2a. Before Power Up: Power Train & Power Supply Explained and Repairs/Upgrades
This section will "start at the beginning" and show how power gets from the
wall outlet to the game. It will also describe what typically goes wrong in
the power train and how to fix it. Please remember that System80 and System80a used different
power trains and power supplies than System80b, though the basic theory and mode of operation
are the same. Also many of the fixes and upgrades in this section are mandatory for proper long-term operation of a
System 80/80A/80B power supply.
Bottom Panel - Where is all Starts.
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).
System80/80a: The power supply path starts in the lower cabinet on the "bottom panel".
The big orange power supply capacitor in the lower right corner can be seen here.
Replace this capacitor IMMEDIATELY (use 10,000 mfd at 20 volts or higher).
This particular bottom panel is from James Bond.
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The transformer outputs only AC voltages, but the game largely uses DC volts.
So most voltages (except for the general illumination 6.3 volts AC) go to
bridge rectifiers or power supply diodes that convert the AC to DC volts. There are
three bridge rectifier on the bottom panel, all being 35 amp 400 volt lug style bridges):
- 12 volt bridge which is used for the sound board and
ultimately ends up as +5 volts for the logic voltage.
- 6 volt bridge which is used for the CPU controlled lighting.
- 24 volt bridge which is used for the playfield coil voltage.
- Some later sys80/sys80a games (like Haunted House) have a fourth bridge for 38 volts DC.
This higher voltage was used for some of the coils.
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:
- backbox 6.3 volts AC general illumination
- playfield 6.3 volts AC general illumination
- CPU controlled 6 volt DC lights
- Sound board power 12 volts DC
- Logic power 12 volts DC
- Coil power 24 volts DC
- Score display 60 volts AC
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.)
Under the playfield fuses for James Bond. Not too bad really. As the games
get more complicated, there can be A LOT more fuses under the playfield than this.
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My advice for this is simple: test EVERY fuse in the game by removing
it and using a DMM (digital multi-meter) set to continuity.
Don't try and give fuses a visual test! And I highly recommend
removing the fuse from the fuse holder for testing, as this will
show a fuse that is cracked or a fuse holder that is bad (and there
are far less "false reading" testing a fuse out of circuit.)
Obviously this is all done with the power off.
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.
Blown Fuses and Bridge Rectifiers.
Fuses are designed as the weakest link in the chain. Fuse tend to
blow for a reason, but they can "just die" due to fatique and age.
Yet for the most part, if a fuse is blown on the bottom panel
there's usually a reason, like a shorted bridge rectifier.
This is a common problem especially for the CPU controlled lights'
6 volt bridge, but the solenoid and 5/12 volt bridge can also short
(causing its associated fuse to blow). For this reason, it's a good
idea to test the bridges to make sure they are not shorted.
Testing a bridge with a DMM set to the diode function, and putting the red DMM
lead on the ground (green) bridge lug. This bridge is testing "good".
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To test a bridge a DMM (digital multi-meter) is needed. Set the DMM
to diode test, and put the red lead on the ground lug of the bridge.
(On system80 games the ground lug is easy to find, as it's the one
with the green wire attached.) Then put the black DMM lead on each
of the bridge lugs next to the ground lug. A value of .4 to .6 volts
should be seen on the DMM. Anything
outside that range indicates a bad bridge rectifier.
Testing a bridge with a DMM set to the diode function, and putting the black DMM
lead on the positive output bridge lug. This bridge is testing "good".
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Now put the black DMM lead on the positive output of the bridge. This
is again easy to find as its the bridge lead diagonal to the ground lug.
(Also on newer bridges the positive output lug is set 90 degrees off from the
other three lugs.)
Then put the red DMM lead on each of the bridge lugs adjacent to the positive
output lug. A value of .4 to .6 volts should be seen on the DMM. Anything
outside that range indicates a bad bridge rectifier.
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.
Under Playfield Relays.
Mounted under the playfield are two relays (or sometimes three like on Haunted House/Black Hole).
This is much like what Gottlieb did on their earlier system1 games, and is much unlike
what other manufacturers did.
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.
The Game Over "Q" relay and Tilt "T" relay under the playfield on James Bond.
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The other relay is the Game Over "Q" relay. This relay energizes when a game is started,
and turns on the power to all the coils on the playfield. All other manufacturers mounted
their game over (aka flipper relay) to the CPU or driver board, but Gottlieb mounted
theirs under the playfield (a leftover from the EM era).
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.
Slam Switch (Coin Door) and Tilt Switches.
Another unusual thing about Gottlieb is their coin door "slam" switch.
This normally closed switch MUST be closed or a game won't start
(heck the CPU board won't even really "boot" either). Unlike
the other pinball manufacturers where their slam switch was normally open,
Gottlieb (foolishly) choose to have their slam switch normally closed (like on the prior
System1 games). This means if this switch is open, or the connectors/wiring
from the CPU board to this switch are broken/corroded/failed (common problem,
due to CPU board battery corrosion), the game will NOT work!
This is important to know as it's different than other pinball makers. I should also
mention it's really a good idea to do the
slam switch modification to the CPU board
to prevent future slam switch problems related to connectors and wiring.
Note that on sys80b games Bad Girls, Big House,
Hot Shots, and Bone Busters the slam switch is normally OPEN, as Gottlieb
saw the light and conformed to the way other manufacturers used the slam switch.
The coin door on James Bond showing the normally closed Slam switch.
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In addition to the slam switch, there are of course "normal" tilt switches in
system80 games. The ball roll tilt (just inside the coin door area)
is a Normally Open style tilt (unlike
the prior System1 games that used normally closed). And of course the pendulum
tilt is typical of all pinball games. Both these switches must be open for the system80
game to function. Finally there's a playfield mounted weighted tilt switch too, which
also must be open. These tilt switches are all in parallel, and will show as switch 26
being closed in the self-test if ANY of them are closed.
The ball roll and pendulum tilt switches on a system80 game (James Bond).
Both of these switches must be normally open (not making contact) for the
game to play.
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There are also some weighted tilt switches mounted in other places.
Usually one or two under the playfield for example. These get far less
mangled than the ball roll and pendulum tilts (mostly because when a game
is moved, the ball roll/pendulum can easily get jammed closed.)
The Power Supply Board (in the Backbox).
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.
The System 80/80a Power supply, front and back views. Note the huge
metal heat sink plate the board is bolted to.
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Gottlieb also made a mistake when designing the System 80
power supply, causing the diode CR7 to burn. They shouldn't have made this
mistake; their System 1 power supply (which is almost identical to the newer
System 80 design) did not have this mistake!
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.
Power supply solder defects.
Note the puckered solder pads.
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Lastly, replacing the larger ORANGE power supply capacitor in the bottom of the cabinet
is a very good idea! This will ensure the +5 vdc logic power will
be nice and smooth. If this capacitor is bad, the game can reset during play.
Computer grade 105 degree capacitors work great for extended life.
Any value from 6800 mfd to 15000 mfd can be used, as long as the voltage
is 16 volts or better. Ideally, 10,000 mfd is a good value to use. Capacitors
larger than 10,000 mfd put added strain on the bridge rectifier. The
"inrush" current required to initially charge the larger capacitor can
prematurely destroy the bridge rectifier.
System 80B Power Supply Problems.
The system80b power supply is a small board with a large heat sinked
transistor, two .156" six pin Molex connectors, a resistor and cap, and
a trim pot. REPLACE THE 500 OHM TRIM POT. Really no joke that pot is
junk, and can cause the power supply to jump from 5.0 volts, to 7 volts,
down to 4 volts (yes I have seen this happen). This can obviously play havoc
with the game, and even ruin the board(s). Or replace the trim pot with
a 1/2 watt resistor of about 270 ohms (non-adjustable, but there's no
worry about the voltage drifting). You may have to experiment to get the
correct resistor value. Measure the +5 volts on the CPU board at the input
electrolytic capacitor near the +5 volt power connector, it should be
5.0 to 5.2 volts DC.
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.
Before doing any modifications, it's good to know if the power supply
(in its current state) works. Here is a good way to test a System80 and System80a
power supply. Heck, if the system80 game in question has never been turned
on (since you bought it!), this is a good generalized way to "bring her up",
without smoke and fire.
Power Supply Test, Step One:
- Check all fuses in the bottom panel of the game. Make
sure all are the proper rating and type!
- Remove ALL connectors from ALL boards in the backbox.
- Attach power supply connector J1.
- Power the game on.
- Notice the two LEDs DS1 and DS2. One signifies unregulated 12 vdc is coming into the
power supply. The other LED signifies +5 volts is coming out of the power supply.
- Check the output voltages at TP4 (+5), TP5 (8 vdc), TP1 (60 vdc), TP2 (42 vdc),
using TP3 (ground) for a reference.
- Turn the game off.
Voltages can be higher than expected. For example, seeing 48 volts for the 42 volts
test point, 65 volts for the 60 volts, or 8.6 volts for the 8 volt test point are all Ok.
But +5 volts should be in the 4.8 volt to 5.2 volt range (there is a trim pot to
adjust the +5 volts).
Power Supply Test, Step Two:
If all voltages from 'step one' are present, continue with these steps.
- Attach the connector from power supply J2 to CPU board A1-J1.
- Power the game on.
- Check the output voltages at TP4 (+5),
using TP3 (ground) for a reference.
- Turn the game off.
This step makes sure that the +5 volts is not dragged down by the CPU board.
If +5 volts goes down, try adjusting the power supply trim pot. If voltage
is still below 4.8 volts, this will need to be fixed.
Power Supply Test, Step Three:
Continue with these steps.
- Attach power supply connector J3. This is the displays and playfield
power connector.
- Optional: Attach the CPU board connectors A1-J2 and A1-J3. These are the connectors
going to the displays.
- Optional: Attach CPU board connector A1-J5. This is the slam switch and test switch connector.
Note: this step not required if the "slam switch mod" has been performed on the CPU board.
- Power the game on.
- Check the output voltages at TP4 (+5), TP1 (60 vdc), TP2 (42 vdc), TP5 (8 vdc),
using TP3 (ground) for a reference.
- Turn the game off.
If 60 volts and/or 42 volts are now missing, there is probably a shorted score display!
This is fairly common. Replace the 60 volt fuse in the bottom panel (it may or may not
blow!), and disconnect all but ONE of the score display connectors (don't forget
the score display in the playfield on Black Hole and Haunted House). Power the
game on and check for 42 and 60 volts. Repeat this, adding one score display connector at
a time, until the offending score display is found. Warning: only attach connectors
with the power OFF.
Sys80/Sys80a Power Supply Modifications.
Mandatory Parts Needed:
- (1) 680 ohm, 1/2 watt resistor (for R10).
- (1) 12k ohm, 1/2 watt resistor (for R3).
- (1) 1N4738 zener Diode 8.2V, 1 Watt (for CR7).
- (2) Molex .156" square header pins, part# 26-48-1125, cut to size.
- (2) Molex .156" crimp-on connector housing, part# 09-50-3121, cut to size.
- (20) Molex .156" Trifurcon terminal pins, part# 08-52-0113 (Digikey part# WM2313-ND).
- (1) 6800 mfd to 15,000 mfd, 16 volt (or higher) capacitor (10,000 mfd is the
ideal size to use). A computer grade 105 degree capacitor is a good replacement.
- 3 inches of 18 gauge wire.
Optional (but recommended) Parts Needed:
- (1) 1N4746 zener Diode 18V, 1 Watt (for CR6).
- (1) 470 ohm sealed resistor trim pot.
- (2) LEDs yellow, orange or red.
- (1) 14 pin socket for regulator chip.
- (1) UA723CN regulator chip, but can use
LM723CN, LM723CD, NTE923D (or something similar since these chips are
common, and Radio Shack sells these). This is used with the 14 pin socket, above.
Power Supply Disassembly Instructions:
- Remove the power supply board from the head box. The board includes a large black
heat sink plate behind the printed circuitry board (PCB).
- Test the large metal power transistor (PMD10K40, 2N6057, 2N6059, NTE247, NTE249)
installed on the back plate of the board. Set the DMM to the "diode"
setting. Then put the black lead on either attachment screw of
the transistor (which is connected to the metal case of the transistor), and the red
lead on each leg. A reading of .4 to .6 for each transistor leg should be seen.
Anything else and this transistor is bad.
- On the heat sink plate side, remove the 2 screws from the large
transistor.
- On the heat sink plate side, remove the 4 screws from the corners
of the plate.
- De-solder the two legs of the large transistor labeled Q3.
- Gently pull the heat sink plate from the board.
Left: The parts to be replaced: R10, CR7, R3. Note how hot CR7 has gotten.
Right: Using the solder sucker to remove Q3. Then the metal heat sink plate can
be removed, and the back of the board accessed.
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Mandatory Parts Installation:
- Replace resistor R3 with a new 12k ohm 1/2 resistor. This resistor often fails.
- Replace resistor R10 with a 680 ohm 1/2 watt resistor. This will decrease the
load on diode CR7.
- Check diode CR7 (the burnt part!). If damaged, replace with a new
1N4738A diode (or to be safe, just replace it).
- Re-solder all header connector pins (these often crack). If the header pins
are corroded or in bad shape, replace then with new .156" (square) header pins.
Also replace the plastic connector housing's pins, Molex part number 08-52-0072,
crimp-on pins (see the connector chapter of this document for more info).
- On the solder side of the power supply board, solder a 18 gauge jumper wire
from the ground trace to the lower attachment screw hole. See the picture below.
- Re-solder any leads that look like they were cut too short.
- Re-solder the large rivet holes that the large transistor leads go through.
- Solder clipped off resistor leads to the voltage test points (GND, +5v, +8v, +42v, +60v).
This will make it easier to test voltages when the board is installed.
- Check the values of the other resistors on the power supply board to
make sure they are in tolerance.
- Replace the round metal
power supply pins at connector J2 with brand new .156" Molex square header pins
(Molex part# 26-48-1125, cut to size).
In addition, replace the 6 pin plastic housing going to this connector
with a new crimp-on variety (Molex part# 09-50-3121, cut to size). Then
crimp on new .156" Molex Trifurcon terminal pins
(Molex part# 08-52-0113, Digikey part# WM2313-ND) to the connector wires.
- Replace the round metal
power supply pins at connector J3 with brand new .156" Molex square
header pins (Molex part# 26-48-1125, cut to size).
Also replace the 7 pin plastic housing going to this connector
with a new crimp-on variety (Molex part# 09-50-3121, cut to size).
Then crimp on new .156" Molex Trifurcon terminal pins
(Molex part# 08-52-0113, Digikey part# WM2313-ND) to the connector wires.
The green wire on the power supply board is soldered
from ground to the screw attachment hole.
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Left: The transistor rivet holes that need to be re-soldered. Note the
complete lack of solder around part of the circumference.
Right: A test point after soldering a clipped-off resistor lead in place.
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Optional Parts Installation:
- Highly Recommended: Replace the 500 ohm trim pot on the power supply board.
This old pot gets dirty, and the output voltage can jump around because of it.
Replace with a high quality, 470 ohm unit.
- Install a new 1N4746 zener diode (18 volt) for CR6.
- Replace the old LED's on the power supply board with new ones.
With age, the old LED's get dark and can "sink" (consume) far more current than
new ones. Also change the colors of the LED's. For example, use orange or yellow
LED's (but not green or blue!) so one can tell at a glance if they have been changed.
- Install a 14 pin socket for the regulator chip.
This regulator chip is often bad, causing the +5 volt power section to fail.
Just socket the chip so the the whole power supply doesn't have to be
torn apart when it goes bad.
Finishing (re-assembling) the Power Supply.
- Make sure the large Q3 transistor's plastic insulator is in place. This
plastic part ensures the legs of the large transistor do not short to the
metal heatsink plate.
- Make sure there is a mica insulator underneath the large Q3 power transistor.
- Re-assemble and screw the heat sink plate back onto the PCB. Re-solder
the large transistor's leads.
- Using a DMM, make sure there is *no* continuity between the metal case of
the large Q3 transistor and the metal heatsink plate. If there is continuity,
please re-verify the above first two steps.
- In the bottom of the cabinet next to the transformer, replace the ORANGE 6800 mfd
1" diameter by 3" tall power supply capacitor with a new unit.
See below for more details.
- Test the power supply's voltages.
After doing the above mods, install the power supply board back into the
game. Connect only the lower plug J1.
Turn the game on. Note the two LED's on the
power supply board should be lit. Using a DMM, check the DC voltages at
the connectors points on the board: +60, +42, +8 and +5 volts DC. When
all the voltages are present and verified, turn the game off and
re-connect all the disconnected plugs.
Power the game back on, and measure the +5 volts DC again.
Adjust the trim pot to 5.1 volts.
2N5550 in the High Voltage section.
In the high voltage section of the Gottlieb sys80/80a power supply,
a 2N5550 transistor is used. If this goes bad, it can be replaced
with a 2N5551 (more common and more robust). Both parts cross to
NTE194.
Sys80/Sys80a: Replace the ORANGE 6800 mfd filter cap in the bottom of the cabinet!
There are two large capacitors here; replace the one WITHOUT the
resistor across the leads (note on some system 80b games such as
Jacks Open, Gottlieb used *two* large orange capacitors with no resistor wired in
parallel, instead of just one).
No exceptions here, the orange 12 volt filter capacitor(s) need to be replaced. Any value
can be used from 6800 mfd to 15,000 mfd at 16 volts or higher (again
on system 80b games like Jacks Open with two orange capacitors wired together,
these two can be replaced with one single capacitor).
Ideally, 10,000 mfd is about right. Capacitors
larger than 12,000 mfd put added strain on the bridge rectifier. The
"inrush" current required to initially charge the larger capacitor can
prematurely destroy the bridge rectifier.
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).
There are two LED's on the power supply board. One for +12 volts,
and the other for +5 volts. If the +12 volts is not lit, then the +5 volts
won't be either! If only missing the +5 volts, I would suspect the
voltage regulator UA723CN (NTE923D) chip first, or the PMD10K40 (Q3) transistor.
But hopefully Q3 was tested in the previous procedure. Make sure Q3's
transistor bolts are tight, and Q3 is soldered well to it's circuit board eyelets.
Also make sure there is no continuity between the metal plate and Q3's metal case.
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.
This document gennerally does not cover Gottlieb System1 games. But since the System1
power supply is so close to the System80 design, I thought it prudent to
add some System1 info. See marvin3m.com/sys1
for more System1 repair info.
- Make sure that Q1 is electrically isolated from the metal back plate (there is a thin mica
insulator for this purpose).
- If +5 volts measures 2.4 volts, then Q1 is bad.
- If no +5 volts, check pin 7 of IC1. This should be 14 to 15 volts (with Q1 removed).
In this voltage is not 14 to 15 volts, IC1 is bad.
- If Q1 gets very hot and there is no +5 volts, then SCR101 is bad.
The four bridge rectifiers and two electrolytic capacitors in the
bottom panel of System 80 games. The original +12 volt filter
electrolytic 6800mfd capacitor is smaller and usually orange.
This needs to be replaced. This replacement is a computer
grade cap.
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Bridge Rectifiers.
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.
The 12 volts bridge rectifier. Notice the near
left lead (orange wire) is oriented different than
the other three leads. This is the DC positive
output lead.
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Sometimes bridge rectifiers die. If turning on your game immediately
blows a fuse, this could mean a shorted bridge
rectifier. For example, if the F4 fuse blows immediately at power
up on Haunted House or Black Hole, this probably means the connecting bridge
rectifier in the bottom cabinet has shorted.
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.
To test a bridge rectifier, do this:
- Put the DMM on diode setting.
- Put the black lead of the DMM on the "+" (positive) terminal of the bridge.
- Put the red lead of the DMM on either AC bridge terminal.
Between .4 and .6 volts should be seen. Switch the red DMM lead to the other AC
bridge terminal, and again .4 to .6 volts should be seen.
- Put the red lead of the DMM on the "-" (negative) terminal of the bridge.
- Put the black lead of the DMM on either AC bridge terminal.
Between .4 and .6 volts should be seen. Switch the black DMM lead to the other AC
bridge terminal, and again .4 to .6 volts should be seen.
Replacing a Bridge Rectifier.
If one of the bridges tests bad, replace it.
Get a MB3502 or MB3504 bridge with lug leads. The "MB" specifies the type
of case the bridge is in. The "35" is number of amps. The "02"
means 200 volts, or "04" means 400 volts.
Higher values can be used in either amps or volts.
But don't go lower on either value.
System 80B Power Supply Repair/Upgrade Tips.
The system80B 5vdc power supply is pretty simple.
Other than the LM338 voltage regulator and a couple
resistors/caps, there's not much to check. But one thing
I would HIGHLY recommend is replacing the 500 ohm trim
pot on this power supply, which adjusts the +5 volts. The quality of this pot was
bad when new. Add 20+ years and things have only gotten
worse. I once saw someone adjusting this pot and crash the CPU
board because the original pot had a "flat spot", and put up to 12 volts
to the CPU board. Don't mess around with this pot, just replace it.
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).
The Gottlieb System3 and System80b +5 volt power supply. The one offending
component on this unit is the low quality500 ohm trim pot, which should be
replaced with a quality version.
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While working on the System80B power supply,
resolder the connector header pins, as often
these will crack. I also suggest to re-pin the .156" female connectors
with new Trifurcon Molex connector pins. And lastly, don't
forget to do the
ground modification to this power supply
(adding a ground wire to J1 pins 1,2 on the power supply),
while you have it removed from the game.
2b. Circuit Board Defects - Inspect the boards
Important note: While doing the following mandatory circuit board modifications,
please inspect each board to be repaired for these defects, and correct them.
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.
Look closely at this board: Can you see the plated thru holes
where there's no solder, or the solder is "puckered"? Also note
the solder around the component pins. Some of these pins are puckered
or completely open. All these need to be re-soldered.
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Another manufacturing error was that the boards were waved soldered at too
low a temperature. This created problems on double sided circuit boards in the
plated-thru holes. These holes let a trace move from one side of the
board to the other. If these holes aren't filled with solder, this can
cause intermittent connection problems. This is very common especially at holes
near the edge connectors.
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)
The Gottlieb DataSentry battery. This battery
has leaked only slightly (note the corrosion to the
crystal). This board was lucky. Also shown below the
battery are the Z3 (7404) and Z2 (7474) chips.
These are often affected by battery leakage.
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This fix is mandatory.
All Gottlieb System 80 boards use a recharagable "DataSentry" nicad
3.6 volt battery.
When these batteries don't get used regularly, they can leak the
alkaline potassium hydroxide and volatile gases that destroy the
CPU board components and connectors.
Removal of 15+ year old rechargable battery is mandatory!
Remote AA battery pack and 1N4004 blocking diode, connected to a
System80 CPU board (original battery removed).
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New Remote AA Battery Pack.
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.
An installed memory back-up capacitor. After
the battery is removed, the traces are sanded
shiny. The negative lead of the cap is put in the
negative battery hole. The positive lead is bent,
and soldered directly to the trace leading to the
positive battery hole (since the positive battery
hole was too far away).
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Memory Back-Up Capacitors.
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.
The reset circuit is the most vulnurable part of the CPU board
in regards to battery corrosion.
To determine if the reset circuit is working on a CPU board is
pretty easy. Connect the CPU board to +5 volts (the left most CPU board
5 pin connector), and then check
the 6502 pin 40 for +5 volts. If this pin is 0 volts, the
reset circuit is not working. If 6502 pin 40 is 5 volts, then the
reset circuit is working. Remember the purpose of the reset
circuit is to hold the 6502 microprocessor's reset line pin 40
LOW (0 volts) for about 100 milliseconds. This allows the +5 volts
to stablize at power-on. Then the reset circuit makes 6502 pin 40 go HIGH (to 5 volts),
and the 6502 processor starts running and executing game code (and the game "boots").
So if the reset circuit is not working, the CPU board will never boot (never start executing
ROM code), even if the rest of the board is fine. After the reset circuit is
working, the next thing you should check on a dead CPU board is the clock
signal (again, this circuit is right around the battery). See the
Sys80 CPU board Repair section for more info.
Battery Corrosion and the CPU Board's Reset/Clock Circuits.
Battery corrosion can do nasty things to the left side of the CPU board.
This is the "reset" section of the CPU board (and below the crystal Y1 is
the "clock" section).
Depending on how bad the corrosion is, many parts may be needed in these areas. Instead of
ordering all those separately, I suggest just buying a "Gottlieb System80
Battery Corrosion Repair Kit" GTLB80-BA-KIT from
greatplainselectronics.com.
This kit includes all the resistors, capacitors, transistors, crystal and chips typically
ruined by battery corrosion. For a mere $10 (plus $3.50 shipping), this kit is well worth it.
If for some reason the $10 is too much money, here are the typical parts needed for
a System80 battery corrosion repair (these are the same parts included in Ed's kit):
- Z1*: CMOS 4528.
- Z2*: 7474 or 74HCT74 chip.
- Z3*: 7404 chip.
- Z4*: CMOS 4081.
- Z36*: 4069 CMOS chip.
- (4) 14 pin sockets for Z2,Z3,Z4,Z36 chips.
- (1) 16 pin sockets for Z1.
- SW1: 8 position DIP switch
- C1*: 100 mfd 10 volt electrolytic cap.
- C2,C5: .01 mfd (103) ceramic cap.
- C3,C25: .1 mfd (104) ceramic cap.
- C36*: 10 mfd 10 volt tantalum or electrolytic cap.
- CR1-CR8,CR33-CR35*: 1N4148 or 1N914 diode.
- R3,R43,R49: 5.6k ohm 1/4 watt resistor (green, blue, red).
- R4,R5,R44: 2k ohm 1/4 watt resistor (red, black, red).
- R6,R45,R46,R48: 3k 1/4 watt resistor (orange, black, red).
- R7: 62 ohm 1/4 watt resistor (blue, red, black).
- R8,R50: 180 ohm 1/4 watt resistor (brown, gray, brown).
- R9: 1k ohm 1/4 watt resistor (brown, black, red).
- R34-R41, R54: 4.7k ohm 1/4 watt resistor (yellow, purple, red).
- R47: 24k ohm 1/4 watt resistor (red, yellow, orange).
- Q1,Q4*: MPS-A70 or 2N4403 transistor.
- Q2,Q3*: 2N4400 or 2N4401 transistor.
- VR1*: 1N5225b or 1N5987b zener 3 volt diode.
- Y1: 3.579545 mHz crystal.
* Polarized parts: The above components DO require installation
in the "correct direction". Failure to do so will kill the part, and
maybe some other parts too. And for sure the board will not work.
So be careful!
Using a Dallas/Maxim DS1811 in the Reset Section.
Thanks to Pascal Janin,
there is also another way to fix the reset section with just a four parts (that
replaces nearly 25 parts!)
This involves using the new Dallas/Maxim Semiconductor D1811 reset chip (TO-92 package). This inexpensive
device looks like a transistor, but is really a three leg chip in a TO-92 transistor package. Click
here or
here (PDF, more info) for the specs on this
chip. Cost of this chip is less than $1, and can be ordered directly from Dallas/Maxim Semiconductor at
www.dalsemi.com via their phone number 888-629-4642
(but orders must be faxed in at 408-222-7174).
Be sure to order the TO-92 package (part number DS1811-10), as this
chip also comes in a surface mount SOT23 package.
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":
- DS1811-15 = 4.13v
- DS1811-10 = 4.35v *
- DS1811-5 = 4.62v
* The best one to order is DS1811-10.
Here are the installation steps for this chip:
- Remove reset parts: chip Z1, trans Q1-Q4, diodes CR33, CR35, VR1, resistors R8, R9, R43-R50,
caps C2, C25, C36.
- Install a jumper from Z1 pin 5 to Z1 pin 9.
- Install a jumper from Z1 pin 11 to Z1 pin 13.
Be careful not to accidentally connect pin 12 to the jumper,
as it will cause the reset modification to not work.
- Install a jumper where R45 was installed.
- Install a jumper between the two top holes of Q3 (the Emitter and Base).
- Install the Dallas DS1811 (TO-92 package) into the top pads of R50, R44, R49 (pin 1=R50, pin 2=R44, pin 3=R49).
Note the flat edge of the DS1811 faces downward away from Z1, toward the dip switches.
- Retain reset parts CR34, R7 and C3.
- Note R10 and C14 can be remove or left installed.
Since Z1 has been removed, R10 and C14 are no longer used, and can be
removed (or left installed).
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.
Picture of the Dallas DS1811 installed in the Sys80 CPU board.
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The Dallas DS1811 installed in the Sys80 CPU board (picture by Neil Bradley).
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Another picture of the Dallas DS1811 installed in the Sys80 CPU board.
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There is a side affect of the changed reset circuit:
the "thunk" that is often heard at boot up on System80 games may be louder,
because the reset timing is changed.
The duration of the reset pulse issued by the DS1811 lasts 150ms,
while the original circuitry generates a 50ms reset.
This increases the startup time until the coil and lamp outputs are
properly initialized, hence the slightly harder "thunk".
Personally I don't really think the "thunk" is louder, but it could be
different on your game.
Removing the Old Battery and Fixing Corrosion.
Here are the battery corrosion repair steps:
- Remove the CPU board from the head box.
- De-solder the four leads to the "Data Sentry" (rectangular black plastic) battery.
Remove the battery and discard.
- If any components are damaged by the battery (look for green and/or gray!),
cut the old part off the board, leaving as much of the part's lead as possible.
Heat the solder pad on the circuit board with a soldering iron, and pull the cut off lead out of the board.
If the lead is not coming out easily, add some new solder to the solder pad. This will help distribute the heat.
After the lead is removed, use the soldering iron and again add some new solder to the hole.
Then use a solder sucker (Soldapulit) and de-solder the hole.
- If there is any gray or greening of a part's leads, replace it.
If in doubt, replace it. To be completely safe, replace all the parts included in the list above
(especially if Ed's kit was purchased). At a minimum,
typically transistors Q2, Q3, Q4 and all the
resistors around that area are damaged. Also chips Z2 and Z3 and the crystal Y1 are
often damaged.
- Check the edge connector fingers (pins) for "green". If the metal pins are green,
they will need to be replaced!
- After removing the damaged components,
sand all green/gray areas of the board with 220 grit sandpaper, including edge connector fingers.
Sand until the copper is bright, which will allow solder to stick.
- Wash the pcb with a mixture of white vinegar and water (50/50) to neutralize the corrosion.
Scrub with a toothbrush.
This is very important! If this step is skipped, the corrosion will return.
- Rinse the washed board with clean water.
- Rinse the board with 99% pure alcohol. This will dissolve and wash
away the water. Repeat this step. The alcohol will evaporate quickly.
- If sanding the edge connector fingers, heat them with your soldering
iron and tin them with solder. Wipe with a cloth while still hot to smooth
and remove the excess solder. This can also be done to any traces sanded on the board.
- Replace all removed components (except the battery!). Any removed chips
should be replaced with a good quality socket.
- Check the connectors themselves! If the board has corrosion, the connectors may
too! Replace the connector pins if any damage is seen (see the connector section
below). They can also be cleaned sometimes
with scotchbrite and alcohol. But replacement is the ideal solution.
Again, order the battery corrosion kit from Ed to get all the parts usually
ruined by corrosion.
Remote AA battery holder installed in a James Bond (ground mods done too).
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2d. Ground Problem Repair & Upgrade
These fixes are mandatory.
The Gottlieb Grounding Problem.
There are multiple problems with ground in System80 games.
One problem relates to differences in ground between the CPU board
and the Driver board. The other problem relates to differences in
ground between the circuit boards and cabinet ground. We address
and fix both problems below.
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:
- Difference in voltage between the negative side of capacitor C1 (100 mfd 10v)
and the connector A1J4 pin A, on the CPU board.
- Difference in voltage between the negative side of capacitor C1 (100 mfd 10v) on the CPU board
and chip Z12 pin 8 on the Driver board (the furthest away ground connection).
- Difference in voltage between the positive side of capacitor C1 (100 mfd 10v)
and connector A1J4 pin B, on the CPU board.
- Difference in voltage between the negative side of capacitor C1 (100 mfd 10v) on the CPU board
and chip Z12 pin 16 on the Driver board (the furthest away +5 volt connection).
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?
In the "mandatory" ground modification, we make sure the cabinet ground and
circuit board ground are solidly tied together
(the connection to ground between the cabinet, power supply, CPU and Driver board,
and other boards will be made more reliable).
In the "optional" ground modification, we make sure
the solenoid ground is isolated from the logic ground so that
all the solenoid transistors on the driver board (except Q57,
Q61, Q63) will have their emitters connected together. But in addition,
these solenoid transistor grounds will be isolated from the CPU and Driver board logic
grounds (a good place to test for logic ground is at pin 8 of any 74175 chip on the driver
board).
The Gottlieb System 80 Driver board, with added ground wire.
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The Gottlieb System 80b CPU board, with added ground wire and a remote battery pack.
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Mandatory Ground Modifications Steps.
- PRE-WORK: Test all the driver board transistors.
This only takes a few minutes since the Driver board is already removed.
If any test bad, replace them now to prevent future problems.
See the Testing Transistor with the Driver board
Removed section for
info on how to do this. Do NOT skip this step! If the driver
board is out of the game, it only take a moment to test all the
transistors.
- STEP 1: On the CPU board, find the electrolytic capacitor C1 directly to the
right of the main CPU power connector A1-J1. Attach a 12" wire to the TOP
lead of this C1 capacitor, and a forked spade connector on the other end
of the wire. This wire is the CPU ground.
On Sys80/Sys80A, run this added CPU board ground wire
to the metal frame of the power supply.
On Sys80B, run this added CPU board ground wire to the
ground plane screw (which attaches to the yellow covered ground plane)
in the lower right of the backbox.
Step 1. Sys80/80a ground from power supply capacitor C1's negative lead, to the metal
frame of the power supply. And the ground from the CPU board's electrolytic capacitor
C1 negative lead to the metal frame of the power supply.
Picture by J.Robertson.
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Note: Remember how we modified the sys80/sys80a power supply to connect
ground with a jumper wire to the metal heat sink plate,
in the Power Supply modification section? Well here's where that modification
ties into the CPU ground. If this power supply modification step was not done, a wire can be
connected from the power supply's negative lead of capacitor C1 (large electrolytic cap
at the lower left corner of power supply), to the
metal heat sink power supply frame connection. 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.
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.
Step 1. On sys80 and sys80a,
if the power supply board ground to the screw attachment hole wire
modification documented above is not done, a ground wire can be soldered to
the negative lead of the power supply capacitor C1. The other end of this wire
and then attached to the metal ground frame of the power supply.
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Step 1. This pictures shows the bottom panel of the game,
and the large copper grounding strap (with all the green ground
wires connected). The green ground wire attachs to the CPU
and Power supply boards here.
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Picture by J.Robertson.
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- STEP 2: Replace the power supply to CPU board power connector
cable pins (all sys80,a,b games). On the CPU board
connector A1-J1 to the power supply connector J2, replace
*all* the pins on both connectors! On sys80 and sys80a, it involves replacing the round male
power supply header pins at power supply connector J2 with brand new .156" Molex square header pins
(Molex part# 26-48-1125, cut to size).
Also replace the 6 pin .156" plastic housing with a new crimp-on variety
(Molex part# 09-50-3121, cut to size). Then
crimp on new .156" Molex *Trifurcon* terminal pins
(Molex part# 08-52-0113, Digikey part# WM2313-ND) to the wire.
On all sys80,a,b game on the CPU
A1-J1 connector, replace the five pins with brand new Molex single sided
terminal pins (Molex #08-52-0072). The original plastic connector housing
can be re-used.
- STEP 3: For sys80/sys80a, on
the power supply connector J3 (which supplies the display voltages and
display grounds), replace the entire header connector. This involves replacing the
round metal power supply pins at connector J3 with brand new .156" Molex square
header pins (Molex part# 26-48-1125, cut to size).
Also replace the 7 pin plastic housing with a new crimp-on variety.
Then crimp on new .156" Molex *Trifurcon* terminal pins
(Molex part# 08-52-0113, Digikey part# WM2313-ND) to the wire.
If this connector is not rebuilt, a "low-rent" modification can be preformed.
Run a wire from pins 4/5 of power supply connector J3 to the metal frame
of the power supply (don't forget to sand the black part of the power supply
frame where any wire attaches). If this modification is not done, score
display "flicker" can result (especially on any displays that are playfield mounted),
and sporatic pop bumper problems (either not working at all or working strangely).
For Sys80B, some ground modifications must be done at the
lower cabinet on the metal transformer panel. On one side of this
panel are several 9 pin connectors with white wires. These are the
ground wires which connect to the metal housing the transformer panel.
Often the part of the connector with the male pins bolted to the side
of the metal panel crack. At minimum these should be removed, inspected, and
resoldered. If one pin's solder joint cracks, the wire that connects to that pin
will lose its ground path! This is a very bad thing. To really bullet-proof
this design, all the ground wires can be shorted together BEFORE going
to this connector. That way if one pin cracks, it's no big deal, as the
other pins take the load.
On Sys80B another thing that must be done is to resolder the .156" J1 and J2 connector
male header pins on the power supply board. There are only two connectors on this board, and
it is very common for these to have cracked solder joints around the pins (giving intermittent
power/ground paths).
And on Sys80B power supply, while you're resoldering the header pins,
attach a ground wire to the bottom J1 pins 1,2 (ground).
Run this wire to the yellow ground plane bolt at the bottom right side of the
backbox.
Step 3 on Sys80b,
resolder the power supply header pins and add a ground wire to J1 pins 1,2.
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Step 3 On sys80B,
find the 9 pin ground plugs on the side of the transformer metal panel.
Remove the connectors, and then remove the two 1/4" hex bolts that hold the
male pins to the side of the transformer panel. On the back side of these
small connector PCBs, resolder the pins as the solder joints like to crack.
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Here's the System80b ground PCB removed from the side of the transformer panel.
Cracked solder joints can be seen here (resolder these).
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In the future to prevent a single cracked solder joint pin from effecting
a ground, all the ground wires can be tied together before the connector.
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Another way of solving the ground problem on a system80B transformer frame.
The original connectors (at bottom) were cut off and replaced with spade connectors.
These these were bolted directly to the transformer frame.pic by j.p.
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Another version of the system80B transformer. This version uses .156" molex
connector pins to attact the ground wires to the transformer frame. This version
should be treated like the above version, where all male pins are check for cracked
solder joints (and possibly resoldered).
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Yet another version of the system80B transformer. This version is pretty good, just
make sure all those individual ground connectors on the side of the transformer
frame are tight.
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And another version of the system80B transformer. This version is really good, as
all those individual ground connections are soldered to a terminal strip on the
side of the transformer frame.
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- STEP 4: On all sys80,sys80a,sys80b games,
on the connector CPU A1-J4 to Driver board A3-J1 (that goes from the Driver board to the CPU
board), double-up the Ground and +5 volt lines (note on some system80b games
this may have been done by the factory).
Order Molex terminal series 4366, part #08-03-0304 (for 18 gauge wire).
Crimp and/or solder the new pins to some
wire (see the following section on connectors for how to do this).
- Insert two pins and wires into the A3-J1 Driver board connector at
the back side, far right (as facing the installed boards).
- Insert the other two pins and wires into the A1-J4 CPU board connector
at the front side, far right (as facing the installed boards).
- Splice the two outside wires from A1-J4 and A3-J1 together (ground).
- Splice the other two inside wires from A1-J4 and A3-J1 together (+5 volts DC).
Now the pins are doubled up and have reliable +5 volts DC and ground contacts
from the CPU board to the Driver board. One can also buy a new connector that
already has this modification done. They are gold plated and have two +5 and two ground pins.
This is available from Docent Electronics at 937-253-2768, $25.00 plus shipping.
Note: Double sided connectors (A3-J3 in this case) use numbers for the
pins on the front (component) side of the board, and letters for the pins
on the back (solder) side of the board. Some letters are not used because
they look too much like numbers. These include: G, I, O, Q. If more than
22 pins are used, a "bar" is designated over the repeated letters. For
example, pin 23 (where pin 22 = Z) on the back side of the board would
be designated as "/A".
Docent Electronic's CPU to Driver board connector for system80 games.
The ground and +5 volt lines are already doubled-up on this brand new connector.
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- STEP 5: Run a ground wire directly to the Solenoid Driver board.
Just below chip Z10 on the solenoid driver board there is a large, thick
trace, which connectos to Z10, Z11, Z7, Z5, Z3, Z1 pin 7.
Scrape the solder mask from this trace and attach a 18" wire.
Be careful not to short the wire to the row of resistors beneath this large trace,
or the smaller trace above it (which connects to Z2 pin 11).
Alternatively there is a vertically mounted capacitor on the upper right side
of the driver board - connect the ground wire to the lower lead of this cap.
On the other end of the wire attach a "fork" connector. Connect the
fork connector to the metal frame of the power supply. If doing this on
a system80b game, connect the ground wire to the ground plane bolt in the
upper right corner of the backbox.
Step 5. Attaching a ground wire to the solenoid driver board below Z10.
Picture by J.Robertson.
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- STEP 6: If the game has an Auxiliary Lamp Driver board (Haunted House, Black Hole,
Volcano, Mars God of War, etc.),
run a ground wire to this lamp board. The Auxiliary Lamp board is used for the marquee
lights in the backbox of a handful of system80 games. If the ground is unreliable
to this board, the score displays can flicker and act strange. Scrape the green
solder mask from the large circuit board trace between the lower left chip and
the MPS-U45 transistors at the edge of the board. Solder a wire to this trace,
then continue the wire to the metal power supply frame to complete the ground path.
Step 7. Attaching a ground wire to the chaser light board as used on Haunted
House, Black Hole, and some other system80 games.
Picture by J.Robertson.
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- STEP 7: If the game has a sound/speech power supply board,
add a ground wire to this. On the back (solder side) of the board there is a large
trace running around the edge of the board. Scrape the solder mask from this
trace and attach an 18" piece of wire to this trace.
Then continue the wire to the metal power supply frame to complete the ground path.
Step 8. Attaching a ground wire to the sound/speech power supply
board as used on some system80 games.
Picture by J.Robertson.
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- STEP 8 (Sys80B only). The ground wire going to the power supply
module connector J1 pin 2 (bottom conector, white wire)
needs a second wire attached to this pin for an added ground.
Remove the J1 pin 2 from the connector housing, and crimp on a new .156"
Trifurcon connector pin, adding a second wire to this pin. Then run
this wire to the upper right corner of the backbox and attach
to the ground plane screw.
At this point, the mandatory grounding modifications are done.
System80B Raven backbox with the mandatory ground mods and
remote battery pack installed.
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Optional Ground Modifications Steps.
The grounding modifications can be taken one step further.
The following will tie all grounds on the driver
board together, except for the solenoid ground (which will be
isolated to protect the circuit boards from solenoid feedback
to the logic ground).
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.
Through out this procedure, small 30 gauge blue wire can be seen, which is used
for all ground modifications. This wire is known as "wire wrap". I used this
type of wire in the pictures below because it's easy to work with (and does "clean" modifications), and it
shows up great in the pictures. BUT in reality, it is probably too small for these
ground modifications! I highly suggest using thicker wire (such as cut off
resistor leads), or double/triple
up the wire wrap on each of the connections shown below. There is a potential for
up to 8 amps to go through these added connections. Wire wrap will vaporize at
about 3 amps.
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".
- Remove the three metal cased power transistors Q58, Q62, and Q64
(2N3055) from the driver board:
- Each transistor has two screws. Remove these screws.
- De-solder the two transistor leads for each of the three power transistors.
- Notice the thin mica insulator for all three transistors. Cut the mica
insulator so the bottom screw (the screw the
leads are closest to) is not covered by the mica.
- On the component side of the driver board, tin the bottom screw contacts
for all three transistors. Note this is the contact that leads to ground
(the upper contact has no traces attached to it).
- Test the removed transistors (2N3055). Set the DMM to the "diode"
setting.
Put the black lead on the metal case of the 2N3055, and the red
lead on each leg. A reading of .4 to .6 for one leg, and no
reading for the other leg should be seen.
Now put the red lead on the "base" lead (see picture below) of the
transistor. Put the black lead on the other leg (emitter), and then
the metal case of the transistor (collector). A reading of .4 to .6
should be seen with the black lead on the emitter or collector.
Any other readings and this transistor is bad and needs replacing
(they are about $1 each at Radio Shack).
- Re-assemble the transistors and make sure to crank the screws
down tight. Resolder the transistor leads to the board.
- Check the three BIG 1 watt 9.1 ohm resistors connecting to the 2n3055 transistor.
These should be 9 or 10 ohms in circuit.
The metal case of the power transistors should now make excellent contact to ground.
Step 1: A removed driver board transistor from
Q58 with the mica insulator modified. Also the
bottom mounting hole has been tinned with
solder for better contact on the driver board.
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Steps 2 on the driver board.
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- On the component side of the driver board at connector J5 pin 3, there is a
via (plated through hole). There is also another via just under transistor
Q59's left most leg. Connect these two vias together with wire.
Steps 3, 4 at driver board connector J4.
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- On the solder side of the driver board, note the vias at
connector J4 (bottom right solder side of board).
From the solder side with connector J4 at the bottom, pins
are numbered from the left (note there is a "1" screened on
the board at pin 1). At J4 pins
9,10,11,14 (solenoid grounds) scrape the green solder
mask from the board from the bottom most trace immediately above the pins -
this trace goes to J4 pin 15, which is ground. Run some wire
through the pins 9,10,11,14 vias and solder them all to this ground trace (pin 15).
Note tying J4 pin 5 (lamp ground) to this solenoid ground trace was removed from
this step 12/18/03 because tying the lamp ground to the solenoid ground is not correct.
- On the solder side of the driver board, locate J4 pin 5 (lamp ground).
Solder a jumper from J4 pin 5 (lamp ground) to the via that is 3/4" above
J4 pin 6 (another lamp ground which attaches to J3 pin C).
This jumper attaches two lamp grounds together.
Step 5 on the driver board.
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- On the solder side of the driver board,
solder a wire from the trace that connects to the right most pin (emitter) of transistor Q43, to the
trace that connects to the bottom most pin (emitter) of transistor Q51. If either of these transistors are replaced
in the future, make sure to maintain this jump.
Steps 6, 7, 8, 9 driver board solder side view.
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- On the solder side of the driver board along the lower edge (about 3" from the
left and just above connector J3), there is a large "Y" or "T" shaped trace. This trace
originates at pin U (letters are used to label pins on the solder side
for double sided connectors; 4th pin from the left) of connector J3,
and is directly above the label "J3" on the board.
Scrap the green solder mask from this thick trace, just below transistor Q23.
Now connect the lower pin (emitter) of Q23 to this thick trace.
If this transistor is replaced
in the future, make sure to maintain this jump.
- On the solder side of the driver board, solder a wire from the right
most pin (emitter) of transistor Q9, and connect it to the thick "Y" trace.
If this transistor is replaced
in the future, make sure to maintain this jump.
- On the solder side of the driver board, solder another wire to the
thick "Y" trace just soldered in the previous step. Just to the right of this,
scrape the green solder mask off the two traces that connect to pins 9 and
pins 11 of the J3 connector (as counted from the left). Connect
the other end of the wire to both of these traces.
- On the solder side of the driver board, find transistor Q25. Scrape the green solder mask on
the trace just below the Q25 emitter (lowest pin closest to the bottom edge
connectors). Connect Q25's emitter to this trace. Usually there is enough
lead on the transistor to use this as a jumper to the ground trace.
If this transistor is replaced
in the future, make sure to maintain this jump.
Step 10 on the driver board.
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- On the component side of the driver board,
cut the large trace in the lower left corner that goes to connector J5 pin 15,
and goes around the large transistor Q64 and the "hole" in the circuit board
(this was a design error). NOTE: most driver board test fixtures will *not* work after this
trace is cut! So this modification should be reversed if this driver board is sent in for repair.
Step 11 on the driver board.
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- On the solder side of the driver board, find the bottom pin (emitter)
of transistor Q56. Using wire, connect a jumper to the via that is 1/2 inch
below and to the left of Q56. Continue this jumper to the large trace that connects
to the bottom pin of Q54.
- Examine the rest of the driver board: Any unsoldered vias should be soldered.
Any puckered vias should be re-soldered. Examine the soldered components too. Any
component leads that do not cover their pad should be re-soldered. Any cut
solder meniscus (mounds) should be re-soldered also.
The optional driver board modification are now complete.
Score Display Grounds (flickering displays).
There is yet another ground issue that needs to be addressed, and this relates
to the score displays in system80 games. Often the score displays will
flicker. As John Robertson has documented,
it turns out that the common return path for the displays comes in two
separate lines back to the power supply. Making a simple short between the two
pairs of display ground wires solves intermittent pin connection failures
on the score displays. This simple fix often solves score display flickering.
Also on games with a playfield mounted score display (Haunted House,
Black Hole, etc), the ground to these score displays can be intermittent
also, causing these displays to flicker.
System80 Games with Auxiliary Lamp Driver Boards.
Another problem with score displays exists on games with auxiliary
lamp driver boards (like on Haunted House and Black Hole). The
auxiliary lamp driver board controls the lighting effects in the
backglass. Sometimes the score displays can be seen flickering
to the beat of the backbox lighting affects (which are controlled
by the Auxiliary Lamp driver board).
Unplugging the Auxiliary Lamp driver board can show the displays
no longer flash or flicker. This can be especially a
problem with the score displays
mounted in close proximity to the Auxiliary Lamp driver board
on Haunted House.
The solution to this problem is the run an additional ground path
to the Auxiliary Lamp driver board, using the updated ground path
enforced in the above sections. Also check the back of the
Auxiliary Lamp driver board for cold or open solder joints.
Random Pop Bumper Problems (Bad Pop Bumper Grounds).
Yet another ground issue on many system80 games is the ground
path for the pop bumper driver boards. Often pop bumpers will work intermittently,
or will fire when a ball is no where near the pop bumper in
question. This problem is due to a bad ground path to the
under-the-playfield pop bumper driver boards. There is but one
pin on the MPU board that brings the ground path to the pop
bumper boards. If this one pin is intermittent, pop bumper
problems will happen. Again the solution is to "double up"
the ground path from the pop bumper driver boards to the
grounds reinforced above in the backbox.
Replace the Electrolytic Capacitors on the MPU and Driver boards.
Another "good idea" is to replace the (probably) dried-out electrolytic capactors
on the MPU and driver boards. This includes C1 on both the CPU and driver
board (used for power supply decoupling), and C36 on the MPU board (used
for the initial power on delay).
2e. Connector Problems & Upgrades
One of the biggest problems with System80 games are the connectors.
Gottlieb used card-edge style connectors for most of their circuit boards,
and over time, these have proved to be less reliable than the
header-pin style connectors used by other pinball manufacturers. Add
to this battery corrosion issues, and the connectors become Gottlieb's
weak point for reliability. Because of this, it is highly recommended that
at minimum all the bottom edge CPU board connector pins and power supply pins
be replaced. In addition many driver board connectors will often need to be
replaced too.
Insulation Displacement Connectors (IDC) Card Edge Connectors.
All Gottlieb System 80 games use card edge Insulation Displacement Connectors (IDC).
IDC means that the connector has a "V top" metal pin that a wire is pushed
into. This "V" cuts the insulation allowing the pin to make contact with the
wire. The IDC style of connector is still used by most pinball manufacturers today.
They allow fast and easy wire connection without any soldering.
There are also some crimped style connector pins in system80 games. This is
a much better design than IDC connector pins because the wires attach
better to the pins.
All pinball manufacturers have stopped using card edge connectors, as used on
System 80 games, in favor of header pin connectors. Header pin connectors have
the advantage of allowing multiple wipers per pin, less pin fatigue, and easier replacement (on
both the board and connector housing). This gives better long-term reliability.
Connector/Board Numbering.
Connectors are numbered in this fashion: the first "A" letter/number combination
denotes which board the connector belongs. That is, A1 is the CPU board, A3 is
the driver board, etc. After the board designation, the "J" letter/number combination
is the actually connector number for that board. So "A1-J3" is board A1's (CPU board)
J3 connector (note some Gottlieb documentation does not put a "dash" between
the board and connector numbers). Below are a list of "A" numbers
(applies to most system80 games, but not all):
- A1 = CPU (controller) board.
- A2 = Power supply board.
- A3 = Driver board.
- A4 = Score display boards.
- A5 = Status digit display board (4 digits).
- A6 = Sound/speech board.
- A7 = Sound/speech power supply board.
- A8 = Pop bumper driver board(s).
- A11 = Auxiliary lamp driver board.
Battery Corrosion and Connectors.
If there are battery corrosion problems, these card edge IDC connectors just magnify
the problem (and sometimes allow the leaking battery electrolyte to
travel thru the connectors to other boards!). Inspect the connectors and board edge "fingers".
If corrosion is visible on the board, clean the edge fingers by lightly sanding the
corrosion with 220 grit sand paper to remove it.
After the corrosion is removed, wash the circuit board in a 50/50 mix of
white vinegar and water. Use an old toothbrush to wash the board with the vinegar mix.
Then rinse the board with clean water. Finally rinse the
board with 99% alcohol, and allow it to air dry.
If the board's connector fingers were sanded, use a soldering iron and some rosin flux to
re-tin the connector fingers with solder. Also the connector housing
connector pins should be replaced. At minimum, clean these connectors with
alcohol and a Q-tip. If the connector pins have any corrosion (the pins are not shiny,
but have a dull grey or green appearance), they must be replaced.
If you want to "test" the general health of a game's connectors,
try this. Remove the connector that goes between the bottom edge of the
CPU board and the top edge of the driver board. (This is a double sided
inter-board connector.) Bang this connector on a (clean) workbench. Give it a good
"bang" a few times, hitting the black plastic end on the workbench.
Are there ANY pieces or junk seen on the workbench from this banging?
If so, your game has failed the "bang" connector test! You will need
to repin this connector, and probably all the connectors along the bottom
edge of the CPU board.
An "official" Molex card edge pin extraction tool.
A far better Molex extractor is part number 11-03-0016
(this tool is part number 11-01-0014).
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Connector Parts and Tools needed:
- Molex card edge pin extraction tool, part# 11-03-0016.
- Hand Crimping Tool: Molex WHT-1921 (part# 11-01-0015), Molex part# 63811-1000,
Amp 725, or Radio Shack #64-410.
- Molex connector pins. See below.
- Molex connector bodies (the plastic part that holds the pins).
Optional, as sometime the original connector body can be reused. See below.
CPU Board Connector Types.
Here is a list of the connectors used on the system80 CPU board. The CPU
board connectors are listed because these are the ones affect by battery
corrosion the most. The connectors on the power supply, sound board and driver
board are much less affect by corrosion, and hence may not need to be replaced.
- A1-J1: Edge connector, crimp pin style, 5 pin, single sided, 18 guage wire. Main power connector from power supply,
upper left side of CPU board.
- A1-J2: Edge connector, IDC, 24 pin, single sided connector. Score display segments, right side of CPU board.
- A1-J3: Edge connector, IDC, 17 pin, single sided connector. Score display digit strobes, right side of CPU board.
- A1-J4 (to A3-J1): Edge connector, crimp pin style, 24 pin (per side), 48 pins total, double sided connector.
CPU to driver board connector (solenoid, sound and lamp controls), bottom side of CPU and top side of Driver boards.
- A1-J5: Edge connector, IDC, 10 pin, single sided connector. Switch matrix strobes (to the playfield), bottom
side of CPU board.
- A1-J6: Edge connector, IDC, 19 pin, single sided connector. Switch matrix returns (to the playfield), bottom
side of CPU board.
Location of the connectors is important. Since the battery is on the left side of the
CPU board, the CPU connectors around and below the battery often need to be replaced.
This includes CPU connectors J1 (upper left edge), and J4, J5, J6 (bottom edge of CPU board).
Crimp-on Replacment Connector Housings and Pins.
On the CPU board, the non-IDC connectors can have new connector pins installed
into the current plastic connector housing. This includes CPU connector J1
and J4 only.
Also, the remaining CPU IDC connectors (J2, J3, J5, J6) should ideally be replaced
in their entirety, including the plastic housing, and converted to crimp-on style pins. Unfortunately, these
card edge crimp-on connectors housings are very difficult to find. Therefore, crimp-on style pins can be
installed into the old IDC connector housings, with some minor modifications.
Connector (terminal) pins will be required, but
Molex connector pins are somewhat difficult to order, as there are so
many different varieties. Note the "chain" variety are not wanted,
unless the "loose" variety is not available (the chain type may be cut with
a sharp pair of scissors). The chained variety are
designed for high-speed installation machines, not single use.
Purchase only phosphor-bronze tin plated pins (do not use gold pins).
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Molex Replacement Connectors for System80 CPU
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| Connector |
Type |
Housing Series |
Housing Part# |
Wire Gauge |
Pin Series |
Pin Part# |
A1-J1* main power |
5 Pin one sided |
2574 |
09-01-7051 |
18 - 20
22 - 26 |
2478
2578 |
08-52-0072
08-50-0134 |
A1-J2 displays |
24 Pin one sided |
2574 |
09-01-7241 |
18 - 20 22 - 26 |
2478 2578 |
08-52-0072 08-50-0134 |
A1-J3 displays |
17 Pin one sided |
2574 |
09-01-7171 |
18 - 20 22 - 26 |
2478 2578 |
08-52-0072 08-50-0134 |
A1-J4*/A3-J1 CPU/Driver PCB |
48 Pin two sided |
4338 |
09-50-6245 |
18 - 20
22 - 26 |
4366
4573 |
08-03-0304
08-03-0306 |
A1-J5* Switch Matrix |
10 Pin one sided |
2574 |
09-01-7101 |
18 - 20 22 - 26 |
2478 2578 |
08-52-0072 08-50-0134 |
A1-J6* Switch Matrix |
19 Pin one sided |
2574 |
09-01-7191 |
18 - 20 22 - 26 |
2478 2578 |
08-52-0072 08-50-0134 |
* Connectors that often need to be replaced.
There is a double sided A1-J4/A3-J1 connector,
that goes from the CPU board to the driver board.
The plastic housing is Molex series 4338. The 48 pin (24 per side) part number is
Molex part number 09-50-6245 (with mounting flange). If you use a
high-powered magnifying glass you can read the part number stamped into the
rear of the housing along one edge. The housing accepts series
4366 terminals pins
(or 4573 series). Gottlieb uses just the 4366 series of pins (designed for 18-20 guage) for all wires, regardless
of the wire gauge (18 gauge is used in high stress applications, and 22 gauge is
used in switch and lamp applications).
Regarding the single sided plastic housings, Molex sells both "with flange" and
"without flange" versions. The "with flange" version is what to buy, as the "without flange"
versions are special order only. But either style will work.
The flange is basically some surrounding plastics
allowing the connector to be bolted to a circuit board.
All other single sided connectors (except A1-J1) should ideally be replaced in
their entirety. The single
edge connectors can be replaced with the Molex
2574 series crimp-on plastic housing, using
2478 (or 2578) pins
(depending on the wire guage). Unfortunately these plastic connector housings are
very hard to find. But the good news is we can use the current IDC plastic housing
with the 2478 crimp-on pins.
Connector Parts Typically Needed (order this stuff!)
On many System 80 games, these are the parts typically need (applies largely
to Black Hole/Haunted House era games).
That is, these are the parts needed to fix the CPU board's J1, J5, J6 connectors,
and the CPU/Driver boards' A1-J4/A3-J1.
Remember, the plastic connector housings on the CPU board at J1 and J4 can be reused (but any
others need to be replaced, because they will be converted from IDC to crimp-on pins).
Quantities are typical for doing one game.
- (35) Molex 08-52-0072 crimp-on pins (for single sided connectors).
- (100) Molex 08-03-0304 crimp-on pins (for double sided connectors).
- (1) Molex 09-01-7101 plastic connector housing, 10 pins (J5), optional.
- (1) Molex 09-01-7191 plastic connector housing, 19 pins (J6), optional.
The single sided connector pins 08-52-0072 are available from
digikey.com, part number WM2302-ND.
The double sided connector pins 08-03-0304 are available from
avnetmarshall.com
using the Molex part number.
Both of the above pins are also available from
ttiinc.com (800-225-5884) using Molex part number.
Note both TTI and Avnet have 500 part minimums (Digikey will sell smaller quantities).
The plastic connector housings I do not have a source, but the current IDC housings
can be used with the crimp-on pins.
If doing all the connectors on the CPU board, the following parts will also be needed
(parts needed to do the display connectors A1-J2, A1-J3 on the right side of the
CPU board):
- (45) Molex 08-52-0072 crimp-on pins (for single sided connectors).
- (1) Molex 09-01-7171 plastic connector housing, 17 pins (J3), optional.
- (1) Molex 09-01-7241 plastic connector housing, 24 pins (J2), optional.
If doing the connectors on the Driver board (in addition to the already mentioned
A3-J1 connector), here are those parts typically needed. This will replace the
solenoid drive connectors A3-J4, J5, J6. The solenoid drive connectors
are the ones the cause the most game problems when they fail (note connector J5 also handles
some sound). The remaining
driver board connectors (J2, J3) are lamp and sound connectors, and
rarely need replaced (though connector J3 does also handle some relays,
including the game over, tilt and coin lockout relays). The good news about
A3-J3 is it's a double sided, 50 pin, crimp-on style connector. So its plastic housing can
be easily reused, and just the pins replaced with Molex 08-03-0304 pins.
- (30) Molex 08-52-0072 crimp-on pins (for single sided connectors).
- (100) Molex 08-03-0304 crimp-on pins (for double sided connectors).
- (1) Molex 09-01-7101 plastic connector housing, 10 pins (J2), optional.
- (1) Molex 09-01-7151 plastic connector housing, 15 pins (J4), optional.
- (1) Molex 09-01-7081 plastic connector housing, 8 pins (J5), optional.
- (1) Molex 09-01-6041 plastic connector housing, 4 pins (J6), optional.
The Connector between the CPU and Driver board.
This double sided connector often has corroded pins because the
CPU side of the connector is near the battery. If the double
sided connector pins can not be found easily to repair the original connector,
a new replacement can be purchased from
Docent Electronics (937-253-2763) for $25. Docent
also added the additional ground and +5 wires to this connector,
as described in the previous Grounding Modification section above.
Crimp-On Connector Pin Instructions.
The following documents were drawn by Bob Ellingson. It explains
the removal of old connector pins, and crimping on new ones.
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To install new connector pins from the strip molex pins
#2478, note these diagrams.
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The best way to attach the new pins is with a Molex WHT-1921 or
Amp 725 crimping tool (but Radio Shack also sells a decent
crimping tool). Done properly, a good tight crimping
connection is better than a soldered connection (and takes a lot
less time!). The crimp is done in two steps. First crimp the bare
wire end in the first saddle (the saddle closest to the wiper).
Second, crimp the insulation in the second saddle.
To reassemble the connector, just push the new pins into the
back of the old plastic housing, until the latch "clicks".
Make sure to install the pin with the wiper towards the
inside!
Re-using the Current IDC Connector Housings with Crimp-On Pins.
YES the IDC plastic connector housing can be
re-used with crimp-on pins. The hardest part about doing this is
removing the old IDC pins from the plastic housing. What follows are
the steps to do this. Just do one pin at a time, so the wires/pins can not
easily be mixed up.
Step One.
Acquire the tools needed for this. This includes
a smaller jewelers screwdriver, needle nose pliers, and a crimper.
Step Two.
Using a small jeweler's screw driver, bend the
pin's notch permanently down. No need to be gentle here, push it and bend it down.
Step Three.
Pull the exiting wire from the IDC connector housing. If lucky, the IDC pin should
come out with the wire. If not, use a pair of needle nose pliers to pull the IDC pin
out of the housing. It should come out fairly easy.
Removing the IDC pin with needle nose pliers after the "notch" was
bent out of the way with a jeweler's screwdriver (the blue circle
shows where the notch was bent down).
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Step Four.
Cut the existing wire back about a 1/4", to remove the portion of the wire
that was formerly used in the IDC pin.
Then crimp a new Molex 08-52-0072 pin onto the old wire (see crimping instructions above).
Getting ready to install the new crimp-on pin into the housing.
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Step Five.
Insert the new crimp-on pin into the housing. The crimp-on pin should fit
right into the old IDC plastic housing, without resistance. If it does not
go in easily, you are inserting the pin incorrectly into the plastic housing.
Another possibility is the crimp-on pin may have too much material on the sides of the
pin (where the pin was cut from the factory out of the reel strips), making the
pin's "wings" a tad too wide. This seems to happens to about 10% of the crimp-on pins
I use. To fix this, I just gently file the sides of the pin.
The new crimp-on wire and pin installed in the
old IDC plastic housing.
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Removing Pins from Gottlieb Double-Side Connectors.
Removing connectors pins from double sided connectors is fairly easy,
if these steps are used. New replacement Molex 08-03-0304 crimp-on pins should be used.
First bend the pin inward on both sides, one at a time, using needle nose
pliers.
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This picture shows both pins bent inward. Don't try and do just one pin,
as you will surely bend the opposite pin too.
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Next insert the Molex pin removal tool between
the plastic housing and the metal pin. Gently pull
the wire connecting to the pin, and the pin should
pull out of the plastic housing. Next do the opposite
pin, but be careful not to mix up the two pins!
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Replacement EDAC Connectors.
The above connectors can also be bought using the EDAC number. These
connectors have solder lug (instead of crimp pins). But note that
only the 10 pin connector can be purchased with the correct number of pins.
For example, one can't buy a 24 pin single sided connector; instead
buy a 25 pin double sided connector and use it as-is, or cut it. Though
this is not a recommended way to replace connectors, here is the EDAC information:
- (1) 5 pin, single sided connector (A1-J1). EDAC #307-012-500-202
- (1) 24 pin, single sided connector (A1-J2). EDAC #307-050-500-202
- (1) 17 pin, single sided connector (A1-J3). EDAC #306-018-500-102
- (1) 24 pin (per side), 48 pins total, double sided connector (A1-J4 to A3-J1). EDAC #307-050-500-202
- (1) 10 pin, single sided connector (A1-J5). EDAC #306-010-500-102
- (1) 19 pin, single sided connector (A1-J6). EDAC #306-022-500-102
Making New Connectors from Video Game Harnesses.
If not buying new pins, one can make a new connector from
JAMMA video game harness connector (about $15 new each).
These 28 pin double sided connectors can be cut to length. I find this better than
using the EDAC solder lug connectors, as the pins are replaceable.
Here are the instructions for modifying a JAMMA video game harness in a
system80 game:
- First a IDC pin removal tool is needed. A small
jeweler's screwdriver can also be used. Or take a 5 watt resistor, and cut one
lead to 3/8" long (five watt resistors work nice because the resistor is
like a big "handle" to grab).
- Insert the 3/8" long lead of the resistor or the jeweler's screwdriver
into the top (where the
card edge would go) of the new JAMMA connector, between the pin and the plastic wall
(see the drawings above). It's a tight fit, but it will go.
- Gently pull the wire lead, and the pin should come out. Note: unfortunately
this technique doesn't work on the original IDC's in many System 80 games. If it
did, we could just replace the pins and not the entire connector! I haven't found
a way to get the pins out of the original System 80 connectors if they are damaged.
- Repeat this, removing enough wires until the connector
is the size desired.
- Saw the end off the connector (a bandsaw works nicely for this) and save it.
- Saw the empty pins off and discard.
- On a belt sander, flatten and smooth the cut edges on the connect and the
cut off end.
- Super glue the end back onto the connector, making it the length
desired. Test the connector on the board before gluing to make sure
the ends are trimmed to the proper length.
- To make a single sided connector from a double sided one,
just cut the wire from the unused side. Or remove all the
unwanted pins and wires using the above removal method.
- When re-soldering the connectors, use heat-shrink tubing for
a good, clean look.
Circuit Board Card Edge Fingers Destroyed.
When the card edge fingers on the board are destroyed and unusable,
the single-sided ID connectors can be replaced with the Molex .110" header pin style
connectors. This can be done by drilling 1/16" holes through the edge connector
fingers on the board, and inserting the molex pins thru these hole from the
non-fingered side of the board (at a right angle). Then the plastic header pin guide
can be super glued to the non-finger side of the circuit board.
Then on the other side of the board, the pins
can be soldered to the edge connector's fingers (if possible).
Note this can only be done
to the single-side IDC's (there is only one double-sided IDC on the CPU board).
I don't recommend this fix, but if there is no
choice, it may be usable. Cleaning the existing connectors (or
replacing them with the same kind) is a much better idea.
2f. Pop Bumper & Pop Bumper Driver Board Repair/Updates
PBDB Introduction.
Pop Bumper Driver Boards (PBDB) are unique to Gottlieb System80 games.
(They were not used on Gottlieb System1 pinball games.)
The driver board has a limited number of driver transistors for solenoids. Using
the PBDB allowed Gottlieb to increase the number of controlled coils. PBDB driven
coils are good thing - a problem on System1 pop bumpers was if a pop bumper skirt
was mis-adjusted, the coil could lock on and burn. The System80 PBDB does not
allow this to happen because it is a "one shot" board. That is, if the switch input
locks on, the PBDB will only pulse the driven coil one time for a set duration,
and it will not lock-on the coil.
This prevents burnt coils and gives consistent "kicks" from the pop bumper.
When the ball hits the skirt on the Pop Bumper, the skirt closes a switch.
This switch connects to the Pop Bumper Driver Board (PBDB) pin 4 and logic ground, which triggers
the PBDB to momentarily ("one shot") ground the solenoid coil and energize the Pop
Bumper. There is no CPU or driver board involved. There is however a second
switch which closes on the pop bumper assembly as the coil energizes. This goes back
to the CPU board through the switch matrix and says "score points" (hence
this second switch is for scoring points only). A similar approach was taken
by Williams for system3-9 (but Williams had their PBDB built into the driver board itself, and
unfortunately the Williams version was not "one shot").
Diagnosing a Non-Working Pop Bumper.
Before doing any modification to a Pop Bumper Driver Board (PBDB), the
best approach is to get it working. Here is a list of things to check:
- First of course check the pop bumper fuse. Yes
every coil driven by a PBDB will have a fuse! This fuse is mounted on the bottom
side of the playfield. With the game off remove the fuse and check
it with a DMM set to continuity. Make sure you are checking the correct fuse too (sometimes
there are lots of coil fuses mounted under the playfield).
- Measure the voltage at the coil. With the game on and a game started,
check for 25 to 40 volts DC at *both* lugs of the coil in question. If voltage is seen at
just one lug, the coil is bad. Voltage at neither lug means the pop bumper fuse is dead.
(Also note if the game-over relay is manually held in, power is supplied to the pop bumper.)
- Test the coil. With the game on and a game started,
using an alligator jumper lead, connect one end to the ground strap in the
bottom of the game. Momentarily touch the other end to the NON-BANDED diode lug
of the coil in question. The coil should fire. If not there is no power to the
coil, or the coil itself is bad.
- Measure 5 volts at the PBDB. With the game on and a game started,
Put a DMM on pins 5 and 6 of the PBDB (reference pin 3 is the "key" pin).
There should be 4.8 to 5.2 volts DC.
If not, put the black lead on the bottom panel ground strap (where all the
green wires go) and the red lead on the PBDB pin 5. Is there 5 volts now? If so
the ground connection to the PBDB has failed. Ground comes from
the CPU board connector A1J6 pin 9, so check this connector.
Often if ground is missing to the PBDB, the pop bumper coil will locked-on (assuming the pop bumper
coil fuse is good).
The 5 volt power comes from the CPU board connector A1J6 pin 18. Check this connector too!
And if you are modifying the PBDB, add the +5 volt LED mod shown below, which helps identify
problems like this quickly.
- Test the coil-to-PBDB connection and power by jumping the PBDB pin 1 and pin 2. If the
connection is good, the coil should fire. A spark may happen when you do this,
and only jump these two pin momentarily or the coil may burn.
If the coil does not fire, there is a wiring problem between the coil and the PBDB.
- Test the PBDB itself by jumping PBDB pin 4 and pin 6. This is simulating the
pop bumper skirt switch closure. If the coil fires, the PBDB is fine, and there is
just a switch or wiring problem. Check the pop bumper skirt switch
wiring for continuity with one wire going to PBDB pin 4 (trigger), and
the other to PBDB pin 6 (logic ground).
- If everything checks out so far but the pop bumper coil does not work, the PBDB itself is dead.
Common PBDB Problems.
If the Pop Bumper Driver Board (PBDB) is dead, here's some things to check:
- Cracked connector header pins. This is very common, as the solder joints like to
crack around the male header pins on the PBDB. The pin that
seems to crack most often is the pin that connects to the metal
case of transistor Q1 (pin 1). If this pin is not making contact,
this can cause the pop bumper coil to lock on. Resolder these male header pins.
- Broken traces. Because the PBDB is a single sided board,
broken traces around components is often seen.
- Transistor Q1 (2N6057/2N6059) has failed. This is very common. Test the transistor
with a DMM set to the diode function - Black DMM lead
on either transistor case screw, red DMM lead on either transistor lead and
.4 to .6 volts should be seen.
A bad Q1 can cause the PBDB to not work at all, or to lock on its associated coil.
- Electrolytic capacitor C4 (near the male header pins) has gone open.
- Either or both TTL chips (74LS121 and 74LS16) have failed.
- If the pop bumper in question works sparatically, try replacing PBDB capacitor C4
(47 mfd 10 volts).
More PBDB Repair Ideas.
As for fixing a broken PBDB, there are some short cuts to this
procedure. For example, a kit can be purchased from
Big Daddy
which replaces all the parts on the board with new parts. That is certainly one approach.
But keep in mind that non-working PBDBs can be related to other things. For example,
if the board is not getting 5 volts at pin 5, it just won't work! The 5 volts for the PBDB comes
from the CPU board connector A1J6 pin 18, which just happens to be beneath the battery. So
any battery corrosion could disable the connector fingers or the connector pins.
Likewise there are *two* different grounds supplied to the PBDB. One is the solenoid
ground bus (comes in at pin 1 and goes back to the coil at pin 2).
The other is the "DC ground" (pin 6, which is the logic ground).
The DC Ground is again supplied by the CPU board connector A1J6 pin 9. If 5 volts is present
to the PBDB, but the DC Ground is not, the pop bumpers will lock on as soon as a
game is started! A bad pin or connector finger at CPU J6 is usually the culprit.
If the Pop Bumper Driver Board's fuse blows every time a game is started
(and the pop bumper coil is 2.5 ohms or greater and the 1N4004 coil diode is new),
suspect the two chips on the pop bumper driver board. The 74LS121 and/or the 74LS16
can have an internal short which will cause the pop bumper's 2amp slo-blo fuse
to fail. This can be tested by using a DMM set to the diode function. Put the
black lead on the chip's +5 volt power leg, and test each other leg with the red DMM lead.
A reading of .4 to .6 should be seen for each chip leg (except for the chip ground leg).
Mandatory PBDB Upgrades.
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Un-modified pop bumper driver board (PBDB)
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Modified pop bumper driver board (PBDB). Note the replacement of one diode
with a jumper, the new capacitor (installed in reverse) below it, and an added
capacitor to the reversed side of the board (show at the right). Cap C4 should
always be replaced too, and the male connector header pins resoldered.
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Parts Needed (for each pop bumper board):
- (1) 4.7 mfd 10 volt capacitor, axial or radial, for C3.
- (1) 4.7 mfd 10 volt capacitor, radial (both leads out one end), added to pins 4/5 of connector.
- (1) 47 mfd 10 volt capacitor (or even 100 or 150 or 200 mfd), for C4.
- (1) 1 mfd, 100 volt capacitor non-polarized (optional), for C1.
- (1) 10k ohm resistor 1/4 watt (optional), for R1.
Modification:
- Note the negative lead position of capacitor C3. Mark the position of the negative
lead with a pen right on the component side of the board (the lead towards the center
of the board).
- Remove capacitor C3.
- Insert a new 4.7 mfd capacitor in the reverse direction. That is, the positive
lead of the capacitor is now towards the center of the board
(and connects to pin 10 of the 74LS121). Cross the negative mark
made on the board with a pen (to make it positive) to avoid future confusion.
Note there are two pads for the positive lead of the capacitor.
Gottlieb did this so one can install either an axial or radial style
capacitor. Just make sure to solder the unused pad so it's closed.
Note the two pads used for mounting the positive
lead of capacitor C3. Gottlieb did this so one could
use either style of capacitor (axial or radial). The
unused pad should be soldered over (which hasn't
been done here yet). Also note this PBDB has been modified
to add a LED for a visual indication of +5 volts to the PBDB.
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Add a 4.7 mfd radial cap to header pins 4/5 to prevent "noise".
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- Remove diode CR1. Replace with a jumper wire.
- Remove capacitor C4 and
replace this 47 mfd capacitor with a new 47 mfd or higher (100 mfd to 200 mfd)
10 volt capacitor.
- Re-solder the connector header pins on the board. These solder joints often crack from
plugging and unplugging the molex connector on the board. VERY important!
- Add an electrolytic 4.7 mfd 16 volt capacitor to pins 4 and 5 of the male header pins
(negative to pin 4, add on solder side of PBDB). This cap prevents "noise" from causing pop bumpers to fire sporatically.
- Make sure Q1 is making good contact to the pcb. Remove the one screw
on Q1 (the large metal cased power transistor) that has a trace connected to it.
Re-solder and tin this hole lug on the board so it makes
good contact to the screw and metal case of the transistor. Re-assemble and
tighten the screws.
- Test the large metal Q1 power transistor (2N6057/2N6059) installed in the pop bumper
driver board. Set the DMM to the "diode"
setting. Then put the black lead on the bottom attachment screw of
the transistor (which is connected to the metal case of the 2N6057/2N6059), and the red
lead on each leg. A reading of .4 to .6 for each transistor leg should be seen.
Anything else and this transistor is bad.
Pop Bumper Driver Board (PBDB) schematics and board layout. The below diagrams
have been updated to reflect the mandatory and optional board changes. This
includes removing diode CR1 and reversing the polarity of capacitor C3. Also the
values for R1 and C1 have been updated.
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Optional Upgrades to the Pop Bumper Driver Board.
Starting with System80b, Gottlieb changed the value of two components
on the pop bumper driver board. It is recommended changing these
components; the pop bumpers will "pop" faster and have better action.
- Capacitor C1: change to 1 mfd 100 volt non-polarized (from .01 mfd).
- Resistor R1: change to 10k ohms 1/4 watt (from 1.5k ohms).
Problems that Capacitor C4 causes.
The capacitor C4 on the pop bumper driver board can go open,
causing the entire pop bumper board not to function or
to cause the pop bumper to energize randomly and multiple times. This cap
is the filter for the two TTL chips on the board. Due to the large
current drain and back spike when the bumper coil energizes, this
cap often fails open. Since the cap doesn't short closed, lots of
people never replace it. It is best to increase the size of this capacitor
from 47 mfd to 100, 150 or even 200 mfd. This will help with the filtering.
Lack of filtering can cause interference from other solenoids to simultaneously activate
a pop bumper solenoid.
Replacing the PBDB's 2N6057/2N6059 with a TIP102.
Unfortunately the main driver transistor on the pop bumper driver
board (the 2N6057/2N6059) is becoming hard to find, and very
expensive. But there is good news. This transistor can be replaced
with the easy to find and inexpensive TIP102. The only trick is
mounting the transistor correctly to the pop bumper driver board.
See the picture below for proper orientation of the TIP102.
Before doing this, make sure *all* the mandatory and optional modifications
have been performed to the PBDB. See the picture below for orientation
of the TIP102 transistor in the PBDB. Notice the center transistor lead goes
through the old 2N6057's bolt hole, and connects to the trace on
the solder side of the board.
A Pop Bumper Driver Board with the 2N6057 replaced with a TIP102
transistor. This works amazingly well.
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Adding LEDs to the Pop Bumper Driver Board (PBDB).
This is a S.Charland idea that is a
nice feature for PBDBs. It is easy to add is a LED
showing that +5 volts is on the PBDB. This LED should always
be on, signifying the PBDB is ready for operation. The other added LED
only comes on when the PBDB is fired. This LED shows that the input
trigger has been closed, and that the PBDB is actually firing
the driving transistor.
To add these two LEDs, you will need the following:
- (2) LEDs, any color or variety
- (2) 270 ohm resistors (or even 330 or 470 ohm)
- (1) 1N4004 diode
You will have to drill four 1/16" holes in the PBDB to
accomodate the two LEDs. Also note the orientation of the
FLAT side of the LED in the pictures below. For the +5 LED,
the Flat LED lead goes to ground, and the round LED lead
goes through the resistor to the +5 volt PBDB trace. For the
Fire LED, the Flat LED lead goes to the connector pin that
goes to the pop bumper coil's ground. And the round LED lead goes to
the resistor and then to the banded side of a 1N4004 diode, and then
to +5 volts.
The solder side of the PBDB where the two LEDs, two 330 ohm resistors, and a 1N4004 diode are added.
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The newly mounted two LEDs on the PBDB showing +5 volts and the momentary "fire".
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Other Uses for Pop Bumper Driver Boards (PBDB).
These boards can be used for driving toys on other games. For example,
used to turning on a motor. To do this,
change the value of capacitor C3 or resistor R2.
The stock value for C3 of 4.7 mfd 16 volts gives
a "pulse" on time. The stock value for R2 is 12k and also gives a "pulse" on time.
Increasing C3 to 47 mfd changes the time to
a bit longer than 1 second, or 100 mfd changes the time to about 7 seconds.
Also R2 can be changed. For example,
a 100 mfd C3 capacitor and a 56K R2 resistor gives an on-time of about 7 seconds,
versus a 100 mfd C3 cap and a 12K R2 resistor gives 1.5 seconds. Here is a chart
of R2 and C3 values, versus pop bumper driver board "on" times:
R2 Value C3 Value "ON" Time
-------- -------- ---------
12K 4.7 mfd Normal (pulse)
12K 47 mfd 1 Second
12k 100 mfd 1.5 Seconds
12K 470 mfd 5 Seconds
22K 470 mfd 7 Seconds
56K 100 mfd 7 Seconds
2g. Locked-On/Non-Working Coils & Lamps: Driver Board Repair.
The Driver Board Transistors Explained.
First thing to remember about the System80 driver board is this: there are only SIX transistors
(labeled solenoids 1,2,5,6,8,9)
that are "dedicated" solenoid driver transistors. Three are the large 2N3055 transistors
at Q58,Q62, Q64. The other three are the 2N6043 transistors at Q53,Q59,Q60.
Since System80 games use Pop Bumper Driver Boards, there is no driver board transistor needed
for the pop bumpers. Even still, six solenoid driver transistors is not a lot. Often, Gottlieb ran out
of high powered driver transistors, so they used playfield mounted 2N5875
transistors to drive the additional coils. These playfield mounted transistors are "pre-driven"
by driver board MPU-U45 (or MPS-A13) transistors (which are normally used to drive lamps).
As mentioned above, the other MPU-U45 and MPS-A13 driver board transistors trigger
CPU controlled lamps. The small MPS-A13 can only drive a single lamp. The larger MPS-U45
can drive two lamps simutaneously. These can also be used to pre-drive a larger 2N5875 playfield
mounted transistor for a coil. There is no "lamp matrix" either. So that means there has to
be a separate transistor for each CPU controlled light (or pair of lights).
The MPU-U45 transistors can also control relays. Most System80 games have at minimum three relays:
the coin door lockout relay coil (Q3), the tilt relay (Q2), and the game relay (Q1). The coin door lockout
relay coil is almost always energized (when the coil is not energized, the coin door
will not accept money). The game relay energizes when a game is started. This relay then
turns on the solenoid power and sometimes general illumination lighting. The tilt relay
energizes when the game is tilted.
There are also three MPU-U45 transistors dedicated for mechanical coin counters (labeled
solenoids 3,4,7). This was an option Gottlieb offered, and required additional wiring
(at connector A3-J6, added by the operator).
I have personally *never* seen a system80 game with these optional mechanical coin counters.
Because of this, the three MPU-U45 transistors at Q54,Q55,Q56 can be "stolen" and used
when another MPU-U45 dies. The only exception to this rule is on some System80b games.
Gottlieb finally figured out no one was buying the mechanical coin counter option, and
decided to use these three transistors for "real" chores. It is easy to identify these
driver boards; the diodes that are normally at CR2,CR3,CR4 are replaced with jumpers.
The above explains the system80 internal solenoid test. Ever wonder why only
solenoids 1,2,5,6,8,9 were tested in test #17? Solenoids 3,4,7 are skipped because
these are for the mechanical coin counters.
Testing Transistors with the Driver board Installed in a (Semi) Working Game.
With the system80 game powered on, an alligator test wire can be used to test driver
board transistors. Connect one lead of the test lead to ground. Then momentarily
touch the other end of the test lead to the metal case or tab of any driver board transistor
(except for the MPS-A13 transistors, which do not have a metal case or tab).
This will energize the coil/lamp in question. On the metal cased 2N3055 transistors at Q58,Q62,Q64, this should
fire a coil. Likewise for the metal tabed 2N6043 transistors at Q53,Q59,Q60. For the MPS-U45,
grounding the metal tab usually just turns on a playfield lamp or two.
There are some expections to the MPU-U45 rule though. For example, transistors Q1,Q2,Q3
control the game relay, tilt relay and coin door lockout relay, respectively. So grounding
these won't turn on any playfield lamps.
Also MPS-U45 transistors Q57,Q61,Q63 are pre-drivers for the large 2N3055 driver board transistors,
and when grounded, will do nothing. Also on many games
(Black Hole/Haunted House for example), transistors Q13,Q14,Q15,Q16,Q17 are pre-drivers
that feed to playfield mounted 2N5875 transistors. Hence grounding these MPS-U45 won't
light any playfield lamps either.
Also some MPU-U45 transistors will be almost always "on" (providing ground to their
repective devices). This includes Q49,Q50,Q51,Q52, which control certain playfield
lamps set to mostly "on". These four transistors can be turned off by grounding
chip Z12 pins 3,6,1,14 (respectively). Also transistor Q3 (coin door lock out relay)
is nearly alway "on".
Test Fixture Driver Board Notes.
If using a test fixture, transistors Q57,Q61,Q63 (pre-drivers for the 2N3055s)
and Q49,Q50,Q52,Q51 will be "on" (and grounding their metal tabs will do nothing).
So don't flag these transistors as "shorted on" on the test fixture. Also
transistors Q13,Q14,Q15,Q16,Q17 are often pre-drivers (and grounding their tabs
often will do nothing), so don't flag these as bad on the test fixture either. These
pre-driver Q13-Q17 transistors can be tested in the lamp test #16 though. These will
energize their pre-driven coils in this test.
Internal Lamp/Solenoid Tests 16 and 17.
After the game is turned on and booted, pressing the red test button inside the coin
door will show a "00" in the credit display. Press the game's start button to skip
this number past the audits and to the first test, number 16 (the lamp test).
After a second, the game relay will pulse
twice, followed by the tilt relay pulsing twice, followed by the coin door lockout
relay pulsing twice. Then the playfield lamps will turn on, starting with lamp L2 right
up to the last lamp (L51). If lamp driver transistors are used to pre-drive
under the playfield 2N5875 transistors (usually L12-L16 via Q13-Q17),
these solenoids will also energize during the lamp
test! The lamp test will continue this way for about 30 seconds (and
then the test ends, and the game goes back to attract mode).
If the test button is pressed again (to test #17), the six dedicated coil transistors
will be tested (solenoids 1,2,5,6,8,9 via transistor Q60,Q58,Q62,Q64,Q53,Q59 respecitively).
This test will only happen once and will not repeat.
Testing Transistors with the Driver Board Removed.
After doing the ground modifications on the Driver board,
test all the MPS-U45 transistors (which control the playfield lamps and
some solenoids), and the MPS-A13 transistors (which control the playfield
lamps). It only takes a minute, it's real easy, and it
prevents problems after the board is installed.
NOTE: testing transistors with a DMM is only about 95% certain to work. The DMM
is testing the transistors at "low load", which is unlike how
the transistors will ultimately be used in the game! MPS-U45
transistors are particularly prone to testing good, but
not working in the game.
Second note: inexpensive DMMs can give different results than seen below.
Though not an issue on other game systems, for some reason the transistors
used on the Gottlieb System80 driver board can give different results
than shown below. I used a Fluke or Tenma meter to get the results below.
If your DMM's diode test has a range lower than
2.000 volts (i.e. a cheap DMM), your results may be different and indicate faulty transistors,
when they really are not faulty. It's best to test all of the same kind of transistor,
and if one or two tests different than the others, that's a good indication
those transistors are a problem.
MPS-U45 and MPS-A13 transistors
(driver board Q1 to Q57, and Q63).
These transistors test the same in circuit and out of circuit.
- Using a DMM (Digital Multi-Meter), put the meter on the "Diode"
setting.
- On the solder side of the board, put the RED lead of the DMM on the
middle trace (the base) of the transistor.
- Put the BLACK lead of the DMM on either of the other 2 transistor traces,
testing each of the two leads one at a time. A reading of
about 1.3 on the emitter (ground) lead, and .7 on the collector should be seen. Anything within .1
of these values is good. On the MPS-U45's, the emitter is the transistor
lead closest to the bottom edge connectors.
- If getting zero or no reading for a test, that transistor is bad.
- If a reading of .4 to .6 is seen, good chance that transistor is probably bad too.
- If in doubt, compare the readings of the transistor in question to
the other surrounding transistors of the same type. They should all read about the same
value.
MPS-U45 Transistor Failure Examples.
I had a lamp that was constantly locked-on ("shoot again").
When the Driver board transistor was tested, it showed .7 on the
collector, and .5 on the emitter (it should have
been 1.3). Replacing the MPS-U45 transistor fixed this lamp problem.
On another Driver board transistor, I had a reading of 1.2 on one lead,
and no reading (zero) on another. This transistor controlled the
solenoid for the ball release to the shooter lane, and the solenoid
was locked on when a game was started. Replacing this MPS-U45
transistor fixed that problem.
2N6043 transistors (driver board locations Q53, Q59, Q60).
This transistor tests the same in circuit and out of circuit.
- Set the DMM to the "diode" setting.
- Put the black lead on the center lead of the 2N6043
transistor, and the red lead on each leg one at a time. A reading of .4 to .6 for
each transistor leg should be seen. Anything else and this transistor is bad.
2N3055 transistors (driver board Q58, Q62, Q64, large transistors with
the huge metal case).
This transistor tests the same in circuit and out of circuit.
- Set the DMM to the "diode" setting.
- Put the black lead on the metal case of the 2N3055, and the red
lead on each leg one at a time. A reading of .4 to .6 for one leg, and no
reading for the other leg should be seen.
- Now put the red lead on the "base" lead (see picture below in step 4) of the
transistor. Put the black lead on the other leg (emitter), and then
the metal case of the transistor (collector). A reading of .4 to .6
should be seen with the black lead on the emitter or collector.
- Any other readings and this transistor is bad and needs replacing
(they are about $1 each at Radio Shack).
- Also check the three BIG 1 watt 9.1 ohm resistors connecting to the
2n3005 transistors (these should test 9 or 10 ohms in circuit).
A removed driver board 2N3055 transistor
showing the emitter, base and collector.
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An under the playfield 2N5875 transistor.
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Problems with locked on solenoids? It could be a ground problem!
(See the manadtory ground modifications listed previously in this
document). Also, all the playfield grounds are discrete. They go
to a Molex plug, and then to a central copper grounding strip. If
one Moxlex pin gets resistance in the plug, this can cause a locked
on coil! To fix this, tie all the grounds together at the (playfield
side) connector. Then if one of two Molex pins fail, the path of least
resistance will be taken, and the coil will not lock on. (Electrical
tape was wrapped around this mess after this picture was taken)
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2h. Transistor Info/Substitutes
System 80 uses several different transistors:
- MPS-U45 or NTE272: main driver transistor used on the Driver board for solenoids
and lamps. CENT-U45 is an excellent replacement. This is an NPN darlington power
amplifier transistor, 50v, 2amp.
- MPS-A13 or NTE46: driver transistor used on the Driver board to drive lamps.
Silicon NPN transistor, 100v, 500mA.
- 2N5875 or 2N5879: Under playfield mounted driver transistor. Used only
on Volcano, Black Hole, Haunted House and others because they ran out of MPS-U45's
on the Driver board for driving solenoids. These are PNP medium speed switching
transistors, 100v, 15amp. Can use NTE219 or NTE180 (which is 100v, 30amps)
- 2N3055: Three used on the Driver board for heavy duty solenoids.
These are NPN medium speed switching transistors, 100v, 15amp. Same as NTE130 or
NTE181 (100v, 30amp.)
- 2N6057: Same as a 2N6059. Used on Pop Bumper Driver board and Power
Supply board. Also known as PMD10K40 or NTE247. 2N6057's are hard to get, replace
with 2N6059. These are NPN darlington transistors 100v, 12amp. Can also use NTE249 which
is 100v, 16amp.
- 2N6043: Used on the Driver board for medium duty solenoids.
This is a NPN, 100v, 8amp darlington transistors.
NTE261 or TIP102 is a good replacement.
- TIP31C or SW4F013 or NTE291: Used on Power Supply board.
General purpose NPN transistor, 100v, 4amp.
- 2N5550 or NTE194: Used on Power Supply board for high voltage section.
Can be replaced with a 2N5551 (higher maximum voltage rating), or even a medium signal
transistor like 2N2222 or 2N1711. Silicon NPN amplifer.
- 2N4400: Same as a 2N4401 or 2N2222. Used on CPU board Q2/Q3 in the reset/startup section.
- 2N4403: Used on Power Supply board.
- MPS-A70: Same as 2N4403 or 2N2907. Used on CPU board Q1/Q4 in the reset/startup section.
There are some substitutes for the above transistors. Most notably
are the NTE and ECG replacements. These companies use the same part
numbers (i.e. NTE262 = ECG262). NTE has a great free utility for cross
referencing their part numbers. Get this software at
http://www.nteinc.com. NTE and
ECG parts are usually available locally. The cheapest place to get
all these transistors is Mouser Electronics (800-346-6873)
http://www.mouser.com.
Suggested Substitutes
- MPS-A13 = NTE46
- MPS-U45 = NTE272 = CEN-U45
- 2N5875/2N5879 = NTE180
- 2N3055 = NTE130
- 2N6043 = NTE261 = TIP122 = TIP102
- 2N6057/2N6059/PMD10K40 = NTE247
- 2N5550/2N5551 = NTE194
- 2N4400/2N4401 = NTE123AP
- 2N4403/MPS-A70 = NTE159
- TIP31C = NTE291
- UDN6118 = NTE2021 (a chip used for the displays)
Note for the 2N5875 always replace it with 2N5879 or better.
Here are the ratings for all the substitutes for the 2N5875:
- 2N5875 = 10 amps 60 volts 150 watts (not recommended)
- NTE219 = 15 amps 70 volts 115 watts (replacement for 2N5875)
- MJ2955 = 15 amps 60 volts ? watts
- 2N5879 = 15 amp 60 volts 160 watts
- 2N5880 = 15 amp 80 volts 160 watts
- 2N5883 = 25 amp 60 volts 200 watts
- 2N5884 = 25 amp 80 volts 200 watts
- NTE180 = 30 amps 100 volts 200 watts (replacement for 2N5879 to 2N5884)
Note the amp rating is more important than the voltage.
Using TIP102 instead of MPS-U45 Transistors.
I really hate MPS-U45 transistors! They are only rated 10 watts at 40 volts
of power dissipation, and they have really whimpy leads, which
can break easily. MPS-U45s are also getting hard to find,
and expensive. Finding a substitute for this crappy little
darlington transistor was top on my list of priorities.
My first hope was to use the TIP102 (as used by Williams).
These have a power dissipation of 80 watts at 120 volts, and are in a much
more robust case. Finally they are plentiful and inexpensive.
The trick to installing a TIP102 instead of a MPS-U45 is the
legs are packaged differently. The MPU-U45 legs are E B C.
The TIP102 is B C E. So to install a TIP102, it must be
installed "backwards", and have the C and B legs "twisted".
This makes the TIP102 package align to the same pin configuration
as the MPS-U45. See the picture below for details.
Central Labs also sells a very good MPS-U45 replacement, known
as the CEN-U45. These come in a TIP102 style case, and are a
direct replacement for the MPS-U45. Highly recommended!
Installing TIP102 transistors in place of MPS-U45 transistors. Note the
"twisted" C and B legs of the TIP102. NOT RECOMMENDED.
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Is Using a TIP102 Really the Right Thing to Do?
Now the above can work (that is, it will drive a lamp or a coil),
but will it work correctly? Good question!
The answer may be "no". But first we need to understand how transistors
work on a System80 driver board.
When the output from the driver board's 74LS175 is low, the associated
transistor is off, and essentially there is no current flow. When the 74LS175's output
is high, the transistors is on, and there is considerable current flow. The
output current that is significant here is the "source current" or IOH.
A 74LS175 outputs 400 microamps maximum when the output is high (the
74175 outputs 800 microamps). Either works nicely with the MPS-U45 or MPS-A13
transistors, since both have incredibly high current gains.
But the TIP102 has 1/10 of the current gains of the MPS transistors.
Plus it requires a higher Base-Emitter voltage to put the TIP102
into "saturation" (a transistor is fully "on" when it is saturated,
and transistors can be partially turned on otherwise; a partially
turned on transistor can lead to a weak solenoid/lamp).
Going by spec, the TIP102 won't work here. It needs a higher input
current and voltage. But often IC manufacturers are pretty tight
on their specs, and the 74LS175 may be able to output more current
than it is rated. The 74LS175 could drive the TIP102, but certainly
not into saturation. And the additional current draw from the 74LS175
could shorten the life of the chip. In a pinch it may work, but
it is certainly not recommended for a long term fix.
Another approach would be to change the current limiting resistor
(currently 1000 ohms) that connects from the 74LS175's output
to the transistor's base. But this probably wouldn't have much
affect in driving a TIP102. The 74LS175 can only output
so much current before the output voltage starts to drop. By spec
the 74LS175's output current is less than 1 microamps. Reducing the resistor
increases the voltage to the transistor, but not the current.
This causes a smaller voltage drop across the resistor and
presents a higher voltage to the base of the transistor. Yet the 74LS175
is still limited to 400 to 800 microamps on its output current.
The MPS transistors have a minimum current gain of 10,000 (quite high!)
Under ideal conditions, the MPS-U45 can sink a 4 amp load (10,000x400 microamps)
in theory. In addition to the high gain, the U45 also has a very low collector
to emitter saturation voltage. This means that there would be little voltage drop
across the transistor, causing brighter lamps.
The TIP102 has a minimum current of 1000 (still quite high). But the TIP102
can sink only a .4 amp load (1000 x 400mA). Barely enough to light two
#44 bulbs. Plus the TIP102 has a higher saturation voltage, meaning dimmer lights.
TIP102s and the Under-Playfield Transistors?
If TIP102s could be used, would there still be a need for under the playfield
2N5875 transistors?
The reason under the playfield 2N5875 transistors were used is because Gottlieb
ran out of solenoid driver transistors on the driver board. So instead they
used the MPS-U45 lamp driver transistor to "pre-drive" the under the playfield
2N5875 transistor. But with a TIP102 installed on the driver board, could the
under the playfield 2N5875 be eliminated? Mechanically this is easy to do;
just remove the single wire from the
Emitter and Base leads of the 2N5875, and tie them together (make sure to leave the
+24 volt wire lead on the 2N5875's Base, which is connected to a 4.7k resistor).
But again, this may not be the "right" thing to do.
2i. Permanently "fixing" the Slam Switch
Every Gottlieb System80 has a "slam" switch inside the coin door.
On games prior to Big House (CPU board MA-1133 System 80B), the Coin Door Slam Switch is
normally closed. This closed slam switch *must* work or the game
will not boot (system80b games Big House and later have a normally
open coin door slam switch, so the information here does not apply
to those games - on these games the CPU was changed to a MA-1133, which is different
from the earlier system80b CPU board because it has a
jumper wire on the solder side from TC1, a cut trace on the component side,
and a larger EPROM in socket 2).
That is on sys80b games Bad Girls, Big House,
Hot Shots, and Bone Busters the slam switch is normally OPEN, as Gottlieb
saw the light and conformed to the way other manufacturers used the slam switch.
Slam switches were installed to calm over-agressive players,
ending the current game and rebooting if someone hits the coin door too hard.
The problem with the slam switch on pre-Big House games is it's a
"normally closed" switch.
This means if the slam switch is open for any reason (or the CPU board
connector A1J5 pin 10 going to the slam switch has failed), the game will not
start until the switch is closed. This contrasts most other manufacturer's
games (and Gottlieb games Big House and later) which have a normally open slam switch.
If a System80 coin door slam switch is dirty, bent, cut or damaged, or
if the wire going from the CPU board to the slam switch is cut, or the
connector at the CPU board is damaged, the
game will never power on properly. Finding this problem can be very
frustrating.
The symptom of an open slam switch is the game turns on, and immediately
all four display strobe "000000". This is unlike the normal system80
boot procedure where the displays are blank for about 4 seconds, and then
come on and alternate between zero and the high score.
Crossing two traces right on the CPU board to permanently
close and disable the coin door slam switch.
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A solution to this problem is to modify the pre-Big House System80 CPU board
so the slam switch is permanently closed, no matter what the
condition of the slam switch itself. By modifying the CPU board,
the slam switch could be removed and it will have no ill effect
on game start up.
To make this modification, cross the two traces on the component side
of the CPU board's, just right of Z26. These
traces are right next to each other. Just scrap the solder mask,
and jump the traces with some solder and wire. This makes
the slam switch permanently closed, regardless of the condition
of the coin door slam switch.
Cutting the Slam Switch wire on the CPU board Connector.
After making the CPU board jump to permanently close the slam
switch, cut the wire from the CPU connector that goes to the slam switch.
This is important because when cut, the slam switch on the coin
door can not be accidentally shorted. The coin door has +25 volts,
which is used for the coin lockout coils. If this +25 volts is accidently
crossed to the slam switch, this will toast the CPU board. Having
the slam switch wire cut at the CPU board connector will prevent
this potential problem. Be sure to label this wire as a "cut
slam switch" in case an unmodified CPU board is installed.
On the CPU board, connector A1J5 pin 10 is the slam switch wire.
This should be a white wire with purple and black stripes (to confirm,
look at the slam switch on the coin door and one of the two wires
should be the same color as the wire at A1J5-10). Cut it right at the connector. Make
sure the above CPU board modification is made too, or the game
will be permanently in "slam" mode!
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