1986 to 1990, Part Three Also this guide can be used for Williams System 9 games. by cfh@provide.net, 11/12/22. Copyright 1999-2022 all rights reserved.
Scope.
IMPORTANT: Before Starting! If you aren't up to repairing pinball circuit boards yourself or need pinball parts or just want to buy a restored game, I recommend seeing the suggested parts & repair sources web page. Table of Contents
2. Before Turning the Game On: |
3k. When things don't work: the Switch Matrix
If a switch is not activated in a number of games, or is permanently closed, the switch is assumed to be bad. This will create a test report, which is shown when the game is turned on (implemented well in system11b, prior to this not implement as well). If a particular feature of a game is difficult to score, it's associated switch may be (falsely) assumed bad (if not activated in several games). To correct the test report, remove the playfield glass, and activate the switch by hand within a game, or within the diagnostics switch edge test. All switches on a system 11 game (except for the direct switches at connector 1J14 which are only the test button switches, and the six special solenoid switches at 1J18) are in the "switch matrix". The switch matrix is controlled by eight switch columns, and eight switch rows. The cross-section of any row and column designates any one of the potential 64 different switches. The switch columns are controlled through CPU board connector 1J8, which connects to 2N3904 transistors Q42-Q49. The output of these goes to a 74LS244 chip on the CPU board at U40. The output of this chip then goes to a 6821 PIA at U38. The switch rows are controlled through CPU board connector 1J10, which connects to 4011 chips at U30 and U39 (or U51/U52 respectively on system9), where U30 (U51 on s9) are rows 1-4 and U39 (or U52 on s9) are rows 5-8. This then connects to the same 6821 PIA at U38. Note early System11 CPU boards also have a switch row connector at 1J9 that was to be used for opto switches, but this connector was removed by System11a and was never implemented on any game.
Test Button Switches.
Shorting the Switch Matrix to +50 volts. Start with the switch column connector 1J8 which goes to eight 2N3904 transistors Q42-Q49, as these are first inline (and test easily with a DMM set to diode test). Often that is all that gets damaged, but it can go further. The output of the 2n3904's goes to a 74LS244 chip on the CPU board at U40. And the output of this chip then goes to a 6821 PIA at U38. Depending on what switch contact was shorted to coil power, if the switch matrix still does not work, check the switch row logic path. The switch rows are controlled through CPU board connector 1J10, which connects to 4011 chips at U30 and U39 (or U51/U52 respectively on system9), where U30 (U51 on sys9) are rows 1-4 and U39 (or U52 on s9) are rows 5-8. This then connects to the same 6821 PIA at U38. If after replacing the suspect components, disconnect the switch input plugs from 1J8 and 1J10 at the bottom of the CPU board. Put the game into switch test mode, and none of the switches should be activated! If a whole row of switches is activated, that would mean that something in the row chain is still bad.
Shorting the Flipper EOS switch to the Lane Change switch.
When adjusting or cleaning the flipper EOS switches or lane change switches, make sure the game is turned OFF. This will prevent shorting these two switches together. Also, do not clean the smaller lane change switch with anything other than a business card.
When the interconnect board was introduced on Banzai Run, Williams stopped using a doubled up switch on the flipper EOS switches for the lane change. Instead they moved the lane change switches to the flipper cabinet switches using micro-switches. This was done at least up to Swords of Fury (sys11b). Then Williams made a change to the interconnect board. Circuitry was added on the interconnect board for Taxi using a MOC3010 optoisolator/triac output chip (NTE3047). Just a game later (Jokerz), Williams changed to the 4N25 opto isolator/NPN transistor output chip (NTE3040). If having problems with the lane change on these games, replacing the small opto isolator chip will usually fix the problem (assuming it's a system11B or later game). Also check the interconnect board's connectors for burnt pins and burnt traces on the 50 volt solenoid voltage lines. It is very common for a burnt connector or burnt traces on the board to not allow the optoisolators to work, preventing lane change.
Switch Numbering.
To test switches, use the internal test software. Press the center red button inside the coin door down, then press the black button closest to the coin door. Finally, press the center button again. The button closest to the coin door will take you from test to test. Go to the "switch level" test and activate any switch on the playfield using a pinball (this simulates real game play), and it should show on the game's display.
If a Bad Switch is Found. If the switch is bad, replace it. If all the switches are bad in a particular switch column or row, start replacing components closest to the switch.
-Or- One Switch Activates Multiple Switches. -Or- Many Switches Activiate the Same Switch. It's a strange problem. You're playing a game, and when the ball goes down the right inlane, the left slingshot fires! Or when you make a ramp shot, the game slam tilts. One switch closes, but a completely unrelated event than occurs. Or whenever going into the switch edge test, most of the switches came up as the same switch! This is a classic problem of a shorted switch. It confuses the switch matrix into thinking something else has occurred. This can happen from an "air" pinball, that bashes an above playfield switch's contacts together, causing a short. Also a bad switch diode can do this too. In either case, you need to find the shorted switch. Unfortunately, it won't be obvious. The switch matrix is confused, so any diagnostics the game provides will be of limited help. First, try and find the switch that causes something unrelated ("phantom") to happen. Take the playfield glass off, and start a game. Activate the switches with your hand, and find the switch which activates the phantom (unrelated) switch. Once you have found the switch, go to the game manual and find the switch's number, row number, and column number. Say for example, switch 53 (column 7, row 5) is causing the phantom closure. Now you need to get the other three switches that make up the "square" of this row and column. First get the reverse switch number, switch 39 (column 5, row 7). Then get the other two switches: switch 37 (column 5, row 5), and switch 55 (column 7, row 7). Your switch short will probably be one of these four switches. For example, a reading was having a problem on his Road Kings where the game tilted randomly. The problem was narrowed down to the right slingshot; when it fired the game would occassionally tilt. It turned out the slingshot switch was just barely shorting with the Y-Ramp through switch. The problem was not reproducable in the switch tests, but only with the playfield down during game play. If you are having problems figuring out if the short is in the playfield or the CPU board, try this. Put the game in switch edge test. Remove connectors 1J10 and 1J8 from the CPU board. Using the manual, find which row and column of the switch that is causing the phantom closure. Then cross this row and column directly on the CPU board (with an alligator clip, as described below in the "testing the switch columns/rows"). The row and column numbers for each pin of connectors 1J10 and 1J8 are listed below. If the phantom switch does not activate, the problem is in the playfield. If the phantom closure still works, you have a CPU board problem. If your phantom switch problem is on the CPU board, don't forget to look at the resistor networks SR9, SR10 or SR11 on the CPU board. If one of these resistor networks goes bad, it can cause weird switch behavior. It can be tested with a ohm meter, but since the resistor networks are "in circuit", the test is not necessarily conclusive depending on which SIP network is involved (see below for more details on this). Note F-14 Tomcat seems to *really* have problems with these resistor networks. More Strange Switch Closures: the Switch Matrix Resistor Networks. The resistor networks in the switch matrix can fail, and this is weird problem. This can cause random switch closures and generally strange switch behavior like random scoring, random tilting, or even the slam switch randomly activating. The only solution is to test and replace the resistor networks involved. There are two types of resistor networks (SIP) used on the system 11 CPU board; "Bussed" and "Isolated" (aka Discrete). If a resistor network is "560 x 9R" and has 10 pins, that means it's BUSSED; there are nine resistors, and they are all tied to one common pin (this pin is labeled with a white square around it on the circuit board). These can be tested out-of-circuit with a DMM set to ohms. Just put one lead on the "dot" leg of the SIP, and test the other nine legs one at a time. The same resistor value should be seen. If a resistor network is "1K x 4R" and has 8 pins, this is an ISOLATED or DISCRETE resistor network; there are four resistors in the same small package, and uses two pins per resistor. Each pair of pins are a separate resistor. To test out-of-circuit, put the two DMM leads on a pair of pins to get the resistor ohm value. Information on how to test the SIP resistor networks in-circuit is listed below.
Here are the different resistor networks used in the system 11 switch matrix (listed in general order of failure): All these Bourns resistor networks (except for the SRC6) can be ordered from mouser.com or greatplainselectronics.com. When testing a BUSSED resistor network, first find pin 1. This pin will have a white square around it, to isolated it from the rest of the pins. Use a DMM set to ohms, and put one lead on pin 1. Put the other lead on each pin 2 and up. The same reading should be seen for each pin 2 and up. Note "in circuit" (resistor network installed in the board) some networks may have pins that measure differently than the other pins (for example, pin 10 of SR17 which measures about half what the other pins measure). Out of circuit (resistor network not installed in the board) all pins should measure the same. When testing an ISOLATED (discrete) resistor network, put the DMM leads on the two adjacent pins furthest to the right or left, and note the reading. Then move both DMM leads down two pins. The same value should be seen. Continue down the resistor, moving both DMM leads two pins at a time, until all adjacent pins are tested. Again note "in circuit" (resistor network installed in the board) some pins may measure differently than the actual value. Out of circuit (resistor network not installed in the board) all pins should measure the same. Note: Testing resistors/capacitor networks "in circuit" is may not be conclusive. A bad resistor network which is soldered into the circuit board can test as "good", but in fact be bad. This does happen (but pretty rare). My advice is this: if the resistor network tests "strange" (as shown below), probably best to replace it. Note SR9, SR10 and SR11 are the most commonly failed resistor networks in system11 CPU boards (but luckily these are easy to test in-circuit). The SRC resistor/cap SIPs are a bit more tricky to measure in-circuit.
Resistor/Capacitor Network (SRC6). Here's a run down of what these SRC networks are used for: Note that these SRC networks can not be tested "in circuit". That is, they have to be removed from the board to get a good test. Usually the resistance part of the SRC shows less than the value stated for the SRC (.6 to 2.2k ohms, versus 4.7k ohms). In order to test them they need to be removed from the circuit board.
Installing a SR instead of a SRC at SRC6. Again, to repeat, if using a SR resistor only network instead of a SRC resistor/capacitor network, the last pin (pin 10) of the SR should be modified for use in the system11 CPU board. Just cut off the last pin (pin 10) on the resistor network opposite the "common" pin. Remember the common pin is the pin with the "dot", so cut off the 10th leg furthest away from the dot.
Each micro-switch on the playfield also has an 1N4004 diode soldered to it. This diode can short closed. It doesn't happen often though. Important: If a switch diode does short closed, all switches in that particular column or row will exhibit strange behavior. If a switch diode goes permanently open, the switch will never register. Keep this in mind when diagnosing switch matrix problems.
Fail-Safe Diode Test.
You can test the diode on a microswitch without unsoldering a diode lead from the switch. This technique assumes the switch is wired in the standard configuration: green (ground) wire to the center lug, the banded end of the diode to the far switch lug, and the non-banded diode lead and the switch wire(s) to the close switch lug (as shown in the pictures above).
Testing a Blade/Leaf Switch's Diode.
You can replace the diode with a 1N4004 (or 1N4002 or 1N4001) diode. Make sure you install the new diode with its band in the same orientation as the old diode (assuming it's correct!). If you're unsure, compare the diode's band orientation to a working switch and diode. Most (but not all!) switches have the green (ground) leads connected to the center (normally open) lead of the switch. Then the row (white) wire is connected to the switch lead closest to the center lead (the normally closed lead). The banded end of the diode is connected solo to the far (common) switch leg, and the non-banded end is connected to the same leg as the row (white) wire. There are some exceptions to this mounting. Your game manual will specify any non-standard switch installations.
Switch Matrix Row or Column Problem: the Easy Test.
Switch Matrix Plug and Pin Numbers. 1J8 Switch Column Pin Numbers 1J10 Switch Row Pin Numbers
To test the switch columns, do the following: If a particular switch number does not display as closed, or is closed without any test lead connection, or multiple switches close for single connector pin test, there is a problem on the CPU board. Usually this is a bad switch matrix column 2N3904 transistor at Q42-Q49.
To test the switch rows, do the following: If a particular switch number does not display as closed, or is closed without any test lead connection, or multiple switches close for single connector pin test, there is a problem on the CPU board. Usually this there is a problem with the CPU board.
Testing the Switch Matrix Columns and Rows with a Logic Probe. If you don't get the following pulses or highs with the logic probe, there is definately a CPU board problem. See below.
Bad Switch Column: How to Fix it. If the transistors and resistor network checks out good, next replace chip U40 (74LS244). If there is still a switch matrix column problem, replace the PIA at U38 (6821) last (or better yet use Leon's Test EPROM to verify the PIA is indeed good or bad).
Bad Switch Row: How to Fix it. If the resistor networks check out good, next replace either U39 and/or U30 (a 4011 chip, depending on which switch row number is dead). With connector 1J10 removed, the two inputs for each switch row to the 4011 (pin numbers above) should be high. If either 4011 input pin is low or null, a row short will result. The 4011 then outputs to a single pin which should be low. This can be easily tested with a logic probe before replacing the 4011 in question. Note the 4011 "NANDs" the two input pins together for each switch row. This was done because originally connector 1J9 (as used just on System11 CPU boards) was an opto switch row connector, in parallel to 1J8. In System11a and later, connector 1J9 was removed and the second switch row input to the 4011 was directly tie to SR14 (3.3ohms), permanently giving the high signal for that input. If SR14 has a problem, this signal may not be high, and a switch row short will occur. Just keep that in mind. If you are still having a switch matrix row problem. If all the SIP resistor values test good, and the inputs and outputs test correctly for the 4011 chips, then that only leaves the PIA at U38 (6821) as bad. You can replace this chip or use Leon's test EPROM to verify the PIA as good or bad.
Further Diagnosing of the Switch Matrix.
Switch Maintenance.
What is the Loud Five "Pops" I hear when Turning on my Game? What the game is trying to tell you is that switch #35 has not been actuated (ie: closed) in about 30 games or so. That's usually sufficient reason to suspect that the switch as bad. The game will do its best to compensate for the bad switch (by using other switches around it), but it is trying to say that the switch needs to be looked at. Inside the coin door there should be three operator diagnostic test switches. Make sure the middle one is in the "Down" position, and then press the one marked "Advance" or "Enter". This puts the game in Test mode. Keep pressing Advance until you see the "Switch Edges" test (remember at this point the playfield is "live", so watch those pop-bumpers, slingshots and flippers). Now verify that the bad switch really doesn't work by activating it. Test it using the ball if possible and not just your hand. Now turn the game off and remove the balls and lift the playfield. Locate the switch under the playfield. There should be a bunch of "blade" (or possibly micro) switches. The one that doesn't work may have a broken wire, or some other sort of mechanical failure. If it is a leaf switch, it may simply be dirty. Find a business card and gently press the switch leafs closed, and pass the card between the two contacts. These switch contacts should be gold flashed, so don't use anything abrasive (the business card is all that is needed). The leaf switch could also be out of adjustment. There is one moving blade, and one stationary blade. To adjust the switch, bend the *stationary* blade only to move the switch contacts closer. Test the switch with a ball to make sure it is working correctly. If the game has microswitches, a simple adjustment to the activator arm may be in order, or the switch itself has failed. Test the switch again in switch test, and see if this solves the problem. If it doesn't, check for a problem with a broken wire on a nearby switch. The switch wires "daisy chain" from switch to switch in the same row/column. So a non-working switch could be a broken wire "upstream".
3m. When thing don't work: Infrared Optic Switches (Drop Target switches) Williams also used optic light emitting diodes (LED's) for some switches, even on the older System 11 games. Millionaire (1/87) appears to be the first Williams game to use optics as switches. Mostly Williams used "U" shaped optics for detecting the position of drop targets. The problem with this is vibration. Often the optics will actually break off the circuit board because the drop targets take so much abuse.
Optos have two sides to them: a transmitter, and a receiver. The transmitter is the part that fails 95% of the time. Essentially the transmitter is a light bulb, and all light bulbs burn out eventually. And the optics are always "on", even when the game is in attract mode (another good reason to turn your game off when not in use). A nice tool to have in your tool box is a infrared detector card. Available from Radio Shack or MCM Electronics part# 72-6771 (800-543-4330 or www.mcmelectronics.com), this $7 credit card sized card will show if the optic transmitter is producing light. Without this card, you can not see this wave length of light (well a digital camera can be used to see the optic light too). So this handy little card is quite good to have. Remember you must have the card positioned in front of the transmitter to see the light on the orange colored band (having it in front of the receiver won't show anything!). The "red" side of the "U" shaped opto is the transmitter side of the optic.
System 11b and Later Optic boards.
New Style Optics on Optic boards with LM339 Chips.
Testing the LED Receiver (and Transmitter). Another good way to test the LED receiver is using a plain flashlight. Put the game into switch edge test, and shine a regular flashlight into the suspect LED receiver. The switch should trigger in the switch test. This also tests the LED transmitter - if the flashlight turns the receiver on and off yet the original LED transmitter does not, there is no doubt a problem with the LED transmitter (or the voltage going to it).
Replacing the Optics. 3n. When thing don't work: Score Display Problems One of the most frequent system 11 problems relates to non-working or weak score displays. Fortunately, often there is a very easy fix for this problem. The simplest thing to check when the score displays do not work is the +100 and -100 volt DC power section of the power supply. If either of these voltages are bad, your displays will not work. And quite often, this power supply section does go bad.
Replace the 39k ohm Power Supply Resistors. If the high voltage fuses are not blown, and the score displays do not work, first replace the 39k ohm resistors. These are cheap and easy parts to replace (a lot cheaper and easier than replacing score display glass!) Or at least check these with a DMM. Replace these two resistors with "flame proof" 1 or 2 watt 39k ohm versions. And make sure to mount the new resistors slightly off the circuit board, so air can get under them for cooling.
Glass score displays are getting very expensive. To make matters worse, there is now only one manufacturer of alpha numeric and numeric score displays. Because of this, it is important to make the game's current glass score displays last as long as possible. The best way to do this is to decrease the 100 volts (which powers the displays) to 91 volts. This can be done by replacing the zener diodes at ZR2 (Z2) and ZR4 (Z4) to a lower voltage diode. The original diodes used at ZR2, ZR4 are 1N4764A. These are 100 volt, 1 watt zener diodes. Replace these with 1N4763A diodes, which are 91 volt, 1 watt zener diodes. Now 91 volts (instead of 100 volts) will power the displays. This will make your displays slightly less bright, but it will also DRAMATICALLY increase their life span! Unless the current score displays are really dim (and near death anyway), this is highly recommended. This suggestion also applies to the later WPC games that use alphanumeric displays. Change diodes D5 and D6 on the display board to 1N4763 diodes (some WPC games this is already done from the factory, but the Funhouse schematics still show the 100 volt 1N4764 diodes). As a rule, on every Williams System 11 pinball, I always make the following changes to the power supply: replace the two 39k ohm resistors R1, R4 with new flame-proof versions. Often I will replace the two 1N4764A diodes ZR2/ZR4 with new 1N4763A diodes. In a home environment it's not a huge deal to decrease the display voltage. But if you are rebuilding the high voltage section of the board anyway, it's a good idea to use the 1N4763 diodes instead. The only downside is if the display glass is marginal (outgassing), lowering the 100/-100 voltage to 91/-91 may make a marginal score glass not "glow". So the downside to decreasing the display voltage from 100 to 91 volts is if the score display glass is weak, and the displays may not light up at the lower 91 volts. Just keep this in mind when lowering the display voltage.
If either the -100 or +100 voltages are missing, none of the score displays will work. These voltages should be from 90 to 105 volts, and can be checked at power supply connector. Power Supply D-8345-xxx (where xxx is the game number). Used from High Speed to Swords of Fury. Remove power supply connector 3J5 and check for these voltages with the power on, directly on the 3J5 power supply header pins: Power Supply D-11883 and D-12246. Used from Taxi to Doctor Dude. Remove power supply connector 3J2 and check for these voltages with the power on, directly on the 3J2 power supply header pins: WPC AlphaNumeric Display Board. Used on Funhouse, Harley Davidson, the Machine. Check connector J306 and J307 for these voltages with the power on, directly on the connector pins: After the voltages are tested with the above specified power supply connector removed (if any voltages are missing first check the fuses), now replace the connector (power off). Turn the power back on and re-test the voltages. If the high voltage fuses blow immediately, there is a short in a score display glass, or on the score display controller board (usually a UDN6118 or UDN7180A chips - the UDN chips can be tested for shorts, see below).
High Voltage Low - Check Power Supply Diodes ZR1/ZR3.
System9 versus System11 Score Display Data.
Blown high voltage score display Fuse(s) in the Backbox. A shorted score display glass or a blown UDN6118 or UDN7180 chip(s) on the master display board can cause the high voltage fuse(s) to blow on the power supply board. These chips can short the +/- 100 volts directly ground, and blow the fuse. To verify the UDN7180's are not the problem, unplug all the connectors going to the master display board. Now replace the power supply 100 volt fuse(s), and turn the game on. If the fuse still blows, the high voltage section of the power supply has failed. If the fuse does not blow, a UDN6118 or UDN7180 chip(s) on the master display board has failed, or a shorted score display tube is the problem. WARNING: if the high voltage section of the power supply has failed and is rebuilt, it can be damaged *again* by a shorted display score glass or a shorted UDN chip! The high voltage fuse(s) should protect against this, but sometimes the fuse just don't blow fast enough to save the power supply's high voltage components.
WARNING: Schematic Mis-Prints 4049 vs 4050.
Be aware that the traces going to PIA U41 go right under the battery holder on the CPU board. Remember PIA U41 is responsible for the display segments, and a corroded or broken trace here can prevent a display segment from lighting. The original battery holder will have to be removed to check these traces for corrosion. Remember any battery corrosion is a bad thing, and it will come back to haunt you if the problem is not addressed. On the pictures below the "A" segment signal going to the master display board was tested with a logic probe and found to be missing on the CPU board (thus eliminating the master display board.) Following the signal back past the SRC3 and to the PIA at U41 it was found the trace under the battery holder was broken due to corrosion.
Both UDN chips are 18 pin chips. The four corner pins of the chips do *not* need to be tested (pins 1,9,10,18). But all the other pins can be tested. Repeat this test for each of the UDN6118 and UDN7180 chips:
Note if the display glass itself is shorted (it does happen!), it MAY show up when testing the UDN pins 11 to 17. So how do we isolate the problem to the UDN chip or the display glass? First test the UDN chip. If any of the pins (but mainly pins 11 to 17) fail the test, desolder the suspect UDN chip from the master display board WITHOUT DAMAGING IT (these chips are expensive, and if it's good it would be nice to save the chip from desoldering damage). Install an 18 pin socket for the chip, and buzz out the socket making sure there are no shorts, and all traces connect to the socket. Now again use the DMM and repeat the above UDN test procedure ON THE SOCKET (no chip installed). That is, with the DMM on diode function and the red DMM lead connected to ground, test pins 11 to 17 of the SOCKET with the black DMM lead. Again, a null reading should be seen. If a null reading is seen, the UDN chip has failed and needs to be replaced. If a null reading is *not* seen, chances are really good that the score display glass itself is shorted. If the score display glass fails the test, it will need to be replaced (there is no way to fix it). After the score display glass is removed (and before the new glass is installed), put the UDN chip in the newly installed socket and retest the chip as described above.
A Summary of the UDN Chips. The UDN6118 is a fairly inexpensive (up to $5 each), and is starting to get expensive as they are no longer made by any chip manufacturer. The UDN7180 is a worse. These are a hard to find chip, and usually sells for $5 to $25 each! So be careful when working with a 7180 chip.
Extra Unused UDN7180 on some Games with D-10877 display panels.
14049 Partial Segment Failures on Score Displays. This can be caused by one of the hex input buffer 14049 or 4049 chips at U10, U11, U15-U18 or U7-U9,U10-U11 on 16 character display boards. Note on the schematics sometimes these are mis-labeled as 4050 chips! But these 4049 chips are CMOS and very static sensitive. You can check these with your DMM set to diode test:
Positive 100 volt section System 11 parts to replace: Negative 100 volt section System 11 parts to replace: When installing the new parts, cut the old parts out first. Then use a solder sucker and clean out the circuit board holes. Make sure you install new resistors slightly off the board, to allow for air circulation. Solder all parts on both sides of the board if possible. If using a HV rebuild kit, install all the parts. If you're buying the parts individually yourself, it is best to replace everything listed above all at the same time (though I have been known to skip the resistors/caps if they test "good" with my DMM, but that's probably not a good idea). WARNING: if the high voltage section of the power supply has failed and is rebuilt, it can be damaged *again* by a shorted display score glass or a shorted UDN chip! The high voltage fuse(s) should protect against this, but sometimes the fuse just don't blow fast enough to save the power supply's high voltage components.
When installing the newly fixed board, measure the output voltages BEFORE you plug in the high voltage connector (3J5) going to the score displays! Output voltage should be between 90 and 105 volts.
Resistor & Capacitor Networks Causing Missing or Locked-On Score Segments. On a Williams CPU board, these have eight resistors (1k or 4.7k ohms) and eight capacitors (470 pfd), in a ten pin SIP package. Pin one of the network is tied to +5 volts and connected to the eight resistors. Pin ten of the network is tied to ground and connected to the eight capacitors. These are a real bear to find, but they are made by BI Technologies, their part series CR10-S with 4.7k ohm resistor and 470 pfd capacitor. Unfortunately I can't find anyone that has these in stock without ordering 5000 of them! Vishay also has some for sale (their TRC schematic 09 series at www.vishay.com/doc?68007), but again we can't buy them in small quantities. These SRC resistor/capacitor networks can be substituted with a 10 pin bussed SR (resistor only) network though. To install just cut pin 10 of the SR network, so it's not connected. This will work just fine, and is really the only choice we have. Here's a run down of what these SRC networks are used for: On score displays, for example, if segments h,j,k,m,n,p,r are missing, this could be caused by a failed SRC5 on the MPU board. Since SRC1-SRC5 is right above the battery holder, often these fail due to battery corrosion.
In the case of SRC6 (switch matrix columns) on earlier system11 CPU boards, if the original SRC resistor/capacitor network can not be found, it can be replaced with a straight resistor network (with no capacitor). This also works with the SRC1-SCR5 and SRC7-SRC9. If this is done, a "1k x 9R" bussed resistor network can be used (or heck even a "4.7k x 9R" bussed resistor network). But it must be installed correctly! This bussed resistor network will have nine pins (not ten), with one "common" pin. The common pin one of the resistor network must go the board's pin 1 (+5 volts). The remaining open pin on the board (ground) is not used. This works because Williams installed some optional capacitors at C49-C56 (.01uF). If replacing SRC6 with a straight resistor network, caps C49-C56 should be installed. In most cases these are installed from the factory, but it's best to double check. The caps in the SRC networks are really redundant, that's why straight resistor networks work in their place.
Score Display Ribbon Cable Problems.
Slow Display Strobing Problems. This is usually caused by weak high voltage going to the score displays. Instead of plus or negative 100 vdc, the voltage can be as low as 50 volts. This low voltage can be caused by resistors R1 and/or R4 (39k ohms) on the power supply board, or a bad high voltage capacitor C1/C3 (100 mfd 250 volt), or C2/C4 (0.1 mfd 250 volt metal polyester cap) on the power supply board.
If you are having display problems (and you have fixed the power supply board), the next course of action is to check the UDN6118 and UDN7180 chips on the Master display board. The UDN6118's control the strobe pulses, and the UDN7180 control each segment in the display. There are as many as four UDN7180 chips and four UDN6118 chips on the master display board. If one UDN7180 fails, this will affect one or two score displays (one display on the newer system 11 games with two 16 digit displays, or two score displays an older System 11 games with five displays). If a UDN6118 fails, usually half of the display won't work! But if either a UDN7180 or UDN6118 fails, at least some of the display should work. If a display doesn't work at all (no segments are displaying), and the +100/-100 volts are present, chances are really good the display glass itself is bad. In fact, bad display glass is quite common (especially if the high voltage was not reduced from 100 volts to 91 volts, as described above). The UDN6118 and UDN7180 both have the same pinout: pins 1 to 8 are the input side of the chips, and pins 11 to 18 are the output side (but pins 1 and 18 are often not used on the UDN7180). Pin 9 is ground, and pin 10 is high voltage (-100 volts). Check the schematics to see exactly which chip controls which display when diagnosing these. Both the UDN chips are easy to test though: both have an input and output side. If the input side is pulsing (a logic probe can be used on the input side ONLY, logic probes test low voltage), that usually means everything up to the 7180 chip is good, and a good signal is getting to the chip. Next check the output side of the 7180 (note this can NOT be tested with a logic probe, as it is 100 volts!) Use an oscilloscope for this testing, set to a 100 volt range. The 7180 outputs should be pulsing too. (If in doubt, us an oscilloscope on both the inputs and outputs.) To perform these these tests, put the game in it's diagnostic display test. Then single stepped to the next digit test (all zeros, 1's, 2's, etc) and check the input and output pins at each step. If the input side is pulsing, and the output side is not, then the chip is probably at fault. Here's an example: Problem: segment 'b' (top right) always on for players 1 and 2, and ball-in-play score display (but not credit display!). Answer: looking at the display board schematic found that U13, U14 (UDN7180) are common components to these displays. Chip U13 drives segments "h,j,k,m,n,p,r" and the period, while U14 drives "a" to "g" and the comma. Since UDN7180's are becoming rare and are expensive, the input and output signals were double checked by comparing them with a logic probe (or an oscilloscope). Putting the game in display test so it could be single stepped to the next digit test (all zeros, 1's, 2's, etc). On chip U14, the input pins 1-8 showed activity and changed when I advanced to the next digit test. Next tested the U14 output pins 11-18. The output pin 18 (for the "b" segment) was constant and did not change when the test was advanced. The conclusion was to removed and replace the UDN7180 at U14 (after installing a socket), which fixed the problem.
Segment Still doesn't work: Check the Resistors before replacing a UDN7180. Check these resistors with your multi-meter to make sure they are at the correct value. Using the schematics, find the segment letter identifier you are missing. Then follow that segment through the UDN7180 and its corresponding resistor. Make sure that resistor is within 10% of the schematics specified value. Or if you don't have a schematic, just check ALL the resistors on the Master display board with your multi-meter. The slightly larger 1/2 watt resistors tend to be the more troublesome resistors.
Score display glass has a limited life; it does not last forever. Time will eventually kill these, and the display will "outgas" and fail. This is why it is suggested to reduce the high voltage from 100 volts to 91 volts (see above). Because of the high voltage involved with score displays, the anode and/or cathode inside the diplay glass breaks down. This results in the "outgassing" of impurities that eventually change the internal gas properties, so the display can't glow (the gas must be very pure for the display to work). There is no fix for this short of replacing the display glass (which have become fairly expensive now). Sometimes score glasses short too (this will blow the -100/+100 power supply fuse). But really it is quite common for the score display(s) to outgas and die, showing no sign of life. If +100/-100 volts is present, and a display glass is totally dead (no segments lits), chances are really good that the score display glass itself has outgassed, and needs to be replaced. Frank adds that often the score display glasses are just dead. Many system11 games will have two or even three or all four displays dead. Check the displays and if there are little bright speckles like tiny diamonds when the game is on, this usually means the display is outgassed. Also there is a little are below the visible section on the display with two tiny wires. If some white dust is seen, that's also a good indicator of an outgassed display.
Versions of the Alpha-Numeric Display Boards (Banzai/Taxi/Police Force). Taxi and Police Force have an alpha-numeric display at the top in the backbox, and an alpha-numeric display below it in the backbox which is only used for numerics. Diabled on the bottom 16-digit has the following disabled: right side hash mark, some commas and periods. These item are removed from the bottom 16-digit display so the circuitry could be used to drive the additional 7-digit numeric display. The bottom 16 digit display on these games only uses 8 segments (the middle segment of the display is used to make the number zero into an eight, which is two segments). This leaves six segments and the "comma" left unused. The unused segments are then used to drive the extra display. This is the reason there's a second place to hook up a ribbon cable on the Taxi/Police Force display boards. The Taxi/Police Force style display board can be converted to work in the other 16 digit alpha-numeric system 11 games, with a small modification. Simply install the missing seven resistors into locations R62 to R68 on the Taxi/Police Force display board. Likewise if a display from a BK2000 was used in a Taxi, a few things have to be added: U3 (UDN6118) and resistors R9-R13 and R15-R18 (all 10K resistors) Also remove R67, R65, R64, R62, R60, R57, R56, and R54. Banzai run also uses a unique display board. The Master display board is the same as pre-Taxi games, but the display board itself is unique. It is a single sided board and often has delaminated board traces. Remember Banzai uses two 7 digit alpha-numeric displays and two 7 digit numeric displays.
16 Character Alpha Numeric Display Boards.
3o. When thing don't work: "Factory Setting" or "Adjustment Error" (Battery Problems) Often when you buy a used system 11 game, upon power up, you'll get an error message stating, "Adjustment Error" (if the coin door is closed) or "Factory Setting" (if the coin door is open). This message indicates that the CPU RAM chip at location U25 on the CPU board has forgotten the game's bookkeeping and options settings.
Why Do I Get These Error Messages?
If the three AA batteries have leaked, this is a major problem as the corrosive fluids in the battery can eat the copper traces right off the CPU board. See this section for help with that. And as always, better to be safe than sorry - remote mount the three AA batteries off the CPU board. This way if the batteries do leak, at most a $5 battery holder is ruined.
The Battery Holder: a Weak Link.
The best battery holder to buy is the new black plastic battery holder used in WPC-S and later games. This is Williams part# A-15814. This design of battery holder is much better than the original system 11 design, and will fit perfectly on a system 11 CPU board.
A EVEN Better Replacement Battery Holder. Personally I purchase battery holders that hold four AA batteries. In the first battery bank, I install a 1N4004 diode (band direction is important, see picture below, but the band connects to the red wire side of the battery holder). Though the diode is not needed, I highly recommend using the diode. It's secondary protection to the batteries, and it lowers the battery voltage just a bit. This is a good thing, as you will get the "Adjust Failure" message sooner, reminding you to replace those batteries BEFORE they leak!
Lately I have really been moving to using these coin style CR 2032 batteries on system11 CPU boards. They last a really long time (up to 10 years) and don't leak. The cost is competitive to using a remote AA battery pack too (about $1 for the battery and $1 for the holder from places like BG Micro.) The installation is very clean and simple, and if the CPU board is removed from the game there isn't a cable or battery holder hanging off the board.
After testing the batteries at the battery holder, test for voltage at the blocking diode D2 (1N4148 or 1N914), which is next to the left bottom side of the battery hold on the CPU board. With the game off, put the black lead on the backbox ground strap, and put the red lead on either side of the diode. You should get around 4.2 to 4.8 volts. The banded diode of the diode connects to the U25 RAM chip pin 24, and should be about .3 volts less than the non-banded (bottom) side of the diode. If you only get voltage on only one side of the diode (the top side or non-banded side, which connects directly to the battery), the diode is bad and needs to be replaced. If the voltage is the same on both sides of the diode, again this diode is bad (shorted) and must be replaced. Next check for voltage at the U25 RAM chip. With the game off, you should get about 4.3 volts DC at pin 24 of chip U25 (ground is pin 20 by the way). If you don't, the battery voltage is not getting to the U25 RAM chip. This will cause the game will boot up with the "Factory Setting" or "Adjustment error". Note pin 24 of the 24 pin RAM chip is in the same position as pin 1 of the chip, but on the opposite row of pins. Pin 1 is designated with an impressed "dot" right on the top of the chip. This chip is a 2k by 8 CMOS static 24 pin RAM chip. The part number will be 2016 or 6116-L or NTE2128. Early system 11 games specify this chip as a 5177, but this chip can be replaced with a 6116 instead. You can still have problems even if you installed new batteries and all the voltages check out. If your game is still giving "Factory Setting" or "Adjustment error", you may have a bad CPU U25 RAM chip. But make sure you double check that battery holder. Even minor corrosion can cause this problem. The voltages may all check out, but the corrosion may be enough to limit CURRENT, and cause this problem.
The three AA batteries are connected to the U25 RAM chip via a "blocking" diode. This 1N4148 switching diode at D2 is connected in series between the battery and the U25 RAM chip. It's job is to prevent +5 volts from going back to the batteries (it only allows power from the batteries, not to them). Sometimes this diode shorts out or goes open. If this diode shorts, the CPU board will try and charge the three AA batteries! This will cause the batteries to leak, and could damage your CPU board. If the diode goes open, the batteries will never power the U25 RAM chip, and the game will boot up with the "Factory Setting" or "Adjustment error". Check this diode with the game off and your DMM set to the "diode" setting. You should get between .4 and .6 volts in one direction, and a null reading in the other direction. You can also test the diode (with the game off) by setting your DMM to DC volts. Put the black lead on ground, and you should get 4.2 to 4.8 volts on either side of diode D2 (the banded side will be about .5 volts higher). If you only get voltage on one side, the diode is open and needs to be replaced.
Changing Batteries. If you install new batteries with the game turned on, the machine will not forget the old option settings or bookkeeping totals.
Clearing a "Factory Setting" or "Adjustment Error" Message. Once you have the "factory setting" message, press the black button closest to the coin door twice. Then move the center red button to the up position. Then press the black button closest to the coin door again (twice if you had an "adjustment error" message). The game should now go into attract mode.
New CPU Batteries Die very Quickly. If either diode D1 or D2 is bad, it can let the batteries attempt to power all the +5 volts logic for the whole CPU board when the game is powered off. Or it can let the +5 volts from the power supply attempt to charge the batteries when the game is powered on. In either case, this will cause the batteries to die quickly. If you have batteries that are dying very quickly, replace both diodes D1 (1N5817) and D2 (1N4148) on the CPU board.
3p. Sound.
System 9 Sound Problems. On sys9, the main game sounds are handled by the CPU board's sound section. This has a separate 6808 processor and a 6821 PIA along with a sound amplifier section. The speech is handled by a separate speech board, much like the speech board used in System7 (but with larger ROM space). The CPU and Speech boards are connected together via a large ribbon cable (unlike System11 which uses a much smaller ribbon cable). If the sound and/or speech does not work on a system9 game, it's best to figure out if the problem lies on the CPU board or the separate speech board. To do this, remove the ribbon cable from the CPU board. Now examine the ribbon cable connector on the CPU board (it is vertically mounted on the lower right edge of the CPU board). There are two vertical rows of pins on this male ribbon cable connector. Using a circuit board jumper (as seen on hard drives to set master/slave configurations), locate the bottom two pins (towards the playfield) of the CPU board's ribbon cable connector. Now locate the two pin just ABOVE this pair (the pair just before the bottom end of the ribbon connector). Put the jumper on these two pins. Now power up the game and go to the sound test. All the sounds from the CPU board should be heard, but the sounds from the speech board will not. If this is the case, the CPU board's sound section is fine. If no sound is heard, then the CPU board's sound section has an issue. Most common problem is the sound CPU 6808/6802, the sound PIA 6821, the D/A decoder, or the preamp/amp section. Note chips U11 and U17 can be swapped (both 6808 or 6802 processors) to see if the problem changes. Note for sound to work the CPU board must have +5, +12 and -12 volts. These voltages are generated by the power supply. In particular the -12 volts is needed. The game will still boot without the -12 volts, but the sound will not work. This voltage comes from the power supply at connector J6 pin 2. It's common for this male .156" molex pin to have a cracked solder joint on the power supply, making the sound not work. There are two in-line capacitors on the system9 speech board that if failed, will dis-able the speech. There are C12 (10 mfd) and C1 (1 mfd). In particular C1 seems to be the more problematic. If it fails, there will be on output from the 1458 op-amp chips. Another common system9 sound problem are bad op-amps on the small speech board. This can usually be diagnosed easily by listening carefully to the game. If the sound is there, but really faint (almost can't be heard), then replace the two MC1458 op-amp chips U2/U3 on the speech board. These are a common (and inexpensive) failure point.
On system11 games prior to the "C" series (sys11, sys11a, sys11b), there are actually two different sound sections. The background sounds are generated by a separate board (located just above the CPU board), and the speech and game sound generated by a 6802 (u24), 6821 (u9), 6116 memory (u23), sound amplifier TDA2002 (u1), D/A converter (u2), and one or two sound EPROMs u21/u22. The u21 sound EMPROM is the main sound code, with u22 as data. If you go into Diagnostics you will see there are two different sound tests. Usually the first sound test ("music" test) is the background songs, and this is usually generated by the separate sound board. But two diagnostic tests further is the "sound" test, which is generated by the sound 6802 processor on the CPU board. This is important to know as you don't want to try and fix a sound section that is really working! I know, it's confusing, but this is how Williams did it... Well at least until system11c, when the CPU board's sound section is not even populated, and all sounds (background and game sounds/speech) are handled by a separate sound board. If the Diagnostic sound test does not produce any sounds, the CPU board's 6802 sound section has some sort of issue. The best way to diagnose this is to use Leon's sound Test EPROM which is formated for a 27128 EPROM. Note this EPROM also works on system9 sound sections too. Note on the later system11b games if the board has no connector at 1j15 (speaker connector), you will need to solder a speaker directly at the holes that normally have the connector pins. Or install a connector there to use for testing with a speaker. Pins 1/2 and pins 3/4 are the speaker connections. And of course the Leon test EPROM should be installed at u21. Before powering up the board, replace the normal game ROMs at u26/u27 to avoid conflicts with the running sound Leon test program, and install the Leon sound EPROM at u21. Power up the CPU board as you would normally do with either the game's power supply or an external power supply at connector 1j17 using +5 and +12 volts (1j17 is the only connector needed.) Now check if the Leon sound test ROM is running at 6802 chip u24 pin15. The signal there should be is constantly changing from 0 to 5 volts about every second. If this is not happening, the program is not running. If the program is not running, you need to do the same sorts of checks you do for the Leon main program.... Like check the basic signals coming to the CPU 6802 u24. This includes the clock (pin37/pin39) and reset (pin40 which should be hight). These are the same as the ones at the "normal" 6802 cpu at u15, so you can use that for comparison. These signals must be Ok or the Leon sound test code will not run. If the test is not not running a good first step is to change the 6802/6808 at u24. Assuming the Leon program is running, test the output pins of the u9 PIA pins 10 to 17. These should "dance" between 0 and 5 volts about once a second. Now u9 pins 2 to 9 will not move as they are held at 0 volts by a direct connection to the outputs of PIA u10. If the u9 pins 10 to 17 do not move, check first the selection signal of the PIA u9 pin 23, there needs to be a pulse there. If Ok change the PIA u9 chip. If not check the selection chip at u8 74ls139. Inputs are at pins 1,2,3 and you need pulses at all three pins. The output is at pin 4. Only pin 4 can be at 0 volt while all others have to be a steady 5v. If pins 1,2,3 is at 0 volts, the input is bad. If pin 1,2,3 stay at 0 or 5 volts, the u8 chip is bad. After the u9 PIA pins 10 to 17 are "dancing" (signifying the Leon test code is running and the PIA sound chip is good), now it's time to check the sound RAM memory chip 6116/2016 at u23. With the board booted with the Leon sound EPROM installed at u21 and the sound PIA u9 pins 10 to 17 "dancing", push the "sound" switch once (the top most switch directly below chip u15 on the left side of the CPU board.) The outputs of the PIA come to an halt for a short moment, and the pulsing PIA u9 outputs will stop while the Leon test program checks the u23 RAM. If all is good, the u9 PIA outputs will start "dancing" again. This means the 6116 RAM u23 memory is good. If the u9 PIA outputs pin 10-17 do not restart "dancing", that means the memory test is running continuously with no exit. Meaning there's a RAM problem. Check the signals at the memory chip (address/data lines.) If the signals are ok, replace the 6116/2016 RAM u23 memory chip, and re-run Leons memory check. At this point let's assume your PIA u9 is working and the 2016/6116 u23 RAM tested good. We now can proceed to check the amplifier and D/A (digital/analog) circuitry. To produce some sound, and test both these devices, we need +12volts and -12volt. Up to this point you did not need a separate +12 and -12 volt power supply. But the TDA2002 sound amplifier requires these voltage to make sound. You can use an old PC power supply for these two voltages connected at 1j17.
At power up if all is Ok you should hear this diagnostic test sound. Sound like a rapid heart-beat, as that is the Leon chip "dancing" transistion from 0 to 5 volts. If you are not getting this sound, first the TDA2002 amplifier. Touch with your finger connector 1j16 pin2. A loud hum should be the result. If not replace the amplifier u1 (TDA2002). If the amplifier is ok and still no sound replace the D/A converter at U2. Note the D/A converter is a rare and expensive chip, so let's hope that's not your problem... At this point you should have a working sound section on your system11/a/b CPU board.
System 11 Sound Upgrades. Most System11 games have a total of three speakers. In the backbox area there is one small and one oblong speaker. The small speaker is a 3 1/2" speaker, and the the oblong speaker is a 4"x10" model. Oblong speakers don't sound good compared to round speakers. Also the 3 1/2" speaker is pitful at best. A better approach is to use two like-sized speakers in this area. The easiest method is to use two 4" speakers instead of the 3 1/2" and 4"x10" speakers. The two 4" speakers can be mounted in the same area as the original 4x10 speaker without permanently modify the speaker panel. Two of the original four mounting screws can be used for the two new 4" speakers. Then use two 1/4" drive screws for the other two speaker mounts (each speaker gets two mounting screws). Abondone the 3.5" speaker grill hole as it is not needed (and too small). The replacement 4" speakers must be 4 ohms each. These can be easily found on ebay or at a car audio store for a nominal price. Get "two-way" coaxial speakers that are rated for 25 watts RMS or higher. Just be careful that the interior coaxial cone does not perturd beyond the main speaker's cone. If it does, spacers will need to be used so the cone does not touch the speaker grill when the new speakers are bolted in place.
Speaker Hum. Next replace cap C8 on the power supply. This little cap filters the supply to the IC1 voltage regulator (47uF). Ripple on the 5V supply from this cap being bad can cause hum. You can use another 47mfd cap for C8, or go as high as 100mfd. Cap C7 (100mfd) is also a good thing to replace on the power supply while you're doing this. (These two caps get baked by the large heat sink, and helps with low +5 volts or even resets.)
Loose of Speech after Several Minutes.
3q. When thing don't work: Miscellaneous Oddities Problem: In attract mode, the pop bumper coil on my F-14 behaves normally (did not fire or energize). Once a game was started or test mode entered, the coil would fire and stay energized. In attract mode, the coil could be fired by hitting the pop bumper skirt switch (this is NOT normal behaviour, and the others pop bumpers did not work this way)! Grounding the metal tab of the Q69 TIP122 transistor while the game was in attract mode energized the coil and released it (properly). Answer: A close look at the 7402 chip at U50 (which is the controlling TTL for this coil) revealed that pins 5 and 6 where shorted together. This was caused by a solder splash from a previous repair. Removing this short fixed the problem!
I turn my system 11 game on, and the score displays will only show 0's and
X's in the middle of them. Answer: there is a slam switch inside the coin door, just above the coin door lock. This switch should be normally open. If this switch is shorted or bent closed, you will have this problem. Often people will accidentally bend this switch when putting credits on the game (a good reason to have the game set on free play!). If the switch is not shorted closed, the switch matrix could also be damaged, as the slam switch is part of the switch matrix. See the Switch Matrix section of this guide for info on fixing that.
A system 11 game coil is always energized. Answer: some 50 volt coils are driven by a TIP36 transistor on the Auxiliary power driver board. If the TIP36 is shorted, the coil will stay energized (regardless of what you replaced further up the electronic river).
"When I turn my Fire! game on, the score displays would flash quickly at a
high brightness, and the speakers would be noisy, but the game does nothing more." Answer: there were two failed components, a 555 timer chip at U43 and a bad 2N4403 transistor at Q50. To test the blanking circuit for proper operation, check U20 pin 2 or U43 pin 3 at power-on, using a logic probe. You should get an initial LO for a few seconds, followed by a continuous HI after the game has booted. All score displays are out, game will start but flippers and ball eject do not work. While the game was being played (when it worked) the displays began acting strangely then the game died. Any further attempts to start a game resulted in above problems. Answer: Examining the display board discovered a glob of flux on U11 (4050 hex buffer) shorting pins 14 and 15 together. Using the schematics and wiring diagrams was able to trace those pins back to the CPU board. The short killed U51 (PIA 6821) on the CPU board. Removed U51 (6821), added machine pin socket, and replaced it with a new 6821 PIA.
"No Sound on my Pinbot." Answer: No -12 volts DC, which is used for the sound. In this case it ended up being the bridge rectifier that converted the 12 volts AC to DC voltage that had failed.
When the flipper button is pressed, the game resets. When the ball hits the slingshot,
the game tilts. Answer: First I would suggest looking for a bad, missing or mis-wired switch diode. But in reality this was not the problem. A switch matrix column transistor (2N3904) was bad, as was the switch matrix column resistor network SR15.
The CPU software for Road Kings on the Williams web site does not seem to work. Answer: Indeed the EPROM software for Road Kings on the Williams web site is bad. For working software, click here for working EPROM files.
On My F-14, I need a new rubber belt to drive the rotating beacon lights. Where
can I get this? Answer: This rubber drive belt is available from any local John Deere tractor store! Just ask for part number H85996, cost is about $2.00. Just got a F14 and the Flippers don't work, and neither does the Lock Kickout, but the fuses are OK. What is the problem? Answer: Check flipper power supply board (long thin board on far right inside backbox). On games Big Guns and later, check the Auxiliary power driver board (right side of backbox). These boards supply 50 volt power to flipper coils and some of the other playfield coils. There is also a fuse for the 50 volts on the associated power supply board, and a fuse mounted off-board on the metal plate on the backbox below the boards. Earthshaker booted and worked perfectly for about an hour. Then, as the game was thoroughly warmed up, the displays started to "lose" digits one at a time until the displays were blank. The solenoids also stopped working as did the background sounds. It would coin up and start a game, but when a solenoid was supposed to fire only a faint buzzing could be heard. Answer: Fixed the game by checking the board with a logic probe and found that the blanking signal was pulsing rapidly instead of staying low. Since it was pulsing, the blanking LED appeared to be "on" to the naked eye, when it was actually blinking very fast so the issue was not apparent. The game would work perfectly just by jumping pin 1 of u55 to +5 volts. So, obviously the problem was actually with the blanking circuit (instead of the blanking signal being a symptom of another problem). I replaced the 555 timer and 2n4403 transistor in the blanking circuit and let the game warm up, but no change. After a little more investigation with the logic probe and DMM, I began to suspect c58 (the 1uF electrolytic) which corrected the problem. Rollergame's magnet does not always catch the ball. Answer: If Rollergames sometimes just doesn't catch the ball for the "Flip, Don't Flip" part of the game, there are a few things to know. First a 2n4401 on the CPU board drives a TIP120 (or TIP102) again on the CPU board. This is turn goes to a TIP36 mounted under the playfield on a small board. Besides usual problems like connector issues (replace with crimped trifurcon pins and make sure none of the male header pins have cracked solder joints), the ground connections from the under playfield board often has issues (look at the board traces). A good idea is to double-up this ground connection from the under playfield board. Another thing that is helpful is to re-grind the playfield magnet core into a golf tee shape (this will really help with ball catches). Lastly, though rare, the 4N25 opto couplers on the interconnect board (which senses the flipper switches) could be bad.
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4a. Finishing Up: Rebuilding Flippers
Flippers get weak because they have moving parts that get substantial use. When they wear, the mechanisms get play (slop) in these moving parts. Instead of the flipper coil transmitting all its energy in propelling the ball, some energy is absorbed by the sloppy mechanisms. Rebuilding the flippers removes this slop, and will dramatically increase the strength and feel of your flippers.
How Flipper Coils Work. The second part of the flipper coil is the low powered side. This acts much like a hold relay; lots of turns of thin wire with high resistance. This part of the flipper coil is intentionally shorted out and turned off by a normally closed end-of-stroke (EOS) switch.
Flipper worked different on games High Speed to Millionaire. These games used a series wound FL23/600-30/2600 flipper coil. The common lug (where both the low and high powered coil wires were connected together) on these flipper coils was the middle of the three lugs. Also these coils used ONE diode across the two outside lugs. The EOS switch on these games, when opened, enabled BOTH the high power and low powered coils together. This style of flipper coil did NOT use a 2.2 mfd anti-spark EOS capacitor. The problem with this series wound coil was the "back spike" of current that occured when the EOS switch was opened. This cause the EOS switch to excessively wear and pit. With the introduction of F-14 Tomcat, Williams changed to the parallel wound FL11630 style flipper coil. This coil now used an outside lug as the common lug (where both the low and high powered coil wires were connected together). Also TWO diodes were used and required on these flipper coils. This parallel wound coil eliminated the "back spike" of current when the EOS switch opened. It also allowed the use of a 2.2 mfd 250 volt capacitor to further limit EOS switch sparking and pitting. Now when the EOS switch opens, this removed the high powered side of the coil from the circuit. The low powered side of the flipper coil is always in the circuit, but is essentially ignored when the high powered side is in the circuit. This happens because the current takes the easiest path to ground (the low resistance, high power side of the coil). The low power high resistance side of the flipper coil won't get hot if the player holds the flipper button in.
The EOS switch Capacitor.
Series and Parallel Wound Flipper Coil Numbers and Strength.
Should Older Games Convert to Newer Parallel Wound Flipper Coils?
Instructions for Converting to Parallel Wound Flipper Coils. If you get the two outside lug power wires reversed, a 50 volt solenoid fuse will blow, and the flipper buttons will not control the flipper coils! Instead they will do something weird like turn the flash bulbs on. Just reverse the wires and install a new fuse, and you're all set to go.
The CPU Board Flipper Relay K1.
EOS Switch Maitainence.
Adjusting the EOS switch.
Shorting the Flipper EOS switch to the Lane Change switch. When adjusting or cleaning the flipper EOS switches or lane change switches, make sure the game is turned OFF. This will prevent shorting these two switches together. Also, do not clean the smaller lane change switch with anything other than a business card.
Lane Change on games with Interconnect boards.
Flipper Rebuild Kits.
First, use your allen wrench and remove the two 10-32 x 3/8" bolts that hold the coil stop in place. This will release the coil from the assembly. Move the coil to the side for now. Examine the coil stop. Often, the coil stop will have a "mushroomed" head. This happens from the coil plunger slamming into the coil stop. If this is the case, replace the coil stop. In a pinch, you can re-work the coil stop and file the mushroomed head flat and bevel the edge. The problem with this is plunger travel length increases. If excessive, the plunger link will now slam into the top coil bracket, destroying it. Also the increase in plunger travel can cause the flipper pawl to hang on the EOS switch (leaving the flipper in the up position). A new coil stop is .440 inches thick. If your coil stop, after filing, is less than .425 inches thick, you should replace it. Less than .425, and you'll have problems with the flipper pawl hanging on the EOS switch. Coil stops are less than $1 each. If in doubt, just replace it!
Use your allen wrench and an open wrench, loosen (but don't remove) the bolt that clamps the pawl assembly to the flipper shaft. From the playfield side, turn and pull the flipper while holding the pawl assembly until the flipper can be pulled from the playfield. The pawl assembly can then be removed from under the playfield.
Worn Coil Bracket?
The flipper bushing is a nylon part that the flipper shaft passes through. Though this part may not look worn, but replace it anyway if you don't know how old the flipper bushing is. The reason is simple: a worn or cracked flipper bushing can allow the flipper bat to drag on the playfield, putting wear on the playfield. Since the cost of this part is so small, just replace it.
The flipper pawl assembly can now be rebuilt (if you buy a whole new flipper pawl assembly with a new plunger/link for about $10, skip this section). Remove the allen bolt that holds the flipper plunger/link to the pawl. The plunger/link can now be removed (you may need to use a screwdriver to spread the pawl assembly slightly to release the plunger/link).
Replace the flipper plunger and link. A new plunger/link can be bought for $1.50. (rebuilding the plunger is hardly worth it. Spend the $1.50 and get a new plunger/link. If rebuilding the plunger/link is your only option, here's what to do: grind and bevel the plunger tip to remove the mushroom. Using a 1/8" metal punch, remove the roll pin that holds the link in place. Install a new link, and hammer the roll pin back in place. Make sure the new link moves freely.)
The flipper pawl's job is to activate the EOS switch at the flippers' end of stroke. This metal pawl tab is factory coated with heat shrink tubing to prevent wear to the EOS switch. When the coating is worn, metal-to-metal contact (pawl to EOS switch) occurs. This will shred the EOS switch blade. When the EOS switch blade frays, it can hang-up on the flipper pawl. This will cause the flipper to stick in the up position (regardless of the condition of the return spring). The heat shrink tubing also provides insulation between the metal flipper pawl and the EOS switch. This is especially important because the EOS switch is a high voltage switch. Worn or missing heat shrink tubing on these games can cause all sorts of strange game behavior. New pawl heat shrink tubing should always be installed when rebuilding the flippers. Cut the old tubing off using a razor blade. Cut a 1/2" length of new 1/4" heat shrink tubing. Push it over the pawl, and use a heat gun or hair drier to shrink the tubing in place. Trim with a razor blade as needed.
Often, operators will replace a flipper coil with the wrong type. This happens quite often. You should verify in the manual that your particular game has the correct flipper coil installed.
Re-installing the Flipper Pawl Assembly and Flipper Coil. Put a new coil sleeve in the flipper coil. If you can't get the old coil sleeve out of the coil, replace the entire coil (it has been heat damaged otherwise the coil sleeve would easily slide out). The coil sleeve should be installed from the non-terminal end of the coil, and extend through the coil at the terminal end about 1/8".
Williams changed flipper return spring styles in 1992. So on system 11 games, there's a cone-shaped flipper return spring that goes over the flipper plunger. The problem with this set up was it chewed up the flipper link, and often the spring just got weak and broke from the constant contact with the flipper link. To combat this problem, Williams made two changes. First they changed the style of flipper link to be thicker, and have a more rounded contact point. Second they stopped using a cone style return spring. The return spring was moved outside of the plunger, where it takes less abuse and doesn't chew up the flipper link.
Tightening the Flipper Pawl Assembly.
Cleaning and Adjusting the EOS Switch. Clean the EOS switch contacts with a small metal file. There should be no pitting in the contacts when done. The EOS switch is a normally closed switch. So adjust the non-fliptronics EOS switch so it opens about 1/8" at the end of the flipper's stroke. If the switch is in really bad condition, replace it.
Parts Reference. All of these parts are available from the people on the suggested parts & repair sources web page.
End of System 11 Repair document Part Three. * Go to System 11 Repair document Part One * Go to System 11 Repair document Part Two * Go to the Pin Fix-It Index at http://pinrepair.com |