe is on connector 2J2 pin 9 (column 1),
a continual tone will be heard, but the tone changes
as the plumb bob tilt switch closes.
Using Leon's Test Chip for the Switch Matrix.
Leon's test chip (as documented in the
Dead CPU section) can also be very
helpful for diagnosing driver board switch matrix problems.
The "tester LED",
as decribed in the Dead CPU section, and
Leon's test EPROM are needed for this.
First, remove fuses F2 and F3 from the power supply before
proceeding. This removes the voltage to the lamp matrix
and all the solenoids. Also remove driver board connectors
2J2 and 2J3 (switch matrix plugs). Then install Leon's test EPROM into
CPU socket IC17 (as described in the Dead CPU section), and
turn the game on.
When using Leon's test chip to test the IC11 switch matrix
chip pins 2-9 on the driver board (switch matrix),
a slight modification is needed to the driver board. On driver board
connector 2J3, short to ground *all* these connector pins
when testing IC11 pins 2-9 (PIA outputs PA0 to PA7). If this is not
done, IC11 pins 2-9 will not alternate on and off.
Use the "tester LED" with the non-resistor lead connected to +5 volts
(TP9 on system6/7 CPU board or interconnector pin 1 on the far right)
and check the PIA chip IC11 (switch
matrix) with the resistor end of the tester LED. Check:
- PIA Pins 2-17,19,39 high then low, alternating on
and off every second.
- PIA Pins 26 to 33 are the data lines, and should be pulsing (use
a logic probe for this).
- PIA Pin 34 (reset) should be high.
If any pin 2-17 are not alternating high then low, then
the PIA is bad. Remove the bad PIA chip, install a socket
and a new PIA 6821 chip.
Leon Testing Switch Matrix "Drive" (Column) Test (2J2).
Again with Leon's test chip running,
connect the tester LED's non-resistor lead to +5 volts
(TP9 on system6/7 CPU board or interconnector pin 1 on the far right).
Using the resistor lead of the tester LED,
touch each pin on driver board connector 2J2.
The tester LED should alternate on and off, in unison with the
blinking LEDs on the CPU board. If the alternating signal is missing
on any connector 2J2 pin, yet all the IC11 PIA signals are present,
IC17 or IC18 (7406) on the driver board has failed.
To verify which input c |