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Pinballs from 1980 to 1989, Part One by cfh@provide.net, 05/02/09. Copyright 1998-2009, all rights reserved. Scope: Includes Gottlieb pinball System 80, 80a, 80b games from Spiderman (1/80) to Bone Busters (8/89). The most popular System 80 games that this information particularly applies to are Black Hole (10/81) and Haunted House (2/82).
Internet Availability of this Document.
IMPORTANT: Before Starting! Table of Contents
2. General & Mandatory Repairs/Upgrades: 3. Suggested Repairs/Upgrades: 4. Other Information and Fixes: 5. Systematic Gottlieb System 80 Circuit Board Repair
In the creation of this document, some information came from the following sources:
Thanks to all the people that helped with this document. This includes Rob Hayes, John Robertson, Steve Charland, Peter Hall and Pascal Janin.
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1a. Introduction, Schematics, Books
Introduction. During the early 1980's, many Gottlieb System 80 games were very advanced for their time. For example, Haunted House and Black Hole have some design features that haven't been seen since (large lower playfields, and in Haunted House's case, a three level playfield). These game were a few years ahead of their time. But due to various problems, they received a bad reputation as being undependable. This information corrects these problems. To keep a System 80 game running, do all the mandatory *and* recommended fixes. But at the minimum, do the mandatory fixes.
Tools and Experience Needed.
Schematics.
More System80 Repair Info.
Gottlieb Technical Seminar Workbook.
Gottlieb Service Bullentins.
Star Tech Journal Modifications.
Other System80 Books, Resources and Parts.
1b. System 80 Games List, Game Numbers, Board Compatibility
System80 Board Compatibility.
On the first five System80 games (Panthera, Spiderman, Star Race, Counterforce, Circus), Gottlieb used a *two* game PROM system board (labeled DET PB03-D102-001). These first generation CPU boards used two smaller 512 byte game PROMs at locations PROM1 and PROM2. Starting with James Bond Gottlieb changed modified the sys80 board to use a single 2716 at PROM1 (so nothing plugs into the PROM2 socket), which is four times the amount of potential game ROM software of the original -001 CPU board.
If the later single game ROM system80 boards ("gen2", DET PB03-D107-001 or PB03-D107-003)
is used in one of the first five sys80 games,
a modification to the game ROM needs to be made. The game ROM images
need to be "double up'ed" into a single 2716 EPROM to make this work.
The 512 byte PROM1 and PROM2 images are combined using this DOS command:
Just plugging the two original ROMs into sockets PROM1 and
PROM2 won't work on the DET PB03-D107-001 or PB03-D107-003 board.
If this ROM modification is not made and the DET PB03-D107-001 or PB03-D107-003
board is used in say a Spiderman, the game won't boot. (A good indication of this problem is the
playfield mounted Tilt relay will flicker on and off continually, meaning
the game PROM software or socket is bad.)
The earlier "gen1" two PROM system80 CPU board DET PB03-D102-001 can be modified to use a single
2716 EPROM by following instructions
here.
System80 and System80A CPU boards can be interchanged *if* the appropriate
U2 and U3 chips are used. The U2/U3 chips are the "game rules", and are different
for System80 and System80A (System80B does not use chips U2/U3). Pascal Jain and
www.greatplainselectronics.com
both sell an adaptor board for
the U2/U3 chips that allow EPROMs to be used. Unfortunately
the U2/U3 are masked ROMs, so EPROMs can not be plugged directly in their place
without some board modifications (see here for
information on this conversion), or this adaptor board.
Making a System80B CPU board work in System80 or System80A (or vice versa),
is a bit of work. The different score
displays (and hence driver circuits), and the rules EPROMs are the main problems.
The existing System80b display jumpers need to be removed/changed,
and chips Z19, Z21, Z22, Z23, Z24, Z25 reinstalled.
Also the piggyback board that replaces U2/U3 will need a new EPROM with System80 (or System80a)
"game rule" code installed.
System80b CPU boards also have two PROM1 jumpers which must be configured
correctly. Earlier sys80b games used a 2716 at PROM1, and later sys80b games
used a 2732. The system80b CPU board must be configured correctly for either
EPROM size.
Niwumpf
has also recently introduced a replacement System80 CPU board.
Unfortunately it's only available for certain sys80 games
Haunted House, Black Hole, Panterra and Spiderman. It has a slightly
different boot process too (10 second wait time until the score displays
come up, unlike the original system80 CPU which has a 5 second boot-up wait).
If you don't want to repair/upgrade your original system80 or system80A power supply,
Rottendog makes a nice
replacement System80/80a power supply board (with the mandatory ground mods are
already implemented into the power supply). In addition,
Great Plains Electronics
makes a nice replace power supply too (again with the mandatory ground mods already implemented
into the power supply).
See the Parts Suppliers section of this web page
for places to buy these parts.
Any coil that has locked on (usually due to a short solenoid driver board
transistor) will heat up and have a lower
total resistance. This happens because the painted enamel insulation
on the coil's wire burns, causing the windings to short against
each other. This will lower the coil's resistance, causing the coil
to get even hotter. Within a minute or so the coil becomes a dead short
(less than 2 ohms), and usually blows a fuse.
If the solenoid driver board (SDB) or under-playfield mounted
transistor is repaired, and the game is powered
on with a dead-shorted coil, this will blow the same driver transistor(s) again
when the coil is fired by the game for the first time! There is no sense
making more work for yourself. So take 60 seconds and check all the coils'
resistance BEFORE powering the game on for the first time.
Remember when reconnecting the wires to the coil that the power wire (usually two
wires or thicker wires) goes to the coil's lug with the BANDED side of
the diode attached. The thinner wire is the coil's return path to ground
via the driver transistor and attaches to the coil lug with the non-banded
side of the diode attached.
If a low resistance coil is found, also suspect the associated driver
board or under-playfield mounted transistor as bad.
A low resistance coil is a red flag, a warning,
that there may be problems on the driver board or with an under-playfield
mounted driver transistor. Actually with System80 games, if a low resistance
coil is found, I can pretty much guarantee that you will need to (should) replace
of course the coil, but also all the silicon devices in its ground path
(under-playfield transistor, driver transistor on driver board, and any
pre-driver transistor if applicable).
Initial Board Identification and Power Chain.
The general power chain works like this:
If the 69 volt fuse for the score displays is blown (sys80/80a), this often
means one of the power supply's four 1N4004 diodes used for rectifying this voltage is shorted
(sys80b handles its score display voltage differently,
right on the display board and not on the power supply).
If a 6.3 volt general illumination lighting fuse is blown, that can often
mean a shorted light socket on the playfield.
Personally on system80/80a games, while I'm monkeying around on the lower fuse panel,
I replace the orange capacitor for the 12 volt logic power. This capacitor is nearly
always bad or failing, and definately should be replaced. More info on this dreaded
orange capacitor can be found
here.
Now that the lower fuse panel is all checked out, REMOVE the 28volt solenoid fuse
before proceeding! Set it aside for later.
Step Two: Power off, Check Playfield Coil Resistance.
Step Three: Isolate the Power Supply.
For a summary of voltages, here's the system80/80a test points, with your black DMM
lead of voltmeter on TP3 (ground). If any voltages are missing, see the
Power Supply section below.
* Note the 42 and 8 volt sources are crude zener diode regulators and
may vary with load. Unloaded these voltages read slightly high.
On system80b games, there is a single large 5 volts DC power supply
in the backbox. It only outputs 5 volts, nothing else. There is also
an adjustment pot on this too (again set to 5.10 volts). The above test
points do not apply to the system80b 5 volt power supply. To test this
unit, put your red DMM lead on any pin of the top most connector
of the power supply. Put the black DMM lead on ground (there is a large
yellow ground strap in the backbox, use that.)
Step Four: Power Up with the CPU board.
Power the game up,
and test for 5 volts on the CPU board (test for 5 volts at capacitor C1 right
next to the J1 connector, with a DMM test leads connected to the legs of C1).
The 5 volts should still be 5 volts (that is, the CPU
board is not dragging down the 5 volts because of a shorted component).
Note that the 5 volts is adjustable on the power supply, so adjust 5 volts
to be 5.10 volts.
If the 5 volts checks out (4.95 to 5.20 volts DC), turn the game off.
Now add the two score display
connectors J2 and J3 on the right side of the CPU board.
Note on sys80b there is only a single J2 connector.
(Remember NEVER add/remove connectors to a system80 game with the power on.) Power up and
the score displays should be showing zeros and "strobing". The strobing happens
because the coin door slam switch is disconnected from the CPU board. On system80b
the displays may say, "slam tilt open".
If this is the case, the CPU board
appears to be "booting" and operating. If nothing appears on the score displays,
the CPU board is "dead", and you'll need to repair it. Check out the
CPU board repair section for details on that.
Power down and inspect/add CPU connector J5 (bottom center) to the CPU board.
This is the coin door and slam switch connector.
Before attaching the connector, look at its pins. They should be shiny. This
connector is right in the battery corrosion area, so if they are gray or green,
you will need to replace those pins. Do it now.
See the Connector Pin section of this document for help with that.
The J5 cpu board connector is the coin door switches and
slam switch. Attach this connector to the CPU board and
power up the game. On system80/80a, there should be a five second
delay, and then the score displays will come on. On system80b the score displays
come on immediately with some attract mode text. If this is the case, you're doing
well, as the CPU board is working well. If this isn't the case, there's some
short in the coin door wiring. Assuming the score displays are "on",
now you can press the red coin door diagnostic button. More information on
the book-keeping/self-tests can be found here.
If you can get to test 18 (switch test), it should show all switches
open with a "99". If not, there is either a problem with a coin door switch or there is a
problem with the switch matrix circuit on the CPU board).
Power down and inspect/add CPU connector J6 (bottom far left) to the CPU board.
This is the playfield switch matrix plug.
Before attaching the connector, look at its pins. They should be shiny. This
connector is right in the battery corrosion area, so if they are gray or green,
you will need to replace those pins. Do it now.
See the Connector Pin section of this document for help with that.
The J6 cpu board connector is the playfield switch matrix.
Attach this connector to the CPU board and power up the game.
Press the coin door red diagnostic test button
and again go to test 18 (switch matrix). There may be some playfield switch closed,
so you may not get the "99". But you should be able to close some playfield switches
and see that reflected in the score displays with their accompanying playfield switch number.
Step Five: Power Up with the Driver board.
Everything is good to this point right? Well now is the time to power off the
game, and put the 28 volt solenoid fuse back in the bottom panel.
Power the game on, and if any coils immediately "lock on" (energize) when power is
turned on, turn the game off! This means there's issues with the driver board
(or under-playfield mounted transistors), and that will need to be fixed before proceeding.
See the Repairing Driver Board section of this document for help with that.
If none of the coils lock-on when the game is turned on,
the red coin door diagnostic button can be pressed and
test 17 (solenoids) can be run (see below).
Step Six: Run Diagnostics - display test.
On Sys80 and 80a,"00" should show in the credit score display window. Press the start button
to skip to test "16" press (bypassing the audits/bookeeping).
Press the small red button to move to test "19". This
is the display test. The CPU will send a zero across all displays, then a
one, then two, and so on.
On Sys80B, the "test mode" should show in the alpha score display. Press the game start
button to skip to "lamp test" press the small red button to move to test
"display test". The CPU will send various characters across both alpha displays.
Go through the entire display test to make sure that all digits and segments
are working. Continue
if all of your displays are working as they should. This is less of an issue
with system 80B since all of the display data is handled at the display and
not decoded on the CPU board like 80 and 80A.
Most display problems are related to bad connectors. If displays are partially working,
and wiggling a connector fixes or changes a display, then that connector needs to be
re-pinned.
Step Seven: Run Diagnostics - switch test.
Sys80 and 80a: "00" should show in the credit window. Press the game start button
to skip to test "16" press the small red button to move to test "18". This
is the switch test. The CPU should send "99" to the credit display indicating
all switches are open. Activate all switches one by one to make sure the
computer only "sees" one switch at a time. Check tilt and coin switches too.
Use the switch matrix in the manual for ease of checking off all switches.
Sys80B: "test mode" should show in the display. Press the game start button
to skip to "lamp test" press the small red button to move to test "switch test".
The CPU should send "all switches open" to the credit display indicating all
switches are open. Activate all switches one by one to make sure the computer
only "sees" one switch at a time. Check tilt and coin switches too. Use the
switch matrix in the manual for ease of checking off all switches.
Generally if there is a switch problem, it's related to the CPU board connectors
on J5 and J6. There can also be CPU board problems, but usually it's the connectors.
Step Eight: Run Diagnostics - coil test.
A power-on "thunk" is normal on most system80 games. The playfield mounted transistors will
activate for a moment. This is normal for an unmodified game. Some people
have put out board modifications to prevent this, but I see it as a sign
that everything is OK so far, so I personally do not do this modification.
Coils locking on at power-on is NOT normal, so be ready to turn your game off if this happens.
The game should go through a normal 5 second delay (80 and 80A) and go into
attract mode. Attract mode is the game flashing controlled playfield lamps
and possibly cycling a coil or relay. Displays should come up and the game
should be ready to play. Start this procedure over if you do not get this
normal startup sequence.
Step Nine - More Diagnostics.
Check the CPU controlled lamps. These lamps should flash on and off
in a logical manner. Lights in a row
usually go through that row for a standard attract mode sequence. Lights staying
on and not flashing in proper order can often be attributed to CPU PROBLEMS.
Go into test/diagnostic mode. Get to test #16 (80 and 80A) or "lamp test" (80B) This will
cycle a few relays twice (game over, tilt, coin lockout) and jump into lamp and
relay tests. This mode is not very helpful, but can isolate any type of relay
problem. Replace or adjust any lamps not working. A lamp stuck
on or not working at all can be as simple as a dead bulb or bad lamp socket.
Or it could be a CPU/Driver board issue.
System 80B lets you stop the test and constantly strobe a lamp or relay. Hold
down the left high score button that you would use to enter in high scores and the lamp
indicated will constantly flash.
Note on some system80 games in lamp test a coil or relay may go on and off.
This is because Gottlieb ran out of coil drivers and used lamp driver as
a coil pre-drive. Unfortunately they didn't update their diagnostic firmware
to reflect this, so the lamp test can toggle a coil/relay on some games.
Now go into test mode #17 (80 and 80A) or "solenoid test" (80B). This will indicate
a number in the display. This number will have a coil associated with it
(different for every game) and can be found in the manual. Make sure every
number fires the proper coil.
Opening the coin door slam switch will put the game back into
attract mode (after delay).
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2a. Before Power Up: Power Train & Power Supply Explained and Repairs/Upgrades
The bottom panel (lower cabinet) is where the power all starts. The line cord comes into the game and goes to line filter. Next it goes to a line fuse (an an outlet plug), and then to the pair of transformers. Not Gottlieb does not use a MOV on the line filter (unlike Bally and Williams), so there is no surge protection in system80 games. The two transformers convert the 120 volts AC input to other voltages needed for the game. The large transformer (C-19552) outputs power for the solenoids (24 volts and on some games 38 volts), general illumination light power (6.3 volts), and CPU controlled light power (6 volts). The small transformer (B-19548) outputs the main score display voltage (60 volts), the computer board voltage (12 volts which ultimately ends up as +5 volts), and the score display offset/reference voltages (8 and 4 volts).
After the power is converted from AC to DC via these three bridge rectifiers, it goes through bottom panel mounted fuses. Also the voltaged that don't get converted to DC on the bottom panel also go through fuses on the bottom panel: There are other sys80 fuses beside the bottom board fuses, all mounted under the playfield. There is usually a fuse for each of the pop bumpers and other major coil items like upkickers and drop target reset banks. In fact, there can be a whole slew of fuses under the playfield. So many that the novice can be quite over-whelmed by the sheer number of fuses. And as the games got more advanced, there are more fuses (Haunted House/Black Hole for example have a ton of under-playfileld mounted fuses.)
Note many under the playfield fuses will not have their fuse value stated with a label. Many fuses will, but others will not (or the label fell off). For this reason it's a good idea to get a game manual. Do NOT over fuse! If it says "2 amp slow-blow", then that's what you should use. The fuses are there for a reason, to be the "weakest link". If over-fused, much more expensive items become the weakest link (like driver transistors and/or coils). So use the correct fuses.
If a bad bridge is found, replace it with a new 35 amp 400 volt bridge with lugs. These are inexpensive and easy to get from a variety of electronic parts houses.
First is the Tilt "T" relay, which pulls in when the game is tilted. When energized at a tilt, this turns on the "tilt" light in the backbox, turns off the GI (general illumination) lights on the playfield, and turns off the power to all the coils on the playfield. If a ball is tilted during play, the ball will immediately drain (since there's no flipper or coil power). Once the ball hits the outhole switch, the CPU board will de-energize the Tilt relay, and the game continues.
As a diagnosing feature, with the game on and in "attract" mode (ready to take money and start a game), the Game Over "Q" relay can be manually held in (assuming your careful and don't knock the relay's activation plate off it's mounting pivot point). This will turn all the power on to the flippers, pop bumpers, slingshots without having to start a game. This is handy when adjusting and testing these devices (like adjusting flippers or testing a Pop Bumper Driver Board). Note games like Black Hole and Haunted house used a third under-the-playfield mounted relay ("U"). This relay would turn on the special lighting for the lower playfield, turn on the power to the lower playfield flippers, and turn off the power to the upper playfield flippers. Interestingly Gottlieb used coil voltage (24 volts) to power the #313 lamps for illuminating the lower playfield on Black Hole/Haunted House.
The last stop on the system80 power supply train is the power supply board in the backbox. This takes "raw" unregulated voltages from the bottom panel and converts it to regulated voltages. This means if your wall voltage is 110 volts or 125 volts it does not matter, the regulated 5 volts (for example) will be 5 volts (no more, no less). On system80/80a, there are a few modifications that should be preformed to the power supply for reliable long term operation. The logic ground on the power supply board also to be tied to the metal heat sink plate of the power supply (which will be eventually wired directly to ground for a good reliable connection). This is part of the infamous Gottlieb grounding problem, which is evident on both System80 and System1 Gottlieb games.
Many System 80 power supplies had the standard Gottlieb manufacturing error of having the component leads cut too short. Gottlieb cut the leads into the solder meniscus (solder mound) that builds up around each component lead. This can cause the solder joint to crack and fail.
System 80B Power Supply Problems. The system80b power supply also has two 6-pin .156" Molex connectors. 12 volts comes into the power supply at the lower Molex connector, and +5 volts goes out at the top Molex connector. One pin of the top 6-pin connector goes to each board in the backbox, supplying +5 volts to the boards. Because of this, the top power-out connector is often burnt. Replace the power supply board's .156" header pins. Then use Molex trifurcon pins in the plastic connector housing (the original connector housing can be reused). Another trick is to just replace the system80b power supply with a video game switching power supply! Just hang the switcher from the inside top of the backbox, supplying +5 volts to all the wires previously attached to the top system80b power supply Molex connector. Connect ground to the ground strap in the backbox. Run 120 volt wires to power the switcher. Don't forget to adjust the switcher's +5 volt trim pot to 5.0 to 5.2 volts. It is also a good idea to replace the 10,000 mfd 25 volt filter capacitor by the transformers and bridge rectifiers in the bottom cabinet. This cap can also be tested with a DMM set to AC volts and attached to the leads of the 10,000 mfd filter cap. If more than .50 volts AC is seen, this capacitor is worn out and should be replaced.
Testing the System80 and System80A Power Supply.
Power Supply Test, Step Two:
Power Supply Test, Step Three:
Optional (but recommended) Parts Needed: Power Supply Disassembly Instructions:
Finishing (re-assembling) the Power Supply.
2N5550 in the High Voltage section.
Sys80/Sys80a: Replace the ORANGE 6800 mfd filter cap in the bottom of the cabinet! The original capacitor can be tested (but don't bother, just replace it!) To test the capacitor, turn the game on, and set the DMM to AC volts. Put the leads of the DMM on the leads of the filter cap. If after a few seconds (after the voltages stops fluctuating) there is more than .2 volts of AC, this capacitor is bad. Again, if using the original orange filter cap, I would highly recommend replacing it regardless of its AC reading. Remember when hooking up the new capacitor, do *not* mix up the positive and negative wires going to the new capacitor!
Other Tips (Missing +5 volts). Still no +5 volts, then check SCR1 (S107Y1). This device's job is to check turn on and short +5 volts to ground, if +5 volts goes above 6 volts (as a protection measure to the circuit boards). The SCR can be tested (with the power supply off, connectors removed) using a DMM set to diode setting. Measure between TP4 and ground (red DMM lead on ground), and .3 to .5 should be seen. Also note power supply transistor Q1 (NPN, SW4F013) can be replaced with a TIP31c transistor. More power supply repair information can be found at http://www.geocities.com/kirbseepe/repairpowersupply.html.
System 1 Power Supply Problems.
In the bottom panel of the game, there will be four bridge rectifiers and the two large electrolytic capacitors. The capacitor used for the +12 volts (and ultimately for the +5 volts) is the one that should have been replaced in the above steps. This is the capacitor without the resistor across its leads. The other capacitor smoothes the higher voltages for the solenoids, and is far less critical.
Bridges can be tested easily. But first the leads of the bridge will need to be identified. Each bridge has four leads: two input AC leads, and two output DC leads (positive and negative). One of the legs on the bridge will be in a different orientation than the others; this is the DC positive output lead. The DC negative output lead is directly opposite (diagonal) to it. The remaining two leads are the AC input leads. Also, the two output DC leads should go to the electrolytic capacitor's positive and negative leads.
Testing a Bridge Rectifier.
Replacing a Bridge Rectifier.
After the pot is replaced and the power supply installed back in the game, check the +5 volts and adjust it to 5.10 volts DC, with the CPU board disconnected (left most CPU board small power plug removed). After the power supply is adjusted, power off and re-connect the CPU board, and check the +5 volts again for 5.10 volts DC. Be very careful when adjusting this 5 volt trim pot. The big problem with the sys80b power supply is a lack of a "crowbar" safety circuit. That is, if the power supply fails it can send upwards of 12 volts through the 5 volt circuit, ruining everything in its path (there is no zener diode to protect the 5 volt circuit from over-voltage).
2b. Circuit Board Defects - Inspect the boards
Many early System 80 boards (Haunted House and prior) had the standard Gottlieb manufacturing error of having the component leads cut too short. Gottlieb cut the leads into the solder meniscus (solder mound) that builds up around each component lead. This can cause the solder joints to crack and fail. To correct this problem, resolder component leads where the solder meniscus has been cut. This defect is evident on both single sided and double sided circuit boards.
To correct this problem, look at the "via" (plated thru holes) and if the solder is puckered or missing (!), resolder these holes and add some new solder. To ensure complete reliability, stitch a piece of wire-wrap wire thru the holes and solder on both sides of the board.
2c. Mandatory: Battery Replacement/Corrosion (CPU board Reset/Clock Circuits)
To replace the original battery, add a remote three "AA" battery pack and a 1N4001 or 1N4004 diode (banded diode end first connected to the pcb "+" pin, and the non-banded end connected to the positive lead of the battery pack). The diode is used so the recharging circuit doesn't try to charge the AA batteries. Also the game will work fine with no battery. Not having a battery means that the high scores and operating audits won't be saved. Personally, I find this acceptable, but the memory can come up with wacky high scores (digits misformed or missing). Also always remember to check the 5101 chip Z5 pin 22 (ground is the reference) for battery voltage using a DMM after installing the new remote battery pack. This confirms you have the battery connected right.
If one insists on having a battery (can't live without those high scores!), a decent alternative is to install a memory back-up capacitor. These capacitors will charge when the game is on, and slowly discharge to keep the memory alive when the game is off. The advantage to these capacitors is they never wear out, and they won't leak corrosive materials. The down side is the game must be on for about one hour every month to maintain their charge. Also, the game must be on for about about 8 hours continuously to initially charge the capacitor. These capacitors are about the size of a stack of nickels. Jameco (800-831-4242) sells 1 Farad memory caps, part# 142957, $3.95 each, $3.49 for ten or more. Note that some CPU boards will work better with a memory cap than others. This has to do with the exact memory on the board, its age, and its exact manufacturing specs. Some memory chips have different power consumption rates, hence varying results can be seen with memory backup caps. Some CPU boards will maintain their memory well with a backup cap, and others may not. "Your mileage may vary" is probably a good statement about memory backup capacitors. When I installed my back-up capacitors, the minus and positive leads were not labeled on the cap. There was only a black line on the cap to designate the negative lead (the CPU board is labeled; the positive hole has a "+" next to it). Always check the 5101 chip Z5 pin 22 for battery voltage using a DMM. This will confirm you have the new battery or memory cap connected correctly. If the installed memory cap/battery doesn't seem to work (and it was installed correctly!), check the issolation diode CR34. Do this using a DMM set to diode test, with the game off. Black DMM lead to the banded side of the diode, red DMM lead to the non-banded side. Should see about .4 to .6 volts on the DMM. Sometimes the CR34 diode will short (showing .002 or the like), and should be replaced with a new 1n914 or 1n4148 diode. Its job is to make sure the cap/battery doesn't try and power the entire CPU board when the game is off (this would drain the cap/battery quickly.) If the CPU batteries or memory cap is dying quickly, the problem is often either a bad CR34 diode (1N4148) or a bad Z1 CMOS chip (4528). Note these parts are included in Ed's battert corrosion kit below.
Reset Circuit Check.
Battery Corrosion and the CPU Board's Reset/Clock Circuits.
Using a Dallas/Maxim DS1811 in the Reset Section. The advantage to the Dallas DS1811 is great: if a system80 CPU board has had some battery corrosion and perhaps some circuit board traces are questionable, the new Dallas part will not utilize most of that. So even a board with lots of corrosion can have 25 reset parts cut out, and just the Dallas installed. So most of the questionable traces on the component side of the circuit board are eliminated too, making battery corrosion less of an issue. The Dallas DS1811 comes in three TO-92 flavors of "normal reset threshold": Here are the installation steps for this chip: The DS1811 is installed with pin 1 going to /RESET, pin 2 to +5 volts (thanks to the jumper at R45), and pin 3 to ground (via the jumpered Q3). A picture of all the removed parts and the DS1811 and jumpers installed can be seen below. Also remember using the DS1811 will not replace the often damaged clock circuit chips at Z2 and Z3.
Removing the Old Battery and Fixing Corrosion. Again, order the battery corrosion kit from Ed to get all the parts usually ruined by corrosion.
2d. Ground Problem Repair & Upgrade
The Gottlieb Grounding Problem. First there is the problem with ground between *cabinet* ground, and circuit board ground. John Robertson documented this problem back in 1987. There is a single ground connection between the cabinet ground and circuit board ground on the power supply. If this single connection has resistance (which is common on older games), problems occur. This resistance, with the current drawn by the Driver board through the power supply, causes a voltage shift in the power supply's ground line. If the voltage shift get up to .5 volts relative to the cabinet ground, the solenoid driver transistors are no longer biased off, and start to conduct. This can cause playfield coils to "lock on" and burn, damaging the coil and its associated driver transistor. This single problem made many people think Gottlieb system80 games were "unreliable". Now let's talk about the Driver board and its multiple grounds. There are several grounds on the Driver board (lamp ground, logic ground, solenoid ground, etc). Only the solenoid ground should be independent (as it was designed), and all other grounds should be tied together. The logic ground levels between the CPU and driver boards also need to be equalized (as little difference as possible between the two). Because ground between the boards are connected via a single edge connector wire, differences in ground levels can occur. If resistance develops in the connector (very common), and the difference between the logic ground on the CPU and driver board is .1 volts or higher, the CPU and/or Driver board can lock up and be damaged. This in turn can cause coils to lock on and burn. Though this is less of a problem than the cabinet and circuit board ground (see above), it is still a problem. Prior to 12/1/99, there was a slightly different procedure in this guide for fixing the driver board ground problems. Thanks to Pascal Janin, we now have a better understanding of the problem. He documented the differences in voltages in the following places: Ideally, as little difference in voltage as possible is desired. Pascal tested this with no modifications, the earlier modification (previously described here), and the new modifications (described below). The methods now documented here yielded the least amount of variance in the voltages. These modifications also ensures that the solenoid ground is independent from the logic ground. This is important because if the solenoid ground fails, the solenoid high voltage could go through the logic ground, damaging circuit board components. Also, there can be "feedback" interference to the logic ground from the solenoids. This could damage circuit board components.
What are We Trying to Accomplish?
Other driver board stuff to have around that is often bad:
On system80 and sys80a, connect the ground wire from the CPU board to one of the mounting bolts on the metal power supply board heat sink plate frame (use a "fork" or "bullet" connector so the CPU board can be easily disconnected). Again if the black part of the power supply frame is used, be sure to SAND the black off the frame where the wire connects to ensure a good connection. Then continue this wire to the metal lock plate in the upper left corner of the backbox. This metal lock plate also has a stock green wire (provided by Gottlieb), which continues down to the to the large copper ground bus in the bottom panel of the game (where all the green wires are soldered), next to the transformer. This is the main ground bus for the game. Optionally another wire can be added from the lock plate/metal power supply plate down to the copper ground strap (be sure to sand this copper ground area clean before trying to solder to it). Also note on some System80 games the 6 volt GI (general illumination) line runs dangerously close to the power supply frame. Make sure the bare 6 volt GI wires do *not* touch the power supply frame.
Optional Ground Modifications Steps.
If you do not have much circuit board repair experence, it may be a good idea to skip these steps. Though the following solves some driver board ground problems, these mods are not nearly as important as the above "manadatory" cabinet ground to circuit board ground modifications.
IMPORTANT: a note about "Wire Wrap" used in this procedure. Note: for the fixes on the driver board I have the board positioned so the "bottom" is the edge with the J4 edge connector. Likewise for the CPU board, the board is positioned as it would be installed in the game with connectors J4, J5, J6 at the "bottom".
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