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Repairing Zaccaria Electronic Pinball Games
from 1978 to 1987.

by cfh@provide.net (Clay), 09/08/17.
Copyright 2017, all rights reserved.

Scope.
This document is a repair guide for Zaccaria electronic pinball games made from 1978 to 1987. Concentrates mostly on the "generation2" games, but "gen1" games are also discussed. Updates of this document are available for no cost at http://www.pinrepair.com if Internet access is available.

IMPORTANT: Before Starting!
IF YOU HAVE NO EXPERIENCE IN CIRCUIT BOARD REPAIR, YOU SHOULD NOT TRY TO FIX YOUR OWN PINBALL GAME! Before starting any pinball circuit board repair, review the document at http://www.pinrepair.com, which goes over the basics of circuit board repair. Since these pinball repair documents have been available, repair facilities are reporting a dramatic increase in the number of ruined ("hacked") circuit boards sent in for repair. Most repair facilities will NOT repair your circuit board after it has been unsuccessfully repaired ("hacked").

If you aren't up to repairing pinball circuit boards yourself or need pinball parts or just want to buy a restored game, I recommend seeing the suggested parts & repair sources web page.

NOTE WORK IN PROGRESS. Will add more info as time permits.

Table of Contents

Bibliography and Credit Where Credit is Due.
Many of the ideas in this repair guide are not original. Lots of people contributed to this document, and I just want to say, "thanks!" Below are a list of the resources used in the development of this guide. Some resources/people may have been innocently left out. If this is the case, and an idea is here that was originally yours, please notify me and I will make sure to give you credit!



1a. Getting Started: Experience, Schematics, Manuals.

What Repair Experience Is Expected?
Let's be honest here. No one just "trips" across a Zaccaria pinball. It's not like a Bally or Williams or Gottlieb from your youth. If you grew up in North America, chances are really good you've never seen or played a Zaccaria (Italian) pinball before. These games are not common in North America. You have to look for them. Chances are pretty much nil you'll find one "in grandma's basement." Because of that, this document assumes some basic pinball repair knowledge.

If I would do similarities, Zaccaria games most closely ressemble Bally -35 games. And frankly, it's not a very close match! I would say it's like a distance relative at best. But if you've had some experience with Bally -35 games, that would be most helpful in repairing Zaccaria pinballs.

Schematics and Manuals.
Having a manual (and more importantly) schematics for your game would be ideal. If a schematic is not available, order one from one of the sources on the suggested parts & repair sources web page. Marco Specialities seems to have most of the Zaccaria manuals (but be aware, they are largely just re-prints of downloaded manuals, and not copies from originals.) It's really important to have the schematics for the game you're working on.

Many Zaccaria schematics and manuals are available online. These are all in PDF format, which means Adobe Acrobat is needed to view them. Most of them are from www.zaccaria-pinball.com or www.ibdb.org but also check out our Zaccaria manual resource.

Zaccaria Documentation.
The following are documents showing the Zaccaria documents for gen1 and gen2 games.


1b. Getting Started: Necessary Tools

Fixing electronic pinball games will require a few tools. Luckily, most are not that specialized and are easy to get. Please see http://www.pinrepair.com/begin for details on the basic electronics tools needed.

Non-Specialized Tools Required:

  • Work Light: clamp style lamp
  • Screwdrivers: small and medium size, phillips and flat head
  • Nut Drivers and wrenches: since Zaccaria games are Italian, most nuts and bolts are metrix. But not all. So you'll need a mix of metrix and SAE wrenches and nut drivers.
  • Allen Wrenches: get an assortment of Metrix sizes
  • Needle Nose Pliers
  • Hemostat. Handy for holding parts and springs. Best to have both the curved and straight versions if possible.
  • Right Angled Screwdriver: both phillips and flat head.

Specialized Tools Required:
These specialized electronics tools are needed. Please see http://www.pinrepair.com/begin for details on the basic electronics tools needed.

  • Alligator clips and wire. Buy these at Radio Shack, part number 278-001, $3.69.
  • Soldering Iron.
  • Rosin Core 60/40 Solder. Personally I lke Kester #44 solder 1mm (.040") thick.
  • De-soldering tool.
  • Digital Multi-Meter (DMM).
  • Logic Probe.
  • Hand Crimping Tool: Molex WHT-1921 (part# 11-01-0015), Molex part# 63811-1000, Amp 725, or Radio Shack #64-410.

Cleaning "Tools" Required:

  • Novus #2 or MillWax (for cleaning playfields and rubber)
  • Novus #3 (for polishing metal parts)
Novus is available at many places (my local grocery store sells it), or from any good pinball vendor. I don't recommend MillWax, but others like it (mostly because they have been around for a LONG time and are used to it). Do not use any Wildcat products! They react with plastic and can yellow ramps and lift mylar.


1c. Getting Started: Parts to Have On-Hand

When fixing electronic pinballs, I would highly recommend having some parts on-hand to make things easier and cheaper. All these parts are available from a pinball retailer.

Fuses: I would have five of any needed value on hand at all times.

  • 3/4 amp slo-blo (display high voltage)
  • 1 amp slo-blo (playfield mounted fuses)
  • 5 amp slo-blo (incoming 120 volts AC)
  • 5 amp fast-blo (solenoids)
  • 10 amp fast-blo (F1, for the CPU controlled lamps)
  • 15 amp fast-blo (F5, for the general illumination and CPU controlled lights)
Transistors and Silicon Controlled Rectifiers (SCR): keep a few of each of these around:
  • 2N3584 or TIP49 at TR1 (power supply high voltage).
  • 2N3440 or MJE3439 at TR2/TR3 (power supply high voltage).
  • BC548 (MPU board, score displays). Note 2n3904 will not work, regardless of what nteinc.com says.
  • BC337 or 2n3904 or NTE123AP (power supply).
  • 2N5060 or NTE5400 (driver board for feature lamps). A silicon controlled rectifier. This is a .8 amp at 30 volt device. Available from Mouser (part# 610-2N5060, $0.39). Also a 2N5062, 2n5063 or 2n5064.
  • MCR106-1 or NTE5411 (driver board for feature lamps). A silicon controlled rectifier. Also known as a T106. This is a 4 amp at 30 volt device. Available from Mouser (part# 519-T106F1, $0.75).
  • BD647 or TIP102 or SE9302 or NTE263 (driver board to drive coils). TIP102's are used in so many other pinball games, I would just buy them.
Diodes: 1N4004 and 1N4148 (or 1N914). Keep a few around.

Bridge Rectifiers: keep a few 35 amp, 200 volt (or higher) bridge rectifiers around. Both styles (wire and/or lug leads.)

Chips:

  • TDA3081 or CA3081 or NTE916 (MPU board). This is the pre-driver transistor array. It looks like a chip, but it's actually several transistors mounted in a chip package. These are used a lot on the MPU board (and they do fail), so have many of them around.
  • 6821 or 6820 PIA chips (sound boards). Get either and have a few around. Used on the Zaccaria sound boards.
  • 6802 or 6808 CPU chip (sound boards).
  • 2650a CPU chip (CPU board.) The main processor chip. They don't fail much frankly, but not a bad idea to have one laying around. Note it must be the 2650A and not the 2650, as the clock speed is faster on the "A" version.
  • 5101 RAM chip (CPU board). Used on the "gen1" CPU boards. Note there are also 2101 RAM chips on both the gen1 and gen2 CPU boards. The 5101 (low power version of the 2101) can be used in place of a 2101 RAM.
  • 2114 RAM chip (gen2 CPU board ic5.)
  • 6514 RAM chip (gen2 CPU board ic4.) This is the low power version of the 2114.
  • 40097 or 4503 cmos chip (CPU board.) Note the 40097 is no longer available, but the 4503 is generally easy to find.
  • 4001 cmos chip (cpu board.)
  • 4002 cmos chip (cpu board.)
  • 4011 cmos chip (cpu board.)
  • 4012 cmos chip (cpu board.)
  • 4028 cmos chip (CPU board).
  • 4029 cmos chip (gen1 CPU board).
  • 4040 cmos chip (cpu board.)
  • 4042 cmos chip (CPU board.)
  • 4069 cmos chip (cpu board.)
  • 4724 cmos chip (driver board.)
  • 4511 cmos chip (score display).
  • 4528 cmos chip (gen1 cpu board.)
  • 4556 cmos chip (cpu board.)
  • 74HC00 chip (cpu board.)
  • 74LS00 chip (cpu board.)
  • 74LS14 chip (cpu board.)
  • 74LS156 chip (cpu board.)
  • 74LS157 chip (cpu board.)
  • 74LS161 chip (cpu board.)
  • 74LS393 chip (cpu board.)
  • ULN2823 chip (score display.)
  • 9602 chip (gen1 CPU clock signal.)
  • LM339 chip (power supply).
Chip Sockets or Machine Pin Strips: keep 8, 14, 16, 22, 24, 28 and 40 pin sockets around. Get good quality sockets! Personally I like dual wiper solder tail sockets more than machine pin.

.156" Connector pins, header pins, and plastic housings. Used on Gen2 boards. Note that Gen1 boards use a different connector that is not available. I usually convert those to .156" connectors where possible. See the connector section for more details.

.100" Connector pins, header pins, and plastic housings. Get the crimp-on variety for the MPU and solenoid driver board. See the connector section for more details.

.100" Gen1 Connectors. These are used for the lamp drivers and switch matrix on the CPU and driver boards. They are unique in that they're reversed to normal .100" pins (the male side is on the harness, and the female side on the board, that is the "male" has the pointy bits that stick out.) Molex 538-50-57-9020 plug bodies (20 pin) and Molex 538-16-02-0114 pins, available from Mouser.com

Fuse Clips. You will need a boat load of these for both Gen1 and Gen2 Zaccaria games! Every power supply fuse clip will need to be replaced. Note the Euro sized fuse clips are no longer available. Just get the standard USA 3AG Tin plated beryllium copper style (1A1907-03) for GI and CPU light circuits. The lower current style (tin plated brass) 1A1907-06 work well on circuits less than 10 amps. Mouser sells a decent replacements part number 534-3513 (plated brass). Note the power supply board will have to be drilled to use these. More details about this in the power supply section of this document.

CPU Board. It's hard to believe, but you can actually buy a new Gen2 Zaccaria CPU board from pinballsoutions.eu

Switch Tester. The same company that puts out the new Zac CPU board also has a nifty switch tester.


1d. Getting Started: Game List

These are the games covered in this repair document (though more stress is put on the Generation2 games.)

Generation1 solid state Zaccaria
If you have any of these games for sale please email me at cfh@provide.net

  • 01/1978 Winter Sports. Sound generated by the driver board. CPU board uses five 2708 EPROMs. BG, PF, boards. CPU board uses five 2708 EPROMs.
  • 07/1978 House of Diamonds. Sound generated by the driver board. CPU board uses five 2708 EPROMs. BG, PF, boards.
  • 10/1978 Future World. Sound generated by the driver board. CPU board uses five 2708 EPROMs. BG, PF, game.
  • 04/1979 Shooting the Rapids. First game with a dedicated sound board. CPU board uses five 2708 EPROMs.
  • 09/1979 Hot Wheels. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • 01/1980 Fire Mountain. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1. BG, PF, cab.
  • 05/1980 Star God. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1. BG, PF, Flyer.
  • 09/1980 Space Shuttle. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • 09/1980 Horror. A Space Shuttle conversion kit. Uses different game EPROMs. BG, PF, game.
  • 04/1981 Earth Wind Fire. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1. BG, PF, Flyer.
  • 09/1981 Locomotion. CPU board uses three 2708 EPROMs and two 2716 EPROM at IC1/IC3.

Generation2 solid state Zaccaria
Gen2 Zaccaria games are the ones more people seem interested. They have many good features and are quite fun.

Note Mystic Star is not included in this list. Mystic Star is a Bally -35 conversion game, and uses Bally boards. Hence it is not covered in this document.


1e. Circuit Board general description.

Essentialy there are three or four boards in any Zaccaria pinball game: power supply, CPU board, driver board (or "interface" board as Zaccaria calls it), and sound board (on games Shooting the Rapids 4/79 and later.) There's also a transformer in the bottom of the game, which provides raw AC voltages to the power supply (when then converts them to DC voltage, and regulates some of the voltages.)

You will hear a lot in this document discussions of "generation1" and "generation2" games and/or boards. What this refers to is the progressive change in the Zaccaria pinball boards, as time marched on. The biggest change in the two systems was ROM space (or lack of it on gen1 CPU boards.) Gen1, at it's end (Locomotion), could support three 2716 EPROMs and two 2708 EPROMs. That's about 7000 bytes of programming space (not much frankly.) With the gen2 CPU board, this changed to two 2764 EPROMs for a total of 16000 bytes (more than double the gen1 CPU board.) This allowed more programming and more features, that went along with greater programming.

In addition, all gen1 games used 6 digit score displays. With gen2, they moved to 7 digit and 8 digit displays. Also the sound boards really evolved to have some pretty awesome digital sound. On gen1 games the most involved sound was on Locomotion, which was a clone of Williams Firepower style sound (with no speech and no background sound.) With Gen2 games, the sound boards became a lot more sophisticated, with most games have some pretty involved speech (with ROMs available in multiple languages like Italian, French, German and English.)

CPU Board.
As stated above, the Gen1 CPU board has limited ROM space. There's sockets for five EPROMs. Small EPROMs at that, 2708 sized (1k bytes), with the ability of three of them to be jumpered to 2716 EPROMs (2k bytes.) Locomotion, the last Gen1 game, used the most EPROM space, and needed a jumper mod to utilize three 2716 EPROMs.

Locotion factory jumper mod for a 2716 EPROM from U11 pin6 to the top of jumper pad J2. Also the trace on the componenet side going to U11 pin6 is cut.

Driver Board.
The gen1 and gen2 driver boards are very similar. The main difference being connectors (.100" old and new styles), and the number of coil driving transistors (21 on Gen1, Q1-Q21, and 24 on Gen2.) They both used SCR (2n5060 and a few T106) lamp drivers for a total of 64 lamps on Gen1 (SCR1-SCR64), and 80 lamps on Gen2.

Gen1 driver board. Note the .100" old style connectors and the green .156" connector.

Gen1 driver board. Notice the screening for the lamp drivers (2n5060) is done incorrectly compared to how the SCRs are actually installed. Oops!


1h. Connectors.

Gen1 Connectors.
Generation1 games have the "weird" connectors. They are a problem, as simply put, they just are not available. The .100" connectors (switch matrix on the CPU board and lamp matrix on the Driver board) are quite strange. The removalable part, which typically is the female section, are reversed. That is, the removeable part is the male portion! These are long discontinued and if missing/molested, you're frankly screwed. The only solution is to replace both the male and female portions with standard .100" substitutes.

MPU board .100" connectors. Notice the non-standard reverse pin orientation, where the male section is the removeable part.

Power supply Gen1 connectors, top .100 and bottom .156".

Gen2 Connectors.
With Gen2 games the .156 connectors got more "normal" and standard, using IDC style connectors. These can be repaired with standard Trifurcon connector pins and housings.

Power supply Gen2 connectors .156" style. Notice the use of flipper relays on the power supply.


3a. Repair: Power Supply

Gen1 and Gen2 powers supplies are similar, but not compatible. That is, you have to use a gen1 power supply in a gen1 game. And likewise, use a gen2 power supply in a gen2 game. It's not that the designs are so different, but more of the style of connectors used. They both use a .156" connector, but the gen1 connectors are "different." The gen1 green connectors (with the "flap") will not work with a standard .156" female housing. Hence the gen1 power supply won't mate with a gen2 game (which frankly is probably a good thing.) Also generally speaking, the connectors (even if the same) are not pinned alike, so the are not "plug compatible".

Other changes from Gen1 to Gen2 include the addition of the flipper relay on gen2 power supplies. In Gen1 games, the flipper relay (which turns "on" the flippers when a game is started, completing the path to ground) is a descrete device, and mounted under the playfield. In addition gen1 power supplies provide -5 volts to the CPU board. Though gen2 power supplies do create -5 volts, it is not directed to the CPU board (there's no need for it, due to the change to EPROMs that don't require -5 volts.)

Gen1 power supply with a changed CN1 connector.

Gen2 power supply.

For the gen1 green .156" connectors, apparently there is no compatible replacement available today. This is unfortunate, as the large connector CN1 at the bottom of the gen1 power supply likes to burn. These green connectors were made by Amp, and can't find any sort of compatible replacement. The only solution is to replace the male green gen1 connector pins with standard .156" male pins and use a corresponding female .156 connector, with Trifurcon pins. Note to do this, the holes will have to be drilled for the male connector pins using a 1/16" drill bit (this is not a big deal as the power supply board is single sided, so there's no plated through holes to ruin.)

Top: the .100" style connectors used on Gen1 Zaccaria games.
Bottom: the .156" style green connectors used on Gen1 Zac games.

On gen1 lamp and switch matrix connections, the .100" connectors used are not available. Again not been able to locate a compatible replacement connector. Fortunately these connectors are usually in decent condition, unless butchered by somebody.

Power Supply Fuse Clips.
The fuse clips used on both gen1 and gen2 power supplies are cheap and corrode easily. It is highly suggested to just replace them all with new fuse clips. Unfortunately the stock Zac fuse clips are a different in size to what is readily available today. This isn't a big deal though. It just requires drilled on new 1/16" mounting hole for each fuse clip (utilizing one of the two stock holes), and enlarging the other stock hole with a 1/16" drill bit. Again the power supply is a single sided board, so drilling out the holes does not compromise the design. Enlarge one hole on each clip, and add one new hole to fit the new fuse clip. Mouser sells a decent fuse clip, part number 534-3513 (plated brass). Again all fuse clips should be replaced.

Gen2 Fuse block. These fuse clips have been replaced with modern 3AG clicks which are available today. Notice the fuse clips on the right, and the two new holes drilled to accomodate the new 3AG clips. (The unused two holes were from the original Zac style fuse clips.)

Power Supply High Voltage.
The 170 volts used for the score displays is generated by a 2N3584 or TIP49 at TR1. Zaccaria used both devices interchangeably on both gen1 and gen2 power supplies, as seen in the pictures below. They also use two 2N3440 transistors at TR2/TR3. Essentially this circuit is a loose copy of the Bally HV circuit used on -17 and -35 games. So if you have parts to fix the Bally HV circuit, you have components for the Zac high voltage circuit too. Like the Bally circuit, when there's a problem, the circuit usually goes "high" (220 volts instead of 170 volts). There's also an adjustment pot (10k) just below the 2n3584/Tip49 to dial in the voltage on gen1 power supplies.

Besides these three HV transistors that like to fail (in particular the 2n3440 at TR3), resistors R3 (gen2) or R2 (gen1) 22k ohms, R6 (47 ohm 3 watt) on gen2 power supplies, and R7 (gen2) or R6 (gen1) 1k ohm, and R5 (gen1) 82k like to fail or go out of spec. In particular the 3 watt 47 ohm resistor at R6 is especially victum to failure.

TIP49 used for high voltage (Gen1 power supply here, but used on both gen1 and gen2 games).

2n3584 used for high voltage on either gen1 or gen2 power supplies.
Either this or a TIP49 work fine here and are interchangeable.

Power Supply Bridge Rectifiers.
There are three bridge rectifiers mounted under the large heat sink in the on the power supply board (both gen1 and gen2). They are lug-type bridges but frankly you can replace them with either lug or wire style. The lug style is a bit more "sturdy", but wire style 35amp 200volt bridges can also be used. Below is a table of the bridges used. Note these can all be replaced with 25 amp 200 volt (or higher) wire or lug style bridges, mouser part number 583-MP254. Note on the smaller P1 and P4 bridge, these larger mouser style bridges may not physically fit.

    Gen1 Power Supply Bridges
    Bridge Rectifier Org Number Org Rating Mouser Number Mouser Rating
    P2 KBPC 1002 200V 10A    
    P3 KBPC 10005 100V 10A    
    P1/P4 KBPC 8005 50V 8A 583-BR1005 50V 10A
    P5     583-MP254 400V 25A

    Gen2 Power Supply Bridges
    Bridge Rectifier Org Part Number Org Rating Mouser Number Mouser Rating
    P2 KBPC 8005 50v 8a 583-BR1005 50V 10A
    P3 KBPC 10005 100v 10a 583-MP254 400V 25A
    P5 KBPC 1002 200v 10a 583-MP254 400V 25A

Gen1 General Illumination Lighting and Processor Reset.
On gen1 games, the power supply's GI (general illumination) power is also used for a reset varification. Normally these two items (GI and reset) would not be tie together. But it turns out that the GI circuit is critical to the operation of these games - without it the game cannot boot. The reason is that the bridge rectifier P3 on the power supply board takes its AC input from the GI lamp circuit, and is labled as being a +5.3VDC (VRM) power supply output. Tracing this through the schematics, the only place it is used is to feed the Reset circuit on the CPU board. Without a working GI power circuit, the CPU cannot start, and the game will not boot. This makes a bad connector problem at CN1 on the gen1 power suppy board a big problem. It would affect the GI circuit input on the board, leading to a non-working game when the CN1 connector fails.

Testing the Power Supply.
Before firing up the game, it's a good idea to remove all the conectors from the left side of the power supply, and only leave connector CN1 attached (at the bottom edge of the power supply). This is the AC connector from the transforer. You can power the game on (assuming you have it jumpered correctly for your line voltage), and check voltages. This is a really good idea before actually trying to fire up the entire game. With only connector CN1 attached, here's the voltages that should be checked for:

    Gen1 Power Supply Test Points.
    Test Point Location Voltage Connector/Pin
    TP1 Top of Diode D1 170 vdc CN6 pin 6
    TP2 Right leg Resistor R8 5.3 vdc CN6 pin 4
    TP3 Left leg Cap C12 12 vdc CN6 pin 3
    TP4 Top Cap C6 5.6 vdc CN5 pin 2
    TP5 Left leg Cap C9 -5VDC CN6 pin 1
    TP6 Top Resistor R7 39VDC CN3 pin 6

    Gen2 Power Supply Test Points.
    Test Point Location Voltage
    TP1   170 vdc
    TP2   12 vdc
    TP3   5.6 vdc
    TP4   5 vdc
    TP5   39 vdc
    TP6   -5 vdc
    TP7 (power fail)   5.6 vdc
    TP8   Ground

Gen2 Power Fail White Wire.
On gen2 power supplies, there's a small circuit that uses an LM339 voltage comparitor chip to create a "power fail" line. This is fed, via a white wire from the power supply CN5 pin 6, to the CPU board at CN9 pin 3. If this circuit is not working, a Gen2 game will not boot. For this reason, you will often see the white wire going from the power supply to the CPu board cut. This "fixes" the issue, and will often let a gen2 game boot!

Initial Game Power Up.
If the output voltages are correct, turn the game off and reconnect the wiring harness between the Power Supply and the CPU board. Leave disconnected other connectors from the Power Supply to the Driver board, and keep the cabinet/playfield disconnected. Also disconnect the ribbon cable from the CPU board to the Driver board. Disconnect the connectors from the CPU that go to the switch matrix (lower right side of the CPU board). This leaves just the Power Supply and the CPU connected. Connect one score display on the ribbon cable that goes to the backbox door, and remove the other displays connectors (and Sound board connector). Try and power on the game and see if the CPU board boots with a working score display. If this works, the other score displays can be added. Do not power up the driver board yet though, as there could be problems that result in causing other problems!


3d. Repair: Diagnostics

Zac diagnostics in general are pretty good. Especially the gen2 diagnostics (with both a "test advance" and "test back" button, so you can navigate the diagnostics in both direction.) But the biggest bummer about Zac diagnostics are they are part of the switch matrix! This is a really bad thing, and most (all?) other manufacturers avoided doing this. The reason is simple - if you do "blow up" the switch matrix, you can still get into the diagnostic program to help test the system. But with Zac, if the switch matrix crashes, you're out of luck.

Gen1 Diagnostics.
When you press the Diagnostic button inside the coin door, you will see the a "1" on the match number, and some general game info in the other score displays. Press the coin door diag switch again, and the display test (test#2) will be run.

Gen1 Zac Hot Wheels in test#2 (score display).

Press the coin door diag switch again, and the switch test will run (test#3).

Gen1 Zac Hot Wheels in test#3 (switches). Switch #16 is the outhole switch.


3e. Repair: CPU Board Jumpers and ROMs

For Gen2 CPU boards, the acceptable behavior is to jumper the CPU board to use 2764 EPROMs. That makes the board most generic and usable for any game.

Gen1 CPU boards are quite different. Remember the main difference between gen1 and gen2 CPU boards (besides connector types) are ROM space. The gen1 boards use five 2708 EPROMs, with the last few games using up to two 2716 EPROMs and three 2708 EPROMs. So why does that matter? Well besides the limited programming space, 2708 EPROMs require *three* voltages to work: +5 volts, +12 volts, and -5 volts. This is why the gen1 CPU board has all these voltages coming to the board (unlike gen2 CPU boards that will run just on +5 volts.)

Gen1 games in chronological order...

  • Winter Sports. CPU board uses five 2708 EPROMs.
  • House of Diamonds. CPU board uses five 2708 EPROMs.
  • Future World. CPU board uses five 2708 EPROMs.
  • Shooting the Rapids. CPU board uses five 2708 EPROMs.
  • Hot Wheels. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • Fire Mountain. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • Star God. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • Space Shuttle. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • Earth Wind Fire. CPU board uses four 2708 EPROMs and one 2716 EPROM at IC1.
  • Locomotion. CPU board uses three 2708 EPROMs and two 2716 EPROM at IC1/IC3.

Gen1 MPU Board Revisions.
The first MPU for Gen1 games was MPU Board 1B1110. It used five 2708 EPROMs at location IC1-IC5 (labeled as "1/2708" to "5/2708"). This board was used on four games (Winter Sports, House of Diamonds, Future World, Shooting the Rapids.)

The next MPU board is 1B1110/0. It uses four 2708 EPROMs and one 2716 EPROM at IC1. This board is used on three games (Hot Wheels, Fire Mountain, Star God.) The increased ROM space (2716) at IC1 was required for these three games. As part of the changes to support a larger ROM (2716) at IC1, and to make the board backward compatible with the earlier 1B1110, jumpers J17 and J18 were added. Jumpers J17/J18 control where in the address space ROM2 appears by changing its Chip Select from IC11 out line 1 to IC11 out line 7. The other change to 1B1110/0 is a "clear CMOS RAM" feature. This allows the game to ignore and clear the contents of the 5101 RAM (the battery backup RAM), if powered up with TP19 (Switch Matrix Row 1) is connected to TP20 (Switch Matrix Column 0). Note these two test points are located by MPU connector CN9. This was allows the user to clear a flakey 5101 CMOS RAM chips and/or failing batteries (which power the 5101 RAM when the game is off, so it doesn't forget audit and settings information). This is handy because bad data in the 5101 RAM can cause strange game behavior, and on earlier games could simply crash the MPU board or even make it fail to boot.

Next was MPU board 1B1110/1. Used on Space Shuttle and Earth Wind Fire, it has the same ROM space as 1B1110/0. But this new MPU board introduced Switch Matrix Row 7. On the earlier MPU 1B1110 and 1B1110/0, the switch matrix connector CN9 pin 9 did not go anywhere. On the newer MPU 1B1110/1, switch matrix CN9 pin 9 is connected to IC26 pin 7. This, and the previously unused Switch Matrix Row 6, are used to support the 1B1149 "Flipper Programming Board". To be honest, this is the only reason for switch matrix row 7. No (as in none!) Gen1 games use switch matrix row6 or row7! So really the difference between 1B1110/0 and 1B1110/1 is not important. But hey if for some reason you want switch matrix row7, the 1B1110/0 could be modified by adding a jumper from IC26 pin 7 to CN9 pin 9.

Finally, the 1B1110/1a was the last update to this board, which is just a modified MPU 1B1110/1 design to allow a second 2716 EPROM. This board was used only for Locomotion, their last 1st generation game. It's feature allows a 2716 EPROM at IC3 (instead of 2708.) This was needed for Locomation, as they needed more programming space. To support a 2716 EPROM at IC3, they cut the trace at IC11 pin 6 (which formally connected to IC39 pin 12), and connected it with a jumper wire to Jumper J2's pin 1. Also IC39 pin 12 was connected with a jumper wire to IC12 pin 18 (CPU address line 14). This placed the upper half of the IC3 2K 2716 EPROM above the data from the EPROM IC5 in the address space. Without these modifications, the upper half of ROM3 (a 2716 EPROM) is not addressable.

Note that the 1B1110/0 and 1B1110/1 are the most useful and versatile of the four Gen1 MPU board revisions, since they have the RAM reset feature (and can support Switch Matrix Row 7, though frankly, that is really not important, since no games use switch matrix row7!) These two boards would work for any Gen1 game except for Locomotion. If needed for a Locomotion, either 1B1110/0 or 1B1110/1 can be modified into a 1B1110/1a.

Converting Gen1 CPU board to all 2716 EPROMs.
There is a couple ways to modify your Gen1 MPU board 1B1110/0, 1B1110/1 or 1B1110/1a to use 2716 EPROMs. Why use 2716 EPROMs instead of 2708 EPROMs? Personally I like the "all 2716 conversion" as you can have all the Gen1 games set up in 2716 EPROM format, as 2708 EPROM are difficult to program for most EPROM programmers. This is because most EPROM programmers can't handle all three voltages needed for a 2708 (+5, +12 and -5 volts) to run. Also as has been documented, there's a mix of EPROM sizes used on different Gen1 games. If you have everything set up for 2716 format, you can change a CPU board easily between any of the Gen1 games without doing any jumper modifications. Say you want Futureworld... just install all 2716 EPROMs in the sockets and you're done. You want Locomotion, again just install all 2716 EPROMs and you're done. Easy and convertable!

This solution uses a "double up" ROM technique to get the 2708 ROM files on the computer into 2716 EPROM format. Since 2716 EPROMs only require +5 volts to work on the CPU board, -5 and +12 volts is no longer needed on the CPU board. Note this makes it a lot easier to bench test an MPU board too, as you now only need +5 volts for power.

To do the 2716 conversion, you'll first need to get your ROM files in order, using a DOS command (at the "C:>" DOS prompt) on the original 2708 images, converting them to 2716 sized files:

    copy /b romfile1.708 + romfile1.708 romfile2.716
What this is doing is using the DOS "copy" command with the "/b" (binary) copy option, and copying the same file twice, into a final 2716 file that is twice the size of the original 2708 file. Obviously for games that use some 2716 ROMs (like say Locomotion or Space Shuttle), you don't need to do this for the files already in 2716 format.

After all five files are in 2716 format and burned into five 2716 EPROMs, they can be installed directly into the CPU board. BUT the -5 and +12 volts coming into the board has to be disconnected. If the CPU board is powered up with -5 and +12 volts going to the new 2716 EPROMs, these voltages will ruin the 2716s. So the CPU board has to have a slight modification so that the -5 volts and +12 volts (which is only used to power 2708 EPROMs) is disconnected. To do this the CPU board's power at connector CN7 is modified right on the CPU board:

  • CPU connector CN7 pin 6 (usually white wire) needs to be cut and tied to ground.
  • CPU connector CN7 pin 4 (usually red wire) needs to be cut and tied to +5 volts (top lead of the large diode by connector CN7).
With this modification, all five EPROMs can now be run as 2716 EPROMs.

NOTE: You do *not* need to change the ROM jumpers from "stock" for your particular game set up. For example, if you're running Locomotion (which uses three 2708 EPROMs and two 2716 EPROMs in stock format, and will now be all 2716's), do not need to change the ROM jumper settings from stock. BUT if you want your Gen1 CPU board to be the most versatile, change the CPU board jumpers to Location style. This will allow you to use any game with all 2716 EPROMs with no jumper changes.

A modified Gen1 CPU board to use all 2716 EPROMs (no 2708).

Locomotion Gen1 CPU Board Jumpers.
When converting a gen1 1B1110/1 (Space Shuttle and earlier) to a 1B1110/1a for Locomotion, some jumper changes are needed. Remember they increased the ROM space to use two 2716 EPROMs instead of 2708 EPROMs on Locomotion. Again if you're using all 2716 EPROMs, regardless of the game, these jumper changes make your Gen1 CPU board the most versatile. (That is, you can install *any* game's EPROMs into the board without jumper changes, assuming all EPROMs are in 2716 format.) These changes include:

  • Cut the trace at IC11 pin 6.
  • Jumper IC11 pin 6 to J2 pin 1
  • Jumper IC39 pin 12 to IC12 pin 18
  • Do not install jumper J2

Converting One 2708 socket to 2716.
Alternatively, one ROM can be converted to 2716 only. To do this, the socket that is being converted from 2708 to 2716 is modified. Burn the new 2716 and install it in the socket of choice. But make this modification:

  • Bend the 2716's pin 19 out of the socket. Connect the bent out 2716 EPROM pin 19 to ground.
  • Bend the 2716's pin 21 out of the socket. Connect the bent out 2716 EPROM pin 21 to +5 volts.*
Then the CPU connector CN7 (power in) is not changed (left in its original configuration). The best way to do this conversion is to plug the 2716 EPROM into a separate socket, and modify the socket. Then plug the EPROM/socket into the existing CPU board socket, the board itself is not modified. Note on a 2716 EPROM, ground is pin 12 and +5 (vcc) is pin 24.

Using a 24 pin socket modified to use a 2716 EPROM in place of a 2708 (top).

Using a 24 pin socket modified to use a 2716 EPROM in place of a 2708 (bottom).

* In addition, if you prefer to use a 2732 (instead of a 2716), this can be done easily too. Do the above modification, but on the 2732 pin 21, connect that to ground (instead of +5 volts). Note you'll need to "quad up" the ROM files to use a 2732 EPROM (as described above where we "doubled up" the 2708 ROM file into 2716 ROM file format.)


3f. Repair: Switch Matrix

The switch matrix is handled by the CPU board. It uses eight row and eight columns. Problems with the switch matrix are very common in Zaccaria games (both gen1 and gen2.) This is probably due to someone working on a game, and shorting coil voltage to a switch lug.

The big problem with the Zac switch matrix is the Advance Test (and Return Test) buttons are part of the switch matrix (row0/col0 and row0/col1.) This is a major design no-no in the pinball world. Because if the switch matrix does take a dump, there's no way to put the game into diagnostic tests! Most pinball game makers, for this reason, do not have the test function as part of the switch matrix. Unfortuantely, Zaccaria didn't do that, and if you have a switch matrix issue, there's just no way to get the game into diagnostics. Hence having a switch matrix problem is very fustrating. Luckily fixing the switch matrix *usually* isn't too big of a deal.

Though all games don't use all switches, there is a possibilty of 64 switches through the use of 8 rows and 8 columns. This is pretty standard pinball stuff as far as that goes. Notice the numbering of the rows and columns starts with "0" (opposed to "1"), which means the guy designing the system was a true computer geek. Note that Gen1 games do not use Row6 or Row7 on any game (row7 isn't even listed on the gen1 schematic until Space Shuttle.)

Here's the CPU board connectors that attach to the playfield and cabinet switches. Note on the gen2 CPU board connector CN10 is for the cabinet switches, and connector CN11 is for the playfield switches. On gen1 CPU boards, CN9 is for the cabinet switches and CN8 is for the playfield switches.

Gen1 Switch Matrix Column Connectors
ColumnConnectorUsage     ConnectorUsageChip
Column 0CN8 pin 10cabinet CN9 pin 10playfieldic10 p2
Column 1CN8 pin 11cabinet CN9 pin 11playfieldic10 p4
Column 2CN8 pin 12cabinet CN9 pin 12playfieldic25 p2
Column 3CN8 pin 13cabinet CN9 pin 13playfieldic25 p4
Column 4CN8 pin 14cabinet CN9 pin 14playfieldic25 p6
Column 5CN8 pin 15cabinet CN9 pin 15playfieldic25 p10
  CN8 pin 16    
Column 6CN8 pin 17cabinet CN9 pin 16playfieldic25 p12
Column 7CN8 pin 18cabinet CN9 pin 17playfieldic25 p14

Gen1 Switch Matrix Row Connectors
RowConnectorUsage     ConnectorUsageChip
Row 0 CN8 pin 6Cabinet CN9 pin 1playfieldic40 p1
Row 1 CN8 pin 7Cabinet CN9 pin 2playfieldic41 p7
Row 2 CN8 pin 8Cabinet CN9 pin 3playfieldic41 p4
Row 3 CN8 pin 9Cabinet CN9 pin 4playfieldic41 p3
Row 4   CN9 pin 5Playfieldic41 p1
Row 5   CN9 pin 6Playfieldic41 p14
Row 6*  CN9 pin 7Playfieldic41 p12
   CN9 pin 8  ic41 p9
Row 7*  CN9 pin 9Playfieldic26 p15

* Row6 and Row7 is not used on any Gen1 Zaccaria game.

Gen2 Switch Matrix Column Connectors
ColumnConnectorUsage     ConnectorUsageChip
Column 0CN10 pin 10cabinet CN11 pin 10playfieldic25 p2
Column 1CN10 pin 11cabinet CN11 pin 11playfieldic25 p4
Column 2CN10 pin 12cabinet CN11 pin 12playfieldic25 p6
Column 3CN10 pin 13cabinet CN11 pin 13playfieldic25 p10
Column 4CN10 pin 14cabinet CN11 pin 14playfieldic25 p14
Column 5CN10 pin 15cabinet CN11 pin 15playfieldic25 p12
  CN10 pin 16key   
Column 6CN10 pin 17cabinet CN11 pin 16playfieldic24 p14
Column 7CN10 pin 18cabinet CN11 pin 17playfieldic24 p12

Gen2 Switch Matrix Row Connectors
RowConnectorUsage     ConnectorUsageChip
Row 0CN10 pin 6cabinet  TR3
Row 1CN10 pin 7cabinetCN11 pin 2playfieldic38 p1
Row 2  CN11 pin 3playfieldic38 p2
Row 3  CN11 pin 4playfieldic38 p14
Row 4  CN11 pin 5playfieldic38 p4
Row 5  CN11 pin 6playfieldic38 p12
Row 6  CN11 pin 7playfieldic38 p7
Row 7  CN11 pin 8playfieldic38 p9

The column/row layout is done above for a reason. The cabinet switches (test, start, coin, etc) are all in row0 and row1. Hence gen2 Connector CN10 is wired as it is (it's the cabinet switch matrix connector.) Where gen2 CN11, the playfield switch connector, does not have any Row0 reference (because all Row0 switches are cabinet switches.) The row0 and row1 layout is consistent amoung all Zaccaria games (within Gen1 and Gen2, which have some slight variations):

    Gen1 Row0-Row2 Switch Matrix
      Col0 Col1 Col2 Col3 Col4 Col5 Col6 Col7
    Row0 00: Test 01: Tilt1 02: Tilt2 03: Credit 04: Coin1 05: Coin2 06: Coin3 07:
    Row1 08: Ram Reset 09: 10: 11: 12: 13: 14: HS reset 15: Burn Test
    Row2 16: Outhole ... ... ... ... ... ...

    Gen2 Row0-Row2 Switch Matrix
      Col0 Col1 Col2 Col3 Col4 Col5 Col6 Col7
    Row0 00: Test Adv 01: Test Ret 02: Tilt2 03: Serv Credit 04: Coin1 05: Coin2 06: Coin3 07:
    Row1 08: 09: Credit 10: Tilt1 11: Burn Test 12: 13: 14: 15: Print
    Row2 16: Outhole ... ... ... ... ... ... ...

Note that switch #16 (row2, col0) is the outhole switch. That is pretty consistent on all Zaccaria games. Also notice the "print" switch. You can actually hook up a custom receipt-like printer to Zaccaria gen2 games (which was available from Zaccaria), through a printer port near the coin door on some Gen2 games. I don't have much detail on that, but it's a neat feature (assuming you had a portable printer back in the 1980s!) This feature was only on Gen2 games and was abandoned after Soccer Kings.

On Gen2 games most switch matrix problems are a blown CA3081 chip at ic38 (and/or the BC548 transistor at TR3). On Gen1 games most switch matrix problems are a blown CA3081 chip at ic40 and/or ic41. On Gen2 games, the switch matrix especially goes south on the games with stacked flipper EOS switches like Farfalla, Magic Castle, Devil Riders. This happens because there's coil power (39V) and lane change (switch matrix) on the EOS switch stack. Then a CA3081 chip dies when somebody tries to adjust the EOS switch with the power on, shorting coil voltage to the switch matrix lane change switch.. The failure point is usually the CA3081 transistor array chips at IC38 on the CPU board for the rows. But it doesn't end there. The problem can back up to the 4028 chip behind it at IC41, It can even go one step further back to the 4042 chip at IC33 (this especially likes to happen if someone shorts 160 volt score display voltage to the switch matrix, which can happen!) Note the transistor TR3 (BC548) is responsible for row0, and it can fail too, causing some weird behavior. Replace only with a BC548, do not use a 2n3904.

As for the switch columns, less problems generally happen here. But on Gen2 games the 40097 (4503) chip at IC25 can be a problem. On Gen1 games it's the 40097 chips at ic10 and/or ic25. But in my experience, the row path is generally the one with more issues.

Zaccaria Gen1 switch matrix schematic for the rows and columns.

Zaccaria Gen2 switch matrix schematic for the rows and columns.

After the above paths are checked, everything backs up via the DB0-DB7 lines to the 2650 processor at pins 33-26 (respectively.) Note the RAM chips (6514 and 2114) at IC4 and IC5 also share the DB0-DB7 lines. But if the game is running and in attract mode, chances are pretty good the RAM chips are fine.

Oscilloscope Pictures of the Switch Matrix.
The following pictures shows how the switch matrix looks on an oscope on a working Gen2 CPU board (Magic Castle) jumpered for two 2764 EPROMs in attract mode. This may be important in diagnosing a switch matrix problem. Note these pictures used a Tektronix 2430 digital oscope. I tried to be as consistent as possible with the width (time) and height (voltage) of the wave forms. But this is not always possible, depending on the signal.

Let's start with the switch matrix columns, as that path to the 2650a processor is much shorter. The columns is the switch matrix "power" (drive), so it's not as easy to see things on the scope because of this. Frankly you're looking at the pull-up resistors r54-r61 when putting the scope on the switch column connector (or the right side of chip ic25). On the left side of ic25 you're looking at the data buss, which probably isn't that helpful either. But we'll start here with some oscope pictures, to get you warmed up.


Let's look at the switch column path.
Switch matrix column0 on connector cn11 pin 10, with game in attract mode. Note that CN11 pin 10 to pin 17 (col0 to col7) should all look like this. What you're really seeing is just +5 volts through the pull up resistors at r54-r61:

Switch matrix column, back one level, to IC25 pin 2 (column0). Note that the other switch columns at IC25 pins 2,4,6,10,14,12 and IC24 pin 14,12. It should look like this:

Switch matrix column, back one more level, to IC25 pin 3 (the left side of ic25). It should look the same as IC25 pins 5,7,9,13,11 and IC24 pins 13,11. What you're looking at here is the data buss DB0-DB7, which is shared with the ROMs and RAMs. This then feeds back to the 2650 processor. This is probably not that helpful, but here it is:

There's also a REDC signal at IC25 pin 15 and IC24 pin 15. This is the processor reading the switch matrix. It should look like this:


Now let's look at the switch row path.

Switch matrix row1 at connector Cn11 pin2 and IC38 pin 1, with game in attract mode. This is the same picture you should get at Cn11 pins 2-9 and Cn10 pin 6 (make sure you check Cn10 pin 6, as it's a descrete transistor and not part of IC38. Also this is the same picture you should see at IC38 pins 1,2,14,4,12,7,9.

Here's going back one more step in the Switch matrix row1 to the input of IC38 pin 16 (the left side of ic38). Also IC38 pins 3,13,6,11,8,10 should look the same. Note this is the chip that fails most often in the switch matrix.

Back one more step, switch matrix row1 at IC41 pin 14. Also IC41 pins 3,2,15,1,6,7,4 should also look the same:

Back one more step, Switch matrix row at IC41 pin 10 (A0). Note this should look the same at IC41 pins 13,12 (A1,A2). Also same signal at IC33 pin 2,10,11.

Back one more step, switch matrix row IC33 pin 4 (DB0). The signal at IC33 pins 7,13,14 (DB1,DB2,DB3) should look the same. Note is the same (time) sample rate as above.

Again switch matrix row IC33 pin 4 (DB0) and IC33 pins 7,13,14 (DB1,DB2,DB3). Note this a slower (time) sample rate to really show the wave form better.

If you want to back up to the 2650a processor IC9 pin 33 (DB0). All the data lines (ic9 pin 33-26) should look about the same. Here's that picture:

There are also a WRTC instruction as the 2650a writes data to IC33. This is IC33 pin 6. Notice the scope time is turned way down to show this:

And also at IC33 pin 1 there the RFSH signal. If that doesn't get strobed, then the reset watchdog circuit reboots the CPU board:

Switch Matrix Charts.
The following are documents showing the Zaccaria switch matrix for gen1 and gen2 games.


3g. Repair: Driver Board

The gen1 and gen2 driver boards are different. Technically the ribbon cable interface makes them "conpatible", but in reality they are no where near compatible. Here's some differences:

  • Solenoid TIP transistor drivers: 21 for gen1, 24 for gen2.
  • Lamp SCR drivers: 64 for gen1, 80 for gen2.
  • Connectors: standard .100 and .156 for gen2, non-standard .100 and .156 for gen1.

Gen1 Driver Board Connectors.
The following shows where the driver board TIP and SCR connectors attach on the playfield and/or backbox insert panel.

  • CN13 pin 1: Q16
  • CN13 pin 2: NC
  • CN13 pin 3: Q17
  • CN13 pin 4: Q15
  • CN13 pin 5: Q6
  • CN13 pin 6: Q5
  • CN13 pin 7: Q18

  • CN14 pin 1: Q14
  • CN14 pin 2: Q7
  • CN14 pin 3: Q4
  • CN14 pin 4: Q19
  • CN14 pin 5: Q13
  • CN14 pin 6: Q8
  • CN14 pin 7: Q3
  • CN14 pin 8: Q20
  • CN14 pin 9: Q12
  • CN14 pin 10: Q9
  • CN14 pin 11: Q2
  • CN14 pin 12: Q21

  • CN15 pin 1: Q11
  • CN15 pin 2: Q10
  • CN15 pin 3: SCR55
  • CN15 pin 4: NC
  • CN15 pin 5: SCR56
  • CN15 pin 6: SCR61
  • CN15 pin 7: SCR62
TIP Driver Transistors:
  • Q1: CN18 pin 15
  • Q2: CN14 pin 11
  • Q3: CN14 pin 7
  • Q4: CN14 pin 3
  • Q5: CN13 pin 6
  • Q6: CN13 pin 5
  • Q7: CN14 pin 2
  • Q8: CN14 pin 6
  • Q9: CN14 pin 10
  • Q10: CN15 pin 2
  • Q11: CN15 pin 1
  • Q12: CN14 pin 9
  • Q13: CN14 pin 5
  • Q14: CN14 pin 1
  • Q15: CN13 pin 4
  • Q16: CN13 pin 1
  • Q17: CN13 pin 3
  • Q18: CN13 pin 7
  • Q19: CN14 pin 4
  • Q20: CN14 pin 8
  • Q21: CN14 pin 12

  • CN16 pin 1: SCR57 (flipper relay)
  • CN16 pin 2: SCR57
  • CN16 pin 3: SCR60
  • CN16 pin 4: SCR63
  • CN16 pin 5: SCR64
  • CN16 pin 6: NC
  • CN16 pin 7: NC
  • CN16 pin 8: NC
  • CN16 pin 9: NC
  • CN16 pin 10: SCR8
  • CN16 pin 11: SCR25
  • CN16 pin 12: SCR26
  • CN16 pin 13: SCR43
  • CN16 pin 14: SCR44
  • CN16 pin 15: SCR7
  • CN16 pin 16: SCR9
  • CN16 pin 17: SCR24
  • CN16 pin 18: SCR27

  • CN17 pin 1: SCR45
  • CN17 pin 2: SCR6
  • CN17 pin 3: SCR10
  • CN17 pin 4: SCR23
  • CN17 pin 5: SCR28
  • CN17 pin 6: SCR46
  • CN17 pin 7: NC
  • CN17 pin 8: NC
  • CN17 pin 9: SCR11
  • CN17 pin 10: SCR22
  • CN17 pin 11: SCR29
  • CN17 pin 12: SCR40
  • CN17 pin 13: SCR47
  • CN17 pin 14: SCR4
  • CN17 pin 15: SCR12
  • CN17 pin 16: SCR21
  • CN17 pin 17: SCR39
  • CN17 pin 18: SCR48

  • CN18 pin 1: SCR38
  • CN18 pin 2: SCR49
  • CN18 pin 3: SCR31
  • CN18 pin 4: SCR14
  • CN18 pin 5: SCR19
  • CN18 pin 6: SCR32
  • CN18 pin 7: SCR37
  • CN18 pin 8: SCR50
  • CN18 pin 9: SCR15
  • CN18 pin 10: NC
  • CN18 pin 11: SCR18
  • CN18 pin 12: SCR33
  • CN18 pin 13: SCR36
  • CN18 pin 14: SCR51
  • CN18 pin 15: Q1 (TIP driver)
  • CN18 pin 16: SCR34
  • CN18 pin 17: SCR35
  • CN18 pin 18: NC

  • CN19 pin 1: SCR?
  • CN19 pin 2: SCR?
  • CN19 pin 3: SCR57
  • CN19 pin 4: SCR62
  • CN19 pin 5: SCR60
  • CN19 pin 6: SCR63
  • CN19 pin 7: SCR64
  • CN19 pin 8: SCR61
  • CN19 pin 9: SCR52*
  • CN19 pin 10: SCR42*
  • CN19 pin 11: SCR41*
  • CN19 pin 12: NC
  • CN19 pin 13: SCR51
  • CN19 pin 14: SCR35
  • CN19 pin 15: SCR33
  • CN19 pin 16: SCR37
  • CN19 pin 17: SCR59*
  • CN19 pin 18: SCR30*
* Unique SCR connections, all others duplicates to other connectors.

  • CN20 pin 1: SCR34
  • CN20 pin 2: SCR6
  • CN20 pin 3: SCR58*
  • CN20 pin 4: SCR20*
  • CN20 pin 5: SCR5*
  • CN20 pin 6: SCR17*
  • CN20 pin 7: SCR4
  • CN20 pin 8: SCR18
  • CN20 pin 9: SCR13*
  • CN20 pin 10: SCR15
  • CN20 pin 11: SCR16*
  • CN20 pin 12: NC
  • CN20 pin 13: SCR53*
  • CN20 pin 14: NC
  • CN20 pin 15: SCR3*
  • CN20 pin 16: SCR2*
  • CN20 pin 17: SCR1*
  • CN20 pin 18: Q1 (TIP driver)
* Unique SCR connections, all others duplicates to other connectors.


3h. Repair: Sound board issues

On Space Shuttle, the schematics say the sound board uses a 8085 processor. This is WRONG. It actually uses an 8035 processor (which is complete different and not compatible with an 8085).


3i. Repair: Flippers

The flippers used on Zaccaria games are unique. But the good news is, largely Gottlieb and Bally parts can be substituted in many cases. We'll talk about that in this part of this document.



* Go to the Pin Fix-It Index