1a. Getting Started: Experience, What is WPC, Schematics
What Repair Experience Is Expected?
Little experience in fixing pinballs is assumed. Basic electrical knowledge is
helpful, but not necessary. I do assume you can solder and use the basic features of a
Digital Multi-Meter (DMM) such as measuring voltage and resistance.
Please see http://marvin3m.com/begin
for details on the basic electronics skills and tools needed.
This document should help if you just bought your first (or second, or
third) Williams WPC pinball "as-is", and hope to fix it.
What is WPC?
WPC stands for "Williams Pinball Controller". It is the internal pinball
computer designed by Williams and used from from late 1990
to 1999. Technically, the WPC chip is functioning
as an address decoder. It handles the I/O addressing (done previously with TTL
logic and 6821 PIA's on System 11), as well as system clocks, watchdog
reset, blanking, and real time clock. There are several generations of WPC
(see Different WPC Generations).
Got Schematics?
Having a schematic for the game would be ideal, but sometimes it can be fixed
without it. If a schematic is not available, order one from one of the suppliers on the
parts and repair sources web page.
WPC Schematic Manuals.
Some 1991 and prior WPC games (Gilligan's Island and before)
have the backbox circuit board schematics inside
the game manual. For all other WPC games, the backbox circuit board schematics
(CPU, driver, sound and fliptronics) are in a separate
manual:
- Pre-DCS (aka WPC-89, Funhouse to Twilight Zone): part number 16-9473
- WPC DCS & WPC-S (Indiana Jones to Jackbot): part number 16-9834.2
- WPC-95 (Congo to Monster Bash): part number 16-10159.2
1b. Getting Started: Necessary Tools
Fixing electronic pinball games will require a few tools. Luckily, most
are not that specialized and are easy to get.
Non-Specialized Tools Required:
- Work Light: clamp style lamp
- Screwdrivers: small and medium size, phillips and flat head
- Nut Drivers: 1/4", 5/16", and 11/32"
- Wrenches: 3/8", 9/16", 5/8" required, other sizes suggested
- Allen Wrenches: get an assortment of American sizes
- Needle Nose Pliers
- Hemostat. Handy for holding parts and springs. Best to have both
the curved and straight versions if possible.
- Right Angled Screwdriver: both phillips and flat head.
Specialized Tools Required:
These specialized electronics tools are needed.
Please see http://marvin3m.com/begin
for details on the basic electronics tools needed.
- Alligator clips and wire. Buy these at Radio Shack, part number 278-001, $3.69.
- Soldering Iron.
- Rosin Core 60/40 Solder.
- De-soldering tool.
- Digital Multi-Meter (DMM).
- Logic Probe.
- Hand Crimping Tool: Molex WHT-1921 (part# 11-01-0015), Molex part# 63811-1000,
Amp 725, or Radio Shack #64-410.
- Infrared Sensor. Used for determining good infrared optic
LED's. Radio Shack sells these for $5.99, part number 276-1099
Cleaning "Tools" Required:
- Novus #2 or MillWax (for cleaning playfields and rubber)
- Novus #3 (for polishing metal parts)
- A hard paste wax (like Trewax) or hard automotive
Carnauba Wax (for waxing playfields and cleaning rubber)
Novus is available at many places (my local grocery store sells it),
or from any good pinball vendor. I don't recommend MillWax,
but others like it (mostly because they have been around for a LONG time
and are used to it). Do not use any Wildcat products! They react with acyrlic
plastics, which the playfield and ramps are coated. Trewax or
Meguires Carnauba Wax is available at Kmart or a local hardware store.
1c. Getting Started: Parts to Have On-Hand
1d. Getting Started: Different WPC Generations
There are essentially six different generations of WPC systems.
Components and circuit boards change with each generation. Therefore
it is essential to know the game generation before starting repair.
- WPC Alpha-Numeric: used from Funhouse (10/90) to The Machine BOP (4/91).
This generation of WPC used 16 digit alpha-numeric displays.
These also used "normal" flippers, without a Fliptronics board.
Identified by no Fliptronics board in the upper left corner of
the backbox, and no dot matrix control board in the upper right side of the backbox
(some Dr.Dude games were also this WPC generation although most were System11).
All Dr.Dude WPC and early Funhouse games used System11 sound boards.
- WPC Dot Matrix: used from Terminator2 (6/91) to Party Zone (10/91).
This generation of WPC used "normal" flippers, without a Fliptronics
board. Identified by no Fliptronics board in the upper left corner of
the backbox. Most Party Zone games don't have Fliptronics boards, and
fall into this category.
- WPC Fliptronics: Used from Addams Family (2/92) to Twilight Zone (5/93).
Some late Party Zone games also used this generation of WPC.
The Fliptronics (I) board used in Addams Family and Party Zone are
slightly different than all later Fliptronics II boards. The difference
being the addition of a bridge rectifier to the Fliptronics II board
for the flipper voltage.
- WPC DCS: Starting with Indiana Jones (10/93), Williams upgraded
the sound card to use "digitally compressed sound" (DCS) as
a different sound compression system. This
gave much better sound and more sound storage space.
- "WPC-89": All the WPC generations listed above are generically
grouped together and known as WPC-89 (initial design year of 1989, opposed to WPC-95
which had an initial design year of 1995).
A WPC-Security CPU board. The chip with
the white bar code label is the security PIC.
This chip is game specific. Replacements are
now available from www.shiftedbit.com.
Note the different battery placement
configuration on WPC-S CPU boards.
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- WPC-Security (WPC-S): Starting with World Cup Soccer (3/94), a
security PIC chip was added to the CPU board in all WPC-S games at location U22. This
PIC (Programable Integrated Circuit)
chip was game specific. CPU boards can not be swapped between different
models of game without changing the security PIC chip (i.e. Corvette CPU board put
into a Shadow game must have the Corvette PIC changed to a Shadow PIC chip).
Each security PIC chip had a special serial number encoded into the
chip. This number displays on the dot matrix screen for a few seconds as the
game is turned on.
The number displayed shows what distributor the game
was shipped to from the factory. This was done by Williams because
of problems in Europe with distributors selling games outside of their
sales territory. Anyone could turn a game on, write down
the displayed serial number, and determine if the game was "bootlegged"
from another distributor. However, this was
defeated by adding a dot matrix power delay board. This small
board didn't power the dot matrix display until the game was turned on
for about 10 seconds. This meant the game was in attract mode (and
the PIC number no longer displayed), before the dot matrix display was
even turned on.
This was embarrassing to Williams, as they spent much
time and money to develop the security PIC chip system as a
distributor territory protection device, yet the system was disabled
by a simple modification. As a backup, there is probably a set of "secret"
flipper button codes that will display the PIC number when the game
is in attract mode (hence getting around the DMD power delay).
Unfortunately for us, the PIC chip makes CPU
repair more difficult, as CPU boards can't be swapped between games
without changing the PIC chip. To make things worse, new PIC chips
were available from Williams for about $180 (retail) each. They were priced
at this amount to deter distributors who are bootlegging from purchasing
additional PIC chips. Now that Williams is out of the pinball business (as of Oct 25, 1999),
there are two companies making replacement PIC chips. In both cases these new chips are a complete
re-write of the original PIC code, so there are no copyright or legal issues.
They work with any version of the game's CPU ROM code too.
These new PIC chips are still game specific, but for the price, they are a bargain.
Available from
Dave Astill (no web page) and
www.shiftedbit.com (called "Ewe-22").
Williams manufactured and distributed a few redemption games during the
"FunHouse Games" label era (around 1992), including Screamin' Slopes, Wheel of Fortune,
and Real Monsters. They were designed and programmed out-of-house, and
have no WPC circuitry inside. The only redemption pieces that used WPC
hardware are Ticket-Tac-Toe and Addams Family Values (Curiously, neither
of those were marketed under the "FunHouse Games" label).
- WPC-95: Starting with Congo (3/96) (and some Jackbot games),
Williams introduced a new WPC-95 CPU, driver board, and audio/visual system.
The Fliptronics board is now incorporated into the driver board. The
sound and dot matrix controller board are combined into one board.
WPC-95 also used a security PIC chip which is at location G10.
Most of the WPC-95 circuits are
the same as WPC-S and earlier. Exceptions include putting all the
dot matrix display and DCS sound driver logic into a single logic
array chip (similar to the WPC chip on the CPU board).
1e. Getting Started: Game List
Here are the list of WPC games and which generation they are.
The date indicated is the initial release date of the game
(determined from William's ROM code release dates, where available).
Note that pre WPC-S games are also known as "WPC-89" games (so the
three main WPC generations are WPC-89, WPC-S, and WPC-95).
WPC Alpha-Numeric
WPC-89 CPU board.
A-12738 sound board
- Dr.Dude, 10/90 *
- Funhouse, 10/90 *
- Harley Davidson, 3/91
- The Machine BOP, 4/91
WPC Dot Matrix
WPC-89 CPU board.
A-12738 sound board
- Slugfest Baseball, 6/91
- Gilligan's Island, 7/91
- Terminator2, 7/91
- Hurricane, 2/92
- Party Zone, 10/91 *
- Hot Shots (Basketball game)
WPC Fliptronics
WPC-89 CPU board.
A-12738 sound board
A-15472 Fliptronics II board
- Party Zone, 10/91 *
- Addams Family, 3/92 **
- The Getaway, 4/92
- Black Rose, 8/92
- Fish Tales, 10/92
- Dr.Who, 10/92
- WhiteWater, 12/92
- Creature Black Lagoon, 1/93
- Dracula, 2/93
- Twilight Zone, 4/93 #
- Addams Family Gold, 7/94
WPC DCS
WPC-89 CPU board.
A-16917 DCS sound board.
A-15472 Fliptronics II board
- Indiana Jones, 7/93 #
- Judge Dredd, 8/93 #
- Star Trek Next Generation, 11/93 #
- Popeye, 1/94 #
- Demolition Man, 4/94 #
- Addams Family Values (redemption).***
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* These games share two different systems.
Only about 100 Dr.Dudes are WPC (most are System11).
Early production Funhouse and all WPC Dr.Dude games use
System11 sound boards. Most Party Zone games are not WPC Fliptronics
(also a few Jackbot games were WPC-95. The sound ROMs are different
between WPC-S and WPC95 Jackbot, but the PIC and CPU ROMs are the same).
** Addams Family only used a special Fliptronics I board (but
a Fliptronics II board can be used in these games).
*** Addams Family Values
uses an A-12742 CPU and an A-16917 (DCS) sound board,
but the second sound amp (U27) and associated components (about a dozen)
are not populated on the sound board. Also AFV
uses a compact form factor version of the WPC power driver board A-17453, with a
8x8 lamp matrix, and provision for eight solenoid drives. Each solenoid drive has a pre-driver
and driver (TIP-102), and can also have a high-power driver (TIP-36C) stuffed at each
position. AFV is configured with 7 general purpose and 1 high power solenoid drives.
The board does have connections for GI input and output, but there are no TRIACs
for dimming GI. The input and output connections simply loop through their associated fuses.
Other Interesting Historical Tidbits.
The first dot matrix Williams/Bally game released for sale was
actually Slugfest in the summer of 1991. Terminator2 was the
first game designed with a dot matrix display, but Slugfest and
Gilligan's Island (which both had shorter development cycles) beat
T2 to market.
All games Gilligan's Island and later use "diamondplate" for the
playfield coating (though not all later games say "diamondplate"
right on the playfield). Diamondplate is a automotive style urethane
coating, which replaced Lacquer. Bride of Pinbot and early games
used Lacquer playfields, except for a few in each game title (mostly
Pat Lawlor games, since Pat was the one pushing Diamondplate)
that were made with Diamondplate. These early pre-Gilligan Island
diamondplate playfields are always labeled with a "Diamondplate"
logo usually on the lower right side of the playfield near the
game credits. Banzai Run (system11) was the first game (by Pat Lawlor)
where diamondplate was tried.
Most WPC games use a "translight" (a plastic film) for the backglass
artwork. Therer are a few exceptions. No Good Gofers and Champion Pub
used a "real" backglass with artwork screened directly onto the
tempered glass. Cirqus Voltaire uses a screened acrylic backglass that
covers the full area of the backbox. It has speaker grill slots cut
into the plastic at the lower left and right corners.
Playfield Glass Size.
All pinball playfield glass is "tempered" glass. Do NOT use "plate" glass
in a pinball game!
- All the above games (except where noted below) use the standard
glass size of 21" x 43" x 3/16".
This size was used on most pinball games from the 1950's through WPC.
- # - These games are "super-pins" with wide playfield bodies. These
use 23.75" x 43" x 3/16" tempered playfield glass.
- Safe Cracker and Ticket Tac Toe used 18.5" x 36.5" x 3/16" tempered playfield glass.
- Slug Fest, a WPC pitch and bat game, uses 23" x 35 1/4" x 3/16" tempered playfield glass.
The size of the glass covering the translight on nearly all WPC games is 18 7/8" x 27"
(Safe Cracker uses 18 7/8" x 19 1/2). The glass thickness is what most
hardware stores call "double thick" glass, which is about 1/8" thick.
Tempered glass can be used for the translight, but really it is not needed there
(unlike playfield glass which must be tempered!)
Note backglass assemblies changed with WPC-95, when Williams changed to the
"light tub" to hold the backbox lighting. The translight channels are wider
than previously used. WPC-95 translight lift channel part numbers
are WLL-03-9420 for the bottom lift channel,
WLL-03-9421-1 for the top channel, and
WLL-03-9421-2 for the (2) side channels.
Leg Color.
Most WPC Bally/Williams games use chrome legs, but there are some exceptions.
Corvette, Dr.Who, Harley Davidson, Black Rose,
Star Trek Next Generation and Party Zone (and also all Pinball 2000 games)
used black legs. Creature from the Black Lagoon uses very dark (gun metal) grey legs
(almost black, but not quite). Corvette used black legs and black
metal side rails and lockdown bar, and was the only
Bally/Williams WPC game to have that. Roadshow used blue legs
(and early "sample" games used a blue lockdown bar too). A few games used
gold anodized legs, including Indiana Jones, Flintstones, Addams Family Gold,
World Cup Soccer and Judge Dredd. All other games not mentioned above used
chrome legs.
1f. Getting Started: Lubrication Notes
Pinball machines, for the most part, do not require
any lubrication. Most parts run "dry". Far more damage can be done to a
pinball machine by over-lubricating, than by under-lubricating.
As a rule, if in doubt as to lubrication,
don't do it! Throw that WD-40 away, it won't be used here.
The only parts that will require any lubrication are metal-to-metal
moving parts. There aren't very many in a game. Only ball eject
and slingshot hinges. Use 3-in-1 oil on these if you must.
But try and keep that lubrication in the tool box and away from the game.
If some prior person did lubricate the game, the lubrication
has probably now congealed with the infamous "black pinball dust" to form a
thick, black mess. This is unrepairable on coil sleeves, and
new parts will need to be installed.
1g. Getting Started: The Circuit Boards (Generations)
There are basically
three main WPC generations: WPC-89, WPC-S, and WPC-95,
with WPC-89 have several sub-generations. Some boards are interchangable between
games and systems, some are not.
The back box in a 1991 Bally Gilligan's Island (second generation WPC-89).
The CPU board is on the far left. The driver board is the largest board,
and occupies the lower right area. The sound board is at the upper middle.
The dot matrix controller board is at the upper right. The "missing"
board (upper left) is where the Fliptronics board will be located on 1992
and later games. Note the four mounting posts for this missing Fliptronics
board. Newer Fliptronics II boards use six mounting posts.
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WPC-95 boards. Note fewer number of boards in WPC-95. The Fliptronics
board is now incorporated into the Driver board. The dot matrix controller
board and the sound board are combined into one board called the "A/V board".
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WPC Power Driver Board.
Most of the repair work will probably relate to this board.
The more familiar one is with the Driver board, the better they
will be able to fix WPC games. The driver board drives all solenoids
and lamps. It provides the power for almost all the parts of
a WPC pinball game. It houses most of the fuses too.
A drawing showing the usage of the connectors, fuses and transistors on a
WPC-S and prior Driver board.
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Board Generations.
Note the following "A" numbers for each WPC board are NOT printed on the
boards themselves. The "A" numbers are from the game manuals, and are
known as the "assembly" numbers. Often the "A" number is on a sticker stuck on the
component side of the board. The second number (in parends) starting with "5" is
the bare board part number (no part installed). This number IS printed on the
solder side of the board itself.
It is possible to swap some boards between WPC games.
CPU board.
- A-12742-gamenumber (5764-12431-00): non-security WPC-89 version used from Funhouse to Popeye. Swappable
between these games only providing the correct game EPROM is used (early
versions of this board need a jumper change to convert from a 512k 27512 or 1meg 27010, to a
2meg 27020 or 4meg 27040 game EPROM). This is also known as a WPC-89.
- A-17651-gamenumber: WPC-S (security) version used from World Cup Soccer to WhoDunnit.
Swappable between these games only, providing the correct PIC security chip and game EPROM is used.
- A-20119-gamenumber: WPC-95 CPU board.
Can be used on any WPC-95 game from Congo to Cactus Canyon,
providing the correct PIC security chip and game EPROM is used.
A-21377-gamenumber (5764-14823-0).
Can also be 04-12358 (same as A-21377 but without the game specific
chips). There is also a A-21369 version that uses a different RAM chip.
These are all interchangable among WPC95 games.
Can be used on any WPC-95 game from Congo to Cactus Canyon,
providing the correct PIC security chip and game EPROM is used.
CPU boards are not interchangable between different WPC generations
(that is, a WPC-95 CPU board can not be used in a WPC-89 game).
CPU Board EPROM Size Jumpers (W1/W2).
On pre WPC-S CPU board A-12742, there are two jumpers that relate to the size
of the U6 EPROM. In most cases, these jumpers will not need to be changed.
Only on very early WPC games using smaller 1meg EPROMs (Funhouse, Harley
Davidson, Bride of Pinbot) this can be a problem.
For example, if a Funhouse game is running the original first version of
software (using a 1meg 27010 EPROM), and then is upgraded to the latest
vesion (using a 2meg 27020 EPROM), the jumpers will need to be changed.
Or if an original Funhouse CPU board is used in a later game using
a 4meg 27040 EPROM, the jumpers will also need to be changed.
Both of these jumpers are located to the right of the U6 game ROM chip,
when looking at the board as mounted in the backbox (see below).
A jumper is basically a wire that connects two points on the board.
The CPU board jumper labels are located in between two points, with
dotted lines outlining the two points to jumper.
The jumper may be just a simple bare wire, or a wire with white ceramic insulator
around the middle of it, or may look like a (zero ohm) resistor.
A connection between either set of two points is considered "In".
A set of two points that doesn't have a connection between them is considered "Out".
A soldering iron is required to change these jumpers.
Here is the jumper chart:
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Pre WPC-S CPU Board EPROM Jumpers
|
| EPROM Size
| Jumper W1
| Jumper W2
|
| 1meg (27010) |
OUT |
IN |
| 2meg (27020) |
IN |
OUT |
| 4meb (27040) |
IN |
OUT |
On pre WPS-S CPU boards, shown are the W1 and W2
EPROM size jumpers to the right of the U6 chip. This
game is set for a 27020 or 27040 EPROM.
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On some schematics, the W1/W2 jumpers are shown to indicate the type of
display used (alpha-numeric, or dot matrix). A dot matrix display is shown as W1=in, W2=out.
An alpha-numeric display is shown as W1=out, W2=in.
CPU Board Country Jumpers (W15-W18).
On pre WPC-S CPU board A-12742, there are four jumpers that relate to the country of
usage for the game. These jumpers will determine the default language, game
rules and coinage for the game, and are located to the left of the large square U9 chip.
If a WPC game is imported back to the USA, I would highly suggest converting
the jumpers to America2 or America language settings. This way if the batteries
die, the game will boot up in English instead of say German.
As described above for the EPROM size jumpers,
the jumper may be just a simple bare wire, or a wire with white ceramic insulator
around the middle of it, or may look like a (zero ohm) resistor.
It could also be a DIP switch too (Williams started using DIP switches
for these jumpers somewhere around Star Trek Next Generation).
A connection between either set of two points is considered "In".
A set of two points that doesn't have a connection between them is considered "Out".
A soldering iron is required to change these jumpers if there is no DIP switch.
The inside front page of the game's operating manual should identify exactly how
jumpers W15-W18 should be set. Note W13 and W14 should always be IN (set)
regardless of the country setting. If the W15-W18 jumpers are set to an unknown
setting, the game can exhibit an error on the score display which say (for example),
"country code must be specified using jumpers W15-W18. Cut W15,W16,W17,W18 for USA".
This is most often seen on Twilight Zone (which seems to prefer the America2 setting
with W15-W18 removed). Again confirm the exact setting in the game manual.
Shown below is a typical chart for this
(though it can vary from game to game).
On imported/exported WPC games from other countries I
generally remove W15-W18 for "America2" as this is an English language default.
It is a lot easier to cut jumpers than it is to add them back!
There is always potential for board damage when soldering jumpers,
so removing W15-W18 is definately the easiest way to make a game
default to North American English standards.
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Typical Pre WPC-S CPU Board Country Jumpers
|
| Country |
Jumper W13 |
Jumper W14 |
Jumper W15 |
Jumper W16 |
Jumper W17 |
Jumper W18 |
| America2* |
In |
In |
Out |
Out |
Out |
Out |
| America |
In |
In |
In |
In |
In |
In |
| Spain |
In |
In |
Out |
In |
In |
In |
| Europe |
In |
In |
In |
Out |
In |
In |
| French |
In |
In |
In |
In |
Out |
Out |
| German |
In |
In |
In |
In |
In |
Out |
* Some games use the "America2" settings instead of the "America" settings. But
either America or America2 is a good setting for WPC games in North America.
On pre WPS-S CPU boards, shown are the W18 to W13 (left to
right) country jumpers to the left of the large square U9 chip.
W13-W18 are "in", so this games is set for "America".
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For WPC-S and WPC-95, Williams changed to a eight position DIP switch block
for country of usage. This requires no tools to change the jumper seetings.
Here are the typical settings (again confirm the settings with the owners
manual):
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WPC-S/WPC-95 CPU Board Country Jumpers
|
| Country |
SW1 |
SW2 |
SW3 |
SW4 |
SW5 |
SW6 |
SW7 |
SW8 |
| America |
Off |
Off |
On |
On |
On |
On |
On |
On |
| Europe |
Off |
Off |
On |
On |
On |
Off |
On |
On |
| French |
Off |
Off |
On |
On |
On |
On |
Off |
Off |
| German |
Off |
Off |
On |
On |
Off |
On |
On |
On |
Transformers.
All pre WPC-S games have the transformer near the front coin box area
of the lower cabinet. With WPC-S, the transformer moved to a mounting plate on the back
of the lower cabinet. The second generation WPC-95 transformers
are a bit smaller than earlier WCP-95 models
having wider mounting brackets (hence "wide mount").
Across all the WPC machines, the output connections are the same, which is dangerous
since all WPC transformers are not interchangable.
DCS WPC games definately need a different transformer than non-DCS games, as
the sound board requires different unregulated voltage.
- 5610-12835-00: Installed in alpha-numeric WPC and pre-DCS dot matrix games including
Black Rose, Dracula, Bride of Pinbot, Creature, Dr.Who, Funhouse, Fishtales,
Gilligan, Harley Davison, High Speed2, HotShots Basketball, Hurricane, Party Zone, Slugfest,
Terminator2, Addams Family, Twilight Zone, Whitewater.
- 5610-13491-00: Used in WPC-89 games with DCS sound and the transformer mounted
by the coin box including Indy Jones,
Demo Man, Judge Dredd, Pinball Circus, Popeye, Star Trek Next Gen.
- 5610-13953-00: Used in WPC-S games with DCS sound with the transformer mounted
at the lower cabinet's back including Corvette, Dirty Harry,
Flintstones, Roadshow, Shadow, World Cup Soccer.
- 5610-14515-00: WPC-95 transformer (not wide mount)
- 5610-14515-01: Second WCP-95 transformer with wide mount
- 5610-15930: Pinball 2000 transformer
Driver board.
- A-12697-1 (5763-12405-00): the driver board used from Funhouse to the middle production
of Twilight Zone. It has a flipper enable relay on the board. Can be used
on all WPC games from Funhouse to WhoDunnit (the most versatile non-WPC95 driver
board, can be used in any WPC-89 or WPC-S game). On Fliptronic games (Addams Family
and later), the flipper relay is ignored by the game's software.
- A-12697-3: Used starting mid-production of Twilight Zone. The flipper
enable relay is not installed (since these games have Fliptronics boards,
and no long need the relay). Can be used on Addams Family to WhoDunnit. Can
*not* be used on Funhouse to Hurricane because of the lack of the flipper relay,
which is needed in non-fliptronic games (games prior to Addams Family).
- A-12697-4: One of the solenoid fuses changef rom 3amp to 5 amp,
removed the "line level circuitry" (around U6).
WPC Schematic Manual 16-9834.2 details these changes on page 1 of the
power driver board schematics. The specific components are R1, R2, R3, R4, R5, R6, R195,
R200, F201, W1, W2, LED2, and LED3.
Can be used on Addams Family to WhoDunnit (interchangable with the -3 revision).
Only used on a one game (just WhoDunnit so it seems). Thanks Tony.
- A-20028 (5763-14525-06): WPC-95 only driver board. Can be used on Congo to Cactus Canyon only.
The first generation driver board A-12697-1 is the most versatile, and can be used
on all non-WPC95 games.
Sound board.
- A-12738-gamenumber: analog/digital hybrid. Can be used on Funhouse to Twilight Zone,
providing the correct sound EPROMs are used.
- A-16917-gamenumber: DCS sound board with pure DSP generated digital sound. Can be used
on Indiana Jones to WhoDunnit, providing the correct sound EPROMs are used.
- A-20516-gamenumber (5760-14495-10): WPC-95 only sound/audio visual board. Can be used on Congo
to Cactus Canyon only, providing the correct sound EPROMs are used.
Sound boards are not interchangable between different WPC generations.
Also each game uses its own Sound ROMs, which would need to be changed
if a board is swapped from game to game (or your Addams Family could be playing
Funhouse sounds!)
Within a generation, there can be some minor differences between sounds boards too.
For example, the sound
board on Funhouse has some different resistor values than the sound board
on Addams Family to vary the sound level for voice and background
sound (though they are the same sound board, and are interchangable).
More information on this can be found here.
Display board.
- A-12739-1: Alphanumeric WPC Display Driver board, from Funhouse to the Machine BOP.
- A-14039 (5760-12710-00 REV 6): Dot matrix, from Terminator2 to World Cup Soccer
(at least this is what the game manuals indicate). Infact,
this board was really used from Terminator2 to Popeye (all pre WPC-S dot matrix games).
- A-14039.1 (5760-12710-12): Dot matrix, from Flintstones to WhoDunnit (at least this is
what the game manuals indicate). Again infact, this board was actually used from World Cup
Soccer to WhoDunnit (all the WPC-S games).
- WPC-95 did not use a separate display board, hence games
Congo to Cactus Canyon do not need this board (display is handled by
the WPC-95 A-20516-(game number) "audio-visual" board).
Note "5760-12710-00 REV 6" and "5760-12710-12" are completely interchangable and plug compatible.
The only difference in the newer -12 board is the additon of a 74HCT138 chip at location
U12 (between U11 and U34). The older -00 board has a spot for this chip on the board,
but the chip is not installed (and no, the chip can not be added to upgrade a -00 board
to a -12; other changes must also be made). Apparently there was a problem caused by
new (internally smaller die size) parts such as RAM and support glue logic. This brought
up a race condition that had been overlooked in the original "REV 6" design. If
repairing an older "REV 6" board with newer parts, it could show some problems
(wandering and/or flickering dots on the display).
WPC-95 A/V Board.
- 04-12357-2: This is apparently an
A-20516 without game-specific chips. There is also an A/V board with
part number A-20145-2. These are all interchangable.
Fliptronics board.
- A-15028: Flipper Controller Assembly (Fliptronics I), used on Addams Family
only. Can not be used on any other game.
- A-15472: Fliptornics II board, used from Getaway to Twilight Zone. Fliptronics II adds
a bridge rectifier to the circuit (interchangable with A-15072-1).
- A-15472-1: Fliptornics II board, used from Indiana Jones to WhoDunnit.
The only difference between this and A-15472 is
the 50 volt filter capacitor for the flipper power was removed
(interchangable with A-15072).
- WPC-95 did not use a separate Fliptronics board, hence games
Congo to Cactus Canyon do not need this board.
Flipper Opto board.
Starting half way through the production of Addams Family, Williams started
using a flipper opto board instead of leaf switches for the flipper cabinet switches. Each
flipper opto board (there are two, one for each flipper cabinet switch) holds
two, 4-leg "U" shaped optics. The board has one optic for the lower flipper, and one for the upper
flipper (even if the game only has two lower flippers). Starting with WPC-95,
the "U" optic changed to a five leg opto (known as a Schmitt trigger opto).
These newer five leg optos has less problems with dust and intermittent operation.
Either opto flipper board can be used and interchanged amoung any game using
flipper cabinet opto switch boards.
- A-17316 (5768-13469-00): WPC-S and prior 4-leg "U" opto flipper cabinet switch board.
- A-20207.1 (5768-145-8-00): WPC-95 5-leg "U" opto flipper cabinet switch board.
1h. Getting Started: Introduction to Operation
Much technical information in this section. If this makes you
uncomfortable, please skip. This info is provided for completeness.
You don't need to understand it to repair a WPC game. All the connector/chip
numbers listed below are for WPC-S and prior games (though this information generally
applies to WPC-95 too).
Connector, Fuse and Board Numbers.
Every plug has a number that identifies the circuit board and position
on the board that it connects to. For example, J101 designates board 1, jack 1.
Identifying the pin number of a connector involves a hypen. For example,
J103-5 means board 1, jack 3, pin 5.
Fuses are also identified in this manner. For example, F501 means board 5, fuse 1.
Prefix number for WPC boards:
- 1 = Power driver board
- 2 = CPU board
- 3 = Display driver board
- 4 = Dual or single display board
- 5 = Sound board
- 6 = Dot matrix controller board
- 7 = Printer kit boards
- 9 = Fliptronics board
Circuit Board Descriptions.
- CPU board: The CPU board uses a 68B09E microprocessor and controls all logic
and switch functions.
- Power Driver Board: Does not contain any game specific components. Contains
the lamp, general illumination (GI), flipper (pre-fliptronics) and solenoid circuits.
Also supplies +18 volts for the lamp circuits, +50 volts for the solenoids, +5 volts
for the logic circuits, +12 volts for the switch circuits, and 6.3 volts for the
general illumination circuits. Not game specific.
- Display Driver Board: part number A-12739. Used on pre-dot matrix WPC games. The hyphen after
the part number indicates how many extended displays are used. No extended display is "-1",
one extended display is "-2", and two extended displays is "-3".
- Single Display Board: part number A-12794. Used on pre-dot matrix WPC
games, and contains one 16 digit alpha numeric display glass.
- Dual Display Board: part number A-12793. Used on pre-dot matrix WPC
games, and contains two 16 digit alpha numeric display glass.
- Dot Matrix Controller Board: supplies the data for the dot matrix display
to operate. Not game specific.
- Dot Matrix Display/Driver Board: contains the dot matrix glass and driver
board. Not game specific.
- Sound Board: produces all speech and music.
CPU Board Operation.
CPU board performs two main operations: logic and switch control.
- Microprocessor (U4): uses a 68B09E to control and process data.
The "B" and the "E" designations are
required for WPC games (that is, a 68B09 or 6809E will not work in
WPC games). With an
oscilloscope, the address and data lines should be square waves with at
least 4 volts peak to peak. The processor runs at 2 mHz clock supplied
by pins 81, 82 of the ASIC. Pins 34, 35 of the processor should be square
waves, at least 5 volts peak to peak. Reset (pin 37), IRQ (pin 3), and
R/W (pin 32) should also be at least 4 volts peak to peak during normal
operation.
- ROM (U6): uses a 1 meg to 8 meg EPROM which contains the game program.
Using an oscilloscope, the address and data lines should be 4 volts peak to
peak square waves.
- RAM (U8): uses a 2064 CMOS RAM which store game specific audit information
and adjustment settings. The battery circuit is connected to the cathodes of D1 and D2,
which connect to U8 pins 26 and 28. When the game is on, pins 26/28 should have
+5 volts peak. When the game is off, pins 26/28 should have at least +4 volts
as supplied by the battery. If this drops below +4 volts, memory reset will occur.
- ASIC (U9): stands for Application Specific Integrated Circuit. This chip
handles the address decoding, system timing, a real time clock, and system
sequencing. Using an oscilloscope, the address and data lines should be at
least 4 volts peak to peak. The other pins on this chip should have either a
solid high or solid low with nothing floating. This chip is not game specific,
but is specific to WPC. Provides two clocks (real time and system timing).
The blanking circuit is monitored by the ASIC. Blanking is active during
power on until the microprocessor is running, and has reset the latches to
the normal operating modes. This prevents coils or motors from energizing
when the game is turned on. Once the microprocessor has reset the latches
blanking becomes +5 volts level.
- Miscellaneous Buffers/Latches (U1, U2, U3, U5, U7, U12, U21):
used as temporary memory storage for the microprocessor. Address and data
lines should be 4 volts peak to peak. Any address or data lines that are not
pulsing should have a solid high or low, nothing floating.
| Switch Matrix (all WPC games) |
Dedicated Grounded Switches |
Column/ Row |
1 Green- Brown |
2 Green- Red |
3 Green- Orange |
4 Green- Yellow |
5 Green- Black |
6 Green- Blue |
7 Green- Violet |
8 Green- Gray |
D1 Orange-Brown Left Coin Chute |
1 White- Brown |
11 Right Flipper |
21 Slam Tilt |
31 |
41 |
51 |
61 |
71 |
81 |
D2 Orange-Red Center Coin Chute |
2 White- Red |
12 Left Flipper |
22 Front Door |
32 |
42 |
52 |
62 |
72 |
82 |
D3 Orange-Black Right Coin Chute |
3 White- Orange |
13 Start Button |
23 Ticket Dispenser |
33 |
43 |
53 |
63 |
73 |
83 |
D4 Orange-Yellow 4th Coin Chute |
4 White- Yellow |
14 Tilt Plumb |
24 Test Position |
34 |
44 |
54 |
64 |
74 |
84 |
D5 Orange-Green Service Credits |
5 White- Green |
15 |
25 |
35 |
45 |
55 |
65 |
75 |
85 |
D6 Orange-Blue Volume Down |
6 White- Blue |
16 |
26 |
36 |
46 |
56 |
66 |
76 |
86 |
D7 Orange-Violet Volume Up |
7 White- Violet |
17 |
27 |
37 |
47 |
57 |
67 |
77 |
87 |
D8 Orange-Gray Begin Test |
8 White- Gray |
18 |
28 |
38 |
48 |
58 |
68 |
78 |
88 |
- Switch Circuit: operates on +12 vdc. Most switches are tied to a column
and row circuit. Some switches are "dedicated" and their curcuit is tied directly
to ground through a switch. Playfield and cabinet switches make up the matrix,
while the coin door makes up the dedicated switches.
Switch Matrix circuit.
|
|
- Switch Matrix Circuit: microprocessor constantly strobes the column
side of the switch matrix. When the ULN2803 (column) toggles low from
a switch closure, the column is active.
When a switch closes, point C on the row circuit drops low,
This causes the "+" input to the
LM339 to go below +5 volts so point D is low, and the row is active. When
corresponding row and column switch are low at the same time, the switch circuit
is active and is registered as closed by the microprocessor.
When the switch opens, point C on the row circuit is high, and the
"+" input to the LM339 is at +5 volts. This makes point D high, and row
is inactive.
Switch Matrix rows and columns.
|
|
- Dedicated Switch Circuit: these switches have a similar circuit as the
matrix row switches. The dedicated switches include the coin door test buttons and coin switches.
These are separate from the switch matrix because if a playfield switch problem
occurs and blows the entire switch matrix, the dedicated coin door diagnostic switches
should still work allowing the game to be tested.
The dedicated switch circuit operates the same as in the switch
matrix circuit. When a dedicated switch is closed, the circuit is driven low.
Since the other side of the switch is tied to ground, the microprocessor
recognizes the switch as being closed.
Dedicated Switch.
|
|
- CPU Power Circuit: the power for the CPU board is supplied from the Power Driver board.
The input +12 and +5 volts DC are on connector J210.
Power Driver Board.
The lamp, solenoid and general illumination (GI) circuits are driven from
this board. The control for these circuits is provided by the CPU board.
| Lamp Matrix (all WPC games) |
Column/ Row |
1 Yellow- Brown |
2 Yellow- Red |
3 Yellow- Orange |
4 Yellow- Black |
5 Yellow- Green |
6 Yellow- Blue |
7 Yellow- Violet |
8 Yellow- Gray |
1 Red- Brown |
11 |
21 |
31 |
41 |
51 |
61 |
71 |
81 |
2 Red- Black |
12 |
22 |
32 |
42 |
52 |
62 |
72 |
82 |
3 Red- Orange |
13 |
23 |
33 |
43 |
53 |
63 |
73 |
83 |
4 Red- Yellow |
14 |
24 |
34 |
44 |
54 |
64 |
74 |
84 |
5 Red- Green |
15 |
25 |
35 |
45 |
55 |
65 |
75 |
85 |
6 Red- Blue |
16 |
26 |
36 |
46 |
56 |
66 |
76 |
86 |
7 Red- Violet |
17 |
27 |
37 |
47 |
57 |
67 |
77 |
87 |
8 Red- Gray |
18 |
28 |
38 |
48 |
58 |
68 |
78 |
88 |
- Feature Lamp circuit: To turn a lamp on, the processor sends a signal to the ULN2803
causing the output (point A) to toggle low. This causes the TIP107 transistor to conduct
+18 volts, and it's output (point B) to go high. At the same time,
the CPU board (point G) drops the output of a 74LS74 (point F) to go high.
This causes the TIP102 transistor to conduct and the collector
of the TIP102 (point E) to go low. When there is a high state
on the TIP107 (point B) and a low stated on the TIP102 (point E),
this completes the circuit to a lamp and the lamp lites.
The microprocessor shuts off the lamp circuit by changing point G to high.
However, in overcurrent conditions the lamp circuit is shut off through the
comparator (this is known as "strobing").
While the lamp is on, the .2 ohm resistor acts as a current
sensor and the 1k ohm resistor and .22 mfd capacitor act together as a filter.
These components monitor the row circuit and send a voltage signal to
the input of the LM339 (point D). If the voltage at point D rises above 1.4 volts
the output of the LM339 (point C) goes low, which is fed back to the 74LS74 and shuts
the row circuit off. Once the row is shut off through the comparator, the processor
must signal the 74LS74 to enable the row circuit again.
Lamp matrix circuit.
|
|
Lamp matrix rows and columns.
|
|
- Solenoid circuits: there are four types of solenoid circuits. High power,
low power, flashlamp and general purpose. Most solenoids are pulsed (pulsed
power output). Some solenoids are left on (relays and motors) for a specific
time.
- High power solenoids: operated from +50 volts unregulated power
and generally use a AE-26-1200 coil. This circuit contains
a TIP36 driver transistor and a 1N4004 tieback diode to dissipate the coil
induced voltages. Solenoids 1 to 8 are high power solenoids.
The microprocessor toggles the output of a 74LS374. When the 74LS374's
output (point A) drops low, the collector of the pre-driver 2N5401 (point B) is high.
This causes the collector of the TIP102
(point C) and the emitter of the TIP36 (point D) to drop low. This grounds
the coil and the coil is turned on. The coil shuts off when the output of
the 74LS374 (point A) goes high.
High Power Solenoid Circuit
|
|
- Low power solenoids: operated from the same +50 vdc unregulated power supply
as the high power solenoids. This circuit generally uses a AE-26-1500 coil and
has a tieback diode to dissipate the coil enduced voltage. Solenoids 9 to 16
are low powered and use a TIP102 driver transistor.
The microprocessor toggles the output of a 74LS374 (point A) low,
which makes the pre-driver 2N5401 collector (point B) go high.
This causes the TIP102 collector (point C) and go low. This turns on
the ground for the coil, which turns the coil on. The coil is shut off
when the 74LS374 (point A) goes high.
Low Power Solenoid Circuit
|
|
Flashlamp Circuit
|
|
- General purpose Coils: these are a cross between the low power coils and
flashlamps. The tieback diode is optional and determined by the wiring
harness. If the general purpose solenoid is used as a coil driver,
the diode is connected to +50 volts. If the general purpose solenoid
is used as a flashlamp, the circuit operates +20 unregulated volts DC and
the tieback diode is not connected. Solenoids 21 to 28 are the general purpose
solenoids.
As with the other solenoid circuits,
the microprocessor toggles the output of a 74LS374 (point A) low.
This turns on the pre-driver 2N5401 and the collector (point B) goes high.
This causes the TIP102's collector (point C) to go low and complete
the ground for the flashlamp or coil. When the 74LS374 (point A) goes high, the
circuit shuts off.
General Purpose Solenoid Circuit. Tieback diode (next to point C) not used
when flashlamp is driven.
|
|
- General Illumination (GI): contains five separate strings of up to
18 bulbs per string, with a maximum of 90 bulbs. The circuit uses 6.3 AC volts,
which comes from the transformer, to the power driver board, through a fuse,
through a Triac (except for two strings in WPC-95), and to the playfield. The five strings
are controlled by a Triac (except on WPC-95, where only three strings
are Triac controls and two are static), and the Traics are
controlled by the microprocessor. The microprocessor
does this through through a latch that it uses to
store control signals.
The Triac-controlled GI strings can be dimmed. The microprocessor
has the ability to know when the AC line voltage is passing through
a zero cross. Dimming is achieved by the microprocessor sending a control
signal to the 74LS374 latch, which turns the triac on after the zero cross
has been detected. The longer the delay, the dimmer the bulbs.
This dimming effect is known as 'duty cycling' the
triacs/lamp strings at different frequencies. The trigger event for the
timing is the zero-crossing circuit (which switches 120 times per
second as the AC wave passes through zero volts).
To turn the bulbs on without dimming the microprocessor sends a control
signal to the triac, and leaves the signal applied. When the 74LS374's
output (point A) goes low, the collector of the 2N4403 (point B) and
the triac (point C) go high. This turns the triac on, which turns on
its general illumination string.
General Illumination (GI) circuit.
|
|
- Flipper Circuit: on pre-Fliptronic WPC games, the microprocessor enables a
relay to close on the solenoid driver board.
This enables a path to ground for the flippers. Flippers
operated on +50 volts. An unloaded flipper has about 60 volts or greater.
Loaded coils have about 48 volts. Fliptronic WPC games do not use this relay,
and the CPU board can control the flipper directly through the Fliptronics board.
- Power Circuits: the power driver board supplies +5 vdc for the logic circuits,
+12 vdc for the switch matrix and motors/relays, +18 vdc for the controlled
lamps (lamp matrix), +20 vdc for the flashlamps, +50 vdc for the solenoids,
and 6.3 vac for the GI. The +5 and +12 volts (switch matrix) takes the secondary AC voltage
from the transformer and routes it to a bridge rectifier and capacitor. This converts the
AC to unregulated DC. Then the unregulated DC goes through a voltage regulator
which regulates the DC voltage. The +12 volt power, +18, +20 and +50 volt
circuits are unregulated. The AC voltage from the transformer secondary
goes to a bridge rectifier and capacitor, then to the necessary circuit.
The 6.3 volts AC goes through the triacs and fuses, and then to the bulbs.
High Line/Low Line Voltage Detection Circuit.
WPC uses the +18 volts power circuit to monitor the AC line voltages for
high or low line conditions. This circuit consists of a LM339 comparitor
and two LEDs and a voltage divider. None of the controlled lamps can
be on when checking the LEDs for proper voltage (have the game in
test mode, not attract mode).
- Voltage Ok: LED2=On, LED3=Off
- Voltage High: LED2=Off, LED3=Off (go up on transformer tap)
- Voltage Low: LED2=On, LED3=On (go down on transformer tap)
Dot Matrix Controller Board.
The dot matrix controller board provides the voltages for the display,
and interfaces the display with WPC.
The CPU writes a bit mapped image into RAM on the dot matrix controller board
and can control which page area is displayed. The bit mapped image corresponds
to the points on the dot matrix display. The RAM can store 16 full display
images at one time. There are three 74LS175 page registers that give the CPU
access to the RAM. The high and low page registers are accessed directly
by the CPU. These page registers point to one of the 16 RAM areas each, for
the CPU to read and write from. The third page register points to the RAM area
which is actively displayed. There is one additional register that allows
the CPU to know which row of the display the controller is currently
updating. The dot matrix controller automatically mutiplexes and refreshes
the screen according to the data in the RAM. The system clock controls access to
RAM so there are no wait states.
The voltages necessary (except for +5 which is supplied by the power driver
board) for the dot matrix display are provided by the dot matrix controller.
The voltages are regulated DC +62 (power), +12 (logic), -125 (power), -113 (logic;
-125 plus -113 gives +12 volts).
A 74HCL138 decoder at U1 selects whether to access the RAM (port) or Registers (control).
Another 74HCT138 at U2 selects which registers to access.
The RAM circuit uses 74LS175's at U33 and U35 to control which page the system
accesses. 74LS175's at U31 and u32 control which page is displayed. 74LS157 chips
at U25, U26, U27 multiplex the access to the RAM between the controller board
and the system according to the "E" clock. If the E clock is low, the system
has access. If the E clock is high, the controller has access.
The control logic uses 74HCT161 chips at U10, U11, U12 to start the row scan.
74HC193 chips at U13, U14, U15 address the sequence of bits on the serial port
to the display. U22, U21, U5 generate the interupt on a row being displayed
which is determined by the system. U23, U6 function together as a row 1 detect
circuit.
Dot Matrix Diplay/Driver Board.
The dot matrix display and attached driver board has a 128 column and 32 row
gas discharge display unit. The column drivers have output latched so that the
column data for the following row can be entered while the present is being
displayed. The requires three positive and two negative voltages, a clock
signal, and serial data similar to the type used to drive CRT displays.
Sound Board.
The sound board produces all the music, sound and speech for a game.
It has its own microprocessor (6809) running at 8 mHz to control and process data.
It also uses 2064 RAM for temporary storage.
There is a DAC circuit which produces the standard game sounds (anything
that is not speech or music). The DAC gets its information in digital
format, converts it to analog, and send it to an amplifier.
There is also a speech circuit and a mixer cirucuit. The mixer circuit
take the sound, DAC, and speech circuits and mixes them together. The mixed
sound is sent to a MC3340 attenuator which controls the volume. Then the
signal goes to the power amp which amplifies the sound before being
sent to the speakers.
1i. Getting Started: Troubleshooting (quick guide)
This section is right from a 1991 Williams' "WPC theory of operation" manual
(#16-9289). Since this manual is from 1991, DCS sound, fliptronics, and WPC-S
and WPC-95 are not explicitly covered. But much of this information still
applies to these newer WPC revisions.
CPU board Troubleshooting.
The CPU has three LEDs located on the upper left side of the board
(labeled D19, D20, D21). On game power on, D19 and D21 turn on for moment.
Then D19 turns off and D20 starts to blink rapidly. D21 remains on.
The system has detected a problem if:
- D20 blinks one time: ROM error U6
- D20 blinks two times: RAM error U8
- D20 blinks three times: Custom chip U9 failure
CPU Problems and Potential Solutions.
- The game stays in Factory Settings or displays says "Factory Settings
Restored".
This indicates that the CMOS RAM on the CPU board is no longer retaining
it's custom settings, and has reverted back to the default settings.
The three AA batteries are dead or not making good contact.
Discussed further down in this repair document.
- Game displays "Time and Date Not Set".
The real time clock is not running, or the three AA batteries are dead
or not making good contact.
- U6 Checksum Error.
Check chip U6 and socket for bent pins or cold solder joints. U6 is the
main program EPROM for the game.
- The CPU is dead.
Very difficult to determine the cause. Biggest problem is that the address
and data lines are almost always stuck low or floating. Check for +5 volts
and proper ground. Check for a solder short or cold solder joints under
any chip or socket. Check latches for activity. There should always be
square waves about 4 volts peak to peak on the outputs. Check that the
8mHz and 32kHz clocks are running. If all else fails, swap U4, U6 and U9
one at a time to try to issolate the problem.
Switch Circuit problems and potential solutions.
- Game comes up, but accepts no coins and won't start a game.
Check fuse F115 on the power driver board. Check switch #13, the start
button, on the cabinet. The white-orange and green-brown wires must be
connected to the switch blades. Check CPU connector J206, J207, J208, J209
for contamination. Check U20, pin 1; it should be high and pin 18
should be low. Check U18 pins 5, 2 which should be low. Check D5.
- All the switches in one column are either dead or active at the same time.
Check U20 and U14. Check that the switch column wire is not shorted to ground.
- All the switches in one row are either dead or active at the same time.
Check the corresponding 1N4148 diode and LM339 comparator. Check U13 and U15.
- The game won't go into diagnostics.
Check the diagnostics switch on the coin door. Be sure the ground wire
is connected. Check U15 and J16. Check connector J205 for contination.
- Two or more unrelated switches act together.
Check for a defective diode on the switches and that none are touching
metal. Check for solder shorts on the CPU in the switch circuit.
- The game comes up with "Check Switch #" in the display.
Indicates that the switch shown has not been activated in about 30 games.
Check the LM339 that controls that switch, and check U20. Be sure the
wires or the diode have not broken off. The game compensates for an inactive
switch to allow nearly normal game play.
- The Games says "Pinball Missing".
A pinball is missing or stuck on the playfield. Another cause could be the outhole
switch is not working. Check the wires and diode on that switch. Check U20 and the
LM339 that controls the outhole switch.
- The game says "## Switch is stuck On".
This indicates that a switch which is normally off is stuck on. This switch
is essential for game play (coin chute or tilt). Be sure the switch has the column
and row wires attached, and not shorted.
- Game says "Wht-xxx Row x Short".
This indicates a switch row is shorted to ground. Check that the coin door switch
is not touching the ground coin door. Check that a leaf switch on the playfield
is not touching a grounded playfield part.
- The game won't go into Game Over mode.
Check the outhole switch. Be sure the wires are not broken. Check U20 and the LM339
and switch diode.
- Flipper switches (11 and 12) do not register.
On pre-Fliptronics WPC games,
this can be caused by either chips U7 or U8 (4n25) opto-isolators
on the power driver board, or by U20 or U18
on the CPU board.
- Pre-Fliptronics WPC game's flipper lane change doesn't work.
This is almost always driver board chips U7 (left flipper) or U8 (right flipper)
which are the 4n25 opto isolators. Note on later Fliptronics games
these chips were no longer used and were removed from the driver board,
along with the flipper relay.
Lamp Circuit problems and potential solutions.
- None of the lamp matrix (controlled) lamps work.
Check LED6 on the power driver board. If it is off, check F114 and BR1. If it is
on, check U9 and U18. Both chips should have high pulses on the outputs.
Be sure the +18 volt wire is not broken. In rare cases,
the transformer winding for the +18 volts can fail.
- A lamp row is either very bright or dead.
The TIP102 for that row is most likely dead or locked on. The LM339 comparator
is the next component to check. Occasionally the 74LS74 can cause a problem.
Hint: a fast way to tell if the TIP102 transistor is defective is to ground the
tab of the transistor. If grounding the tab and nothing happens, the transistor
is probably good. If grounding the tab and the row lights, the transistor
is probably bad.
- A lamp column stays on all the time.
Most likely the column's TIP107 transistor is bad.
- A lamp row stays on all the time.
Most likely the row's TIP102 transistor is bad.
- A few unrelated bulbs never turn on.
Check the bulbs and the sockets. Be sure the column and row wires are
soldered to the socket. If bulb is mounted in a PC board, check the
male pin connectors on the board for bad or cold solder joints.
- All the lamps stay on and never turn off.
Most likely U9 is defective. Note U18 could have failed at the
same time.
Coil problems and potential solutions.
- None of the +50 volt solenoids turn on.
Check fuse F112 and bridge BR3. A shorted BR3 can also blow the game's
main power fuse too (this may all happen when the coin door is closed).
- I have a motor or relay that doesn't work.
Check fuse F103, the TIP102 transistor that drives the motor or relay, and
the wires going to the device. The device itself can also be defective.
- I have a coil that won't kick.
Check the TIP36 and/or the TIP102 transistor that drives the coil. Check the
2N4403 pre-driver transistor. Be sure a wire hasn't broken from the
coil. Check the +50 volts from the power side of the coil to ground. It is
possible, but unlikely, that the 74LS374 latch could fail. Hint:
a fast way to tell if a TIP102 transistor is defective is to ground the
tab of the transistor. If grounding the tab and nothing happens, the transistor
is probably good. If grounding the tab and the coil kicks, the transistor
is may be defective (assuming the coil doesn't work in game or test mode).
- I have a coil that stays energized.
The TIP36 and/or TIP102 transistors may have failed and locked on. Check the 2N4403
driver transistor too. For this problem, grounding the tab of the transistor
will not help determine the problem.
- A coil has burned.
If there is a burnt coil on the playfield, there is probably damage to the
power driver board too. If the coil is replaced before checking the power
driver board, the new coil could be damaged.
The coil itself could be defective too. Or the 74LS374 latch or driver transistor(s)
could have shorted and caused the coil to stay energized. Another problem could be
the BR3 bridge. However, if BR3 fails fuse F112 usually also blows (and there's
more than one coil effected). This can also cause the game's main power fuse to
blow too (which may not happen until the coin door is closed).
Be sure that the coil is not touching a grounded metal part under the playfield.
Or that there is not a mechanical problem holding the coil in the energized position.
- Two or more coils activate at the same time.
Check for clip shorts on the power driver board. Check the 74LS374 latch that controls
the coils. Check for a short under the playfield between the drive wires of the
coil.
- Fuse F111 or F112 or the Main Power fuse blows.
The BR3 or BR4 bridge(s) are defective. Another cause is a shorted flashlamp
socket or a shorted coil. A defective relay or motor will also cause this. Note:
if F111 or F112 blows more than once there is probably damage on the power
driver board. Either of those fuses will blow first, but also the game's main
power fuse can blow too (which may not happen until the coin door is closed).
Flashlamp problems and potential solutions.
- I have a flashlamp that never lights.
Check the bulb. Check the TIP102 transistor that drives the flashlamp. Be sure
the wires that go to the flashlamp socket are not broken. The 2N4403 pre-driver
transistor can also cause this problem.
- I have a flashlamp that is always On, and/or that is very bright.
Check the TIP102 and 2N4403 transistors that drive the flashlamp. The 74LS374
latch sometimes causes a flashlamp to stay on.
- None of the flashlamps turn on.
Check for +20 volts at the bulb socket. Check fuse F111 and bridge BR4. F111 is
probably blown.
- One or two flashlamps seem to burn out more often than the rest.
There is probably more than +20 volts getting into the flashlamp circuit.
Check the voltage from the flashlamp to ground. If there is more than +20 volts,
one of the wires going to that bulb is coming in contact with another
voltage section. If the voltage is correct, then the TIP102 transistor is probably bad.
General Illumination problems and potential solutions.
- A single GI string of bulbs doesn't turn on.
Check the fuse that controls that string. If the fuse is good, check to see if
there is voltage at the bulb sockets. If there is no voltage, the wire going
from the fuse to the bulbs is open. If there is voltage, check the
triac that drives the GI string.
- None of the GI bulbs turn on.
Check the 74LS374 latch. Check for 6.3 volts AC coming to the power driver
board from the transformer.
- A single GI string doesn't dim.
Most likely the triac that controls that string is defective. The 74LS374
latch might cause this problem.
- None of the GI strings dim.
Most likely the 74LS374 latch or the zero cross circuit is defective. If the
zero cross circuit is defective, it probably the LM339 comparitor. In rare
cases the microprocessor would cause such this problem.
- The GI strings don't turn off.
The zero cross circuit is the problem. Most likely the LM339 comparitor is
defective. In rare cases the microprocessor would cause such this problem.
Power circuit problems and potential solutions.
If any of the power circuits on the power driver board fail, check the
corresponding fuse first. If this isn't the problem, or a new fuse blows
immediately, check the circuit's bridge rectifier BR1 and voltage regulator.
Other possibilities:
- Shorted G.I. socket can cause F106-F110 to blow.
- Shorted flashlamp socket can cause F111 to blow.
- Shorted coil can cause F101-F105 and F112 to blow.
- A +5 vdc short to ground can cause F113 to blow.
- Shorted controlled lamp socket or caps C6/C7 can cause F114 to blow.
- Defective U20 can cause F115 to blow.
Alphanumeric display problems and potential solutions.
Since the display driver and the dual or single display boards are separate
boards, the first thing to do when troubleshooting is to swap the boards to
isolate the problem.
- Segments are missing.
Usually caused by a defective UDN-7180. The 74LS374 could also fail along
with the UDN-7180.
- Digits are missing.
Usually caused by a defective UDN-6118. The 74LS240 could also fail along
with the UDN-6118.
- No displays.
Check fuse F301. Be sure to have +/- 90 volts.
- Digits strobe slowly across the display.
The +/- 90 volts had dropped down to about +/- 30 volts. Check the power supply
circuit on the display driver board.
- Segments bleed into one another.
One of the ribbon cables from the display driver board to the single or dual
display boards is on backwards.
Dot matrix display problems and potential solutions.
- Dots are missing from the display.
Check the display glass for a disconnected or broken or mis-soldered pin.
- Columns are missing from the display (in blocks of 32).
One or more of the column drive chips are defective.
- No display at all.
Display/driver board is defective, or the correct voltage is not being
supplied by the controller board.
- The display is unreadable.
The RAM on the controller board is defective.
- The display repeats the wrong pattern.
One or more of the latches going to the RAM on the controller board are defective.
Sound problems and potential solutions.
- No sound.
Usually the AD7524 DAC is defective.
- No speech.
Usually the 55536 CVSD, or the TL040 op-amp, or the TL082 op-amp are
defective.
- The speech is distorted.
Usually a defective 55536 CVSD, or a defective 74LS74.
- No music.
Usually the YM3012 or the YM2151 are defective.
- The volume level is too low and the volume control is not the problem.
Check the TL084 and the TL082 op-amps.
- No output at all.
The LM1875 audio amp is probably defective. This amp should have -26 volts on
pin 3, and +26 volts on pin 5. Anything else indicates a problem. The sound ROM
or RAM could be defective. There should be high pulses on the output pins of the
Sound ROM and RAM. The MC3340 attenuator can also cause this problem.
- The board is dead.
There is probably no +12 or -12 volts. Check fuse F501 and F502.
- Sound Board Error codes at game power-on:
- 1 beep = sound board Ok
- 2 beeps = U9 RAM failure
- 3 beeps = U18 ROM failure
- 4 beeps = U15 ROM failure
- 5 beeps = U14 ROM failure
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