3h. When things don't work: Infrared Optic Switches
As early as 1982, Williams started using infrared optic light emitting diodes (LED's)
for switches. This is similar technology to what is used in TV remote controls
today. These optics have two advantages over conventional mechanical switches:
no moving parts, and they can fit in tighter spaces. They also have some
disadvantages. They consist of two parts (instead of one part like a
micro-switch): a transmitter (the LED that emits the light), and the
receiver (the LED that receives and interprets the light). They can also
get dirty (from that infamous black pinball dust) and not work.
Pin LEDs are always on too. That is, the light emitting half of an
opto switch is always powered on, as long as the game is
powered on (even when not in play mode).
LED's aren't much different than light bulbs; they
eventually burn out too.
Several different optos used in Williams games.
The "U" shaped slot optos are used for Fliptronics flippers,
Twilight Zone clocks, etc. These consist of a transmitter
and receiver in one package. The stand-up optos are two
parts: the green board opto stand-up is the transmitter,
and the blue board opto stand-up is the receiver. The
transmitter LED is larger and protrudes further from its
case. The single LED shown below is a replacement LED
transmitter for the stand-up optos, and for opto boards
used in ball troughs, etc. The specs for this infrared
LED replacement are also shown in the picture.
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Left: Type 1 Flipper Optic board. Again note the orientation of the
optics, and how this is different than the Type 2 board, and the
vertical metal optic interuptor. This style was seen on games from
Addams Family to Twilight Zone.
Right: Type 2 Flipper Optic board. Note the orientation of the optics,
and the horizontal plastic optic interuptor. This style of flipper optic
board was used on WPC games Indy Jones to Cactus Canyon (with only a
minor revision around WPC95, using the 5 pin "U" slot Schmitt trigger optic).
The plastic activators can be troublesome, as they often warp and don't
clear the opto, causing a flipper not to work.
Note: When purchasing a replacement flipper optic board, be sure
to get the correct style! Many times the newer Type 2 flipper
optic board is fitted in older games (all versions of the WPC
flipper optic boards are plug compatible)! Replacement flipper
opto boards are available from
pinballheaven.co.uk and
pbliz.com.
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Flipper Opto Board Type List.
If a WPC game is not listed below then the game did not use optic
switches for the flippers. Note the type1 and type2 interuptors (either plastic or metal)
are not interchangable between type1 and type2 flipper optic boards.
Type 1 (interuptor slot runs vertical). Originally used in:
- Addams Family Gold (and some regular Addams Family)
- Creature From the Black Lagoon
- Doctor Who
- Dracula
- Fish Tales
- Twilight Zone
- Whitewater
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Type 2 (interuptor slots runs horizontal). Originally used in:
- Attack From Mars
- Cactus Canyon
- Champion Pub
- Cirqus Voltaire
- Congo
- Corvette
- Demolition Man
- Dirty Harry
- Flintstones
- Indiana Jones
- Indianapolis 500
- Jack*Bot
- Johnny Mnemonic
- Judge Dredd
- Junkyard
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- Medieval Madness
- Monster Bash
- NBA Fastbreak
- No Fear
- No Good Gophers
- Popeye
- Roadshow
- Safecracker
- Scared Stiff
- Shadow
- Star Trek Next Generation
- Tales of the Arabian Nights
- Theatre of Magic
- Who?Dunnit
- World Cup Soccer 1994
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Where Optos are Used.
Williams uses optos for lots of applications. WPC Fliptronics flipper buttons
are opto activated. These flipper opto boards were implemented on Addams Family,
mid-production (many Addams have them, but early models don't).
Often clear ramps have opto ball switches. Many pre-1990
Williams drop targets use optos (they stopped using them there because
the LED's leads would break from vibration, and the optos would fall off).
All WPC-DCS (1993) and later games use optos to sense balls in the
ball trough.
Two parts to a opto switch.
Each opto switch has two parts; a transmitter, and a receiver.
The transmitter is a infrared LED (light emitting diode).
The receiver is a light sensitive photo transistor. The transmitter (LED)
is always on when a game is powered on. If the light beam
from the transmitter is interrupted, then this registers the
switch as "open".
Because the transmitter is always on and producing light (and
hence heat), the transmitter is the part that fails 98% of the
time in a opto switch. The receiver part rarely fails in comparison.
On non-U shaped optos, usually the transmitter
LED is mounted in a WHITE plastic case with a small GREEN printed circuit board.
The receiver
is usually mounted in a BLACK plastic case with a small BLUE printed circuit board.
Cleaning Optos.
Optos can get dusty from the "black dust" inside a game. To clean
an opto, use a Q-tip dipped in glass cleaner. Wipe the opto with the
Windex-wet Q-tip,
then dry the opto with a clean, dry Q-tip. Do NOT use canned
air to blow optos clean! The air in these cans is too cold and
can damage an opto.
Testing Opto Switches.
Testing infrared optos switches is no different than testing
mechanical switches (to a point). Just use the WPC internal test software.
Press the "Begin Test" button inside the coin door, and go to the Test menu.
Select the "switch edge" test. Activate an opto switch by passing something
in front of it to block the light from its corresponding transmitter.
The display will indicate if the switch works. Opto switches
that are not activated will be displayed as solid "blocks" in the switch test
on the dot matrix display (which is basically reverse what you would expect,
compared to a micro switch).
12 Volts to the Optos.
If an opto switch doesn't work, first check that the +12 volts is
working. If you have blown the +12 volt fuse (either the unregulated
12 volts which provides power directly to the optos, or the regulated
18/12 volts which provides power to the entire switch matrix), the
optos won't work. Check fuses F115 and F116
(F101 and F109 on WPC-95) on the power driver board. Also if the
unregulated +12 volts is below about 11 volts, the optic switches can work
intermittently! If this is the case, usually it indicates a bad
BR5 bridge rectifier on the driver board (or bad 12 volt
D3-D6 rectifying diode on WPC-95; see the Reset Section
of this document for more information on this). BR5/D3-D6 is the
unregulated 12 volts (where BR1/D11-D14 is the regulated 12 volts, which
could also be the problem since this powers the entire switch matrix, which
ultimately reads the opto switches). Remember there is also
a large 10,000 or 15,000 mfd filtering capacitor C30 (C8 on WPC95) associated with
the power driver board's unregulated 12 volt rectifiers. Check that too for cracked
solder joints around the capacitor's leads from vibration (often I will
run jumpers to the capacitors and bridges, as shown in the
Reset section of this document).
Testing the Opto Transmitter.
On the transmitter LED (the one emitting light), you usually can not
check for 12 volts DC right on the opto with a DMM.
Unfortunately in most cases the opto voltage will show only
about 1 volt (putting the red DMM lead on
each leg of the transmitting LED, and the black DMM lead on ground).
A better way is to remove the connector going to the opto, and
measuring the voltage at the source connector (usually black and gray wires,
where the orange and gray pair go to the receiver).
If there is no 12 volts present (and other optos in the game work),
there is either a break in the ground or 12 volt connection going
to the transmitting LED. Also sometimes the optos get cold solder
joints (from vibration) on their associated circuit board. Resoldering
the opto leads can fix this (assuming the opto lead going to the LED itself
hasn't broken). Heck vibration often breaks the wire off the opto board too.
If there is +12 volts going to the transmitter opto but the switch does not work,
there is a good chance the transmitter LED has failed.
Radio Shack sells a $5 credit card sized "infrared sensor".
MCM Electronics also sells one, #72-6771, for about $7
(800-543-4330 or www.mcmelectronics.com).
If you put this card right in front of an opto transmitter,
the opto's emitting light can be seen; the light will show on the colored
band of the sensor card. Also, a digital camera or a camcorder
will usually show infrared light from the transmitting opto,
if the digital camera has a small LCD screen
used to show images "live" (but personally I like using the
opto cards better).
If there is +12 volts (hint: do other optos work?),
and the opto switch doesn't register in the diagnostic test,
your opto transmitter is probably burnt. The receiver
side of an opto switch rarely dies. That's because it
only senses light, and doesn't produce light. The transmitter
will be the offending unit 98% of the time. Remember the opto
transmitter is powered-on all the time the game is turned on,
and it can burn out just like a light bulb can burn out.
Reversed Leads on the Transmitter.
Another common fault of the LED opto transmitters is having the wires
reversed. Yes it does matter which wire goes where. And don't think
you are the only one that can make this mistake. I have seen NOS
parts right from Williams where they have soldered the leads reversed
on the opto transmitter! Note usually having the leads reversed does not
blow the transmitter. There is a flat spot on many LED transmitters
too, signifying which side to connect ground or 12 volts. But I have
also seen some manufacturers have the flat side reversed! So if in
doubt, try reversing the black and gray leads on a non-working opto transmitter.
Testing the Opto Receiver.
The simplest way to test the opto receiver is to first
put the game into the "switch edge" test. Then block the opto
transmitter with a piece of black electrical tape. Now shine a penlight flash light
into the opto receiver, or a TV remote control (which is basically
an infrared flashlight). The switch should "close" (go from a solid
block to a small dot on the DMD screen). When you remove
the light, the switch should "open". If the LED receiver is working
properly but the switch does not work, often the opto transmitter has burned out.
Another way to test the opto receiver is using a DMM.
First block the opto transmitter with a piece of black
electrical tape. Put the black DMM lead on ground
(the metal side rail of the game works well). Put the red DMM lead on one leg of
the opto receiver (gray wire). One opto receiver leg should show 12 volts DC, and the
other opto leg should show close to zero volts (orange wire). Keep the red DMM lead
connected to the "low" (zero volt) opto leg. Now shine a flashlight into the opto
receiver. The DMM should now go to 12 volts DC, and when the light is removed,
go back to near zero volts. If this does not happen, the opto receiver is
bad. Or if 12 volts is seen on both opto receiver legs, the receiver is bad
(or there is direct light shining into the opto receiver).
Testing the infrared opto transmitters on a 7 LED ball trough
assembly. The LED's can be seen lit in this photo, but you won't
be so lucky with the naked eye. That's why this Infrared Sensor
card or a digital camera/camcorder is so handy. Note in the
digital picture below, the red and blue infrared LEDs are lit.
With the naked eye, the LEDs do not look lit. This card is available
from Radio Shack #276-1099 or MCM Electronics #72-6771, about $7.
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Opto Transmitters on Newer WPC games.
Older WPC games use optos with straight resistive photocells.
Some newer WPC95 games use a transistor gate photocell. This means the internal
transistor can die, even if the photocell part of the opto is OK. Keep
this in mind; if an opto transmitter tests good (with your Radio Shack or MCM
test card), the opto could still not function properly. Replacing the
opto is the only thing that will fix it. This is rare and hard to diagnose,
but if everything checks out this could be the problem.
Opto Board (the Opto Receiver and Transmitter Tests Good, now what)?
If the receiver tests good with the penlight flashlight, and
the transmitter tests good with the infrared sensor card, there
is one more thing that could be wrong. This would be the opto board.
Usually before messing with the opto board I make darn sure that
the optos themselves are not the problem.
I typically do this (for non U-shaped optos) by taking a new opto
(receiver or transmitter), and holding its legs to the back of the
opto board. For the transmitter I can check it with a digital camera
or an opto sensor card. For a receiver I can test it with a penlight
(or the other tests given above). Unfortunately if the opto board
has a problem, these tests may not work...
Most of the newer WPC games have a seperate board mounted under
the playfield called an "opto board". These have some LM339
voltage comparitor chips and diodes and resistors. If this
board fails it can really confuse the game. Also games Indiana Jones
to Demo Man usually have an opto board under the playfield AND
the trough board is essentially a second opto board. Both these
board have LM339 chips, which can be problematic. (After Demo Man
starting with WCS94, the trough opto boards no longer have LM339 chips,
as these were all moved to the under-playfield mounted opto board.
So the trough opto board becomes less of an issue.)
There are many different 'flavors' of these opto boards,
so it's hard to give an exact test for the opto board.
But there are some general things that should be looked at:
- Make sure the CPU board is not the problem. I always
put the game in switch test T1, remove all the connectors
from the bottom of the CPU board, and cross each switch column/row
(this test is described in the switch matrix section). This
rules out the CPU board as the problem. I always start there.
- After eliminating the CPU board as a problem (and reinstalling
the CPU board connectors), I remove all
the connectors from the opto board and make sure the switch matrix
test T1 operates cleanly with no errors (other than the missing
optic switches). If problem free, then the optic board(s) is
starting to look like the problem.
- Don't forget Indiana Jones to Demo Man games essentially have
two problematic opto boards: the under PF mounted board and the trough opto board.
Games after this WCS94 and later trough boards do not have any
LM339 chips on their trough opto boards, so these trough boards don't implode like
the Indiana Jones to Demo man trough boards.
- Opto board LED - there's a red LED showing the opto
board has power. It should be on.
- Opto board has many IDC connectors. It is not uncommon
for these connectors to get a wire broken/pulled, causing an
opto (or set of optos) to not work. To test this (game off),
pull one female connector just slightly off its male header.
Then use a DMM and check for continuity from one male header
pin to where the wire goes. Repeat for all pins.
No continuity, and you have an IDC connector problem (very common).
- Check the back of the opto board and make sure all the
male header pins do not have cracks in the solder where they
attach to the circuit board.
- Using a DMM set to diode function, make sure all the
1N4004 diodes on the opto board test correctly. They should
read .4 to .6 in one direction, null in the other.
- Check all the resistors with a DMM.
- Check the traces from the header pins to the resistor/diodes.
It is not uncommon for a trace to be broken or burned on an opto board.
Actually this is a very common problem.
If everything checks out, that only really leaves one thing
left: the LM339 chips on the opto board.
I generally replace all the LM339 chips (and use sockets!) on the
opto board (there are usually two to four of these chips on the opto board).
Unfortunately the LM339 chips are not that easy to test,
since they're dealing with voltage levels. But as long as the
voltage levels on the outputs of the LM339 are stable (not pulsing and not
fluctuating), the truth table for the individual comparators can be
tested with a DMM (inputs) and a logic probe (output).
Other Problems.
Often the source of ground for the 12 volts going to the opto
switches can be tricky to find. And if this ground connection
fails, several or all optos will not work.
For example on Indiana Jones,
the drop target board and flipper opto boards get their ground from the
Fliptronics II board's J905 connector.
If this connector is bad or removed or off by one pin, there would
be no ground optos ground, and none of the optos would work.
WPC Fliptronics Flipper Optos.
Flipper opto boards were implemented on Addams Family, mid-production.
If a WPC Fliptronics flipper doesn't work, and it's not a coil, transistor or
wiring related problem, you should suspect the flipper opto board. This board
has two "U" shaped optos that detects the flipper button. These boards are all made
with two optos, even if the game only has two flippers instead of four.
Use the infrared sensor card to determine if the opto is working on the
flipper board. If you suspect a problem with this opto (and don't have
a infrared sensor card), swap the left and right flipper opto boards,
and see if the problem moves to the opposite flipper. Note:
both flipper opto boards must be plugged in for this test to work!
Flipper opto power is run from the backbox, through the left flipper
opto board, to the right flipper opto board. Flipper opto ground is run from
the backbox, through the right opto board, then to the left flipper opto
board. Hence both opto boards must be plugged in for them to work!
If indeed one of the flipper optos is bad, and the game only has two
flippers, reverse the two optos on the bad flipper opto board.
One of the optos will be unused since the game only has two flippers,
instead of four. Mark the bad opto, and its position on the opto board.
As a general rule, the "top" opto on the flipper board (the opto farthest
away from the two resistors) is the LOWER flipper opto.
Unsolder both optos and move the good opto into the marked (upper)
position on the flipper opto board.
The only problem with doing this is a potential switch error with the
bad opto. Even though the second flipper board opto is not used,
many Williams games check for this switch, and will report it
as "bad" in the game's power-on test report (even though the game may not use it).
Also some games use the "unused" flipper opto for scrolling through the high-score
initials. So ideally it is best to just replace a bad opto instead
of swapping.
Weak Flippers and Bad LM339's on the Fliptronics Board.
On WPC fliptronics to WPC-S board, chips U4 and U6 (LM339) on Fliptronics II
board can fail. On WPC-95, these LM339 chips are on the CPU board
at locations U25 and U26. This will make
the flipper opto boards seem like they are not work. Swap the two
flipper boards to test this. If the problem doesn't change, suspect
the LM339 chip(s). These LM339 chips can
also become "leaky". This will make flippers seem very weak.
A bad LM339 can also give the indication that the EOS switch is bad.
If there is a marginal flipper switch reading, this causes the high powered side
of the flipper to rapidly oscillate between on and off. The holding side of the flipper
coil never engages. This problem will cause the flipper coil to get
very hot in a short time.
Opto Wavelength.
Optos come in basically two different wavelengths: 880 nM and 940 nM.
The 880 nM optos came first, but the opto industry has largely
moved to the newer 940 nM wavelength in the last few years.
Williams used 880 nM in nearly all applications, but this older
wavelength is harder to purchase today. The newer 940 nM standard
minimizes false triggering from sunlight and incandescent light,
and can operate at longer distances from the opto receiver.
Also the newer 940 nM wavelength works better in foul air
(high humidity and polution). The only down side to the new
standard is if the application has a newer 940 nM transmitter,
and an older 880 nM receiver, this can cause problems.
Replacement Infrared LED Optos.
The infrared LED transmitters have the industry part number QED123 (Fairchild,
MOT and QT brands). These are 5mm sized LEDs. The color of the LED
will range from pink to yellow to blue. They also have one flat size,
which denotes the "K" (cathode) lead, which is the shorter lead.
The flat side of the LED is usually marked on the circuit board too.
The other non-flat side lead should be longer, and is the "A" (anode) lead.
Typically in a WPC game, the black switch matrix wire goes to the "K" (flat side)
of the infrared LED. The gray wire goes to the "A" lead.
Radio Shack sells the infrared LED (transmitter),
part number 276-143 (or 276-143c), $1.69 (replaces Williams A-14231).
Also Mouser sells Fairchild QED123 LEDs.
Replacement Photo Transistors.
The photo transistor (receiver) have the industry part number QSD124 (Fairchild,
MOT and QT brands). These are 5mm sized LEDs. The color of these
are usually black. They also have one flat size,
which denotes the "E" (emitter) lead, which is the shorter lead.
The other non-flat side lead should be longer, and is the "C" (collector) lead.
Typically in a WPC game, the orange switch matrix wire goes to the "E" (flat side)
of the infrared LED. The gray wire goes to the "C" lead.
Radio Shack also sells an infrared transistor (receiver),
part number 276-145a (or 276-145), $0.99 (replaces Williams A-14232).
When mounting these, the flat edge
goes in the hole furthest away from the hole that has the
notch drawn on the circuit board.
Mouser sells the Fairchild QSD124 photo transistor.
Digikey also
sells a receiver, part number PN104-ND. When installing this
photo transistor remove the center pin before installing.
Just wiggled the center lead back and forth until it breaks off at the base.
Install this part so the notch at the base lines up with the notch drawn on
the circuit board.
Radio Shack also sells a combo package with both the receiver and transmitter,
part# 276-142, $1.99. This is
essentially the #276-143 and #276-145 parts combined into one package,
at a discounted price. The word from Radio Shack is part number 276-142
will change. The the old stock LED style transmitter/receiver is discontinued,
and replaced by a "U" shape style opto (though the part number is
still the same). This "U" style opto will work on some unique WPC optos (see the
"Radio Shack 'U' Opto" section below), but nothing else. But lately the
U optos have again been replaced with separate LED style optics.
Lastly, it has been reported that the Radio Shack #276-145a
photo transistor is not as sensitive as the stock Williams part. Apparently if
the distance is greater than two inches between the two optos, often the photo transistor will not
register the infrared LED. In conclusion the #276-145a photo transmitter is not sensitive enough,
since using a Radio Shack #276-143 LED and a Williams photo transmitter does seem to work at greater
distances. Your mileage may vary, as Radio Shack parts can often be inconsistent.
How Can I tell a Transmitter from a Receiver?
In case you have optos laying around and you don't know if they are
transmitters or receivers, a simple diode test with a DMM across the
leads will reveal which LED type it is. A transmitter will check
about 1.5 across the leads one way, open (no reading) the other way. A receiver will
check open (no reading) either direction unless you shine a flashlight on it, then it
will check open one way and shorted (0) when the leads are reversed.
WPC-95's Five Leg "U" Shaped Slot Optos.
Starting with WPC-95, Williams changed to a "U" shaped
Schmitt Trigger opto (five legs in total, three legs on the receiver, two on the transmitter).
The Schmitt trigger optos will not oscillate (turn on and off quickly) when
the optics gets dirty/old (they either work, or don't work).
The problem with the older 4 legged flipper optos when dirty/failing was the
oscillation. This would cause the flipper coils to get low amounts
of power continuously during game play (like the player was
pressing the flipper button on and off continuously, and very fast). This
would cause the flipper coils to get hot. It would also
make the flippers weak (because when the player really
did press the button, the oscillation would try and turn
the flippers off very quickly too!).
The older 4 legged "U" optos also caused other problems on games
that used the flippers to control playfield toys. For
example on Indiana Jones, a dirty/failing flipper optic could cause
the mini-playfield Path of Adventure (POA) to "stutter" when the
player tried to move it right or left with the flipper buttons.
This was a confusing error because in test mode, the POA
would act normally (because the flipper buttons were not
involved in the test - if the POA stutters in both game and
test mode, the two 4 legged optos on the POA board could also
be bad).
Because of the oscillation problem, Williams changed to a
five leg Schmitt trigger "U" shaped opto with WPC-95. This solved
the dirty/failing optic flipper problem, and
made diagnosing flipper related optic problems easier.
The new five leg optos usually either work, or don't work.
Replacement 5-Leg "U" Shaped Slot Optos.
The Williams part number for 5-leg optics is 5490-14575-00 (or QTE734, QT724,
QT850, or QT902 has been seen), and is
called "IC Opto Integ Schmitt 10mA".
Replacement five legged optos are available from
Mouser #512-H22LOI,
which is a Fairchild Semiconductor part #H22Loi.
Replacement 4-Leg "U" Shaped Slot Optos.
Unfortunately, "U" optos are fairly expensive (compared to micro-switches).
For example, if you are repairing your Twilight Zone clock (which means
replacing all eight of the "U" shaped optos), this can get costly.
The industry part number for the pre-WPC95 four leg "U" shaped optos is
QVE11233,
with a standard sensitivity of .0110. Unfortunately, Williams requires
a higher sensitivity opto for their applications. This means
the cheap $1 optos from most electronic supply houses may not work, as their
sensitivity rating isn't high enough. If you
are shopping for these "U" optos, keep this in mind. You should be looking
for part number QVE11233.0086, where .0086 is the increased sensitivity rating.
This is the exact part used in Twilight Zone clocks, one of Williams
most sensitive opto applications. This means a QVE11233.0086 "U" opto
should work every where else just fine!
As a side note, the original Williams optos were made by
Motorola. But around about 1996, they split their opto electronics
division into a new company called QT Optoelectronics. Then in
early 2001, Fairchild bought QT. What does this all mean? Well it
means the "original" Motorola brand "U" optics are all gone, but there
is a fairly good stock of QT brand "U" optics around (which are
identical to the original Motorola brand, differing in name only).
Fairchild unfortunately has discontinued the older optic line,
and no longer makes an exact duplicate of the original Motorola/QT "U" slot
optos. They do make some similar optos, but the leg spacing and specs are slightly
different (but they may work!)
Generic "U" shaped slot optos (QT brand) with the lower
.0086 sensitivity are available from
Mouser (www.mouser.com,
part number 512-QVE11233, $0.90) and
Digikey (www.digikey.com,
part number QVE11233QT-ND, $0.90). Unfortunately, these
most often do not work in Williams pinball applications.
A replacement "U" shaped slot opto that works 100% of the time for sure (and mounts
dot on the opto to the dot on the PCB) is available from
dragster_73@hotmail.com,
Prestige Industries (800-456-7277
www.pinball4u.com) or
Competitive Products (800-562-7283
www.competitiveproducts.com).
At about $5 each (QT brand, long leads too,
for the Twilight Zone clock), these are a very good replacement for nearly
every Williams pinball application.
The Radio Shack "U" Shaped Slot Opto.
Radio Shack used to sells a "U" shaped four leg opto, part# 276-142, $1.99.
The "new stock" of this part number is NOT a "U" shaped opto, but is
essentially the LED style #276-143 and #276-145 receiver/transmitter combined into one package.
The word from Radio Shack is the "U" style was discontinued,
and replaced by the LED shape style opto (though the part number is
still the same). The old R.S. U opto does work in the Twilight Zone clock and
in the flipper opto boards (four leg variety, prior to WPC-95), with some minor
mounting modifications. The spacing on the bottom part
of the "U" of the opto is slightly different, and some mounting
adjustments are needed to offset this (especially on the Twilight
Zone clock).
The old Radio Shack "U" optics is also a perfect replacement for the
Indianapolis 500's lighted target. The style of optic used on this
target is exactly like the Radio Shack part.
Installing the old Radio Shack "U" Optic.
Installing the Radio Shack optic is "backwards".
This opto has a "dot" silkscreened or impressed on its side. Normally,
this opto dot should line up with the dot silkscreened on the printed
circuit board. But in the case of the Radio Shack #276-142, this dot goes
OPPOSITE of the circuit board dot.
On the Indy500 targets, the board does not have a dot.
Instead the dot on the Radio Shack Opto goes to the "A" terminal (instead of the
"C" terminal of the original Williams Opto). If there is any question you
can confirm the orientation using your DDM. Testing with the red DMM lead
on "A" and the black DMM lead on "K". This will show a reading of about "1".
All other combinations get a reading of "0".
On the Radio Shack optos can not be found for an Indy500 fix, drill out the
rivets and remove the "R" opto case from the target board. Then take a 4-legged
Twilight Zone opto and pry off the case. This will expose the "guts", which
can be transplanted to the Indy 500 opto board. Note the cover does NOT need
to be put back on the opto.
A Williams flipper switch opto board. The "top" (lower flipper) opto has
been replaced. Note the "dot" markings on the flipper opto board. Many
replacement optos will have a corresponding "dot" or "notch" in the opto,
which aligns with the board's dot. If the new opto does not have a
dot/notch, align the "S" and "+" leg of the opto closest to the circuit
board's dot.
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Installing "U" Shaped Optics (Other than Radio Shack's "U" Optic).
There are two positions that a "U" shaped optic can be installed.
Putting the optic in "backwards" usually does not ruin the optic,
but it will prevent the optic switch from working! Many replacement
optics have a "dot" or "notch" on one side of the optic. This
dot/notch should align with the dot silkscreened on the circuit board
(there are exceptions to this, such as the Radio Shack #276-142 "U" optic,
where the optic's dot goes OPPOSITE of the board's dot, but this is a
rare exception, see above).
Slot optos use a dot for the collector,
and a "S" for the sensor, "E" for the emitter, and unmarked is the cathode.
If the new opto does not have a dot/notch, there should be "S", "E" and "+"
markings on the top of the two legs of the optic. In this case, align the
"S/+" leg of the opto closest to the circuit board's dot.
After the new optic is installed and in the game with the power on,
use the Radio Shack infrared card to
find the transmitter leg of the optic. The newly installed optic should
have its transmitter leg in the same relative position as the other
original adjacent optic(s).
The "U" optic on the left is an original base mounted Williams optic (this one
from No Good Gofers). This style of "U" optic case is sometimes hard to find.
But the case can be pried apart, reused, and new optic guts placed inside.
The optics on the right are the replacement "guts" for the "U" shaped optic
(taken from a regular "U" shaped optic). The original case is then set over
top and snapped into place. Alternatively, the plastic case can be discarded,
as shown here!
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"U" Optic Replacment Alternative: Reusing the "U" Optic Case.
The U shaped optic's black plastic case can be reused, and just
loaded with new optics "guts". Guts can be taken from other new
"U" optics (that use a different style case), or the optic guts
can be purchased separately. The "U" case pries apart from the
bottom, using a small screw driver. The new guts are then placed inside.
When doing this be careful to identify which is the transmitter
*before* taking the original optic apart. This way the new transmitter
and receiver can be inserted in the same positions, and the case
cover installed with the "dot" in the correct location. In some
applications, the black plastic case may not even need to be replaced
(if there is no risk of a pinball hitting the optics, and no risk of
stray ambient light). Gregg Woodcock sells these individual optic guts at
www.ClassicCoinOps.com/wmsoptos.htm.
The transmitter (Gregg's are red) goes into the
spots marked "A" and "K". The receiver (Gregg's are clear) goes into
the spots marked "C" and "E".
3i. When things don't work: Electronic Ball Sensors (Eddy Sensors and Magnetic
Reed Switches)
Starting in 1993, Williams starting using "eddy sensors" to determine
when a pinball rolled under a portion of the playfield. A eddy sensor
is a electronic switch; it has NO moving parts. It can sense when a
steel pinball passes over it, and acts like regular mechanical switch. Star
Trek Next Generation (STNG), Road Show and Theatre of Magic (ToM) uses these eddy sensors.
These electronic switches are used in playfield areas where a regular
mechanical switch is not practical or visually pleasing.
An under the playfield eddy sensor control board as
used on Roadshow, STNG, Theatre of Magic. Note the potentiometer
and LED. The connector on the left goes to the actual
under-the-playfiled mounted "sensor" (see pictures
below) that tell this board there is a ball above it.
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Adjusting Eddy Sensor Boards.
Often eddy sensors can go out of adjustment and become less
sensitive. This can cause the eddy sensor to not activate
when a ball passes above it on the playfield. To adjust an
eddy sensor do this:
- On the under the playfield eddy sensor control board,
turn the potentiometer counter-clockwise until the LED just turns on.
- Now turn the potentiometer back clockwise until the LED just turns off.
That is all that is required to adjust an eddy sensor. To test the
sensor, put the game into WPC diagnostic's first switch test. Then
move a pinball over the playfield area where the eddy sensor is
located. The switch should activate on display. Also from the bottom of
the playfield, the eddy board LED should go ON as a ball passes in
front of the eddy board's senssor (this can be seen anytime, the game
does not need to be in switch test.)
Different R1 Eddy Sensor Values (Fine Tuning).
Because the ball sensors are different on some games, the
value for R1 on the Eddy sensor boards can be different.
For example, on Star Trek Next Generation and (two of the eddys on)
Theatre of Magic), R1 is 4.7k ohms (these games uses the small ball sensor).
But on Roadshow and the ToM trunk, which
uses a much larger ball sensor, R1 is 2k ohms.
So if you switch an Eddy board between these games, the Eddy R1 resistor may
need to be changed to the correct value.
The purpose of the R1 resistor is to make the adjustment pot "centered"
for the particular ball sensor. For example, if you use a 2k ohm R1 eddy
board in STNG, the adjustment pot will be turned almost all the way up
(with very little adjustment range). It still works most of the time,
just the adjustment range is not centered.
With this in mind, I once had a Roadshow where I could not get the eddy board's
LED to turn off, no matter where the adjustment pot was moved. Normally Roadshow
uses 2k ohm R1 resistors for all three eddy boards - but in this case I had to
replace the R1 resistor with a jumper wire (0 ohms). This put the adjustment
pot about dead center, and the eddy boards worked great (with the 2k ohm R1 resistor,
the eddy boards would not adjust, and hence would not work.)
Left: the actual sensor that senses the ball. This is a smaller sensor as
used on the outlanes of many games.
Right: another type of eddy sensor that senses the ball. This sensor is
used in Theatre of Magic and covers a wider area.
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Second Generation (Auto Adjust) Eddy Sensors.
Games made in 1996-1998 (like Sacred Stiff, Cirqus Voltaire, Monster Bash)
use a second generation
Eddy sensor. Instead of having a potentiometer under the playfield
to adjust sensitivity, these are "auto-adjust" Eddy sensors.
This style of Eddy sensor is better, as they do not go
out of adjustment. But they also use more logic parts, meaning
more electronic parts to potentially fail.
You can buy replacements for these boards at
PinBits.
The new auto-adjust boards are plug compatible with the older manual adjust
eddy boards (generally speaking), but some resistor values may need to be
changed (again R1).
Twilight Zone Eddy Sensors.
The eddy sensor that causes the most trouble in
Twilight Zone is the sensor by the ball trough (switch# 26).
Note eddy sensors were used as early as Twlight Zone. The eddy
sensors in TZ are different than the later sensors, and do NOT have
an adjustment pot and they are not auto-adusting
(they also are called a different name, like
the "Trough Proximity" board). On the ball trough sensor, it is actually
two boards: the sensor board, and the driver board (the driver board is
the one with the two molex connectors; a picture of the
two boards is here).
The only adjustment you have
on the TZ eddy is moving the sensor board closer to the
ball. This can sometimes fix many problems.
Another common TZ problem are the molex connectors on the driver board.
Just taking the two pin molex connector
off and putting it back on its header pins will usually the problem. If not,
this small board often needs to have its molex header pins resoldered.
The solder joints on the board's header pins can crack.
Also, it is possible for the TDA0161 (Williams part number 5370-13452-00)
chip to die on this board. If you don't want to replace just this chip, the whole
proximity driver board is available for under $15.
Modifying your Twilight Zone Eddy Sensor.
Ray Johnson (
http://www.aros.net/~rayj/action/tech/tz_prox.htm)
came up with this cool modification.
It adds a small PC-board trimmer pot to the sensor PC board. This
allows you to always be able to adjust the sensitivity of the sensor.
Here are the steps:
- Buy a small PC-mount trimmer pot. Get the lowest resistance rating you can find
(something around 100 ohms would be ideal, but the most common "low rated" pots are
about 1k ohms). Some of these small pots can be very, very touchy, so it's best to get one that has a
low resistance rating (like 100 ohms), which allows you a good accurate adjustment.
The average amount of resistance you'll want from the pot is around 20 to 30 ohms, so check
your pot with your meter first to make sure it will let you adjust it easily to this value.
- With the power off, remove the sensor board from the game. Two hex-head screws hold it to the underside of the
playfield.
- On the component side of the board, cut the trace between the connector pin and the sensor.
This is the only trace on this side of the board, so you can't miss it. Use a sharp knife,
or X-Acto blade, to slice through the trace. Use multimeter to make sure there is no
continuity after you've made the cut.
- Scrape some of the insulation off the trace that leads to the sensor (see image above).
Remove enough to adequately solder a jumper wire onto the bare metal of the trace.
Click here for a picture of this
step and the prior step.
- On the solder side of the board, use a small marker to mark the position of the
three legs of the trimmer pot onto the PC board. Drill three holes in the
board through which you will mount the pot. Use a very small drill bit (1/16" or smaller).
Click here for a picture.
- Install legs of pot through the holes you drilled in the PC board.
Bend the legs on the other side of the board to hold the pot on the board.
Click here for a picture.
- On the component side of the board, connect two small jumper wires to the pot.
The first jumper wire will come from the back side of the pin on the
connector (the one with the trace going away from it). The other jumper
wire will come from the other side of the trace that you cut, where the insulation was
scraped away. Connect the other ends of the jumper wires to the pot. One goes to the middle leg,
and the other goes to either side leg (doesn't matter which side leg).
Click here for a picture.
The modification is now done. Install the sensor board and the cable that
goes between it and the driver board. With the sensor board installed,
the pot should be easily accessible with a small screwdriver. Now power on the game.
With NO balls in the ball trough, adjust the installed pot
just as described above (for the newer Eddy sensors):
- Turn the potentiometer until the LED just turns on.
- Now turn the potentiometer back until the LED just turns off.
Test your work by putting a single steel ball in the ball trough.
The LED on the Proximity driver board should come on. Move the ball away from the sensor and the
LED on the driver board should turn off.
Magnetic Reed Switches (beyond Eddy sensors).
Starting with SafeCracker and NBA Fastbreak, Williams started using a different ball
sensor switch instead of Eddy sensors.
This change came about because the Eddy sensor had reliability problems.
Even the later self-adjusting Eddy sensors were not as reliable as needed.
Instead, Williams changed to a Magnetic Reed Switch (MRS) with Safecracker and NBA Fastbreak.
This style of switch is contained in a black epoxy package, about 2" long,
and 1/2" wide. Like an Eddy sensor, it can sense when a pinball is near
the switch. Games which used this reed switch include
NBA Fastbreak, Safecracker No Good Goofers, Cirqus Voltaire, Cactus Canyon
and Star Wars Episode I. I believe these are the only games that used the
reed switch.
MRS switches uninstalled, Williams part number 20-10293
(the "9937" is a manufacturer date code).
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The advantage to the MRS is great; there is NO additional
circuitry needed for the switch (unlike Eddy sensors).
And MRS switches generally do not break, fail or wear out.
This makes a MRS more reliable and cheaper.
A MRS plugs directly into the switch matrix,
just like a micro switch. It doesn't use an additional circuit board,
or even a diode! Williams used the MRS under plastic ramps and under
playfields.
a MRS switch under a Cactus Canyon ramp.
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There are some drawbacks to a MRS though.
First, it does not read a really fast moving pinball as
predictably as an Eddy switch. For this reason, often Williams
puts two MRS switches in parallel to compensate for this.
Also the ball must roll directly over the MRS switch. Because the switch
is only 1/2" wide, again two switches are often used in parallel to
make sure the pinball is "seen" by the MRS.
Finally, a MRS must be very close to the ball. If mounted
under the playfield, they can only sense the ball through the
thickness of a playfield insert or a plastic ramp, and not through wood (which apparently
is too dense). The mounting for the MRS under the playfield is often two rubber grommets.
If a grommet falls off, this will not allow the MRS to be snug against the playfield, making
ball detection difficult.
3j. When things don't work: Ball Trough Problems (random multi-ball
and bad trough LEDs)
The ball trough is the area where the balls drain and collect when
a game is over.
Up to 1993, Williams used a conventional ball trough design. This old
style ball trough used mechanical switches to sense the ball's
presence. It also used two coils to move the balls; one to kick the ball from the
outhole to the trough, and another coil to kick the ball from
the trough to the shooter lane.
Starting in 1993 with Indiana Jones, a new ball trough design was used that
instead relied on gravity to feed the balls into the trough. This saved one coil
(the outhole coil was no longer needed). The new design
also used opto switches instead of mechanical switches. This allowed
one ball trough design to be used in all Williams games, regardless of
the number of balls used in the game. The ball trough could now
comfortably hold from one to six balls (depending on the game; most used four to six balls).
The two opto boards used on either side of the ball trough to sense
the balls. Note the large blue resistors used on the top board. Often
these resistors can vibrate and break. This will give the opto board
false ball senses or no ball senses.
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Ball Trough problems (Random Multi-Ball, Drained Ball not Sensed, Game won't Start).
When the opto ball trough was first used on Indiana Jones,
Star Trek Next Generation, Judge Dredd, Popeye, and Demoman,
William bolted the opto boards right to the side of the
trough. The vibrations from the trough often caused
the leads on the large blue two watt resistors and the infra-red LED's
on the opto transmitter board to break. This would cause the
game to start random multi-ball at just about anytime
during the game. Often the game would never end (because
the trough would not reconize when all the balls had
drained).
To fix this problem, Williams redesigned the attachment
points for the two opto boards. Instead of being bolted
directly to the trough, the mounting holes on the opto
boards were enlarged (and one hole moved). Then
rubber gromets where inserted into the holes, and
short metal tube bushings where inserted through the rubber gromets.
When the opto board bolts where tightened down, they tightened on
the metal tubes. This allowed the opto boards to "float"
on the rubber gromet, reducing vibration considerably.
Also be aware that on Star Trek Next Generation if
fuse 103 on the Power Driver Board is blown
(3A slow blow), the game will not start and will constantly throw
out balls. Fuse 103
powers the solenoid which controls the upper diverter on the
under-the-playfield diverter. Without a working diverter, the game can't
load the balls where it wants, and the game will attempt to
load and reload balls continually.
Also another tip concerning Indiana Jones:
Check the front right switch on the bottom side of the mini playfield. Balls
hit it underneath and mash the wires/diode/switch lugs together creating
a short. Since this mini-PF switch is in the same row as the ball trough
jam opto in the switch matrix. This can cause the game to continually kick
out balls because the machine thinks the ball jam opto has a ball in front of it,
and kicks out another.
The front right mini-playfield switch on Indy Jones. This switch's leads often get
crushed by flying pinballs, shorting them together. This can cause all kinds of switch
matrix problems including continual multi-ball and switch matrix confusion (multiple
switch closures by a single switch closure).
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Later Opto Board Design.
To make the opto boards more resistant to vibration,
starting with World Cup Soccer 94, Williams moved all the electronics
off the opto boards and onto a separate board. This meant that only
the optics were on the trough opto boards, and no other components.
No longer could the large blue two watt resistors crack from trough vibrations.
Unfortunately, Indy Jones, Star Trek Next Generation, Judge Dredd,
Popeye and Demoman all use the older ball trough opto boards with the
easy-to-break blue resistors and bad mounting design.
Check the Shooter Lane switch.
Though usually not the problem with random multiball (a closed shooter lane switch
does not get the ball to the shooter lane), it's a good idea
on most WPC games to make sure this switch is in good condition
and working. Use a ball to test the switch (in switch test T.1).
Ball Trough Divots (Indy Jones to Cactus Canyon).
Another problem with the new ball trough design is
"divots". As the pinballs fall into the ball trough from the playfield,
they eventually make divots into the metal. This
can cause the balls to hang and not roll the length
of the ball trough and down to the shooter lane upkicker
coil. All sorts of weird game problems can occur from this.
The most common is trying to start a game by pressing the start button, and
the game responds with "pinballs missing", or a game
that doesn't end when the ball drains. Random multi balls can
be caused by this problem too.
At first look, where the balls fall from the playfield into the
trough would seem to be the problem. But that really is not the
big problem; where the balls rest in the trough "V" slot can develop very
small divots or nicks in the metal. All these newer game use four to
six balls, and often a pair of nicks in the metal can exist where
each ball rests in the trough!
To fix this, a Dremel tool or a hand file can be used to grind
the divots out of the metal. After the nicks are ground out smoothly,
sand the sides of the "V" in the trough smooth with 220 or 320 sandpaper.
If this doesn't work, order a new ball trough, part number A-16809-2. This
newer design of the ball trough should last longer and
divot less.
On the left blue circle is where the balls slam down into the trough.
But the big problem is the two smaller blue circles, center and right.
These very small nicks will stop the balls from rolling down the trough
as a single ball is fed to the shooter lane. These causes all the balls to
hang and not roll the length of the ball trough.
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Buying a Ball Trough Mounting Upgrade Kit.
If you want to upgrade your Indiana Jones to Demo Man ball trough
to the current board mounting design (which can help solve random multi-ball
problems), order an upgrade kit, part# A-18244.
This includes two new opto boards, and all the mounting
hardware needed (the mounting hardware is absolutely
necessary). At $50, this is an expensive kit!
Modifying the Existing Trough Boards Mounting Instead.
Modify the existing trough boards can be done for
much less money. The parts can be ordered from Williams:
- (6) Metal bushings, 3/16" outside diameter and 3/16" long, Williams part# 02-4975, $0.28 each.
- (6) Rubber grommets 3/16" inside diameter and 1/4" to 7/16" outside, Williams part# 23-6626, $1.02 each.
- (6) Trough board mounting screws (same #6 size/thread as the originals, just 3/4" long).
These parts can be bought locally. Rubber grommets can be bought at any decent
hardware store in the electrical department. The inside diameter grommet hole
(the important part) is 3/16". The outside diameter can vary from 1/4" to 7/16".
The metal 3/16" bushings can be bought at hobby shop that sells
3/16" brass or aluminum tubing (usally in 12" lengths), used for hobby applications. This
tubing cuts easily with a Dremel cut-off tool, or for $5, most hobby shops also
sell small tubing cutters (easier to use than the Dremel). Buy metal
tubing which fits easily but snuggly inside the 3/16" rubber grommet (3/16" or even 5/32"
outside diameter tubing). The longer 3/4" #6 trough board mounting screws are also required,
and are a standard hardware store item.
The rubber grommets and metal tubing which
goes inside the grommets. Three grommets/tubes
are needed for each of the two optic boards.
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After buying the above parts (either from Williams or elsewhere),
drill or use a hand remer and make the trough optic board
holes bigger, about 1/4" (or up to 7/16", depending on the
outside size of your rubber grommets). Be careful you don't drill
through any board traces (this should not be a problem). Also, drilling
the center hole is optional;
mounting with just two (outside) of the three holes per board
works fine too. Insert the rubber grommets
in the enlarged holes, and put the metal tubing inside the grommet.
The metal bushing should be just very slightly shorter than the width of the
rubber grommet, no longer. This allows the board bolt to tighten down
on the bushing, but leaving a bit of "play" in the board (which the
rubber grommet gives).
More Random Multiball: the Ball Trough Optic Resistors.
On Indy Jones, Star Trek Next Generation, Judge Dredd, Demo Man, and Popeye,
the ball trough optic boards have several large blue resistors mounted to them.
Since these boards get a fair amount of shock and vibration from balls,
often these resistors can crack or break. If this happens, random
(and continual) multiball can result. Check these large blue power resistors for
breaks or cracks. Usually the resistor leads break right where they
connect to the circuit board.
Do not try and repair the resistors; just replace them. They are 270 ohm 2 watt
resistors (do not replace with a version less than 2 watts). These are available
from Digikey, part number ALSR3J-270-ND,
$1.37 each. NTE/ECG sell these too
at many local electronic part houses for about 99 cents a pair.
Ball Trough Optos.
The ball trough optos also commonly break from ball vibration and wear. Every optic is
a pair; a transmitter (which gives off infra-red light), and a receiver (or photo transistor, which
sees the infra-red light). The receiver rarely goes bad. The transmitter optics
are on the trough board closest to the coin door (lucky for us, as this board
is easiest to access). The transmitter optic is available from Radio Shack,
part number 276-143c, $1.69. This replacement optic transmitter is blue in color,
and works fine as a replacement. Gregg Woodcock also sells yellow trough LED infrared transmitters at
www.ClassicCoinOps.com/wmsoptos.htm,
for a really nice price. In either case,
this part should only be installed one way. Printed
on the circuit board is a round circle with a flat side. The optic also has a flat
side, which should match the circuit board.
The receiver optic is also available from Radio Shack,
part number 276-145a, $0.99. This receiver is clear, unlike the Williams
receiver. The flat edge of the receiver needs to be mounted closest
to the top edge of the circuit board. That is, the flat edge
goes in the hole furthest away from the hole that has the
notch drawn on the circuit board. Digikey also
sells a receiver, part number PN104-ND. When installing this
photo transistor remove the center pin before installing.
Just wiggled the center lead back and forth until it breaks off at the base.
Install this part so the notch at the base lines up with the notch drawn on
the circuit board.
The New Williams Ball Trough and the Blue Resistors.
If using the newer metal trough #A-16809-2, and using all three mounting holes,
it will also be necessary to move one of the large blue
resistors to the back of the board, and drill a new center position mounting hole in the
opto board. Another option (and spending $50 is not an issue),
order the upgrade kit from Williams, part# A-18244, and get the two
new trough opto boards and the mounting hardware. Or use the existing trough boards
with just the two outside mounting holes. If drilling the current
trough boards is not an option, they can always be mounted with two of the three holes instead.
This works fine too.
Bad Ball Trough Connectors.
Another ball trough problem can be related to the connectors used on
the ball troughs. Again, due to vibration, the solder joints for the circuit board header pins
can crack, causing intermittent connections.
To fix this, reflow the solder on the connector pins on both trough boards.
Testing the Ball Trough Optos.
After modifying the trough boards and grinding the divots out of the trough,
I connect the transmitter and receiver boards to their connectors. Now I
dim the lights to the room, turn the game on, and go to
the first switch test T.1. Using a Radio Shack or MCM
infrared detector card (or a digital video or digital still camera),
check all the transmitter LED infrared optos to see if they are working.
After that is done, shine a small pocket flashlight or TV remote control into each of the
receiver board detector optos. They should register in the T.1 switch test
(room needs to be somewhat dim for this; ambient room light can
also activate these). Turn the game off and assembly and install the
trough board on the trough, and install the trough back in the game.
Now it's time for another test, one that is especially good to verify your
work, or to test the trough if you have not modified it.
With all the balls removed from the game,
turn the game on and go to the first switch edge test T.1.
Most switches should show with a dot, indicating the switch as open (a sqaure
indicates a switch is closed). But on optic switches, a blocked opto is a dot,
and an unblocked opto is a square (opposite of what one would expect).
There should be a number of squared switches, indicating the opto trough switches
(check your game manual for exact switch numbers).
If your switch matrix has no squares (all dots),
your playfield has lost the +12 volts powering the optic switches.
Check fuses F115 and F116 (F101 and F109 on WPC-95) on the power driver board.
Now slowly roll a ball down the trough and watch it cause a square
in the switch matrix to turn into a dot, as the ball rolls past each ball trough optic.
When the ball is resting at ball trough optic one,
physically push up on the ball lane shooter solenoid
(that would kick that ball onto the playfield). This will cause that "trough jam" opto to
turn to a dot. This opto only sees the ball as it gets kicked out,
or if there are two balls jammed so they are sitting on top of each other at the right
end of the trough.
Fill up the trough completely with balls, then remove the balls manually,
one by one. Try this a few times to see if you can isolate any of the ball
trough squares which are not turning to dots consistently.
Lastly, remove ALL balls from the trough and close the coin door. Press the flipper buttons
to activate the flippers while still in switch edges test. Look for flickering square-to-dots
on the ball trough column on the display. This tests flipper vibrations
which can cause intermittent
flickering on the opto switches. Now continue checking for bad optos by hitting the
playfield with the meat of your fist near the flippers (it's not as bad as it sounds!)
If any of the squares flicker to a dot,
there is some vibration related problem (broken/cracked blue resistor or opto lead, or
cracked header pin solder joints). If nothing has appears, leave the game in
this test mode for 20 minutes (note some games will exit test mode automatically
after 15 minutes) with no balls in the game. Be close by, within listening distance.
If you hear the game "bong" that means a switch has opened/closed in the switch test.
Go to the game and
check the score display, as the last switch closed will be reported. See if this is a trough
opto switch number. If so, it is a flakey opto or bad opto board resistor or bad
connector. This "time test" allows the game to 'warm up' too,
which often the other tests don't account for.
If all the trough switches change from squares to dots when the optos are blocked
with a ball, and there is no flickering when the
playfield is vibrated, and the game doesn't report any random switches in test
mode for 20 minutes, the opto boards have test good. If there are still random multi ball
problems, there is most likely a divot problem in the ball trough (see above).
Here a ball trough transmitter opto board is being tested outside of
the game using an external 12 volt DC power supply. There are seven
infrared LEDs here, but the one with the red arrow is not lighting. Check
for a bad blue power resistor, broken traces, or even a bad opto itself.
Note the digital camera this picture was taken with shows the infrared
light quite well.
Pic by Tx.
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Testing the Ball Trough Transmitter Board outside of the Game.
The ball trough transmitter board needs +12 volts DC to operate, and nothing more. Because of
this, the ball trough transmitter board can be tested outside of the game
using an external 12 volt DC power supply. Also needed is some way to
"see" the infrared light coming from the transmitter LEDs. A digital camera
with a viewing screen works well, or a Radio Shack/MCM Electronics infrared
card.
3k. When things don't work: Dot Matrix/AlphaNumeric Score Displays
Dot matrix displays are one of the coolest features on a WPC game. They
provide the score and graphic animations, and even video games within
the pinball game. Note that the first three WPC games (Funhouse, Harley Davidson, the Machine)
used the older style AlphaNumeric displays.
WPC Alpha Numeric Score Display Problems.
The first three WPC games that used AlphaNumeric displays have a common
problem. The resistors R48 and R49 (39k ohm) on the AlphaNumeric Display board
often fail and go open, or go out of spec. This can cause all the score displays
in the game to work very weak, or not work at all. Before replacing a score
display, replace BOTH of these 39k resistors with "flame proof" 1 or 2 watt
versions. See the Williams System 11 repair guide at
http://marvin3m.com/sys11/index3.htm
for more information
on repairing AlphaNumeric score displays. All the information there applies
to these three WPC games (though the component label numbers will be
different).
A dot matrix display on the way out. Notice the absence of
some characters in the display (on the right side).
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Dot Matrix Displays and "Outgassing".
The unfortunate part about dot matrix displays (DMD) is they wear out.
Time will eventually kill these, and the display will "outgas"
and fail. Because of the high voltage involved with score displays,
the anode and/or cathode inside the diplay glass breaks down. This results in the "outgassing"
of impurities that eventually change the internal gas properties, so the display
won't glow (the gas must be very pure for the display to work). Often the
gaps that don't light up at power-on will gradually come on as the display warms up.
This happens because as the existing gas warms up, it expands.
A new display will solve this problem, and is easy to get and replace (a 5 minute job).
These do cost a bit of money though at about $115 each (complete). There is
no way to fix an old "outgassed" display.
When a DMD starts to get blurry or displays gaps, the rumor is the power requirements
for the display increases. It turns out this rumor is actually incorrect,
at least as far as the High Voltage (-120 and +65 volts) is concerned.
The HV (high voltage) power
used by a display is directly proportional to the number of
dots lit on the display. If a display is entirely outgassed and not lighting (even
though the CPU is asking the display to lit), it will
consume no more HV (high voltage) than a working display that is not lit.
Kirb did some test of various displays and metered the results, proving this.
But what about the 5 volt consumption? Unfortunately we did not do enough
testing of the 5 volts to draw any conclusions. But based on reports of
outgassed displays causing game resets (stressing the 5 volt supply),
it is reasonable to think that an outgassed DMD does consume more 5 volt power.
Another interesting fact is that certain DMD makes consume more 5 volt
power than others. The biggest 5 volt power hog is Dale/Visay, consuming
nearly twice what other DMD displays use.
Regardless, I still encourage people to buy a new display if theirs
is outgassed. The 5 volt power stress, particularly on games like
Twilight Zone, can cause potential game reset problems.
Buy an entire DMD display glass and board, or just a new Glass?
A new dot matrix glass only can be purchased, which will also solve
the "outgassed" problem. These are available for about $65, which is almost
half the price of buying both the display and its attached circuit board.
But trust me on this, don't be cheap;
just spend the extra money and get both the display and
its attached circuit board. Installing a new glass into
the surrounding board is A LOT of work. And games produced in 1993 and later
don't have "pin" style glasses, so these display glasses alone are NOT replacable.
Even if a display has the "pin" style glass, it's just not worth the trouble
to unsolder 132+32 pins, install the new glass, and resolder all those
pins again. It's a solid two hours worth of eye straining work, and
it's very easy to make a mistake. It's just not worth the trouble.
Are All Dot Matrix Displays the Same?
The short answer is "yes". But be aware DMDs come in different sizes.
Williams always used the 128x32 column/row variety (DataEast for
example used a 128x16 and a 192x64 display, in addition to 128x32).
And yes a 128x32 dot matrix display from a Gottlieb, Sega, DataEast
or Stern game will work in any DMD WPC/WPC-S/WPC-95 game or
vice-versa (but note
that DataEast/Sega/Stern have an additional controller board bolted
to the back of their 128x32 DMD, which is not used on a Williams WPC game).
Also it should be stated that some brands of
dot matrix displays (like Babcock) require 12 volts to operate, and most others don't.
I have seen problems where a DMD requiring 12 volts won't operate in a game,
but one that does not require 12 volts will work.
Can the Dot Matrix Display Itself be Fixed?
This is a tricky question. Sometimes the display itself
fails due to problems other than an "outgassed" score glass.
The controller chips on the display glass' circuit board can die
(they are static sensitive). This usually causes "garbage" to be
displayed. Other problems I have seen includes
delamination of the surface mounted parts on the score display glass'
circuit board (often this is fixable). And the power .156" header pins
on the display itself can have cracked solder joints, causing the
display to not work (though sometimes these are nearly impossible
to resolder, because the display glass is in the way!)
Example a ribbon cable problem on a WPC game (Demo Man). Can you tell it
says, "Game Over"? Reseating the ribbon cables often fixes this. Click on
the picture below for a larger version, and note the dark spots in the corners
of this display - this is an indication the display is starting to outgas.
Note it's not just the display ribbon cables, but also the other ribbon cables
like the one between the CPU and driver boards.
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Another example of DMD garbage that was fixed by reseating the ribbon
cable between the driver and CPU boards.
Picture by Wil.
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Blank, Strange Garbage, or Diagonal Lines on the Dot Matrix Display
(Re-seating Ribbon Cable connectors).
This problem can be caused by a bad dot matrix ribbon cable. A blank
display (assuming all the fuses are good and voltages are present) is
usually a backwards installed ribbon cable from the dot matrix controller
to the DMD itself. Garbage or diagonal lines is typically a problem with
the large cable running from the CPU board to the fliptronics board to the
sound board to the dot matrix controller board.
The ribbon cable connectors are gold plated, and sometimes require
a "reseating" (remove and re-install) of their connectors to "clean" them.
Since these are gold plated connectors, reseating is an acceptable means of
cleaning a gold plated connector. (All the non-ribbon cable connectors in the game
are *not* gold, and if reseating "fixes" a problem, that means the connector
board pins and housing pins need to be replaced! See
Pinball Connector web page for more info on that.)
Example a dirty or removed ribbon cable from the dot matrix controller board
to the dot matrix display itself. Reseating the ribbon cables often fixes this.
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When reseating the ribbon cables, be careful not to re-insert the ribbon
cable one pin off. This is very easy to do, making pins 1,2 hang
off the side of the mail connector (or cable pins 1,2 connected to board pins 3,4).
This will cause additional problems like garbage display (but luckly all
are fixed with the proper reseating of the ribbon cable connector).
Also note the red line on the ribbon cable - this indicates pin 1 of the
cable, and it should align with the white arrow or "1 2" silkscreened on the
circuit board. Luckily the only ribbon cable connector that can be easily
installed "backwards" is the ribbon going from the dot matrix controller
board to the display. If this cable is installed "backwards", usually the display
is blank, showing nothing (like the display does not work).
Here's what happens if the sound board ribbon cable is connected one row
of pins off-center.
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Also be aware that an over-zealous previous owner may have runined a
ribbon cable connector when it was reseated. It is very easy to rip the
ribbon cable away from the connector,
making the game do some very strange things (usually the
diagonal lines are a symptom of this). So be careful when reseating
ribbon cable connectors.
Finally, random vertical or diagnal lines could be caused by
12 volts not getting to the dot matrix display. This voltage
comes directly from the driver board (see "Testing DMD voltages"
below for diagnosing this problem further). Also some dot matrix
displays (Babcock in particular) require 12 volts to operate,
where other brands do not need 12 volts.
Missing Vertical or Horizontal Display Lines are Missing.
Another common problem is missing display lines in the DMD score display.
This is very common with the "pin" style DMD display glass. This type
of DMD glass has pins, bent at a right angle, that solder into the
attached DMD circuit board. Often these pins break, due to vibration,
right where they attach to the display glass' edge.
Because of this problem, all the DMD manufacturers have changed to
a very flat ribbon cable style of connection between the display glass
and the attached circuit board. This largely solved the problem.
If missing some lines, and the score display glass is a "pin" style,
often the pins can be reattached to the display glass using a conductive
silver epoxy. This often works well, but is a difficult repair. It usually
does not work if more than two horizontal and/or two vertical pins are
broken.
Diagnosing Other Dot Matrix Problems.
If you are sure the display itself is working, there are some
other things to check when a DMD doesn't work.
Make sure to check fuses F601 and F602 (all WPC games). F601 is
used for +62 volts, and F602 is used for -113, -125 volts (or -103, -115). On WPC-S
and before, these are 3/8 amp fast-blo 1.25" fuses (originally
Williams used slow-blo fuses here, but about 1994 they changed
to fast-blo, so either fast or slow-blo can be used).
On WPC-95, these are T0.315 amp 5x20mm fuses.
The Dot Matrix Display circuit is the same in all WPC generations!
Even though there are three different WPC dot matrix controller boards,
the DMD voltage circuit is nearly identical.
Click here for the high voltage dot matrix display
controller board schematics (showing part references for all generations of WPC dot matrix display
controller boards).
It's easier to test voltages at the dot matrix display itself than at the
controller board. Use the "key" pin for reference to figure out which is
pin 1 and pin 8.
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Testing DMD Voltages.
If the fuses are good on the dot matrix controller board (or audio/visual
board for WPC-95), you should next check the power at
the DMD itself. Voltages used are +62, +12, +5, -113 and -125 (or -103 and -115),
or within +/- 10% of these values.
Check these voltages at the dot matrix display
with the display connected, or at connector J604
on the controller board. The pin out at the DMD is:
- Pin 1: -125 volts (-110 to -130 volts); Williams lowered this voltage to -115.
- Pin 2: -113 volts (-98 to -118 volts); Williams lowered this voltage to -103.
- Pin 3: Key
- Pin 4: Ground
- Pin 5: Ground
- Pin 6: +5 volts (4.9 to 5.2 volts)
- Pin 7: +12 volts (10 to 14 volts)
- Pin 8: +62 volts (58 to 68 volts)
All voltages should be pretty much right at the above specs,
or within +/- 10%. In regards to the -113, -125 volts (or -103, -115), these two
voltages need to be 12 volts apart - that's the important part.
That is, if -98 and -110 volts are measured, those two voltages
are fine. If -118 volts is measured,
the other voltage should be -106 volts.
If they are not within 12 volts of each other, the dot matrix controller's
high voltage section probably needs to be rebuilt.
If the -125 volts is missing, -113 volts will be missing too.
If the +62 volts is above 70 volts, chances are good someone
jacked up this voltage by changing the DMD controller 1N4759 zener diode to compensate
for an outgassed dot matrix display (very common on games imported
back to North America from other countries).
If any voltage is low, try disconnecting the power connector to the
DMD, and re-measure the voltages. If they return to the correct voltages,
the display is bad or the high voltage section on the dot matrix controller
board is failing and can't handle the power draw of the display.
Remember the voltages created by the DMD controller card
are -125, -113 (or -115, -103) and +62. The +5 and +12 volts come from the
driver board. If the 5 volts is
missing yet the game boots, there's a connector problem.
If 12 volts is missing there's either a connector problem,
or the dot matrix display itself is "sinking" the 12 volts
(disconnect the DMD power connector and see if the 12 volts
comes back up, if so the display is bad or maybe the driver board 12 volt
section is failing). Or the 12 volt driver board section is failing.
(Measure the 12 volts at the driver board, and then at the installed
DMD, if the voltage is different there is a connector problem.
If they are both the same voltage and are below 10 volts,
there is a driver board 12 volt problem).
Lowering the -125 and -113 voltages to -115 and -103 volts.
At some point Williams lowered the -125 and -113 voltages to
-115 and -103. This was done to increase the life of the score display.
Just keep this in mind when measuring these voltages. The important part
is these two voltage must be 12 volts apart.
Both the -125 and the -113 volts are the same voltage.
The dot matrix display will not work if both the -125 volts
and -113 volts (or -115 and -103) measure as the same voltage.
These two negative high voltages should be 12 volts apart.
The difference in voltage occurs because of diode D6 (D3 on WPC-95), a 12 volt 1N4742
diode. The failure of this diode also kills
transistor Q7 (known as Q7 in all WPC generations, a MJE15030).
Also check resistor R8 (4.7k ohms 5 watts), if this is bad
the two negative voltages will be the same.
The -125 volts and -113 volts must be 12 volts apart, or the dot matrix
display will not work!
The +62 volts drops to +12 volts under load.
When this happens, check transistor Q3 (all WPC
generations). This transistor has probably shorted. Also check
diode D3.
The +62 volts is not +62 volts.
On WPC-S and earlier games, the positive DC voltage trace that comes from a
very small bridge rectifier BR1 is physically routed underneath resistor R9
(1.8k 5 watt resistor).
Because of the heat generated by this 5 watt resistor, and the current
drawn from the bridge rectifier, this circuit board trace can become
burnt and break underneath resistor R9. Because the trace physically runs under
this resistor, the broken trace can be hard to see. If the +62 volts is
not +62 volts, check this trace.
If the +62 volts is above 70 volts, chances are good someone
jacked up this voltage by changing a DMD controller 1N4759 zener diode to compensate
for an outgassed dot matrix display (very common on games imported
back to North America from other countries).
The -125 volts is too High.
Another problem is the -125 volts (or -115) is too high, reading instead -140 volts.
The usual cause of this problem is a broken trace on the
circuit board. These traces are fragile, and the high voltage
section of the dot matrix controller can get very hot, and burn
them. Use your DMM set to continuity and check all traces.
Negative High Voltage Low, DMD barely lights.
Negative high voltage reads -102 and -93 volts, and the display barely lights.
DMD high voltage controller section was just rebuilt, so that was ruled out.
Checked resistor R6 or R26 on WPC95 (47K ohms) and it was open.
Also checked resistor R4 or R30 on WPC95 (120 ohms) and it read 1k ohms
(had to unsolder and lift one leg to test them).
After resistors replaced, high voltage went up to -112 and -100 volts,
and the DMD was nice and bright.
Rebuilding the Dot Matrix High Voltage (HV) Section.
If the fuses are good, and the display itself is
good (tested in another game), it is time to rebuild the high voltage section of the Dot matrix
controller board. But before doing that, raise the playfield and inspect
all the connections from the transformer in the bottom of the cabinet.
Though a rare problem, one of the connectors may have come apart or became oxidized.
After all else is checked, the best idea is
to just replace everything in the high voltage section
(parts also listed at dmdhv.htm).
Note all these parts are also available in kit form from
Great Plains Electronics
for around $6 per kit.
This is a *very* economical way to rebuild the dot matrix high
voltage section. The parts to replace includes:
- Q6 (MJE15031 or NTE55): Controls the -125 volts (and supplies voltage
to the -113 volts).
- Q7 (MJE15030 or NTE54/BUV27/BUV28): Controls the -113 volts.
- Q3 (Q1 on WPC-95, MJE15030 or NTE54/BUV27/BUV28):
Part of the +62 volt section.
- Q4,Q5 (MPSD52 or 2N5401/NTE288): Part of the -125 (or -115) volt section.
- Q2,Q10 (Q2,Q3 on WPC-95, MPSD02 or 2N5551/NTE194): Part of the +62 volt section.
- D4,D5 (D1,D18 on WPC-95, 1N4758 or NTE5090, 56 volts): Part of the -125 (or -115) volt section.
- D6 (D3 on WPC-95, 1N4742 or NTE142, 12 volts): Part of the -113 (or -103) volt section.
- D3 (D2 on WPC-95, 1N4759 or NTE149, 62 volts): Part of the +62 volt section.
- Q1 (2N3904, WPC-S and prior only).
- R4,R5 (120 ohm 1/2 watt). Usually Ok, but replace if they look burned.
Check/Replace the Resistors too.
Also check the resistor values. Resistors either
work or do not work, and are easily tested (unlike the above transistors).
All resistors should be within 10% of spec. Replace any
resistors that are out of tolerence or that appear burnt. The 5 watt
resistors take the most abuse; if these are working yet cracked, replace
them! Always mount resistors slightly above the board to allow air flow below them.
On all these resistor, replace if they look at all damaged, even if they measure OK.
- 1.8k ohms, 5 watts: R9 on WPC-S and prior (R44 on WPC-95).
- 4.7k ohms, 5 watts: R8 on WPC-S and prior (R43 on WPC-95).
- 120 ohm, 5 watts: R11 on WPC-S and prior (R28 on WPC-95).
- 120 ohm 1/2 watt resistors at R4, R5 WPC-S and prior (R30, R31 on WPC-95).
- 47k ohms 1/2 watt at R3, R6, R12, R13 on WPC-S and prior (R25, R26 R27, R29).
An Alternative to Rebuilding the HV Section.
If the inexpensive HV rebuild kit from Ed at
www.greatplainselectronics.com
is beyond one's technical skills,
there is an alternative to rebuilding the high voltage section. That is to
purchase a pre-fabricated board which essentially does the same thing. The
DMD-HVP (dot matrix display-high voltage power) board is available from
www.pinball-parts.com
for about $60. This plugs into and overlays the existing DMD controller board,
replacing the original high voltage section on the original DMD controller board.
Installs in about five minutes with no soldering. If the original high voltage
section is blown on the original DMD controller board, it does not matter (as this
completely replaces it). A good alternative for those that have more money
than time, or limited soldering skills. Only works on pre-WPC95 games though.
I have some minor critisms with the DMD HV board though. For example, they use the
smaller WPC-95 style fuses. Now this would be Ok if the board worked on WPC-95
games. But since it does not, it puts a mix of fuse sizes into a WPC game
that otherwise don't use this smaller fuse size. This is bad for the end
consumer that may have a supply of stock WPC HV fuses, which now won't work in
their game! Also, I feel there should be LEDs for each of the high voltages
to show at a glace that -125 volts, -113 volts, +62 volts (and perhaps the
+12 volts and +5 volts) were working on the board.
DMD Components by Voltage.
Here are the same list of components, organized by voltage. If only a particular
voltage is missing from your DMD, only these selective components can be replaced
(not recommended):
- -125 volts: MJE15031 transistor Q6 (all WPC versions). MPSD52 transistors Q4, Q5
(all WPC versions). 1N4758 diodes D4, D5 (D1 and D18 on WPC-95). All these components supply voltage to
the -113 volt section too. Hence, replace the -113 volt components too.
- -113 volts: MJE15030 transistor Q7 (all WPC versions). 1N4742 diode D6 (D3 on WPC-95),
which drops the -125 volts down to -113 volts.
- +62 volts: MJE15030 transistor Q3 (Q1 on WPC-95). MPSD02 transistors Q2, Q10
(Q2, Q3 on WPC-95). 1N4759 diode D3 (D2 on WPC-95).
The BIGGEST Tip when Fixing the High Voltage.
The single biggest tip when fixing the high voltage section on the DMD
controller is this: REPLACE EVERYTHING. This is a high voltage section.
This means if all parts were replaced except for ONE bad part, this
bad part can cause all the others just replaced to immediately fail!
It's just not worth the trouble. Rebuild the whole high voltage section,
and replace everything. In the long run money and time will be saved.
Example of a "cloudy" dot matrix display.
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Cloudy Dot Matrix Display.
Cloudy display problems are strange. The display can test perfectly
in the internal "line" dot matrix test. But when large areas or
inverted graphics are shown, the display is "cloudy".
This is usually caused by heat related problems. Fixing this could
be as simple as adding new white heat sink compound to the three heat sinked MJE transistors.
Also make sure they are tight to their heat sink. Check the three large
5 watt resistors too. If they are more than 5% out
of spec, replace them (see above). Lastly, cold solder joints in the high voltage
section can also cause cloudiness. Try reflowing the solder joints on the
5 watt resistors, the high voltage diodes, and the high voltage MJE transistors.
If none of this works, rebuilding the high voltage section should solve this problem
(see above).
Wavy Hum-bar, bounce, or Horizontal Roll on the Dot Matrix Display.
The "wavy hum-bar", graphic "bounce, or horizontal roll seen on the dot matrix
display's images can be bad DMD power filter capacitors.
On WPC-95, these are caps C28, C42 on the audio visual board.
On WPC-S and earlier, these are caps C4, C7 on the dot matrix controller
board. These original capacitors were 150 mfd 160 volts. This value is
somewhat hard to find, but can be replaced with the more common 220 mfd
160 volt electrolytic caps (remember going up in value on electrolytic
capacitor's voltage and/or capacitance is Ok, but never go down).
If 220 mfd caps are used instead of the 150 mfd, don't get ones
that are too large (due to their weight, vibration can crack the
capicator's solder pads, essentially removing those new capacitors
from the circuit!)
Additionally, if there is still a "wavy hum-bar" or horizontal
roll or a display "bounce", try replacing
the smaller high voltage filter capacitors. On WPC-S and earlier, these are
capacitors C6, C9 and C10 (.1 mfd 500 volts) on the dot matrix controller board.
On WPC-95, these are caps C29-C31 (.01 mfd 200 volts).
If these caps fail, hum bars or roll can occur. As the game warms up
the wave, roll or bounce may change (get better or worse).
Crystallized Solder Joints.
If a DMD display is not displaying correctly, and the voltages
seem Ok, also check this. It's common for the solder joints
on the zener diodes in the power section to crystallize, causing
heat damage, excessive resistance, and finally a lost of
voltage regulation. This can then lead to a failed DMD and damaged
power circuits. These diodes are D3, D4, D5, D6 (D1, D2, D3, D18 on WPC-95) on the dot matrix
controller board.
A bad 6264 RAM chip on the DMD controller board can cause this problem
(verify it's not the Dot matrix display itself first though!)
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DMD Columns Stuck "On".
If there is a column or two stuck on (as seen in the picture above), chances
are good the 6264 dot matrix controller card RAM at U24 (WPC-S and prior)
has failed. Of course
this assumes that the dot matrix display itself is not the problem (try the
display in another game to verify). If not the display itself, replace
U24 (WPC-S and prior) with a new 6264 RAM chip, and this should fix the problem.
Missing Lines on a DMD Display.
The first generation of dot matrix displays used pins to connect
the DMD glass to the DMD circuit board. Due to vibration, often
these pins would break right where they meet the display glass.
This would give the display a "missing" vertical or horizontal
line (depending on which pin broke). And often more than one pin
would break, making an otherwise good display nearly useless.
This problem was solved with newer DMD score displays that used
a short thin flexible ribbon cable instead of the pins.
On displays with broken pins,
there isn't enough material to solder the pins back to the
display glass. But another technique can be used instead.
This involves "conductive epoxy", and essentially gluing the
broken pin to the score glass. The conductive epoxy has silver
powder in it, so it conducts well. And it's the only way to
get a broken pin attached back to the score glass. Usually one
or two broken pins can be repaired in this manner (trying to do
much more than three seems to not work well!) Just be careful
not to short two pins together with the epoxy. Success rate is
certainly not 100%, but it usually works. The epoxy is expensive
though, because of the silver powder in the glue.
I have also used conductive epoxy to fix the thin ribbon cable
variety of DMD displays with missing lines, where the ribbon
cable has ripped away from the display glass. The success rate is
not as high, but it can work.
using conductive silver epoxy to fix a missing line on a dot matrix display,
where the metal pin broke away from the edge of the display glass. Note
this display uses both the ribbon cable (at the circuit board) and the metal
pins (at the display glass). But the conductive epoxy can be used to repair
either style (pins or ribbon), but the success ratio is higher on metal pins.
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Problem: Dot Matrix Display Got Blurry.
When I was playing my Twilight Zone, the dot matrix display
started to become very blurry. Within 5 minutes the display became
almost unreadable. The dots to the left and right of the active
ones started to flicker.
Answer: the ASIC chip on the CPU board was not making good contact to
its socket. The ASIC chip is the large square chip on the CPU board. After removing the chip
and cleaning all of its pins, and reseating the chip in the socket,
the problem went away. Another thing to try is reseating the board ribbon
cables in their sockets.
Problem: Funhouse alphanumeric display, character 16 was mimicking every
segment being displayed in the other 15 characters.
Answer: If this is happening in display one, replace chip U8 (6184 Anode Drive)
on the WPC display driver board. If happening to display two, replace chip U5 (6184).
Problem: My Twilight Zone's dot matrix display shows random vertical
lines. At first it was just occassionally during game play, but now they appear from
the moment I power on the game. The problem has gotten worse, and
now every time I turn on the machine, all four flippers
energize.
Answer: the problem was a bad ribbon cable. There is a single ribbon
cable that goes from the CPU board to the fliptronics board to the
sound board to the dot matrix controller. If the ribbon cable was
mis-installed by one pin, or the cable has torn at its connector,
this problem can happen. The ribbon cable houses the address and
data lines to the fliptronics, sound and dot matrix controller.
Often the ribbon cable's connectors can just be dirty, so reseating the
connectors sometimes fixes this problem. If the ribbon cable is
damaged, mis-installed or the connectors are dirty,
strange things like this can happen.
Another potential cause could be the lack of 12 volts getting to
the dot matrix display controller board.
3L. When things don't work: Power-On LEDs and Sound Beeps
CPU Board LED Flashes.
A simple diagnostic LED (Light Emitting Diode) flash pattern exists on all generations
of WPC CPU boards. These flashes can signify a problem and what
might be causing the trouble. They can be seen immediately when
powering on the game. LED's exist on both the CPU and Driver
boards, but only the CPU board's LED have a diagnostic flash
pattern. On WPC-S and earlier CPU boards, the LED's
are labeled D19 to D21. On the driver board and all WPC-95 boards,
they are labeled "LEDx" (with "x" being the LED number).
CPU Board LED Flash Codes, all revisions.
WPC-S and prior uses a "Dx" designation for its CPU LEDs. WPC-95 uses a "LED20x" designation.
- D19/LED201 (blanking): at power-on should be ON for about 3 seconds (1 second on WPC-95),
and then turn off and stay off.
When D19/LED201 is on, the blanking circuit is disabled (and will not allow any coils to be energized).
- D20/LED203 (diagnostic): After D19/LED201 turns off, D20/LED203 should stay flashing permanently while the game
is turned on. This indicates the CPU is "running".
- D21/LED202 (+5vdc): this LED should ALWAYS be on. It indicates the CPU has +5 volts DC power.
Problem Power-On CPU D20/LED203 (diagnostic) Flash Codes. If D20 does not flash continually,
here are the flash codes diagnostics:
- blinks ONE time: U6/G11 CPU game ROM bad
- blinks TWO times: U8 CMOS RAM chip bad
- blinks THREE times: U9 WPC custom chip bad (pre WPC-S), or G10 Security PIC chip bad (WPC-S and later)
WPC-S and Prior Driver Board LEDs, Test Points (TP), and Fuses.
For reference, TP5 is ground.
- LED1/TP3: +12 volts DC switch matrix circuit. Should be always ON. If off,
check fuse F115. This is often caused by a bad CPU board chip U20 (see the switch
matrix section for more details).
The AC Power originates at connector J101
pins 4,5 and 6,7. It then goes through fuse F114, bridge BR1,
capacitors C6 and C7, LED6/TP8 (18 volts DC), diodes D1 and D2, voltage rectifier Q2,
fuse F115, LED1/TP3 (12 volts DC), then to connector J114 pins 1,2.
Also, just before diodes D1 and D2, the circuit splits to the LM339 chip U6,
and LED2/LED3.
- LED4/TP2: +5 volts DC digital circuit. Should be always ON. If off,
game will not boot. Check fuse F113 (or bridge BR2 and capacitor C5).
Though not likely to fail, there is also a voltage regulator LM323 at Q1,
a LM339 chip at U6 ("zero cross"), and two 1N4004 diodes at D3 and D38.
The AC Power originates at connector J101
pins 1 and 2. It then goes through fuse F113, bridge BR2,
capacitor C5, voltage rectifier Q1,
LED4/TP2 (5 volts DC), then to connector J114 pins 3,4.
Note after fuse F113, the AC power also continues to diodes D3 and D38, and to
LM339 chip U6. Then this "zero cross" power merges back into the +5 volt line
before hitting connector J114.
- LED5/TP7: +20 volts DC flashlamp circuit. Normally ON. Twilight Zone and later,
this LED fades off when the coin door is opened. If off, check coin door and fuse F111
(or bridge BR4 and capacitor C11).
The AC Power originates at connector J102
pins 1,2 and 3,4. It then goes through fuse F111, bridge BR4,
capacitor C11, LED5/TP7 (20 volts DC), then to connector J107 pins 5,6 (and J106 and J108).
- LED6/TP8: +18 volts DC lamp matrix circuit. Normally ON. If off, check fuse F114
(or bridge BR1 and capacitors C6, C7). Though not likely to fail, there is also
a voltage regulator LM7812 at Q2, a LM339 chip at U6, and two 1N4004 diodes at D1 and D2.
The AC Power originates at connector J101
pins 4,5 and 6,7. It then goes through fuse F114, bridge BR1,
capacitors C6 and C7, LED6/TP8 (18 volts DC), diodes D1 and D2, voltage rectifier Q2,
fuse F115, LED1/TP3 (12 volts DC), then to connector J114 pins 1,2.
Also, just before diodes D1 and D2, the circuit splits to the LM339 chip U6,
and LED2/LED3.
- LED7/TP1: +12 volts DC power circuit (motors, relays, etc). Should always be ON.
If off, check fuse F116 (or bridge BR5 and capacitor C30).
The AC Power originates at connector J112
pins 1,2 and 3,5. It then goes through fuse F116, bridge BR5,
capacitor C30, LED7/TP1 (12 volts DC), then to connector J118/J117/J116 pin 2.
- TP6 (no LED): +50 volts for the coil.
The AC Power originates at connector J102
pins 5,6 and 8,9. It then goes through fuse F112, bridge BR3,
capacitor C8, TP6 (50-70 volts DC), then fuses F103/F104/F105 (and F102/F102),
then to connector J107, J106 J108, and J109.
- LED2 (no TP): This LED is not always installed.
High/low line voltage sensor. Normally ON, but flickers with the playfield lamps.
- LED3 (no TP): This LED is not always installed.
High/low line voltage sensor. Normally OFF, but flickers with the playfield lamps.
WPC-95 Driver Board LEDs, Test Points (TP), and Fuses.
For reference, TP107 is ground.
- LED100/TP100: +12 volts DC regulated. Should be always ON. If off, check
fuses F101 and F106 (or diodes D11-D14 and capacitors C11, C12).
If fuse F101 has failed, this is often caused by a bad CPU board
chip U20 (see the switch
matrix section for more details). Though
not likely to fail, there is also a voltage regulator LM7812 at Q2,
and two 1N4004 diodes at D1 and D2. If fuse F101 has failed, suspect
the voltage regulator Q2. The AC Power originates at connector J129
pins 6,7 and 4,5. It then goes through fuse F106, diodes D11-D14,
capacitors C12,C11, LED102/TP102 (18 volts DC), diodes D1-D2, voltage rectifier Q2,
fuse F101, LED100/TP100 (12 volts DC), then to connector J101 pins 1,2.
- LED101/TP101: +5 volts DC digital. Should be always ON. If off, game will
not boot. Check fuse F105 (or diodes D7-D10 and capacitor C9). Though
not likely to fail, there is also a voltage regulator LM317 at Q1,
a LM339 chip at U1, and two 1N4004 diodes at D23 and D24.
The AC Power originates at connector J129
pins 1 and 2. It then goes through fuse F105, diodes D7-D10,
capacitor C9, voltage rectifier Q1,
LED101/TP101 (5 volts DC), then to connectors J101 pins 3 and 4,
J138 pin 4, J139 pin 4, J140 pin4, J141 pin 4.
- LED102/TP102: +18 volts DC lamps. Normally ON (can flicker with playfield lamps).
If off, check fuse F106 (or diodes D11-D14 and capacitors C11, C12).
The AC Power originates at connector J129
pins 6,7 and 4,5. It then goes through fuse F106, diodes D11-D14,
capacitors C12,C11, LED102/TP102 (18 volts DC), diodes D1-D2, voltage rectifier Q2,
fuse F101, LED100/TP100 (12 volts DC), then to connector J101 pins 1,2.
- LED103/TP103: +12 volts DC un-regulated. Should be always ON. If off, check fuse F109
(or diodes D3-D6 and capacitor C8).
The AC Power originates at connector J127
pins 1,2 and 3,5. It then goes through fuse F109, diodes D3-D6,
capacitors C8, LED103/TP103 (12 volts DC), then to connectors
J138 pin 2, J139 pin 2, J140 pin 2, J141 pin 2.
- LED104/TP104: +20 volts DC flashlamps. Normally ON. This LED fades off when the
coin door is opened. If off, check coin door and fuse F107 (or diodes D15-D18
and capacitor C10).
The AC Power originates at connector J128
pins 1,2 and 3,4. It then goes through fuse F107, diodes D15-D18,
capacitors C10, LED104/TP104 (20 volts DC), then to connectors J133 pin 5 and 6,
J134 pin 5.
- LED105/TP105: +50 volts DC coils. Normally ON. This LED fades off when the
coin door is opened. If off, check coin door and fuse F108 (or diodes D19-D22
and capacitor C22).
The AC Power originates at connector J128
pins 8,9 and 5,6. It then goes through fuse F108, diodes D19-D22,
capacitors C22, LED105/TP105 (50-70 volts DC), fuses F102, F103, F104,
then to connectors J134 pins 1,2,3, J135 pins 1,2,3.
Sound Board Error Beeps pre WPC-DCS
(WPC alpha-numeric, WPC dot-matrix and WPC fliptronics.
- 1 Beep: Sound board OK
- 2 Beeps: U9 sound ROM failure
- 3 Beeps: U18 sound ROM failure
- 4 Beeps: U15 sound ROM failure
- 5 Beeps: U14 sound ROM failure
Sound Board Error Beeps WPC-DCS and WPC-S.
- 1 Beep: Sound board OK
- 2 Beeps: U2 sound ROM failure
- 3 Beeps: U3 sound ROM failure
- 4 Beeps: U4 sound ROM failure
- 5 Beeps: U5 sound ROM failure
- 6 Beeps: U6 sound ROM failure
- 7 Beeps: U7 sound ROM failure
- 8 Beeps: U8 sound ROM failure
- 9 Beeps: U9 sound ROM failure
WPC-95 Audio/Video LED.
- LED501: +5 volts DC, normally FLASHING (but at a slower rate than CPU LED203).
Problem Power-On Audio/Visual Board Beep Error Codes:
- 1 Beep: Audio/Visual board OK
- 2 Beeps: S2 sound ROM failure
- 3 Beeps: S3 sound ROM failure
- 4 Beeps: S4 sound ROM failure
- 5 Beeps: S5 sound ROM failure
- 6 Beeps: S6 sound ROM failure
- 7 Beeps: S7 sound ROM failure
- 10 Beeps: Audio/Visual board's Static RAM bad
3m. When things don't work: "Factory Settings Restored" Error (Battery
Problems)
Often when you buy a used WPC game, upon power up, you'll get an error message
stating, "Factory Settings Restored". This message indicates that the CPU RAM chip
at location U8 on the CPU board has forgotten the game's bookkeeping and options settings.
Most often, this error occurs because the three "AA" batteries on the CPU board have
died. These batteries should be replaced every year with good quality alkaline batteries
(batteries are cheap, battery damage is expensive).
The three batteries must keep at least +4 volts of power to the U8
RAM chip for it to remember. When power goes below +4 volts, memory reset can occur
(and you get the "Factory Settings Restored" error message).
A bad battery holder. At first glace, this holder looks fine.
But the two battery contact points on the left have corroded
and fallen off. The contact on the right is the only one intact.
These contact points are actually rivets, but corrosion will
cause the face of the rivet to break as it goes through the
fiber insulator, and the face of the rivet that contacts the
battery falls off.
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Changing Batteries.
If your game is working, and it's time to replace the batteries, follow
this procedure:
- Remove the backglass and gain access to the CPU board.
- Turn the game ON.
- Note the orientation of the installed batteries (All positive terminals up, or
to the right on WPC-S).
- Remove the old batteries and discard.
- Check the battery holder's terminals for any corrosion (they can be clean with 220 grit
sandpaper if any corrosion). If damaged, turn game off and replace battery
holder.
- Using a Sharpie pen, write today's date on the new batteries.
- Install the new batteries.
- Turn the game off.
If you install new batteries with the game turned on, the machine will not
forget the old option settings or bookkeeping totals.
More on Installing Batteries and Measuring their Voltage.
On all flavors of WPC (except WPC-S), the batteries install with the positive
terminal (the terminal with the "tit") UP. On WPC-S, batteries
install with the positive terminals to the right. To not lose the
game's memory and firmware settings, new batteries can be
installed with the game powered ON (assuming the old batteries
are removed with the game on too). After the new batteries are
installed, turn the game off.
Now measure the voltage with a DMM to make sure then are connecting
to the battery holder properly. Put the black lead of the DMM on the lower
left battery holder solder point (or on WPC-S the upper left), and the red lead on the upper right
battery holder solder point (or on WPC-S the lower right). About 4.5 to 4.8 volts DC should be seen.
The Battery Holder: a Weak Link.
If after replacing the batteries, you still get a "Factory Setting Restored" error
when turning the game on,
suspect the battery holder. Use your DMM and check the battery voltage
at the CPU board. With the game off, put your DMM on DC volts and
put the black lead on ground (the grounding strap or on one of the screws
holding the CPU board in place, or the bottom left battery terminal).
Put the red lead on each of the CPU board's POSITIVE
battery terminal solder points (positive is the "up" side of each battery).
Test each of the three batteries' positive leads
individually, starting at the left. You should get about 1.5, 3.0, 4.5 volts at each battery
(note the batteries are additive and the first battery in the chain will
give you 1.5 volts, and the last battery will give you 4.5 volts).
If you don't these positive voltages, suspect damaged battery holder terminals.
These corrode quite often if new batteries aren't installed religiously.
Replace the battery holder and re-test to ensure proper repair.
A battery gone bad on a WPC game. Note the
white "fur" on the bottom of the battery, and
how it has corroded the chip and socket below it.
The battery holder, chip and socket must all be
replaced. Also the board must be washed with a
mixture of 50/50 water and white vinegar (a mild
acid) to neutralize the alkaline battery, and then
rised with water. After drying, the corroded areas are
sanded clean to the bare copper traces, and the
components replaced. If the board isn't washed with
this vinegar solution, the corrosion will return.
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The best battery holder to buy for any WPC game is the new black plastic battery
holder used in WPC-S and later games. This is Williams part# A-15814. This design
of battery holder is much better than the pre WPC-S design.
Remote Battery Holder.
Another excellent solution to potential battery corrosion problems is
to install a remote battery holder. This way if the batteries do fail
and leak, the damage is limited to a $1 battery holder. The cost of
replacing an entire CPU board because batteries have leaked and
corroded the board is too big of a risk for me personally. Though
it doesn't happen a lot, if you have ever had to fix battery corrosion,
it's a lesson you will not soon forget. Because of this I have
installed remote battery holders in all my WPC games. They cost less
than an original style WPC battery holder, and it's good insurance.
I personally use a four "AA" battery holder, using the fourth battery cell area
for a back-up blocking diode and
as the screw area (to do this I put a 1N4004 or 1N5817 diode
with the band towards the red wire, where the fourth
battery would be located). The four AA battery packs seem to be
easier and cheaper to find, but of course only use
three batteries! Install three "AA" batteries, and
then solder the red positive wire of the remote holder to the
CPU board's main positive battery holder trace, and the black
lead of the remote holder to the CPU board's opposite
main negative battery holder trace (see pictures below for
installation in WPC-89, WPC-S, and WPC-95). On WPC-89 and WPC-95,
the main positive battery terminal is at the upper right of the
original battery holder,
and the main negative terminal is at the lower left.
On WPC-S the main positive battery terminal is at the lower right,
and the main negative at the upper left.
Some people ask why I put the "blocking diode" in my 4 "AA" battery
holder? Well it is not required, but I put the blocking diode
in as a backup diode (which prevents the CPU board from trying
to charge the AA batteries when the game is on). The other
advantage to this is the added blocking diode slightly decreases
the voltage from the batteries. This is like an advance alarm clock
for me, where the game will tell me when the batteries are getting
low (opposed to them totally dying and leaking, and then I find out I need
to replace them!) Using a common 1N4004 diode will give
the most voltage drop (about .4 volt). This decreases the battery
voltage just enough that the game will give me a "factory settings
restored" error just before the batteries are totally dead - which
is exactly what I want!
Using an inexpensive four AA battery holder, a IN4004 or 1N5817 blocking diode,
& three AA batteries as a remote battery holder for the CPU board. On WPC
games the diode is not required, and a wire can be used instead. A 1N5817
diode is used instead of a 1N914 or 1N4001 because of the forward voltage
drop is less with the 1N5817 diode. But I actually prefer a 1N4004 as an
"auto alarm" when the batteries are getting low.
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Remote battery holder installed in WPC-89 game.
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Remote battery holder installed in WPC-S game.
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Remote battery holder installed in WPC-95 game.
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Is Power getting Past the Battery Holder? (bad diode D2 or RAM U8)
If the battery holder is OK, next check to see if power it getting
past the battery holder. Find CPU board diode D2 (all WPC revisions); this is a small glass diode,
right next to diode D1. On WPC-S and prior, look to the right of the
big square chip U9. On WPC-95, look just below the battery holder.
With your game off and new batteries installed, put your DDM on DC volts and
put the black lead on the backbox ground strap. Then put the red lead
on diode D2 on the CPU board. The banded side of the diode should show
about .5 volts less than the non-banded side (which should be about 4.3 volts).
If only one side of the diode shows voltage, or both sides show the same voltage,
this diode is bad. Diode D2 is a 1N4148 or 1N914 diode.
Next test for voltage at the CPU U8 RAM chip (all WPC revisions).
With the game off, you should get about 4.3 volts DC at pins 26, 27 or 28 of
chip U8. If you don't, the battery voltage is not getting to the U8 RAM chip,
and the game will boot up with the "Factory Settings Restored" error. Note
pin 28 of the 28 pin U8 chip is in the same position as pin 1 of
the chip, but on the opposite row of pins. Pin 1 is designated with an
impressed "dot" right on the top of the chip.
There can still be problems even if a new batteries are installed and all the
voltages check out. If the game is still giving "Factory Setting Restored" or
"Set Time and Date" errors, there may be a bad CPU U8 RAM chip. This does
happen where a bad U8 RAM will suck the life out of new batteries, causing
them to go dead in one to four weeks. But make
sure to double check that battery holder. Even minor corrosion can cause
this problem. The voltages may all check out, but the corrosion may be enough
to limit CURRENT, and cause this problem. The U8 RAM chip is a 6264-L or 2064 RAM
chip.
Batteries Die Too Quick.
Batteries in a WPC game usually last for years. If the batteries in a game
die quickly (a few days or a few weeks), the D1 diode is probably bad.
If the D1 diode has failed, the batteries are trying to power up the
entire CPU board (instead of just the U8 RAM). This will drain the
batteries quickly. Find diode D1 (all WPC revisions); this is a small glass diode,
right next to diode D2. On WPC-S and prior, look to the right of the
big square chip U9. On WPC-95, look just below the battery holder.
Also check and test diode D2.
With your game off and new batteries installed, put your DDM on DC volts and
put the black lead on the backbox ground strap. Then put the red lead
on diode D2 on the CPU board. The banded side of the diode should show
about .5 volts less than the non-banded side (which should be about 4.3 volts).
If only one side of the diode shows voltage, or both sides show the same voltage,
this diode is bad. Diode D2 is a 1N4148 or 1N914 diode.
Batteries are HOT!
Another problem can occur where the batteries get hot. So hot, they
can melt the covering off of them! If this is not fixed, the batteries will
surely leak, or even explode. This happens when the game tries to charge the batteries,
while the power is on. The problem is usually diode D2 (1N4148).
Does the Battery Power Anything Else?
Actually yes it does! Besides the RAM chip at U8, the
battery also supplies voltage to the large square ASIC
(Application Specific Integrated Circuit) 84 pin chip at U9
in the PLCC (Plastic Leaded Chip Carrier) socket.
Because the 8-bit 6809 microprocessor (the brain behind
WPC, on the CPU board) is such a bad time keeper, the time information
for the WPC clock is generated in the U9 ASIC chip.
A DMM can be used to measure the battery voltage on the ASIC
chip at pins 1,22,43, and 64. If 4 volts DC is not seen at these
pins, suspect the PLCC socket for the square U9 ASIC chip.
These delicate sockets can corrode easily from leaking batteries.
The WPC ASIC chip Pinout.
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My Game's Time Clock is Slow!
There is an internal time clock that keeps the time and date for the WPC system.
Within the game's adjustments, you can turn the clock display on, so it shows
the time and date on the dot matrix display. On Twilight Zone, this internal time clock
is used during attack mode to set the playfield clock.
If you notice the WPC time clock running slow (losing time), or the game
just won't remember the time (boot up error of "Set Time and Date"),
the batteries are getting weak and need replaced. If you still
have this problem with new batteries, suspect the battery holder's terminals.
They may be corroded enough to cause resistance, and lower the voltage
at CPU chip U8.
3n. When things don't work: Lightning Strikes
All William's WPC pinball games are very durable commercial devices.
They are well protected against voltage surges from lightning storms.
There are several lines of defense against voltage surges:
- Excellent grounding
- MOV (metal oxide varistor)
- Line fuse
- Power transformer (all voltage goes through a transformer)
- Bridge Rectifiers
If the power line to your WPC game is struck by
lightning, usually this will take out the line fuse and the MOV.
Damage beyond this is extremely rare.
To repair your game, you will have to replace both the line fuse
and the MOV.
The MOV lives inside the "power box".
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The MOV is the green disc soldered across the
lugs of the radio frequency interference filter.
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The MOV (metal oxide varistor) is designed to have high resistance.
But when its rated voltage is exceeded, it internally shorts.
This immediately blows the line fuse and halts the power
to the game, saving everything but the line fuse and the MOV itself. Smaller
voltage surges are absorbed by the MOV without total destruction (though
lots of small surges can eventually destroy a MOV and make it short).
The MOV is located inside the cabinet's metal power box, next to the coin
box. If you need to replace it, here are
the values needed:
- North America (115 volt power): 150 volt or 130 volt MOV.
- Europe (220/240 volt power): 275 volt MOV.
The rating is the voltage at which the MOV will short.
Lower voltage ratings will provide more protection. But
remember the power s |