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Repair from 1977 to 1980 All text and pictures copyright by cfh@provide.net (Clay Harrell) unless otherwise noted. Document date: 08/01/16. Copyright 1998-2016, all rights reserved. Scope: Includes Gottlieb first generation of solid state System 1 pinball games from Cleopatra (11/77) to Asteroid Annie (12/80).
Internet Availability of this Document.
IMPORTANT: Before Starting! Table of Contents
2. Before Powering On:
Bibliography and Thanks.
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1a. Getting Started: Tools and Schematics
Tools and Experience Needed.
Schematics. Ni-Wumpf sells a replacement System1 CPU board available at www.pbresource.com/ads/adsys1cpu.jpg. Pascal Janin also sells some new system1 boards.
1b. Getting Started: System1 Games List, Numbers
Note there were some conversion kits made for System1 games too. These include:
1c. Getting Started: System 1 Parts to have on-hand Here a list of system1 parts I like to have on hand for repairs.
See the Parts Suppliers section of this web page for places to buy these parts. 1d. Getting Started: Gottlieb System1 Introduction
Introduction. The System 1 technology is simple, as Gottlieb did not use solid state parts for anything that could be done with EM technology. This was unlike Bally and Williams who couldn't abandon EM hardware fast enough. In a System1 game, there are three circuit boards in the backbox: a power supply, a CPU, and a driver board. Additionally there is a sound board in the lower cabinet of games Close Encounters and later. Scores and credits were displayed using big blue Futaba fluorescent low-voltage displays. This was unlike Bally and Williams gas discharge which used 190 volt displays. This Gottlieb decision was perhaps the best one they made in regards to their solid state pinball system, as the low-voltage score displays lasted much longer and didn't require a robust power supply.
Board Naming Conventions.
System1 was Gottlieb's first series of solid state pinballs introduced in late 1977. Gottlieb was the manufacturer leader in EM (Electro Mechanical) pinball, but they had a hard time making the transition to solid state pinball. They were also the last manufacturer of the big four (Bally, Williams, Stern, Gottlieb) to switch to solid state technology, and even made some games in both solid state and EM formats until 1979 (where the other manufacturers had abandoned the EM pinball format since 1977.) Bally and Williams had been working on solid state architecture since about 1975, and fully adopted the technology by early 1977. Gottlieb had hired a new young electrical engineer to help develop their own solid state pinball hardware. Yet after about 6 months on the job, their new employee quit. This put Gottlieb in a bad situation - time was already working against them, and they no longer had an electrical engineer working on their new solid state board system. Being in a pinch, Gottlieb hired Rockwell to design their solid state pinball boardsets (although a bid was sent to National Semi-Conductor too, Rockwell was chosen because of their ability to supply all chips and boards, and a system to program the game chips.) Again they were already behind in this new solid state pinball race, thus making them the last to enter the solid state market. This was a mistake that Gottlieb endured for many years, as Rockwell did not serve Gottlieb well. Gottlieb went from being the premier (EM) pinball maker, to being in last place for many operators. While all the other pinball manufacturers used the 68xx series of micro-processors on their boardsets, Gottlieb used something different. This meant different parts and different service techniques. The whole Gottlieb system was different in so many ways, making them the odd man on the block. Why own a Gottlieb solid state game when you could buy a Stern or Bally, and move boards back and forth between games? Heck, even Williams used the 68xx series of chips like Bally/Stern. Commonality meant a savings in parts and money. Yet here's Gottlieb, different, and with early solid state reliability problems which they just couldn't shake. Interestingly, Gottlieb did make some System1 titles in EM format too, but in much smaller numbers. The EM versus SS (solid state) games had generally the same rules, but the solid state versions could go to 5x bonus and 999,990 point scoring (where the EM versions were limited to 199,990 points.) The system1 titles that were also made in EM format included Joker Poker (EM version only going to 2x bonus), Cleopatra (both EM and SS made with identical rules using 2x bonus max), Close Encounters of the Third Kind (EM version only going to 3x bonus), Charlie's Angles (EM version only going to 3x bonus), Sinbad (EM version only going to 2x bonus), Solar Ride (EM version only going to 1x bonus), Count Down (EM version only going to 3x bonus), and Dragon (EM version only going to 2x bonus.)
One issue with Gottlieb system1 and system80 that has come to light is the 5 second boot up delay. Here we all thought the board was checking itself for problems, like the Bally/Stern MPU board, but Gottlieb/Rockwell just forgot to add a diagnostic LED. As it turns out, that 5 second boot up delay is just a farce. It's a delay, and nothing more. This delay made you think the boardset was checking itself, when in fact it was just a 5 second delay loop in the code. Why do that? Because again, Rockwell wanted to make it look like the Gottlieb system1/system80 board set was actually doing some testing (when in fact it wasn't.) The Rockwell PPS-4/1 and PSS-4/2 system was a 4-bit parallel processing system with two CPU "spider" chips that communicate with each other (U1 11660-CF was the main processor, and U2 10696-EE was the second processor). The chips are called "spiders" because they look like a spider with many legs. The spider chips were a wider chip package, almost a square chip. System 1 used six of these custom spider chips labeled U1 to U6: two for the CPU (U1/U2) and one each for the switch matrix (U5 A1752-CF), solenoid control (U4 A1753-CE), and score displays (U6 10788-PA). The last spider chip (U3, also a 10696-EE chip, same as the second CPU processor at U2) was used for lamps and a few switches and left over duties. Both the switch matrix (U5, A1752-CF) and solenoid control (U4, A1753-CE) spider chips have built-in ROM software. Display output was controlled by the U6 spider chip (10788-PA). The switch matrix has eight rows (R0-R7) and five columns (S0-S4), for a total of 40 switches. These are all driven by chips Z8 (strobes/columns, 7404) and Z9/Z28 (rows, 7405.)
Here's a summary of the spider chips: * Note that spider chips U4 or U5 contain the game operating system ROM, and must be of the same revision. These are the two spiders that fail the most. The revision levels that work together are:
Here's a summary of the CPU board connectors: The CPU board keeps high scores and audits in a 5101 RAM (at Z22), which maintained power using a NiCad "Data Sentry" battery (though some System1 CPU boards used a Bally-style AA sized NiCad). These batteries die and leak their corrosive liquids easily, causing much CPU board and connector damage. The game PROMs (where the game specific rulesets are stored) are masked ROMs and the blanks and the equipment to program them is generally not available. PROMs were identified by letters from "A" to "R", including a "T" test PROM. There are EPROM replacement boards that plug into this PROM's socket to solve this problem. On the CPU board, always check TC3 (test connector three) jumper plug, as it carries -12 volts to the CPU board, which is required by the CPU spider chips and the coil drive circuit. Also the 5101 RAM easily fails. Any weird problems with high score and the 5101 RAM is probably bad. The self test circuit for the RAM is highly suspect and often passes a bad RAM. TC1 and TC2 can be ignored as they are used for internal factory testing. If these fail they do not affect anything. Switch 25 (red button switch at top of board) is the high score and audit reset only.
The System 1 driver board could control only eight devices, which included three sound controls (three chimes or three inputs for a sound board), a knocker, and an outhole solenoid. That left only three CPU controlled solenoids for the rest of the game (again, perhaps a drop target reset coil and an eject hole coil)! The sound controls, knocker, outhole are the five "dedicated" solenoids, because they don't change from game to game. The three left over solenoids 6,7,8 are non-dedicated, and vary from game to game. Though it should be noted that solenoid8 is usually for big devices like a drop target reset coil because it uses Q29 (MPS-U45) and the large Q45 (2n3055) as its drive chain. Also there are two MPS-U45 transistors used to drive the two under the playfield relays (Tilt and Game Over.)
Here's a summary of the driver board connectors: There was no lamp matrix, as each CPU controlled playfield lamp was driven by one of the 36 lamp transistors. Lamps L1-L4 used a MPS-U45 (note two of these U45s were used for the Game Over and Tilt relays, which in turn controlled a lamp.) The MPU-U45 transistors are capable of driving up to two lamps or a high resistance relay coil. The rest of the lamp drives L5-L36 used the smaller MPS-A13 transistor (which could only drive a single bulb.) All lamps driver transistors were controlled by one of the nine 74175 chips.
Under Playfield Mounted Transistors (Extension of the Driver board).
The system1 power supply gets power directly from the transformer at the bottom of the cabinet. It consists of rectifiers and regulators to create the various output voltages of +5V, -12V, +8V, +4V, +60V and +42V. Rottendog Amusements makes an excellent replacement System1 power supply for about $65. An excellent value, the Rottendog P.S. works great and is plug & play. Also Great Plains Electronics (GPE) has a really nice replacement System1 power supply.
The bottom panel in the lower cabinet of a System1 pinball houses the two main power transformers, the main fuse bank, the copper ground bank (where all ground wires originate), the RF filter and auxiliary 120 volt service jack, a bank of four diodes (for the coin door switches), and two bridge rectifiers (one for the 24 volt solenoids and the other for the 6 volt CPU controlled lamps).
Every System1 pinball has two relays mounted under the playfield. These are the Game Over Relay (Q), and the Tilt Relay (T). The Game Over relay activates and stays energized all during a game. This turns the 24 volt power on for the flippers, pop bumpers and slingshot coils. It also turns off the Game-Over light in the backglass. On Bally, Stern, and Williams games this relay is on the solenoid driver board, and has a plastic cover to protect it. But Gottlieb felt it should be more accessible (or they had a large stock of old EM relays), and mounted their Game-Over relay (or flipper relay as Bally/Williams calls it) under the playfield. The advantage to this is the relay is more accessible, but it's also more easily damaged or knocked out of alignment or the switches mishandled. The T-relay is the tilt relay. This comes on when the game is tilted, and stays energzied until the current ball is drained into the outhole. This relay disables the power to the coils and flippers, and turns off the computer controlled lighting power to the game. It also turns on the Tilt light in the backglass. Why Gottlieb used a Tilt relay is unknown. No other manufacturer had a Tilt relay - they controlled tilts through the software and the Game-Over (aka Flipper) relay. (Again another Gottlieb oddity.)
Another Gottlieb difference was the use of florescent Futaba score displays. Other manufacturers used orange gas-plasma displays running at -100 and +100 volts. Gottlieb took another approach and used blue florescent displays running at 60 volts (or 42 volts for the smaller A5 credit/ball display.) Personally I've seen problems with both kinds of displays, so there's really no advantage or disadvantage to Gottlieb's choice of displays, except it was "different." (Both styles of score displays wear out or have logic problems.)
Unlike all the other pinball manufacturers, Gottlieb used a different system to ground their electronics boards. All other makers had a metal backbox ground plane, with all the boards bolted to this metal backbox plate. This ensured all boards had the same ground. Gottlieb too had a metal backbox ground plate, but mounted all their boards off this plate using nylon stand offs. This meant that each board had ground "daisy chained" to it via a wire and a connector. If these ground connectors gained resistance or failed (and they often did due to battery corrosion and wear), the backbox electronic boards could have slightly different levels of "ground." This varying ground caused all sorts of reliability issues on Gottlieb system1 (and system80) games. For example, playfield coils or CPU controlled lamps could just lock-on for no apparent reason due to ground differences between the CPU and Driver boards. All it took was one connector failure in the ground daisy chain, and the game could fail in a cloud of smoke. We will talk more about this later, and how to solve this problem.
System1 Sounds (Chimes and A7 Boards.)
1e. Getting Started: Summary of Mandatory System1 Modifications
Gottlieb System1 pinball games will need some *mandatory* things done to them to make them a reliable system. This is a summary of what is involved, to give you an idea of what work you have cut out for yourself.
1f. Getting Started: Gottlib System1 Overview video This 7 minute movie explains the Gottlieb System1 solid state pinball system and it's electronic parts.
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2a. Before Turning the Game On: Check the Coil Resistance & Common Coils.
Any coil that has locked on (usually due to a short solenoid driver board transistor) will heat up and have a lower total resistance. This happens because the painted enamel insulation on the coil's wire burns, causing the windings to short against each other. This will lower the coil's resistance, causing the coil to get even hotter. Within a minute or so the coil becomes a dead short (less than 2 ohms), and usually blows a fuse. If the solenoid driver board (SDB) or under-the-playfield mounted transistor is repaired, and the game is powered on with a dead-shorted coil, this will blow the same driver transistor(s) again when the coil is fired by the game for the first time! There is no sense making more work for yourself. So take 60 seconds and check all the coils' resistance BEFORE powering the game on for the first time.
If there is anything less than 2 ohms, then remove the GROUND wire (the wire connecting to the non-banded diode coil lug), and retest the coil. If the coil resistance is no longer low, the driver board has a bad driving transistor for this coil (replace the under-the-playfield mounted transistor {if used}, driver board transistor, and pre-driver transistor.) If the coil resistance is still low, cut the diode off the coil and re-test the coil. If the coil resistance is normal, the diode was bad (install a new 1N4004 diode.) If the coil resistance is still low, the coil itself is bad. Replace the coil with a new one, and make sure there is a 1N4004 diode installed across the coil's lugs. Remember when reconnecting the wires to the coil that the power wire (usually two wires or thicker wires) goes to the coil's lug with the BANDED side of the diode attached. The thinner wire is the coil's return path to ground via the driver transistor and attaches to the coil lug with the non-banded side of the diode attached. If a low resistance coil is found, also suspect the associated driver board (or under-the-playfield mounted transistor if used) as bad. A low resistance coil is a red flag, a warning, that there may be problems on the driver board or with an under-the-playfield mounted driver transistor. Actually with System1 games, if a low resistance coil is found, I can pretty much guarantee that you will need to (should) replace, of course, not only the coil and coil diode, but also all the silicon devices in its ground path. This includes the under-the-playfield transistor {if used}, driver transistor on driver board, and any pre-driver transistor. I would also check the 74175 chip on the driver board (using a DMM set to diode setting), which drives the transistors, if any of the driver transistors were bad/replaced. See the Locked-on or Not Working Coil section of this document for more info.
Common Coils Used.
2b. Before Powering On: The Power Train and the Power Supply (Repair/Upgrade)
The bottom panel (lower cabinet) is where the power all starts. The line cord comes into the game and goes to line filter. Next it goes to a line fuse (and an outlet plug), and then to the pair of transformers. Note Gottlieb does not use a MOV on the line filter (unlike Bally and Williams), so there is no surge protection in system1 games. The two transformers convert the 120 volts AC input to other voltages needed for the game. The large transformer outputs power for the solenoids (24 volts), general illumination light power (6.3 volts), and CPU controlled light power (6 volts). The small transformer outputs the main score display voltage (60/42 volts), the computer board voltage (12 volts which ultimately ends up as +5 volts), and the score display offset/reference voltages (8 and 4 volts).
After the power is converted from AC to DC via these three bridge rectifiers, it goes through bottom panel mounted fuses. Also the voltages that don't get converted to DC on the bottom panel also go through fuses on the bottom panel: There are other system1 fuses beside the bottom board fuses, all mounted under the playfield. There is usually a fuse for the pop bumpers and other major coil items like drop target reset banks. My advice for fuses is simple: test EVERY fuse in the game by removing it and using a DMM (digital multi-meter) set to continuity. Don't try and give fuses a visual test! And I highly recommend removing the fuse from the fuse holder for testing, as this will show a fuse that is cracked or a fuse holder that is bad (and there are far less "false reading" testing a fuse out of circuit.) Obviously this is all done with the power off. Note many under the playfield fuses will not have their fuse value stated with a label. Many fuses will, but others will not (or the label fell off). For this reason it's a good idea to get a game manual. Do NOT over fuse! If it says "2 amp slow-blow", then that's what you should use. The fuses are there for a reason, to be the "weakest link". If over-fused, much more expensive items become the weakest link (like driver transistors and/or coils). So use the correct fuses.
To test a bridge a DMM (digital multi-meter) is needed. Set the DMM to diode test, and the first step is to put the red DMM lead on the ground lug of the bridge. (On system1 games the ground lug is easy to find, as it's the one with the green wire attached.) Then put the black DMM lead on each of the bridge lugs next to the ground lug (the AC bridge lugs.) A value of .4 to .6 volts should be seen on the DMM. Anything outside that range indicates a bad bridge rectifier.
If a bad bridge is found, replace it with a new 35 amp 400 volt bridge with lugs. These are inexpensive and easy to get from a variety of electronic parts houses. To summarize, to test a bridge rectifier, do this: An interesting note on the system1 power train bottom board - there is NO bridge rectifier for the 5/12 volt power. This is instead handled by the power supply board itself using a pair of 3 amp (3a100 or 1n5401) CR1/CR2 diodes. That means the +5/12 volts DC is only half-wave rectified and not full wave rectified. In addition the filter cap is only 2900 mfd. You would think this would provide a rather rippled +5/12 volts (which it does). For this reason you will need to replace the 2900 mfd power supply cap C1 with higher 6800 to 10,000 mfd version. This "problem" was dramatically improved with Gottlieb's later system80 games, where a full wave bridge rectifier was added to the bottom board for the 5/12 volts, and its filter capacitor was increases in MFD rating.
First is the Tilt "T" relay, which pulls in when the game is tilted. When energized at a tilt, this turns on the "tilt" light in the backbox, turns off the GI (general illumination) lights on the playfield, and turns off the power to all the coils on the playfield. If a ball is tilted during play, the ball will immediately drain (since there's no flipper or coil power). Once the ball hits the outhole switch, the CPU board will de-energize the Tilt relay, and the game continues.
As a diagnosing feature, with the game on and in "attract" mode (ready to take money and start a game), the Game Over "Q" relay can be manually held in (assuming you're careful and don't knock the relay's activation plate off it's mounting pivot point). This will turn all the power on to the flippers, pop bumpers, slingshots without having to start a game. This is handy when adjusting and testing these devices.
Slam Switch (Coin Door) and Tilt Switches.
The Gottlieb System 1 power supply is a fairly robust device. But it certainly is not perfect. Heck it's not easy to work on either. In order to get to the solder side of the board (to remove any suspect components), the power supply must be "taken apart". This means removing four corner machine screws, then two machine screws used as heat sink screws for the outside edge TIP31's, remove two more machine screws for the Q1 transistor, and then desoldering the Q1 transistor. Wow that's a lot of work! And then after you think it's all fixed, you have to at least solder the Q1 transistor back and test the board. If you did well, then re-assemble the whole thing. It's a fair amount work. This is why many people just spent the $70 and buy the new replacment Rottendog Amusements power supply (which by the way is a good product) or the new Great Plains Electronics (GPE) system1 power supply (again, another great product). One problem with power supply is the -12 volts. If this supply is missing (it feeds only to the CPU board), the system1 game will power on with all the coils and most of the CPU controlled lamps "locked on". This is definitely a bad thing, but should be kept in mind. Another problem is the +5 volt DC rectifying transistor Q1, which makes the whole board to get quite warm because it is attached to Q1's heatsink. After about 30 to 60 minutes, the entire power supply "L" aluminum frame (which is the heat sink for Q1, and which the entire power supply board is mounted) gets quite warm. This eventually causes the large C1 +5/12 volt filter capacitor (replace with 6800 to 10,000 mfd 20 volts) to dry out. This can cause strange problems and game lockups, or even damage to the CPU board. Sometimes even the Q1 transistor can fail. The original PMD12K40 transistor is hard to find, but if can be replaced with a 2N6057 or 2N6059. There is also another large filter capacitor at C6 (200 mfd 150 volts) used for filtering the score display voltage. When this cap dries out this causes the displays to flicker or go dim. Another common problem are the two trimmer potentiometers begin to fail because of dust, causing overvoltage or other problems. The trimmers can be cleaned with contact cleaner or preferably replace them with new ones. There are two pots, R4 to adjust the +5 volts (1k ohms) and another R16 (1k ohms) to adjust the +60 volts for the score displays. Rectifier diodes CR1 and CR2 (1N5401 3amp 100v) are underrated too. It is good to replace those with at least 4A diodes.
J1 Power Supply Connector Warning.
Replace the Power Supply's C1 5/12 volt Filter Cap NOW.
When replacing this capacitor it is NOT necessary to take the whole power supply apart! Just cut of the old capacitor off the power supply board, leaving the old cap leads as long as possible. The new filter capacitor will no doubt be much smaller (isn't everything made smaller today?), so just tie the new capacitor to the old cap's leads. The reason for this is simple - taking apart an original system1 power supply is a lot of work.
The stock Gottlieb System 1 CPU board requires -12 volts DC for the six spider chips to work. If an otherwise working game is powered on with the -12 volts missing (due to a bad power supply or bad connectors), all the CPU controlled coils will lock-on (and most of the CPU driven lamps), and the game will not boot. Obviously this needs to be fixed before proceeding.
There are two transformers in the bottom panel of a system1 game. The large transformer (C-17924) powers the coils, General Illumination, and CPU controlled lamp voltages. This transformer is very robust and seemingly never fails. The small transformer (B-17921) powers the logic voltages (ultimately 5/-12 volts), and all voltages for the score displays (69 volts AC and the reference voltages). Unfortunately this small transformer is fragile, especially the 69 volt score display windings. I have seen this transformer fail. The System 1 power supply has several main power blocks. Treat and test each block independently. There
Replace Power Supply Capacitor C1 Now!
Score Display Flicker.
Before powering the game up, it's good to know if the power supply (in its current state) works. Here is a good way to test a System1 power supply. This is a good generalized way to "bring her up", without smoke and fire.
Note when testing all the score display voltages at A2-J3 you *must* use the ground J3 pin5 at the right side connector! (Yes, the ground for the power supply voltages is different than the logic ground.) Unregulated voltages (42/60 volts) can be higher than expected. For example, seeing 48 volts for the 42 volts test point, or 8.6 volts for the 8 volts test point are all Ok. Also 65 volts for the 60 volts is Ok, but there is a trim pot to adjust that voltage too. Regulated voltages like +5 volts should be in the 5.0 to 5.15 volt range (there is a trim pot to adjust the +5 volts). Also the -12 volts should be -11.9 to -12.1 volts.
Power Supply Test, Step Two: These steps make sure that the +5 volts and -12 volts are not dragged down by the CPU board, or the connector going from the power supply to the CPU board. If +5 or -12 volts goes down, try adjusting the power supply trim pot. If voltage is below 4.8 volts, this will need to be fixed.
Power Supply Test, Step Three: If 60 volts and/or 42 volts are now missing, first check the four 1N4004 diodes (CR3,CR4,CR6,CR8) on the power supply board. (Also check CR7 and CR9 too.) With the power off, use a DMM set to diode function - they should read .4 to .6 volts in one direction (black DMM lead on the diode banded leg), and null voltage in the other. There could also be a shorted score display! Hopefully this is not the case, as a shorted display can easily take out the 7448 chips on the CPU board. Replace the 60 volt fuse in the bottom panel (it may or may not have blown!), and disconnect all but ONE of the score display connectors. Power the game on and check for 42 and 60 volts. Repeat this, adding one score display connector at a time, until the offending score display is found. Warning: only attach connectors with the power OFF.
Low 60 Volts on the Power Supply.
The +5 volt transistor Q1 (PMD12K40 or 2N6059) makes the whole power supply board get quite warm. This eventually causes the filter capacitors to dry out. A dried out C1 capacitor in +5/-12 volt circuit can cause strange problems and game lockups. Improper filtering of 60 volt display voltage by cap C6 (200 mfd 150 volts) can cause the score displays to flicker or go dim. In addition, the Q1 transistor can get so hot that it creates cold solder joints on other power supply components. Sometimes even the 5 volt transistor Q1 can fail. The original PMD12K40 transistor is hard to find, but a common replacement is the 2N6057 or 2N6059. This is a 60 volt, 8 amp NPN darlington. After years, the trimmer potentiometers also begins to fail because of dust, causing overvoltage protection to trip or other problems. The trimmers should be replaced with new ones. Rectifier diodes CR1 and CR2 are underrated too, and it's good to replace those with at least 4A diodes. Note the IC1 power supply part is a UA723CL, which is round metal cased version of the LM723 DIP package.
Power Supply Connector A2-P1.
+5 Volt Power Supply tips and fixes.
Remember all Power Supply Transistors are Isolated from the Metal Frame.
Both +5V and -12V outputs are equipped with a protection circuit made of thyristors SCR101/SCR201 (S107Y1) and zeners diodes CR101/CR201 (1N4734/1N4743). If the output voltage rises over zener voltages (5.6 and 13 volts), the thyristor energizes and shorts the output, causing the fuse to blow.
Testing a Bridge Rectifier.
Replacing a Bridge Rectifier.
2c. Mod: Protecting the Small Transformer
Over the years we've noticed people asking for the small transformer on Gottlieb System1 games. Remember there are two transformers on the bottom board of any System1 game - a larger transformer, and the small transformer. The small transformer is the problematic one, hence requests for people looking for this transformer. It provides: So as you can see, this smaller transformer is pretty darn important. The larger transformer, which supplies 25 volts (for the coils) and 8 and 6 volts (for the lights) could be substituted with heck even an old EM transformer in a pinch. But the smaller transformer which provides all the logic/score display power, that is unique.
The reason for a fuse is simple - often the power supply board rectifying diodes short. When this happens, it's basically taking the two AC lines from the transformer, and tying them directly together. If there's no fuse there, the windings in the transformer because the weakest link in the chain, and hence the transformer becomes the fuse! Obviously this is not good, and the transformer dies. (There's no way to fix this either, other than a replacement transformer.)
So the answer is to add two fuses (and a third fuse if no small transformer input fuse). This should prevent any transformer problems if the power supply rectifying diodes short.
Adding the Fuses.
The small transformer with two new fuses added for 11.5 and 14 vac power lines.
On the input side of the transformer, a third fuse was factory added (not shown)
for the input 120 volts.
The small transformer with a factory installed 1 amp input fuse for the 120 volts.
If your games doesn't have this, you should add it (as documented above.) Note
this game does not (yet!) have the two output 11.5/14 vac fuses added.
2d. Battery Replacement/Corrosion (CPU board Reset/Clock Circuits)
This fix is mandatory. All Gottlieb System1 boards use a recharagable "DataSentry" or AA nicad 3.6 volt battery. When these batteries don't get used regularly, they can leak the alkaline potassium hydroxide and volatile gases that destroy the CPU board components and connectors. Removal of a 30+ year old rechargable battery is mandatory!
Can I run with No battery?
New Battery
A very clean alternative to a remote AA battery pack is to use a CR2032 coin style battery. These are readily available at drug stores, as they are a common coin battery (used in most computers for BIOS settings.) A coin battery holder is required for installation, as is a blocking 1n4001 or 1n4004 diode (you don't want the game to charge this battery!) Below is a picture of an installed coin battery and holder, with a 1n4001 diode installed on the back of the board. A single 1/16" hole was drilled in the board to accomodate the coin battery holder, and that feeds the positive lead of the battery holder to the back of the board. Then a 1n4001 block diode is installed on the back side for a nice clean look.
A decent alternative to batteries is to install a memory back-up capacitor. These capacitors will charge when the game is on, and slowly discharge to keep the memory alive when the game is off. The advantage to these capacitors is they never wear out, and they won't leak corrosive materials. The down side is the game must be on for about one hour every month to maintain their charge (but the amount of charging time and how long the back-up cap will keep memory is variable from CPU board to CPU board). Also, the game must be on for about 8 hours continuously to initially charge the capacitor. Frankly I'm not a real big fan of memory caps, as I much prefer a remote mounted AA battery pack (mostly because sometimes my games aren't turned on for months at a time, and the battery pack will keep the memory alive for much longer than a back-up cap.) Back-up capacitors are about the size of a stack of nickels, and Jameco (800-831-4242) sells 1 Farad memory caps, part# 142957. Remember CPU board memory "save" duration has to do with the exact memory brand on the CPU board, its age, and its exact manufacturing specs. Some memory chips have different power consumption rates, hence varying results can be seen with memory backup caps. Some CPU boards will maintain their memory for months with a backup cap, and others may only last a week. "Your mileage may vary" is probably a good statement about memory backup capacitors. When installing back-up capacitors, the minus and positive leads are often not labeled on the cap. There was only a black line on the cap to designate the negative lead (the CPU board is labeled; the positive hole has a "+" next to it). If the installed memory cap doesn't seem to work (and it was installed correctly), check the isolation diode CR26 (1N4148) using the diode function of a DMM. Its job is to make sure the cap/battery doesn't try and power the entire CPU board when the game is off (this would drain the cap/battery quickly).
Check for Battery Power at the 5101 RAM chip.
Be Sure to Zero Out the Game's Audit Memory. To zero out the audit memory, turn the game on, and press the white diagnostic button inside the coin door. This will show "0" in the credit display, and the audit information in all the score displays. To zero out this memory position, press the push button mounted on the CPU board, and the score displays should all go to "000000". Press the coin door diagnostic button once to advance to the next audit number, and again zero this out using the CPU board push button. Repeat this for audits 0 to 10. Press the coin door diagnostic button again, and then exit the audits by either powering the game off, or by opening the slam switch (or closing a tilt switch). This process will clear the game's audit memory.
2e. Ground Problem Fixes (CPU, Driver board, Power Supply, Sound board)
The Gottlieb Grounding Problem. First there is the problem with ground between *cabinet* ground, and circuit board ground. John Robertson documented this problem back in 1987. There is a single ground connection between the cabinet ground and circuit board ground on the power supply. If this single connection has resistance (which is common on older games), problems occur. This resistance, with the current drawn by the Driver board through the power supply, causes a voltage shift in the power supply's ground line. If the voltage shift gets up to .5 volts relative to the cabinet ground, the solenoid driver transistors are no longer biased off, and start to conduct. This can cause playfield coils to "lock on" and burn, damaging the coil and its associated driver transistor. This single problem made many people think Gottlieb games were "unreliable". Mandatory Ground Modifications Steps.
At this point, the mandatory grounding modifications are done.
To fix this problem, it's a good idea to tie all the driver board grounds together. Now if one of the ground connectors pins fails on connectors A3J2 to A3J5, it's not a big deal, as there's six other ground pins to take up the slack. Additionally having all the driver board grounds tied together means there's far less chance of a "floating ground" (as described above.) For this reason, these optional ground modifications to the driver board are recommended.
In the original "mandatory" ground mod, only the logic ground is physically tied to the centralized metal ground plane. In this optional ground mod, all the grounds are tied together (including the solenoid and lamp grounds.) This provides a more consistent and redundant ground for all devices. The first step is to modify the original "mandatory" ground mod. We originally added a ground wire to the negative side of the C1 driver board capacitor. But the thick trace directly below that ground point is also a ground. So with a quick scrape of the green mask from the trace, the added jumper wire can bridge both traces, tying these grounds together. (Blue circle below.) In addition, also shown with three blue arrows below, the large (thick) ground traces that travel beneath the MPS transistors should also be tied together, and then tied to the large trace at the right.
2f. Connector Problems (Connections & Re-pinning) - Mandatory
Connector Warning - Power Supply A2J1 Connector.
After Joker Poker, Gottlieb did get the message and changed the female .156" Molex connector housing from 7 pins to 9 pins, and added pin blockers inside the housing at pins 1 and 9. This prevented the A2J1 female connector from being installed one pin to the right or left of the matching male pins. Unfortunately it did not solve the problem where the connector could be installed upside down. Just a warning to be careful with this plug. Install A2J1 correctly, with the green ground wire towards the left. Otherwise bad things wil happen.
Connectors, Battery Corrosion, Vibration & Corrosion. No System1 game should have "IDC" (Insulation Displacement) connectors (IDC connectors were introduced with Gottlieb System80 games.) If a system1 game does have IDC connectors, someone probably transplanted them to the game you're working with. These card edge connectors are rated for 25 "cycles" - that is 25 removal-installs. Over the life of a 20+ year old System1 game, certainly this life span has been exceeded. Combine that with battery corrosion problems and vibration from game play, and it's obvious that any Gottlieb System1 game will REQUIRE all the main connectors to be re-pinned. If you want your System1 game to work reliably, YOU MUST RE-PIN ALL THE CARD EDGE CONNECTORS. If there are battery corrosion problems, these card edge connectors just magnify the problem (and sometimes allow the leaking battery electrolyte to travel thru the connectors to other boards!) If there is any battery corrosion on the circuit board card-edge fingers, this MUST be removed before any other connector work is done. If corrosion is visible on the board, clean the edge fingers by lightly sanding the corrosion with 220 grit sandpaper to remove it, revealing the copper plating. After the corrosion is removed, wash the circuit board in a 50/50 mix of white vinegar and water. Use an old toothbrush to wash the board with the vinegar mix. Then rinse the board with clean water. Finally rinse the board with alcohol, and allow it to air dry. If the board's connector fingers were sanded, use a soldering iron and some rosin flux to re-tint the connector fingers with solder. Heat the finger, apply some new solder, then quickly wipe the solder off the finger with a rag. This should leave a "tint" of solder on the copper finger.
Connectors are numbered in this fashion: the first "A" letter/number combination denotes which board the connector belongs. That is, A1 is the CPU board, A3 is the driver board, etc. After the board designation, the "J" letter/number combination is the actual connector number for that board. So "A1-J3" is board A1's (CPU board) J3 connector (note some Gottlieb documentation does not put a "dash" between the board and connector numbers). Below are a list of "A" numbers (applies to most System1 games): Here's a summary of the CPU board connectors. The connectors with a "*" next to it are the ones most often damaged by battery corrosion or vibration and need to be replaced most often.
Commonly corroded connectors.
Replacing the Connector Pins. Parts and Tools needed: Connector (terminal) pins will be required. Molex connector pins are somewhat difficult to order, as there are so many different varieties. Note the "chain" variety are not wanted. The chained variety are designed for high-speed installation machines, not single use. Purchase only phosphor-bronze tin plated pins (do not use gold pins).
This single sided connector harness often has corroded pins because the CPU side of the connector is near the battery. If the harness is missing, a new replacement can be purchased from Docent Electronics (937-253-2768).
Crimp-On Connector Pin Replacement Instructions.
Steve Kulpa stevekulpa@yahoo.com and Docent Electronics docentelectronics.com sells brand new connector harness for the (often missing or damaged) power supply to MPU board connector, and MPU to driver board connector. Contact them for details, but the cost is excellent. They use tin plated crimped pins, trifurcon for the header connector on the power supply, and 22 awg wire for signals and 18 awg wire for power lines.
On early system1 games (Joker Poker, Cleopatra, Sinbad) with first generation driver boards (no CR1-CR7 diodes installed), it's a good idea to modifying your current CPU to Driver board harness to add diodes. This will protect your expensive CPU board from coil voltage damage (if something goes wrong.) This modifiction saves you from having to modify the driver board adding diodes, if it's missing the CR1-CR7 diodes. (Note this modified harness can be used with later Driver boards too.)
Here's the connector layout for the harness that goes between the CPU and driver boards. It's handy info to have if you have to do some re-pinning. Remember all Sys1 games have the same set of solenoids/lamp wires, so this connector is identical for all sys1 games. For the coils this includes the outhole, the 3 chimes (or sound inputs), and the knocker, and the three additional solenoids (which may vary from game to game as coils 6, 7, 8.) But again the harness wiring is the same. Additional coils like the Kings drop target on Joker Poker is driven by a lamp driver and an under playfield mounted transistor. Yet again the lamp designations on this connector are the same for all sys1 games.
2g. Permanently Defeating the Slam Switch. Gottlieb used two slam switches in their pinball games and BOTH must be CLOSED or the game will not function. If you turn the game on and the displays come on IMMEDIATELY with all zeros (no five second delay and no relay "Click-Click"), this usually indicates one of the slam switches are open. If either of the two slam switches are open (one being the ball tilt roll switch), the CPU board will be "slammed", and a game cannot be started. Remember the normal System1 boot sequence: power-on, score displays dark, after 5 seconds the two under the playfield relays "click" and the score displays come on. If this 5 second boot-up delay is not seen, this is often because a slam switch is open. Also the score displays "roll" when the game is slam tilted. This can often be caused by the CPU board with connector problems, usually due to battery corrosion at the J6 connector, which goes to the slam switches. Below is a short 18 second video showing how the score displays should look in a normally booted and ready to play game. Versus how the score displays look on a slam tilted game.
As an ending note, if the coin door coin switches' lockout wires are shorted to ground, this can cause a problem where the game looks to be "slammed tilted", even if the C2 modification is done. The lockout wire can easily touch the blades of the coin door switch, essentially shorting the coin door switches to ground. This really causes some weird behavior, making the game look like it's slam tilted.
2h. Adding LEDs to the Circuit Boards. One thing that Gottlieb never did was use LEDs on their circuit boards. Since Bally and Williams have spoiled me with this, as has Steve Charland (he turned me on to adding LEDs to system80 pop bumper driver boards), I've gotten the itch to add LEDs to some of the system1 circuit boards. We talked about this a little above in the CPU board repair section. (Adding +5 and -12 volt LEDs, and an "alive" LED to the CPU board.)
I personally find it nice to have LEDs showing that +5 volts and -12 volts is at the CPU board. Using two LEDs and 150 ohm and 560 ohm resistors, it's easy to add a couple LEDs to the CPU board next to the main power connector. You will have to drill a pair of 1/16" holes for each LED, but there's plenty of room to do this by the CPU board power connector. The +5 volt LED needs the 150 ohm resistor as a load, and the -12 volts needs the 560 ohm resistor. Note the resistors can be mounted on either the power or ground side of the LED. It is important to connect the flat side of the LED correctly or the LED won't work. (See the picture below.) Also note the -12 volt LED is wired "backwards" because it's a negative voltage.
This is another easy LED addition which shows that +5 volts is getting to the driver board. Just need an LED and a 150 ohm resistor. Drill two 1/16" holes on the right edge of the driver board. Connect the flat side of the LED to the 150 ohm resistor, and the other end of the resistor to ground. Connect the non-flat side of the LED to the +5 volt trace. You're all done!
To add an LED to the 60 volt on the power supply, the easiest way to do this (without taking the power supply apart) is to connect the LED directly to the base of the J3 pin1 (60 volt) and J3 pin5 (ground) connector pins. Also a 10k ohm resistor is needed along with the LED (flat side of the LED going to ground.) Note it should use a higher watt resistor, as it's sinking like 58 volts to power the 2 volt LED. So a 10k ohm 1/2 watt resistor works well. Alternatively going to 15k ohm 1/2 watt resistor would probably be OK. (Though I've been running the set up below without problems, but the resistor does get hot.) Picture below...
In addition to the LEDs on the circuit boards, you can also add a couple LEDs to the bottom board too. Specifically for the CPU controlled lighting and coil voltages. I put the fuses right on the two bridge rectifier, across the "+" and "-" lugs (along with a resistor.) This gives verification of the two accompanying fuses for these bridges. On the left bridge (for the CPU controlled lamps), use a 470 ohm 1/4 watt resistor. For the right bridge (coil power), use a 5.6k resistor 1/2 watt. Remember the flat side of the LED goes to the negative bridge rectifier lug.
2i. Video Showing the Gottlieb System1 Pinball "Oddities" The following 9 minute video describes what makes working on Gottlieb system1 pinball games different than other manufactures. That is, why a lot of repair guys just don't like working on these first generation Gottlieb solid state pinball games.
2i. Power On a Gottlieb System1 Pinball for the First Time Note there's a VIDEO at the end of this section.
When ever I get a new System1 game, there is a certain systematic approach I use to power up the game for the first time. I especially do this in cases where the game clearly has not been turned on for a long time, and its electronics are in unknown condition. I use this approach because having a bad power supply can richocette through the circuit boards, causing more damage than you started with (because there's no "crowbar" 5 volt protection). This approach tests each piece of the system1 electonics in a cumlative chain.
Initial Board Identification and Power Chain. The general power chain works like this:
Step One: Power off, Check the Lower Board Fuses & Bridges. If for example the fuse for the CPU driven 6 volt lamp power is blown, test its accompanying bridge rectifier (because if the bridge is shorted, its accompanying fuse will blow). There's only two bridge rectifiers in a system1 game (25 volts coil power, 6 volts cpu driven lamp power.) If the 69 volt fuse for the score displays is blown, this often means one of the power supply's four 1N4004 diodes used for rectifying this voltage is shorted. If a 6.3 volt general illumination lighting fuse is blown, that can often mean a shorted light socket on the playfield. Now that the lower fuse panel is all checked out, REMOVE the 25 volt solenoid fuse before proceeding! Set it aside for later.
Step Two: Power off, Check Playfield Coil Resistance.
Step Three: Isolate the Power Supply.
Step Four: Power Up with the CPU board Only. If you haven't done the ground modifcation to the CPU board, now is the time to do that. Power the game up, and test for 5 volts and -12 volts on the CPU board. Test for voltage at capacitors right next to the J1 connector, with a DMM test leads connected to the legs of the caps. Capacitor C16 (top electrolytic) is for +5 volts, and C17 is for -12 volts. The 5 volts should still be 5 volts (that is, the CPU board is not dragging down the 5 volts because of a shorted component). Note that the 5 volts is adjustable on the power supply, so adjust 5 volts to be 5.10 volts. The -12 volts should also be present. If the 5 volts checks out (4.95 to 5.20 volts DC) and the -12 volts is good, turn the game off. Now add the two score display connectors on the right side of the CPU board J2 and J3. (Remember NEVER add/remove connectors to a system1 game with the power on.) Have only ONE score display connected. Power up and the lone score displays should come on. If the lower left CPU connector J6 is removed, the display will come on immediately in "slam tilt" mode. If the CPU coin door J6 connector is attached, there should be a five second delay, then the score display will come on. (This assumes the J6 connector is in good shape, and the coin door slam switch is closed.) Note the immediate "slam tilt" mode causes the score display to "strobe." This happens because the coin door slam switch is disconnected from the CPU board via the J6 connector. In either case, the CPU board appears to be "booting" and operating. If nothing appears on the score display, the CPU board is "dead", and you'll need to repair or replace it. Assuming the CPU board is booting, turn the game off and connect another score display. Power on and see if the next display is working. If so continue powering off, adding another display, and powering back on. Do this until all the displays are connected and checked. A problem display can crash the system. So you'll know it when/if you connect a bad score display!
Step Five: Power Up with the Driver board. If you haven't done the ground modifcation to the driver board, now is the time to do that. Install the 25 volt coil fuse into its fuse holder on the bottom board. Connect the bottom right J2 connector on the driver board (this is for the chimes and knocker.) Power the game on and see if there's any issues. Everything OK? Power off and add driver board connector J3 (lamps.) Power back on. Everything OK? Power off and add connector J4 (coils.) Power back on. Everything OK? Finally add driver board connector J5 (more lamps), and power back up. Hopefully everything is OK. If not, then you have some driver board work to do. Note that if any coils immediately "lock on" (energize) when power is turned on, turn the game off! This means there's issues with the driver board (or under-playfield mounted transistors), and that will need to be fixed before proceeding.
Step Six: Check for coil voltage on the switch matrix connectors.
Step Seven: Run diagnostics.
The following 13 minute video shows a systematic way to power on a Gottlieb system1 pinball for the first time. Did you buy a game in unknown condition out of a warehouse? Then this video shows you how to power it up, piece by piece, diagnosing problems along the way. This procedure is the best way to figure what is wrong with your game, before you do any significant work or worry with the machine.
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3a. Fixing the CPU board.
Initial CPU Checking. Second, is there 4.95 to 5.2 volts DC at the CPU board? Best place to check for this is at the C16 capacitor (top most cap next to the the J1 power connector). Is there -12 volts DC at the CPU board? Best place to check for this is at the C17 capacitor (right below the C16 cap) next to the J1 power connector. The machine will absolutely not boot without +5 and -12 volts. Assuming the above voltages are correct, next check the score displays. Do they come on right at power-on and "strobe"? If so, there is a problem with the normally closed Slam switch. The CPU board should be modified so the useless Slam switch is not an issue (see here for details on that). Last, do the score displays come on after the game is powered on for 5 seconds? They should, as this is the normal system1 boot sequence. If they don't, then the CPU board is indeed "dead". If the CPU board turns on the score displays after 5 seconds of power, that is a good sign that the board is at least trying to boot. Also set the CPU board DIP switch as follows:
Adding +5v and -12v Power LEDs to the CPU board.
At this point, it's a lot easier to diagnose and fix the CPU on the workbench (instead of in the game). The best way to do this is using a computer power supply. The only voltages needed to boot the CPU board are +5 and -12 volts DC. So any computer power supply that outputs these voltages should work fine. Connect the computer power supply to the J1 (left side) CPU power connector:
Another perhaps easier way to connect the voltage from the computer power supply to the CPU board is using the C16 (top most) and C17 (below C16) capacitors next to the J1 power connector:
Installing an "Alive" LED. Instead we use an LED and a resistor connected to chip Z16 pin 15 (upper right most chip on the CPU board). Just a water clear style LED (that's important that it's a water clear style) and connect the flat side to a 150 ohm resistor. Connect the other side of the resistor to ground (Z16 pin 8.) Now connect the non-flat side of the LED to Z16 pin 15. When the CPU board is powered-on, after a 5 second delay, the LED should light up (just like a miniature score display). If we can get our CPU board to light this LED after a 5 second delay, this is our indication that the CPU board is "running". Since the CPU board is in attract mode, the LED will dim when the game switches shows the high score to date in all the score displays. Likewise the LED will be brighter when just the last game played ("000000") shows in just the player1 score display. So if you have gotten this far, and the board is booting, you can skip down to the Testing the Buffer and Spider Chips. Otherwise keep reading...
Dead CPU: Next Steps.
Measure TC1 pin 14 (or chip Z2 pins 7,9) and power the CPU on. It should show immediately at power on -12 volts. This will rapidly change into +5 volts after about half a second. This is the RESET signal. Another place to check the Reset is at chip Z2 pins 7,9. (Both should go high to 5 volts after about one second of power-on.) If the reset is not working and does not change to +5 volts, it is best to replace the Q5 and Q6 (MPS-A70) in the reset circuitry. If the reset is still not going from -12 to +5 volts, change chip Z2 (4528 CMOS.) Still not working, check or replace caps C31 and C32 (.1 mfd, and these do sometimes fail). Note that the "Reset" button on the CPU board has nothing to do with this Reset signal (it is only used to reset bookkeeping values).
Clock Circuit. The next thing we check are the clock signals. The clock circuit provides the timing the CPU chip needs to execute. This is provided by the CPU board crystal and the U1 spider chip. Check TC2 pins 11,12 using an oscilloscope or a logical probe, and there should be pulsing signals. Also check both legs of the crystal, and the same pulsing should be seen on both legs. If an o'scope is not available, use a DMM set to DC volts. This should show 2.8 volts at TC2 pin11 and 2.9 volts at TC2 pin12. The top leg of the crystal should show .3 volts, and the bottom leg should show .9 volts. If there are no clock pulses, there is a problem with the Rockwell U1 spider chip, and the story ends here (as the spider chips are no longer available). The only choice is to buy a new NiWumpf or Pascal CPU board. There is a chance the crystal (above the J1 power connector) is bad, but that is unlikely (but it does happen). Crystal Y1 is a 3.579 MHz crystal. Address/Data Line Activity. Now that we have a reset and clock circuit, check the address and data lines for activity. This is done at TC1 pins 1-13. Use an o'scope or logic probe looking for pulsing lines. If there's no pulsing, the Rockwell spider chip(s) are bad, and again the story ends here (buy a NiWumpf or Pascal CPU board). If pulsing is seen at TC1 pins 1-13, then it's time to move to the next step.
Score display LED On? Testing the Input/Output Buffer and Spider Chips. In order to check the buffer chips, we will activate the buffer inputs, and see if there is a corresponding response at the buffer outputs. The buffers chips are Z29 (7405) and Z27 (74H21), both right below the DIP switch. Also Z9 (7405) and Z8 (7404), both at the bottom left of the CPU board. Use an alligator clip connected to ground to activate the buffer inputs, which will control the buffer output pins. A logic probe is best for checking the output, but a DMM set to DC volts can be used.
Ground Z29 pin 5 (input) and check pin 6 (output). Ground Z29 pin 11 (input) and check pin 10 (output). Ground Z29 pin 9 (input) and check pin 8 (output). All outputs should show +5 volts.
Ground Z27 pin 1 (input) and check pin 2 (output).
Switch Matrix Returns:
Switch Matrix Returns: If any input is grounded and it's associate output does not respond (by going to +5 volts), the chip is bad.
Z8 pin 1/2 = Strobe0: both pins pulsing. Z8 pin 3/4 = Strobe1: both pins pulsing. Z8 pin 5/6 = Strobe2: both pins pulsing. Z8 pin 9/8 = Strobe3: both pins pulsing. Z8 pin 11/10 = Strobe4: both pins pulsing. Z8 pin 13/12 = Strobe5: both pins pulsing (not used in any system1 games).
Now we can test the solenoid buffer chips at Z6 and Z7 (7417). The 7417 chips at Z6 (located just above connector J5) and Z7 (to the right of Z6). The U4 spider chip sends signals to the Z6/Z7 buffers, which then signal the driver board transistors at Q25-Q32 for the CPU controlled coils. With the CPU board power on, attach an alligator clip to +5 volts (the positive/upper lead of capacitor C16 on the CPU board). Then touch the Z6 input pins (one at a time) with +5 volts, and watch the output pin:
Z6 pin 3 (input) and check pin 4 (output) Z6 pin 5 (input) and check pin 6 (output) Z6 pin 9 (input) and check pin 8 (output) Z6 pin 11 (input) and check pin 10 (output) Z6 pin 13 (input) and check pin 12 (output)
Z7 pin 1 (input) and check pin 2 (output) So once the solenoid buffer chips are tested, we need to have some way to test the U4 spider chip (which sends solenoid signals to Z6/Z7). It is impossible to control all the outputs of U4 on the bench, but if we control some of them. If the U4 works for the ones we can control, it will probably be OK for the rest. We can use the machine's "play-a-tune" feature when a coin switch is activated (make sure DIP switch 23 is "on"). If we can simulate a coin switch closure, the U4 spider chip will send signals to the Z6 chip, activating the three chime coils (or sound board triggers). We can see this with a logic probe at the Z6 chip. To simulate a coin switch closure, Use a jumper wire and connect one end to chip Z8 pin 4. With the other end momentarily touch Z9 pin 1. This simulates a coin drop by momentarily touching switch matrix strobe1 to return0. Using a logic probe, check the following Z6 solenoid buffer chip pins which the U4 spider chip toggles:
Z6 pin 9 (hundred point chime). Z6 pin 11 (thousand point chime). You should see the above pins go high as the coin switch closure is simulated. If any one of the above pins do not go high, the U4 spider chip is bad. Since there is no replacement available for the U4, the CPU board is junk and must be replaced. The only thing not tested on the bench is the U6 spider chip and Z16/Z17 7448 chips that control the score displays. This spider rarely fails, and it is very easy to test the displays using the game's built-in diagnostics. So there really is no need to do this on the workbench.
CPU Considerations (Spider chips, etc).
Here's a summary of the spider chips: * Note that spider chips U4 or U5 contain the game operating system ROM, and must be of the same revision. These are the two spiders that fail the most. The revision levels that work together are:
Socketing Spider Chips. To do this, buy some SIP (single inline pin) machine pin sockets, and solder them into the board. This way the spider can be pluged into the SIP sockets. As a note of caution, it's best to "double up" the SIP sockets (as shown in the picture below). This is done for two reasons. First so the spider legs (which are somewhat wide) don't stretch the SIPs soldered into the board. That is, if the spider legs cause problems, they will ruin the easy-to-remove SIPs on the legs, not the SIPs soldered into the CPU board. The second reason to "double up" the SIPs is to aid in the installation of the spider chip into the board-mounted SIPs. Aligning all the spider chip pins is tricky. But if extra SIPs are installed on the spider chip first, installation of the spider chip into the board-mounted SIPs is *much* easier.
3b. Game ROMs, PROMs, EPROMs and Test PROM. The game PROM at Z23 is a 18 pin PROM which contains the game specific rule computer code for the CPU board. This bipolar PROM is not duplicatable in its native form, as blank PROMs are long gone. Also nearly long gone is any sort of PROM programmer that would program a blank (if one could be found). Add to this that the bipolar PROM at Z23 is often bad (it runs very hot, even when working properly), and this becomes a problem for a System1 CPU board. Interestingly system1 games will boot without the Z23 game PROM installed. Because the majority of the system code is inside the "spider" chips, the game PROM is not needed to boot a system1 CPU board. Diagnostics/audit can even be run with no Z23 game PROM installed. The game can be coined up. But if a game is started with no Z23 Game PROM installed, the start-up sounds will play, and then the game will lock up.
Using a 2716 EPROM for the Game PROM at Z23. Ni-wumph's main game 27256 EPROM and board manual is available directly from Niwumpf's support web page. The Niwumph EPROM image is also available here and the manual here for convenience. Schematics for Niwumpf are also available here, here, here.
Making a 2716 EPROM Adaptor for the Game PROM at Z23.
Gottlieb System1 Test PROM "T".
Using the System1 Test PROM. To access the Test PROM start a game (no credits are needed, but you can add credits if you want, and the coin-up tune will play). As soon as a game is started the game start-up sounds will play (10,100,1000 point sounds or chimes coils 3,4,5) and then the outhole (coil1), the knocker (coil2), the outhole (again), and three game specific coils 6,7,8. While this is happening the Game Over relay will pull in for about two seconds and then release. All the coil energizing happens very fast at game start (the only coil that does not pull in is the Tilt relay). Also all 36 of the CPU controlled lights will turn on for about two seconds and then turn off. The CPU lights do this (starting with lamp #01 to lamp #36) in a quick progression. At this point the game's playfield switches becomes the Test PROM's input. All game switches (except for the two coin chute and credit button) have a test function. All the CPU controlled lamps should be off. Hitting a playfield switch should toggle a CPU controlled lamp on or off, and/or fire a solenoid. If the game has all 40 switches wired, all 36 CPU controlled lamps can be turned on (assuming the game uses all 36 lamps). You will need the game manual to know how a playfield is wired for this exercise, because you will need to know where each switch number is found on the playfield to determine what it controls. The slam switch or outhole switch will exit the "game" (test) mode and go back to attract mode.
3c. Built-in Diagnostics/Bookkeeping Inside the coin door there is a large white momentary switch that is known as the "play/test" button. Press this button to access the game audits and test modes. After the button is pressed, it takes about one second and then the audit number "0" will appear in the ball/credit display, signifying the first audit value. The value for the audit will appear in the score displays. As the test button is pressed, the ball/credit display will increment a number 0 to 13 indicating the test/audit number. If any audit number (0-10) needs to be cleared, press the CPU board mounted black "reset" button to clear the audit value. To exit the test mode, either open the Slam switch or close a Tilt switch. Note on the high score level replay values. Setting a "zero" at high score level means the level is not in use. But this does not apply to the High Game to Date score level (the zero does not disable this). While in audit/diagnostic mode, the Q (game over) relay will be energized. This means the flippers and pop bumpers and slingshots (non-CPU controlled) coils should work while the game is in audits.
Audits: Diagnostics:
Diagnostics. Another problem with the lamp test is lamps L3 and L4 (Q3 and Q4). On many System1 games, these two MPS-U45 transistors are used for the High Score to Date and Shoot Again lamps. Hence these two lamps (L3/L4) are tested in the lamp test (on for five seconds upon entering test #13). But on some System1 games Q3 and Q4 are used as pre-drivers to under-the-playfield mounted 2N5875 transistors. These in turn control a playfield solenoid. If this is the case, these two solenoids will energize for five seconds in the lamp test! Just keep that in mind. After the CPU controlled lamps are turned off, each CPU controlled solenoid is energized one at a time. Well not really all of the CPU controlled solenoids. For example, the T (Tilt) relay is not included in this test. Neither is the Q (Game Over) relay, which is already energized during the whole audit/test routine. But all the other ten solenoids (including three sounds/chimes) will be tested ONCE. Then the test moves to the switch matrix test. If there are no closed switches, after about 5 seconds the game will exit test #13 and go back to attract mode. If a closed switch is found, it will display in the ball/credit display. If you want to test a switch, do it now! Hurry up though. If no other switches are sensed as closed within a five second window, the game will exit the test mode and go back to attract mode. Also if you hold a switch closed, it takes about *two* seconds before that switch number appears in the ball/credit display! Talk about a slow CPU board. Overall the #11,#12,#13 Gottlieb System1 diagnostic tests are pretty lame. Especially compared to comparible Bally and Williams diagnostics of this era (1977-1980). Ideally it would be nice to flash all the CPU controlled playfield light on and off continually until the user wants to proceed. This cannot be done with the System1 diagnostics. Also again it would be nice to keep running the coil test over and over, and to keep the game in switch test mode until the user wants to exit. Unfortunately these things can't be done with the stock System1 diagnostics. This makes finding bad CPU controlled lamps, coils, and playfield switches more difficult. Another method of testing lamps, coils and score displays is to use a NiWumpf CPU board. The testing routines in the NiWumpf board are *much* better than the stock Gottlieb System1 tests. For example, CPU lights can be continually cycled on and off. Same thing with coils (and the Game Over and Tilt relays are activated too!) And the NiWumpf display test also tests the 4-digit ball/credit display (which the stock Gottlieb test does not). So using the NiWumpf to test a driver board works very well. The NiWumpf switch test operates as it should and is very quick to display a closed switch (but unfortunately this test cannot be used on a stock Gottlieb CPU board).
The Z23 Game PROM and Diagnostics.
Gottlieb Test PROM for Z23.
3d. Locked-on or Not Working Coils
Remember there's two different kinds of coils on a system1 game: CPU controlled and non-controlled. You'll need to know which type you're working with to further diagnose any coil problems. We'll be concentrating on the CPU controlled type of coils, as those are more difficult to diagnose and fix.
Diagnosing Coil Problems.
In the case of a non-working or locked-on coil, first figure out if the coil is CPU controlled. Pop bumpers, slingshots, coin door lockout and flipper coils are *not* CPU controlled. All other coils are controlled by the CPU. Next figure out which driver board transistor(s) control the coil in question. Remember there are system1 "dedicated" coils, which are the same for all system1 games. This includes the sound drives, knocker, and outhole. The remaining three driver transistors are game dependant. Add to that the possibility of two more under the playfield driver transistors (driven by a small driver board transistor like Q17/Q18), and there are a total of five possible game dependant CPU controlled coils (aside from the dedicated coils.)
If many or all solenoids and CPU controlled lamps are constantly on or solenoids do not work at all, the problem could be missing -12 volts DC at CPU board. Of course without this voltage the game won't "boot" either. But check for -12 volts across CPU board cap C17 (below C16). If it is OK, the problem could be in the CPU board buffers Z6 and Z7 (7417) too (more on that later). When diagnosing a non-working game, it's best to removed the card edge connector going between the CPU and driver boards. This will ensure that no coils engage while you figure out why the game doesn't boot.
Step 2: Check the Coil Resistance.
Step 3: Check the Driver board to Coil Wiring (Connectors). Now move up to the backbox, and attach one end of an alligator clip jumper wire to ground. Touch the other end of the jumper wire momentarily to the metal tab of the controlling transistor. This should fire the coil. (Note on Q29/Q45 controlling transistor pair, ground only the metal tab of the larger Q45, as grounding the small Q29 will yield nothing). If the coil does not fire, suspect a bad connector on the bottom edge of the driver board (or a broken trace on the driver board). If the coil fires, time to move to the next step and test the transistors and controlling chips, eventually moving all the way back to the CPU board. Connectors are a huge problem on System1 games, don't overlook them. The connectors along the bottom edge of the driver board *and* the connector that runs between the driver board and/or CPU board could cause a coil to not work. See the Connector section for more information on how to replace System1 connectors.
Step 4: Verify if an Under the Playfield Transistor is used. Interestingly several different pre-driver transistors were used for the under the playfield 2n5875 transistors. All on the driver board, some games used the small MPS-A13 (Q17, Q18) and others used a larger 2n6043 (Q30, Q31.) Generally if the item being controlled was a ball kicker or a drop target bank, the larger 2n6043 (essentially a TIP102) was used as the pre-driver. Also there was one odd exception to the use of the metal cased 2n5875 transistor under the playfield. That was on Buck Rogers where a TIP115 (NTE262, PNP) was used. (Note a TIP36c can be substituted.)
NOTE 1: testing transistors with a DMM is only about 95% certain to work. The DMM is testing the transistors at "low load", which is unlike how the transistors will ultimately be used in the game! MPS-U45 transistors are particularly prone to testing good, but not working in the game. NOTE 2: Any transistor that tests "bad" should also have its playfield coil tested too as outlined here. If the driver board transistor(s) are replaced, but the playfield coil is burnt and has low resistance, it will immediately blow the freshly replaced driver board transistors.
Testing System1 Transistors with the Driver Board Removed.
MPS-U45 transistors (driver board locations Q1-Q4, Q29).
2N6043 or SE9300 transistors (driver board locations Q30-Q32, Q25-Q28). 2N3055 transistors (driver board Q45, large transistors with the huge metal case, pre-driven by Q29). This transistor is usually used for a drop target reset bank or other big coil usuage. This transistor tests the same in circuit and out of circuit.
2N5875/2N5879/2N5883 Remote Playfield Mounted Transistors. Some Gottliebs also used the more robust 2n6043 (essentially a TIP102) as a pre-driver too. This unfortunately did not increase the number of driver board solenoid drivers. Yet Gottlieb did this because they felt the MPS-A13 wasn't up to the task of being a pre-driver for a very heavy duty coil (like a large drop target reset coil.) Note remoted mounted (under the playfield) transistors are not used in every System1 game. Here's a table of games with these transistor.
(Alternatively a TIP36 or 2n5875 can be used.)
Here's the method to test these remote mounted transistors.
With system80 games Black Hole and later, Gottlieb added a pull up resistor to the circuit for the remote mounted transistors. An added 4.7k ohm resistor tied the base of the remote transistor to 24 volts (coil power), which was mounted right next to the remote transistor under the playfield. This helped prevent a locked on coil in case the driver board lost power. The pull up resistor modification should be added to system1 games that use remote mounted (playfield) 2n5875 transistors.
The 74175 chip at Z1 is what controls the transistors for the Game-Over relay, Tilt relay and Q3/Q4 (if used to pre-drive an under-the-playfield mounted transistor). The rest of the 74175 chips are used for the CPU controlled lamps. These chips can be easily tested with a DMM set to the diode function and the game off. Best to do this with the driver board removed. The 74175 chip at Z1 can also be used to test the driver board transistors at Q1-Q4 (Q1=Game Over relay, Q2=Tilt relay, Q3/Q4=any under-the-playfield mounted transistors). With the game on, attach an alligator clip to +5 volts (the positive/upper lead of capacitor C1 on the driver board). Then touch the Z1 pins 2,7,10,15 with the other end of the alligator clip. This will tell the transistors Q1-Q4 to activate its relay (or coil or lamp). This is a good test to run if you are unsure if one of the Q1-Q4 transistors is really good. This test of course assumes that the coil/relay being driven is not locked-on.
7417 chip Test (CPU board locations Z6,Z7). With the game on, attach an alligator clip to +5 volts (the positive/upper lead of capacitor C16 on the CPU board). Then touch the Z6 pins 1-6 and pins 8-13 (note pin 7=gnd and pin 14=+5). Each pair of pins (for example Z6 pins 1,2) should fire its associated coil when attached to +5 volts. The same thing can be repeated for Z7 pins 1-4 (only). Refer to the above chart to see which Z6/Z7 pins control which driver board transistor/coil. If only one of the two pairs of pins activates the coil, the Z6 or Z7 chip is bad. If neither pin activates a coil, check the CPU to driver board connector and the driver board transistor. This test will tell the transistors Q25-Q32 to activate its coil. This test of course assumes that the coil being driven is not locked-on. If this test passes, yet a coil still does not work, then the problem is most likely the U4 spider chip (which sends the signal to Z6/Z7 to fire a coil). Unfortuantely the U4 spider chip is not available, and the CPU board must be replaced with a NiWumpf or Pascal CPU board.
Can a CPU board Problem cause a Non-Working Coil?
Earlier Solenoid Driver Boards on Cleopatra, Sinbad, Joker Poker - Because of this, it is a good idea to check which driver board is installed in your game. Even if you have a later System1 game, check for these diodes (as the driver board could have been swapped at some point).
On early system1 games (Joker Poker, Cleopatra, Sinbad) with first generation driver boards (no CR1-CR7 diodes installed), it's a good idea to modifying your current CPU to Driver board harness to add diodes. This will protect your expensive CPU board from coil voltage damage (if something goes wrong.) This modifiction saves you from having to modify the driver board adding diodes, if it's missing the CR1-CR7 diodes. (Note this modified harness can be used with later Driver boards too.)
Non-CPU Controlled Coils.
If a System1 pop bumper or slingshot "locks on" and stays energized, the reason for this is very simple; the playfield switch which controls the device is stuck closed. If the device does not work at all, start a game and check for power at both lugs of the coil in question. No power at either lug, check the solenoid fuse. Power at one lug and the coil is bad. No power at either lug check the T (Tilt) relay Normally Closed switch and the Q (Game Over) relay Normally Open switch. Also if you are working on a system1 machine and have the playfield "up", the Game Over relay can be manually engaged. This should turn on power to the non-CPU controlled coils like the pop bumpers, slingshots and flippers. This is helpful if you are confused about which coils are CPU controlled, and which are not. If you hold in the Game-over relay, only the non-CPU controlled coils (like the flippers, pop bumpers, slingshots) will activate. This is a nice easy test to do when working on non-CPU controlled coils.
3e. Locked-on or Not Working CPU Controlled Feature Lamps On Gottlieb system1 games, there are three lamp circuits. Two are not CPU controlled, and those are the GI (general illumination) 6.3 vac lamps used for the playfield and backbox lights. These are #44 or #47 bulbs (though some backbox lamps may be #455 flashers at the discretion of the owner.) There is a fuse for each GI circuit on the bottom panel. Again these are not CPU controlled lamps (though the playfield GI circuit does go through the Tilt relay, which can turn off the GI playfield lights when the game is tilts.) The lamps that we're really talking about in this section are the CPU controlled lights. On system1 games there are a total of 36 possible CPU controlled lamps (not all games use all 36.) Again these are #44 or #47 bulbs, but their power is 6 volt DC (not AC), provided to each the lamps in a "daisy chain." Also these lamps are turned on and off by the CPU board through the driver board, which turns the ground on or off for any particular lamp.
Power for the CPU controlled lamps comes from the larger transformer on the bottom panel. Then it goes through a bottom board fuse, and to a bridge rectifier. The bridge converts this power from AC to DC, converting 6 volts AC to about 8 volts DC. (Under load the 8 volts DC ends up at around 6 volts DC, as this voltage is not regulated.) Now the power is "daisy chained" along the playfield, providing each of the CPU controlled lamps with power. (There are also backbox CPU controlled lights too, being Shoot Again and High Score to Date.) If none of the CPU controlled lamps are working, chances are good there is no 8 volts DC for the lamps. With the game on, use a DMM set to DC volts and 6 to 8 volts DC should be seen at all the CPU controlled lamp sockets (use the game's metal coin door for ground.) Power should be seen at both lamp socket lugs (if power is only seen at one socket lug, the bulb is bad.)
If there is no power at the CPU controlled lamp sockets, check the 8 volt fuse in the bottom cabinet (5 amp slow-blow). If the fuse is good, also check the bridge rectifier closest to the copper ground strap. It is common for this bridge to go open or short (if shorted its fuse will blow immediately at power-on). If the bridge is suspected as bad, replace it with a new MB3502 or MB3504 lugged 35 amp 200 (or 400) volt bridge rectifier. If all the CPU controlled lamps are dim, the bridge is weak and should be replaced with a new lug-lead 35 amp 200 volt (3502) bridge. A suspect bridge can be tested. Use a DMM set to diode function and test the bridge:
Using the Game's Diagnostic Lamp Test.
Bad Lamp - Check Simple Things First (Bulb & Socket.) Additionally the lamp sockets in any system1 game are 30+ years old. Lamp sockets do go bad. If you're sure the bulb is good, a twist of the bulb in the socket can often wake up a marginal lamp socket. A single drop of 3-in-1 oil on the fiber gasket of a lamp socket can often help (the oil swells the gasket, forcing the metal pieces together.) Sanding the inside of the socket isn't really a good choice, as the naked metal will quickly tarnish again, as the zinc corrosion resistant plating is worn away. A better approach is to just replace the lamp socket. Again remember on the CPU controlled lamp sockets, you can check for power at the socket (with a good bulb installed) using a DMM. Red DMM lead on either lug of the socket, black DMM lead on ground (metal coin door.) You should see 6 volts DC. If you only get 6 volts on one socket lug, the bulb is bad. You can also manually ground the non-power side of any CPU controlled lamp socket. Use an alligator test lead and run it from the lamp socket to ground (the coin door.) The lamp in question should light. If not, the bulb or socket (or socket power) are bad.
The Driver Board and CPU Controlled Lamps. A single wire goes from each CPU controlled lamp socket back to the driver board, connecting to its related transistor. The driver transistor (MPS-A13 or MPS-U45) switches ground on through the 74175 chip to illuminate its respective lamp. Hence if any of these single wires are manually grounded with the game on, its respective lamp should light. This can be done easily by using an alligator test lead with one end connected to copper ground strip on the game's bottom panel or any metal cabinet frame piece in the backbox or the coin door. Then touch the other end of the test lead to the right-most leg of a MPS-U45 or MPS-A13 transistor (as facing the driver board installed in the backbox). This tests the connection from the driving transistor to the lamp socket (it does not, however, test the transistor). If the lamp does not light when grounding the transistor leg (and the bulb/socket are good), suspect a bad driver board connector or broken wire (or a bad bulb or light socket). Often lightly sanding the driver board's connector "fingers" can fix a non-working lamp. Or the connector pins may need to be replaced (very common). Note a good number of non-working lamp problems are related to connectors. If the .156" single sided Molex connectors at the driver board are in poor condition, this, of course, will mean a lamp will not work. Before attempting driver board repair, check all card edge connectors attaching to the driver board, and re-pin the connectors as needed. See the Connector section of this document for help with that. If grounding the right leg of any MPS-A13 transistor does light a CPU controlled lamp, but the lamp refused to working in diagnostic or game mode, next test the transistor in question.
Each lamp is driven by a 74175 chip and a MPS-A13 or MPS-U45 transistor on the driver board. If a 74175 chip totally fails, it causes four lamps to stop working, and those lamps can either stay always on or off (depending on how the 74175 failed). If a driver transistor fails (which happens far more often than a failed chip), it affects only one lamp. A brightly lit lamp is a sign of a failed driver transistor. A non-working lamp is also a sign of a failed driver transistor (assuming the transistor leg grounding trick does light the lamp). Note the MPS-A13 transistors damage easily if the 8 volts driving the lamp gets shorted directly to its grounding wire with no load (no bulb), usually by a bad lamp or bad lamp socket.
MPS-A13 Transistor Test (driver board locations Q5-Q24, Q33-Q44).
MPS-U45 Transistor Test (driver board locations Q1-Q4, Q29).
74175 Chip Test (driver board locations Z1-Z9).
If the schematics are not available, the easiest way to do this is by lamp socket wire color. For a failed lamp, look at the wire color that connects to its lamp socket, and make a note of it. With the game powered off, go to the driver board and examine the connectors along the bottom edge of the driver board. Find the wire color in question and make note of the connector and pin. Using a DMM set to continuity, put one lead of the DMM on the pin with the correct wire color. Then probe the RIGHT leg of each transistor on the driver board. When a continuity buzz is heard, the transistor controlling the lamp in question has been found. To double check you have found the correct transistor, power the game on. Now use an alligator test lead and connect one end to ground. Momentarily touch the other end of the alligator test lead to the RIGHT leg of the transistor. The CPU controlled lamp should light.
Four Lamps Don't Work.
Summary of CPU controlled Lamps.
Semi-CPU Controlled Lamps. The 6.3 volts AC power for the Tilt lamp goes through a Normally Open switch on the Tilt relay. The Tilt relay is then controlled by the CPU board. If during game mode the machine is tilted, the Tilt relay energizes and stays energized until the current ball drains. While the Tilt relay is energized, this closes the switch to the Tilt lamp, turning the Tilt lamp on. Hence the semi-CPU control of the Tilt lamp. The Game-Over lamp works in a similar manner. The 6.3 volts AC for the Game-Over lamp goes through a Normally Closed switch on the Game-Over relay. The Game-Over relay is controlled by the CPU board. When a game is started, the Game-Over relay energizes for the duration of the game (enabling power to the flippers, etc.) This opens the Game-Over lamp switch, turning the Game-Over lamp off while a game is played. Hence the semi-CPU control of the Game-Over lamp.
3f. Switches and the Switch Matrix There's two kinds of switches in any system1 game. High power (tungsten contact) switches at carry 24 volts, and low power (gold flashed) switch matrix switches that carry 5 volts. We'll be talking mostly about the switch matrix switches. High power switches (like flipper EOS, flipper cabinet, pop bumper activation, sling shot activation switches and some relay switches) are all high power tungsten contact which carry 24 volts DC. The larger contacts allow the EMF (electromotive force) to arc and not burn the contacts. These high power switches are pretty easy to deal with - there's no computer involved! You can actually file these switches too. Now the gold flashed switch matrix switch you can't file, so please don't try! You will ruin the switch contacts if you do, causing more problems than you're solving.
The way the computer talks to the playfield is via switches. Not just any switches, but low power (5 volt), gold flashed switches. So the computer can "scan" switches quickly to see which are opened or closed, the switches are organized into a "matrix" (no not the movie.) Being in a matrix allows the CPU to quickly see what switches are open or closed, many times a second. This is needed as things happen fast on that pinball playfield. The System1 switch matrix consists of five strobe lines (Strobe0 to Strobe4) and eight return lines (Return0 to Return7). This makes for a total of 5x8 or 40 switches in any System1 game. The switches are numbers as such: 00-04, 10-14, 20-24, 30-34, 40-44, 50-54, 60-64, 70-74. The computer can scan the strobe lines and look for a closure through the return lines. If a strobe is seen through a return, the cross of those two lines indicates an individual switch closure. The first five switches (return line #0, switch numbers 00 to 04) are consistent in all system1 games: Outside of the switch matrix, there are three common switches used in all System1 games. These three switches are not part of the switch matrix. This includes two slam switches and the outhole switch. All system1 games have two slam switches - the first is a weighted Normally Closed (NC) switch on the coin door. The second slam switch is also a Normally Closed switch, located at the end of the ball roll tilt cage. The two slam switches and the outhole switch do NOT have a switch matrix number designations. More info on these switches is in a section below...
Because of the scanning of the strobe and return lines in the switch matrix, diodes (one way applicators) are used so there's no "cross talk" between switches. If there were no diodes on the switches, a single switch closure would make the computer think all switches on that strobe line were closed. Gottlieb implemented switch diodes a bit differently than other companies. Nearly all other pinball makers mounted diodes directly on the switches themselves. Gottlieb however didn't do that - they mounted the switch diodes on small bakelite insulator boards under the playfield and away from the actual switches involved. This left less confusion when hooking up a new switch (how is the diode wired to the switch?), but created more confusion if you were used to working on other makers' games. Gottlieb also used 1n270 switch diodes opposed to 1n4001 diodes like other makers.
There are additional switches that are consistent on every System1 game, and that are outside of the switch matrix. These are the two slam switches (CPU A1J6 pin 2) and the Outhole switch (CPU A1J7 pin 1.) These switches are activated by touching them to ground. In the case of the Slam switches, they should be permanently tied to ground or the game won't play or boot - the score displays will just "strobe" very fast immediately upon power on (no five second bootup delay). If either Slam switch is opened (disconnected from ground) during attact mode or game play, again the score displays will "strobe" very fast and the game will lock up until the slam switches are closed. All system1 games have two slam switches - the first is a weighted Normally Closed (NC) switch on the coin door. The second slam switch is also a Normally Closed switch, located at the end of the ball roll tilt cage. The two slam switches and the outhole switch do NOT have a switch matrix number designations. On the Ni-Wumpf board, there is no slam switch (it was completely removed from the circuit because of the problems it causes with stock Gottlieb System1 CPU boards). Also the Outhole switch is shown on the Ni-Wumpf switch test as switch number 15 (which is clearly outside of the 10-14 return1 row of switches). On the Gottlieb System1 switch test the outhole switch is shown as switch number 12 (which is clearly is not, but that's how the test shows it).
Coin Door Switches - a Common Switch Matrix Problem.
Common Switch Problems (the Easy Stuff.)
When a switch doesn't work, the best first step is to clean the switch contacts. Why do they get dirty? See all that black dust under the playfield? That gets on the switch contacts. With gold flashed switch matrix switches, use some alcohol (90%) and a small rag. Then wipe off dirt from switch contacts with the alcohol wet rag. Or you can take a business card, and run it between the switch blades (cleaning the contacts), with the blades manually closed. Another trick is to wet the business card with alcohol, and run it between the switch contacts (this will clean the contacts better than a dry business card.) Again, remember, do NOT file gold flashed switch matrix contacts! The other problem that comes up a lot are mis-adjusted switches. Either the gap is too large between the two switch blade contacts, or the two contacts are too close or even permenantly closed. (A permenantely closed switch will be ignored by the switch matrix.) Switch blades should be bent so there's a 1/16" to 1/8" gap between the contacts. Too close and vibration will close the switch, too wide and the switch may never close.
Mis-Adjusted Switches. Another common problem with mis-adjusted switches occurs after new playfield rubber has been installed. New rubber has different tension, and can pull blades together more than old rubber, permenantly closing the switch. This is really a problem on non-computer controlled slingshots, where the sling shots can "machine gun" or even lock-on if the contacts are too close. A problem with CPU controlled switches too, but mostly because it messes up the scoring (and generally doesn't lock on anything.)
One problem with the new replacement NiWumpf MPU board is random scoring. This happens on games with drop targets. When the targets are down, the drop target associated with each switch is closed. As the game vibrates, a dirty closed drop target switch can quickly toggle open and then closed, due to crud on the switch contacts. This is known as switch bounce. On a stock Gottlieb system1 MPU board this switch bounce isn't a problem - the CPU isn't fast enough to "see" a dirty switch bounce open and closed. Yet on a NiWumpf board, the CPU is fast enough to see switch bounce. To help diagnose this problem, NiWumpf has a switch test diagnostic option. In this test, the player3 display shows the current switch just closed (with no sound as the switch closes.) If the NiWumpf sees switch bounce, it displays a message in the player1 and player2 displays saying "clean switch", and sounds the 10 point sound. So if in the NiWumpf switch test you hear a sound when a switch is closed, the NiWumpf thinks that switch is dirty.
If a switch doesn't work, yet it is clean and adjusted properly, another common problem is the switch connector on the CPU board. There are two plugs responsible for the switch matrix on the CPU board. They are both directly below the battery, so often these two plugs need to be re-pinned (due to battery corrosion) for the game to work properly. This is a HUGE problem on system1 games. It's not uncommon to re-pin all the switch matrix CPU plugs on a system1 game due to corrosion and wear and tear.
This plug is used for the coin door switches like the all important Slam switch and the coin, credit, tilt, and test switches.
Plug A1J7.
One very big problem with Gottlieb system1 games is if somehow the solenoid voltage (24 volts DC) or General Illumination voltage (6.3 volts AC) is shorted to the switch matrix. This can happen if someone is poking around inside a powered-on game with a screwdriver. Or it could happen because of a mis-installed coil, or even a switch wire breaks and somehow shorts to coil or GI voltage. If any of these scenarios happen, a couple things can happen. Almost certainly the 7404 chip at Z8 (the strobe0-strobe4 buffer chip) can fail. Also the 7405 chip at Z9 (return0-return5 buffer) and Z28 (return6-return7 buffer) can also fail. This is not a huge deal as these chips are readily available. But behind the 7404/7405 chips is the irreplacable U5 (A1752CX) spider chip. If this chip fails, the CPU board is junk and cannot be fixed, because this spider chip is no longer available and impossible to find. J.Robertson is currently testing a modification to the CPU board to prevent the over voltage getting to the irreplaceable U5 spider. He has added clamping 1N4004 diodes to the circuit. These can be placed across the resistors R65-R72 with the band of the diode soldered to the +5VDC end of the resistor, and the non-banded end to the other side of the resistor. Then on resistors R57-R62, connect the non-banded end of the diodes to the junction of the resistor and the trace leading to the IC, and the banded end to a convenient +5 volt point.
Using the Diagnostic Test for the Switches. One advantage to the diagnostic test #13 for switches is if there's a short in the switch matrix. This test will show for example all the switch in a particular strobe or row that are shorted, in lowest to highest order. Like if strobe #1 is shorted, switches #1,11,21,31,41,51,61,71 will all show in the switch test. The other switch tests described below won't give this information. So for certain situations, test #13 is worth the trouble. Before starting the switch test, it's best to have all the drop targets "up", so all the playfield switches are "open." The ball can stay in the outhole, as technically it's not part of the switch matrix (though it does show up in the test as switch #12.) Because of this, it's best to remove the ball from the game to avoid any confusion. After the lamp and coil tests are done, quickly test the switch you want to test. The switch number should show up on the credit/ball display. Personally I find the best way to test system1 switches is in game mode. This version of "switch test" is far easier, less stressful, and quicker.
Another Version of the Switch Test (Switch Display Ficker Test.) The one advantage to the attract mode flicker switch test is that parallel switches can often be seen in this mode. For example, 10 point switches. Often there are multiple 10 point switches on a game (behind the drop targets, redundant sling shot switch, bouncing rubber switch, etc.) If one of these parallel 10 points switches are permanently closed, NONE of the other 10 points switches will work during game play. But using the attract mode flicker switch test, often a parallel switch closure can be seen.
Switch Matrix Problems.
Z8 - 7404 (switch Strobes): If the logic probe shows pulsing just on the input side of the 7404 (first pin listed above) and not on the output pin, then the 7404 chip at Z8 is bad. If incorrect activity (no pulsing) is seen on the input side of the 7404 chip, then the U5 spider chip is bad. Z9/Z28 - 7405 (switch Returns):
3g. Score Display Problems and Fixes
Warning! Do not remove or attach CPU connectors J2 and J3 (the right side score display connectors) with the game power on. Do not remove a score display with the game power on. Doing either of these with the power on will likely damage the CPU board score display driver chips, usually Z16-Z17 (digit control) and/or Z13-Z15 (ones control) and/or Z18-Z21 (digit selection). Sometimes the score display's UDN6116 chip blows too. Also be aware that the score displays run at higher voltages (60 volts.) So just keep that in mind and don't shock yourself.
Potential Display Problems.
Is there Score Display Power? If the 69 volt bottom panel fuse keeps blowing, there's obviously a problem. To diagnose this first remove the right side J3 power supply connector. Power up with a good bottom board 1/4 amp fuse. If the fuse still blows, the problem is on the power supply board. Diodes CR6-CR9 (1n4004) often short, and can immediately blow the 1/4 bottom board fuse. These are easy to test with a DMM set to diode function (should see .4 to .6 volts.) If the bottom board 1/4 amp fuse is not blowing, next check the power output at connector J3 with a DMM. Remember the ground connection for the 60/42 volt score display power is different than the other grounds. So you must use power supply connector J3 pin 5 as your ground reference when measuring 42 or 60 volts. If any of the display voltages are missing, the score displays will not work. The 60 volts is used for the larger 6 digit display main power, along with the 8 volt "reference" voltage. The credit/status display uses 42 volts for it's main power, and 4 volts as its "reference" voltage. This is all suppled by the power supply connector J3, so check the voltages there using J3 pin 5 as ground. The 60vdc and 42vdc power lines come from the 69vac bottom board voltage. The 4vdc and 8vdc reference voltages come from the 11.5 vac supplied by the bottom board. Once you have verified that the power supply is working, turn off the game and re-connect the J3 power supply connector. Power back up and check the voltages again. They should be about the same. Note there is a pot to adjust the 60 volts on the original Gottlieb power supply. (You can "dial in" that voltage if you so desire.) If the score displays still don't work (and the CPU board is booting), then there could be a CPU data problem, or bad displays themselves.
Bad Score Display Glass and/or Display Board Chips.
Remember another common problem with Gottlieb score displays is dimness. Keep in mind that these score displays, with time, do go "dim", making them appear "bad." If the corners of the display glass are black, yet the display doesn't work, it's probably a good time to "recharge" the display as described here. What happens is the display anodes oxidize. If a display hasn't been on for years, often at first the display will show as "dead" or show very dim. Leaving the game "on" for a bit often fixes this problem. Or you can "recharge" the displays (see below for details on that.) Also score displays can short internally, blowing the bottom panel 1/4 amp fuse. For this reason, when booting a game that has been sitting for a long time, it's best to turn the game on with just ONE score display connected (player1.) If the game comes up with that display, power off, and connect another display, and power back on. Repeat this until all the score display are connected. This will tell you if any one particular display is a problem. The display board also has und6116 chips, which can be tested. These chips handle the display digits. If the chip goes completely dead, the display won't work at all. If if portions of the udn6116 goes bad, certain digits won't work. These chips can be tested though. With the power off, disconnect the display and use a DMM set to diode function:
Display Data Introduction and What Controls What. The displays are controlled by CPU spider chip U6 and a few TTL chips. The 7-segment decoders Z16,Z17 (7448) control the digits for the displays. If the displayed numbers look strange then one of these chips is probably bad. Chip Z16 controls player 1/2 displays and the credit/ball display, while Z17 handles player 3/4 displays. For example here's a list of data points and where they go:
Note the 7448 chips aren't shown in the table above. Typically if these are a problem it effects things differently. Notice in the table above displays are grouped into displays 1&3 and 2&4. But say displays 1&2 or 3&4 are not working... This usually means a problem with one of the 7448 chips. For example Z16 works with displays 1&2, where Z17 works with displays 3&4. Also remember because of the issue with z16/z17 dying by removing a connector with the power on, suspect these two chips early in the process, as people make the connector removing mistake a lot. There is also a circuit that makes number "1" to be shown with an extra eighth segment in the middle of the digit instead of the usual two right side segments. This is done with chips Z13/Z14/Z15 on the CPU board. Suspect those if there are problems in showing number "1". The displays are multiplexed, meaning one digit is displayed at a time. This digit selection signals come from CPU chips Z18-Z21. Finally there is a UDN6116 chip on the display board itself that controls the digits on the score display.
System1 and System80 Six Digit Displays Interchangable.
The six digit blue Futaba score displays used on System1 and System80 games are identical and interchangable. But often the displays will fade over time, eventually not working at all. There may not be any problems with the display circuits themselves, but instead there may be oxidation on the display glass filament wires. There is a trick to burn this oxidation off the filament wires, making the displays work like brand new (there is a limited number of times you can do this though, the law of diminishing returns does apply).
Two Different 6 Digit Display Driver Chips.
System1 and system80 score glasses have "nipples" on the back side of the display glass. If this nipple breaks, the glass is useless (there's no repairing this.) Most system1 games have a black plastic cover protecting the nipple from breakage. But later system1 and system80 games are missing this cover. If you're generally an protective person, it's not a bad idea to protect the glass nipples. I use a nylon wire bundle tie, put it over the nipple, and fill the area with silicon. This way if the display is mis-handled, chances are good the nipple won't break.
3h. DIP switch settings.
There are three banks of eight DIP switches on the CPU board. They are used to set game pricing and other game parameters. These switches are consistent for all system1 games. The first eight switches control play pricing. There are four switches for each coin slot, so that the switches 1-4 control left side and switches 5-8 the right side coin slot. The other two DIP switch banks control game options. My suggestion is to set the CPU board DIP switch as follows to make repairing the game easier. After you have the game working, set the switches as desired.
Having the switches in these positions will make troubleshooting a bit easier and consistent from board to board.
3i. Free Play Option. When checking out the dip switches on a System1 machine, there is no provision for free play on these games. The best that can be done via the dip switches is getting nine credits per coin (or 18 credits on the center coin chute), and setting the maximum credits to 25. But there are some solutions without drilling the coin door for a credit switch, or having to put quarters in your game.
This modification and pictures are thanks to PaPinball.com. By far this is the easiest way to add "free play" to a Gottlieb System1 game. Just solder a wire from the coin door credit button wire to any of the coin switch wires. This is done easiest at the diode strip in the bottom cabinet. Make certain that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished. If soldering is not an option, use a small alligator clip test lead. Now when the coin door start button is pressed, a credit will be incremented, and then decremented (because a game is started.) Now a game can be easily started without the need to open the coin door to trip the coin switches. Gottlieb System1 Bottom Board Diode Strip Wires:
3j. Backbox & Playfield General Illumination. Unlike most other pinball makers, general illumination lights (non-CPU controlled) are not a big problem in Gottlieb System1 games.
The other relay Q is the Game Over relay. It pulls in during game play and bookkeeping. It enables power to the playfield solenoids and flipper. The backbox "Game Over" and "Match" lights are also controlled by the Q relay. The third NC (normally closed) switch on this relay is a bit of a mystery - it disconnects the tilts switches in game over. Don't know why, maybe just a quick fix for a software problem? Or a trick to prevent players testing the sensitivity of tilt before starting a game? (more likely.)
3k. Sound board problems.
System1 Sounds.
The +5 volts for the second generation sound board comes from an onboard 7805 regulator (center top of board) on games Totem and later. The ground connection is from two zinc plated mounting screws. These screws can corrode, causing the ground connection to be intermittent. Worse, the regulator output voltage can rise to +12 volts because of this bad ground. This can, of course, ruin the logic chips, and often the 6530 RIOT chip. The 6530 RIOT (RAM, input, output, timing) chip is no longer available and very hard and to find and expensive. And since the 6530 contains masked ROM code, it is unique for this board. So it is important to check and clean the 7805 regulator mounting hardware. Put some grease on the surfaces before reassembling, to prevent moisture causing any corrosion and blowing up the hard to get parts.
Because of the sound card problems listed above, many operators take out the MPU controlled sound board and replace it with an older chime unit. Most players find this far more pleasing and consistent to the ear. All system1 games are downward compatible to chime coils. Be sure to use chime coils 12 ohms or greater. If coils with less resistance than 12 ohms are used, the driver board transistors Q26,Q27,Q28 will fail. If adapting a chime box from a Bally game, that should work fine as 50 volt chime coils will have higher resistance. Also don't forget to add 1N4004 diodes to the chime coil lugs, with the coil's power lug connecting to the banded side of the diode.
3L. Flippers, RotoTargets, Etc. The flipers used in Gottlieb system1 games don't differ a lot from the flipper used in Gottlieb's 1976 to 1979 Electro Mechanical (EM) games. The major difference is Gottlieb used DC voltage on all system1 flippers, where AC was mostly used in the EM era (though some late EM Gottliebs did have DC flippers.) This style of flipper is extremely robust, and does not require a lot of work to make strong and snappy. Though many say the feel of these system1 flippers is "clunky", that is largely due to the over-engineering of the design. This means less maintenance down the road, but a heavier flipper feel during play. Keeping the mechanism clean goes a long way with these flippers. The flipper coils used are serial wond style - basically two flipper coils in a single package. This is typical of all flipper designs by Gottlieb. There is a high power side which does the initial flip of the ball, an EOS switch (End of Stroke), and a hold side of the coil which allows the player to hold the flipper "up" without burning the coil. A single 1n4004 diode is used to prevent coil collapse voltage from flowing back to ruining the AC to DC bridge rectifier. The major difference between Gottlieb EM, System 1, and System 80 flipper assemblies is the actual flipper coil used. EM games with AC power used A-5141 coils (no diode), while System 1 games (DC power) used a A-17875 coil with one 1n4004 diode. (Note some System 80/80A/80B games used A-17875 coils, but with Black Hole often the A-20095 "super flipper" coil was used.) An intermediate strength flipper coil A-24161 was sometimes seen too, starting with System 80A games.
The Flipper EOS Switch. Remember that lower resistance means more power. But this also means more heat and more current draw. So the idea is to have a second "hold" part of the flipper coil, which is high resistance (and low power) in series with the power side of the coil, to decrease power consumption and heat when the flipper is kept energized. As a comparison, the high power side of the flipper coil is about 2 ohms. The hold side of the flipper coil is about 40 ohms (or 42 ohms when in series with the power side.) With this in mind, it's important to have a working EOS switch! If the switch is mis-adjusted and never opens, the hold side of the flipper coil will never engage, and the coil will burn rather quickly. On the other hand if the EOS switch is dirty, burnt or broken, and is never really closed, the flipper will be very weak. Because of these issues with EOS switches, they are by far the biggest problem with flippers. Another link in the chain is the cabinet flipper switches. These are player controlled, but they too can have problems (breakage, dirty, mis-adjusted.) The cabinet flipper switches complete the flipper power path to ground, so if they have problems, weak or non-working flippers result.
System1 Flipper Parts. A plastic triangular actuator is used to open the EOS switch, thus turning on the "hold" side of the flipper coil. The only major weakness to this design is how the EOS switch is actuated - the EOS switch is opened via the flipper crank / pawl assembly, and it's a metal-on-metal contact point. As we all know, metal to metal provides a good wear point, and this is something that should be evaluated on every Gottlieb system1 flipper. The flipper crank can wear a hole in the EOS switch blade. (Gottlieb did fix this issue in the late 1980s around during production of the system80 TX-Sector game.) Frankly I personally have not seen many worn EOS blades on system1 games (30+ years after they were made), so this isn't a huge issue. The only system1 flipper design change was a different flipper link on 3" flippers. The molded plastic flipper link used on earlier System 1 games had a "finger", which protruded through a hole in the bearing bracket. The finger was used to center the motion of the flipper plunger. But the flippers wear with age, the finger can drag a bit through the hole. This can cause a slightly less powerful flipper. For this reason, some people cut or grind the finger off the link. Personally I feel if all the other parts (the nylon bushings/bearings) are in good shape, this is not necessary. Not on some System 1 games, such as Joker Poker, Count-Down, and Genie, ther are also 2" flippers. The 2" System1 flipper design is the same mechanism as Gottlieb EM games, using a standard plunger and bakelit link. (The flipper coils are different too, with system1 using an A-17875 coil.)
Weak Flippers. The flipper EOS switches should open about 1/8" when the flipper is at full stroke. Any less of a gap, and the flipper coil may never engage the low power side of the coil, burning the flipper coil. If the EOS switch gap is too great, flipper strength is compromised. Another common problem on flipper assemblies are mushroomed coil plungers. The metal plunger, which slams into the coil stop with every flipper plunge, takes a lot of abuse. The plungers can be removed and the mushroomed end filed smooth. Also replacing the flipper coil sleeve is a very good idea.
Gottlieb lists rubber part numbers in their manuals, but does not indicate the actually sizes and types of rubber. So below is a list of the rubber parts and sizes.
Gottlieb Wire Colors.
3m. The Curious Case of Pinball Pool. Gottlieb's system1 game "Pinball Pool" is essentially a reissue of their very successful 1973 EM game "Hot Shot" and "Big Shot" (four versus two players, respectively.) Gottlieb did update the new Pinball Pool a bit though with a center captive ball, and two upper side kick out holes (which scores the bonus and resets the drop targets, after they are all knocked down.) The system1 flavor of this game is quite good. In fact, it's probably better in a lot of ways than the original. One way that it's different is related to the fourteen drop targets; they can be set (using a separate 3 or 5 ball under-the-playfield plug) to drop adjacent targets. That is, if the game is set to 3 balls, hitting the left side "1" drop target will also automatically drop the right side "15" drop target. And if the right side "14" drop target is hit, the corresponding left "2" drop target will fall. Note if the game is set to 5 balls, then only every other left targets 1,3,5,7 will drop their corresponding right 15,13,11,9 targets, and targets 2,4,6 and 14,12,10 are independent. What is unique is the drop target change between 3 and 5 balls isn't a CPU board DIP switch, but is instead an under the playfield plug. So when changing the game from 3 to 5 balls on the CPU board, the under playfield plug should also be changed (assuming you want the drop target rules to follow the ball number change.)
Check out the picture above and notice the switches used on the drop target assembly (blue arrow.) For example when the "15" drop target falls, the above switch (blue arrow) momentarily closes. This switch then closes the power circuit to the "1" drop target coil, causing that target to fall automatically when it's partner (the "15" target) falls. The under-playfield plug adjustment connects all right and left drop targets in pairs (if set to 3 ball). If the plug is set to 5 ball, every other drop target is wired in pairs.
and how they are wired to the adjacent drop target momentary switch. Notice the normally closed "B" relay switch in the circuit amd the 3/5 ball adjustment under-playfield switch.
3n. Miscellaneous Problems and Fixes
Problem: Can't add more than one credit to the game,
or bookkeeping memory appears to be blanked, or
replay scores cannot be set.
Problem: Game goes to "GAME OVER" during play for no apparent reason.
Problem:
On a Genie I have a display problem: the 1000s digit on player 1 & 3
slightly glow and makes it hard to read the proper number. I also noticed
that when a game is started and you have the flashing "0" for the player 1,
then the 1000s digit will also light up the same as the credit display.
Problem: While resetting the score levels stored in memory,
holding the credit button in fails to increment the score setting.
Problem: My game does strange things.
Problem: Coils or driver board transistors get very hot.
Problem: Game starts, gives ball to shooter and freezes.
Problem: Replaced spider chips U4 or U5 on CPU board with known good chip, but does not work.
Problem: Buck Rogers "thinks" it needs to score. Start a game, and it continuously
increments the 100s count score. The ball is
ejected, and the game starts counting up points. There are times when
this doesn't happen. But when the first score is made, i.e., the ball
going over a switch, then the scoring just keeps on going. Makes
for an intersting ball, but makes the game useless.
Check ALL switch matrix inputs with a logic probe for a stuck switch, and NO switch
matrix inputs are sending anything to the MPU to tell it to start scoring.
Checked the output of the inverters (Z9 and Z28) to see if one
of them is sending something to U5. The inverters are working fine.
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