3a. When things don't work: Removing the Driver
Board
The majority of electronic repairs will be on the WPC Power Driver
board. To do any repairs to the driver board, it must be removed from
the game. Yes, there are seemingly an endless array of connectors that
will have to be dealt with. Fear not, all are keyed so they can't be
plugged into the wrong place (in most cases!). For confidence and
simplification, always label the connectors as they are removed. Sure,
this is probably unnecessary. But if there are any problems, the idea
that I might have incorrectly plugged the connectors can be eliminated.
It only takes a minute, and there is never any doubt about what goes
where.
Using a
mark-all "Sharpie" pen, label the sides of all the connectors as
they are removed.
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Use a mark-all "Sharpie" pen to label the connectors. The side of
each connector has room for writing. After the connectors are all
marked and removed, loosen the phillips head screws that hold the
driver board in place. The screws don't have to removed all the way!
Only loosen them. The board has slots for all the screws, so the board
will lift up and out of the backbox.
Note: some connectors are "parallel". That is, they have the same
keyed pin configuration so as many as three plugs, can be switched
around. To minimize this confusion, again just mark the plugs with a
Sharpie as they are removed.
3b. When things don't work: Replacing
Components
If a bad component has been found, now comes the hard part;
replacing it! Transistors, bridge rectifiers, and most chips are not
socketed. They are soldered directly into the driver board. Care must
be taken when replacing a bad component.
Please see http://web.archive.org/web/20090121151539/http://pinrepair.com/begin
for details on the basic electronics skills and tools needed when
replacing circuit board components.
When replacing components, the object is to subject the board to the
least amount of heat as possible. Too much heat can lift or crack the
board's traces. Too little heat and the plated-through holes can be
ripped out when removing the part. New circuit boards are too expensive
to replace. So be careful when doing this.
To remove a bad component, just CUT it off of the board, leaving as
much of its original lead(s) as possible. Then using needle nose pliers,
grab the lead in the board while heating it with the soldering iron, and
pull it out. Clean up the solder left behind with a desoldering tool.
When replacing chips, alway install a socket. Buy good quality
sockets. Avoid "Scanbe" sockets at all costs! A good machine pin socket
is desirable.
3c. When things don't work: Stuck On Coils and
Flashlamps (Checking Transistors and Coils)
If a coil is "stuck on" when the game is turned on, a shorted driver
transistor is often the cause. If a coil does not work (and the fuses
are good!), an open driver transistor could be the cause. This section
will help diagnose this, and other related faults.
What do the Driver Transistors Do? Basically, a driver
transistors completes each coil's path to ground. There is power at each
coil, all the time. The driving transitor is "turned on" by the game's
software, through a TTL (Transistor to Transistor Logic) chip. When the
transistor is turned on, this completes the coil's power path to ground,
energizing the coil. Driver transistors also work the CPU controlled
lamps and flash lamps, causing a lamp to "lock on".
Sometimes these driver transistors short "on" internally. This
completes a coil or flash lamp's power path to ground permanently,
making it "stuck on", as soon as the game is turned on. Also a shorted
pre-driver transistor, or shorted TTL chip (which controls the
transistors) could be the problem (though a shorted driver transistor is
the most common cause). To fix this, the defective component (and
perhaps some other not defective, but over stressed componets) will need
to be replaced.
TIP36 and
TIP102 transistors on the driver board.
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TIP102
transistors, the small 2N5401 pre-driver transistors, and the
coil diodes on the driver board.
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There are basically four types of driver and pre-driver transistors
used on a WPC driver board:
- TIP36c (PNP, NTE393): used for solenoid numbers 1 to 8 (and
solenoids 29,31,33,35 on some games). High power transistors used for
more powerful solenoids (and the flipper, on their initial "flip" on
the Fliptronics board).
- TIP102 (NPN, NTE2343): used for solenoid numbers 9 to 28
(and solenoids 30,32,34,36 on some games, and solenoids/flash lamps
37 to 44 on Indiana Jones, Star Trek Next Gen, Demo Man, Roadshow and
Twilight Zone). Low power solenoid and flash lamp drivers, used for
most devices (and for the flippers on their "hold" circuit on the
Fliptronics board). Numbers 9 to 16 are used for low power solenoids,
number 17-20 for flash lamps, and number 21 to 28 for general purpose
solenoids or flash lamps. TIP102's are also used to switch GND on for
any particular lamp row.
- TIP107 (PNP, NTE2344): used to drive the CPU controlled
lamp (columns) on the playfield. The TIP107 switches the +18 volts on
for any particular lamp column.
- 2N5401 & MPSD52 (PNP): used as a pre-driver for the
TIP102 transistors. 2N5401, MPSD52 and NTE288 are all equivalent
transistors.
- 2N4403 (PNP, NTE159): used as a pre-driver for the
Fliptronics board and used as a pre-driver on the Auxiliary driver
board.
Games with Solenoid Numbers Above 28 (Auxiliary Driver
Board). Even though the WPC driver board only supports solenoids
1 to 28, there can be solenoids numbered up to 44. Most often seen are
numbers 29 to 36, which use transistors in the fliptronics section of
the board. If the game only has two flippers, the fliptronics section
will have two flipper power (TIP36) and two flipper hold (TIP102)
transistors that may be used by the game for things other than flippers.
Also several games (Indiana Jones, Twilight Zone, Demo Man, Roadshow and
Star Trek Next Gen) used an 8-driver auxiliary driver board, which
contained eight more TIP102 transistors for even more flash lamps or
coils. Note this board also contains circuitry for an extra ninth switch
matrix column (used on STNG, Twilight, Indy Jones only).
This auxiliary driver board could be problematic, especially on Star
Trek Next Gen. On Star Trek, this board needs +50 volts for a "tieback
diode" voltage for the circuit (because it controls solenoids, and not
just flashlamps; all the other games that use this Auxiliary driver
board only control flashlamps). The 50 volt tieback power is connected
by a thin violet/yellow wire which connects to the playfield's single
drop target coil (at the back of the playfield), and goes to the
Auxilary Driver Board. If this wire breaks, or if some other power wire
in this coil power daisy chain breaks, it can cause the two
under-playfield diverter coils to lock on (after they're first
activated in game play!) If the problem is not found quickly, the
diverter coils and their driving transistors can fail. Transistors on
the auxiliary driver board will short out in a couple of activations on
Star Trek if the tieback voltage is not present on the board. If the
two Star Trek diverter coils lock on after a game is started, check the
violet/yellow wire which connects to the playfield's single drop target
coil. Additionally, add 1N4004 diodes to the two diverter coils (banded
side of the diode to the coil's power lug), and test the TIP102
transistors on the Auxiliary driver board.
If a transistor shorts on the Auxiliary driver board, this will cause
the driving coil to lock-on as soon as the game is turned on. Again on
STNG this is very common for the under-playfield diverter coils. With
the game off, check the diverter coils first - they should have 7 to 9
ohms of resistance (tested in-circuit, any less and replace the coil).
Then go to the manual and figure out which Auxiliary driver board
transistor drives the coil in question. Don't bother testing the
transistor(s) on the Auxiliary driver board. They will *not* test
correctly in-circuit. Just replace the TIP102 and it's companion 2N4403.
Replace *both* transistors at the same time! Do not skimp here, or you
will have to replace both transistors again after the game is turned on!
Also test all the resistors related to these two transistors, and the
1N4004 diode (the diode and resistors can be tested in-circuit). Buzz
out all traces related to the two transistors also, especially the 50
volt tie-back trace.
Driver Transistor Operation. As described above, the main
driver transistor (a TIP102 or TIP36) completes the coil or flash lamp's
power path the ground, energizing it. But there are other components
involved too!
Each driver transistor has a "pre-driver" transistor. In the case of
a TIP102 (the most common WPC driver transistor), this is a smaller
2N5401/MPSD52 or 2N4403 transistor.
If the main driver transistor is a TIP36c, this is pre-driven by both
a TIP102 and a smaller 2N5401/MPSD52 or 2N4403 transistor. The bigger
TIP36c transistor is an even more robust than the TIP102, and controls
very high powered, high use coils (like the flippers).
Then before even the smaller 2N5401/MPSD52 or 2N4403 pre-driver
transistor, there is a TTL (Transistor to Transistor Logic) 74LS374
chip. This is really the first link in the chain. This is what in affect
turns on the smaller 2N5401/MPSD52 or 2N4403 pre-driver transistor,
which then turns on the TIP102 (which then turns on the TIP36c, if used
for the coil/flash lamp in question), and energized the device.
This series of smaller to bigger transistors is done to isolate the
hi-powered coil voltage (50 volts), from the low-power logic (5 volts)
on the driver board. Also the 74LS374 chip (operating at +5 volts),
which really controls the transistors, can not directly drive a high
power TIP102 or TIP36c transistor (which is controlling 50 volts).
If ANY of these components in the chain have failed, a coil/flashlamp
can be stuck on, and will energize as soon as the game is powered on!
I have a Stuck-on Coil (or Flashlamp), What should I
Replace? A short summary (before reading all the info below). The
following procedures will test the driver and pre-driver transistors in
question. If either is bad, it will need to be replaced. When replacing
either a driver or pre-driver transistor, replace them both (or
in the case of a TIP36, replace the TIP102 and smaller 2N5401/MPSD52 or
2N4403 transistor)! A shorted transistor will cause the other
transistors in the link to be stressed, and they should all be replaced.
Inside the front cover of the game manual is a list of each coil used
in the game. Also listed are the driving transistor(s) for each coil.
Use this chart to determine which transistors could potentially be bad.
Also use the schematics.
If after replacing the driver transistors the coil/flashlamp is still
stuck on, then replace the TTL 74LS374 logic chip. The TTL 74LS374 can
also go bad (though it is not real common).
Also remember to test the resistance of a coil after replacing the
driver transistors. If a coil gets hot, it can burn the painted enamel
insulation off the coil windings. This lowers the overall resistance of
the coil because adjacent windings short together. If resistance gets
much below 3 ohms, the coil becomes a "short", and will fry its
associated driver transistors very quickly!
A Coil just Does Not Work - What is Wrong? Driver
transistors can go "open" too. This means all the logic prior to the
open transistor could be working fine, but the coil will not energize.
If there is power at the coil, this is something to consider (but first
see the test procedures below to make sure the coil itself is actually
OK).
Checking for power at the coil first. Use a DMD set to DC volts, one
DMD lead on either coil lug, the other DMD lead to ground (the metal
side side rail on the game is a good ground). Around 20 to 75 volts DC
should be seen. Now switch to the other lug of the coil, and the same
voltage should be seen. If there is no power at either coil lug, check
the game's fuses. Also remember power is "daisy chained" from other
coil(s). Perhaps the power chain is broken "upstream" from a broken wire
(it is easy to manually trace the power wire from coil to coil). If
power is only seen at one lug of the coil, the coil itself is bad,
usually from a broken winding. Often it is the winding that attaches to
the coil's solder lug. Sometimes the broken wire can be unwound one
winding, sanded (to remove the painted-on enamel insulation), and
resoldered to the coil lug. Note intermittent coils can have a broken
coil winding that makes the coil sometimes work (or not work!)
Do the Transistor Test Procedures work 100%? In short, no.
But they do work about 98% of the time, and are an excellent starting
point. But yes, a transistor can test as "good", but still be bad. The
DMM test procedures test the transistors with no load. Under load, a
transistor could not work.
Testing a
transistor on the driver board. Note the DMM is set to the diode
position, and one lead is connected to the metal tab on the TIP
transistor. The two outside leads are then
tested.
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Transistor Testing procedures using a DMM. If the driver
board is out of the game for some reason (like to fix the burnt GI
connector pins), test all the transistors. It only takes a moment, and
will ultimately save time. To test a transistor, a digital multi-meter
(DMM) is needed, set to the "diode" position. NOTE: testing
transistors with a DMM is not 100% fool-proof. A transistor can test as
"good" and still be bad (rare, but it does happen!).
Testing Transistors INSTALLED in the WPC driver board.
- TIP36c: Put the red lead of the DMM on the metal
tab of the transistor. Put the black lead of the DMM on each of the
two outside legs of the transistor one at a time. A reading of .4 to
.6 volts should be seen. Put the black lead on the center transistor
leg (collector) and the red lead on the metal tab, and a zero reading
should be seen. Put the black lead of the DMM on the left/top
(base) leg of the transistor. The red lead on the center transistor
leg should show .4 to .6 volts. The red lead on the right/bottom leg
should be .2 volts. Any other value, and the transistor is bad and
will need to be replaced.
- TIP102: Put the black lead of the DMM on the metal
tab of the transistor. Put the red lead of the DMM on each of the two
outside legs of the transistor one at a time. A reading of .4 to .6
volts should be seen. Put the red lead on the center transistor leg
(collector), and a zero reading should be seen. Any other value, and
the transistor is bad and will need to be replaced.
- TIP107: Put the red lead of the DMM on the center
leg or on the metal tab of the transistor. Put the black lead of the
DMM on each of the two outside legs of the transistor one at a time.
A reading of .4 to .6 volts should be seen. Put the black lead on
the center transistor leg (collector) and the red lead on the metal
tab, and a zero reading should be seen. Any other value, and the
transistor is bad and will need to be replaced.
- 2N5401, MPSD52, 2N4403 (pre-drivers): Put the black
lead of the DMM on the center leg of the transistor (note this
transistor doesn't have a metal tab). Put the red lead of the DMM on
each of the two outside legs of the transistor one at a time. A
reading of .4 to .6 volts should be seen. Any other value, and the
transistor is bad and will need to be replaced.
Testing Transistors NOT INSTALLED. Only the TIP36c will
test slightly different out of circuit. The other transistors will test
the same as described above. All transistors are laying on the workbench
with their "face" (side with the markings) up, and metal tab away from
you. Orientation is BCE (base collector emitter), from left to right
for the TIP transistors. Orientation for the small plastic transistors
is EBC (emitter base collector) with the flat side up.
- TIP36c: Put the black lead of the DMM on the
left (base) leg of the transistor. Put the red lead of the DMM
on each of the two other legs (center and right legs) of the
transistor. A reading of .4 to .6 volts should be seen. Put the DMM
leads on the metal tab and the center transistor leg (collector), and
a zero reading should be seen. Any other value, and the transistor is
bad.
Most often transistors short when they go bad. This will usually
give a reading of zero or near zero, instead of .4 or .6 volts.
Testing Coils and Transistors; a Systematic
Approach.
If a coil is not working, the following approach is a good one to
take. It starts with the easiest test first; using the internal WPC
diagnostics. Then the tests moves to the coil itself, and goes back
towards the driver board. This makes the chain smaller, and gives a very
systematic approach to finding the problem.
Pressing
the "start game" button on the outside of the cabinet during the
Solenoid Test gives important information. In this example (the
Auto Plunger coil), it shows the coil's wire colors, the board
connectors/pins used, the fuse rating and position, and the
transistors that drive this coil. Note Q72 is a TIP36 transistor
with Q60 (a TIP102) as a pre-driver, and Q56 (a MPSD52) as a
pre-driver to the TIP102.
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Testing Transistors/Coils, Driver board
installed in a (near) WORKING game, using the Diagnostics Test.
If the game powers on, the WPC diagnostics can be used to test most
devices.
- Press the "Begin Test" button inside the coin door.
- Select "MAIN MENU: TESTS".
- Select "TEST MENU: SOLENOID TEST".
- Use the "+" and "-" buttons to move the test from coil to coil.
Each coil should fire. (Note the coin door interlock switch must be
held in on 1993 and later games. Otherwise the coil 50 volts will be
turned off, and the coils won't fire. Also make sure the "REPEAT"
portion of the test is used. This can be changed using the "Begin
Test" button.)
- Press the "help" button. The game's start button during the coil
test wil give more coil information including coil wire colors,
Driver board connector and pin numbers; related fuse number; Driver
board transistor and pre-driver transistor numbers.
Solenoid Doesn't Work during WPC Diagnostic Tests. If a
solenoid doesn't work from the diagnostic tests, here's what to check.
Turn the game off before doing this.
- Check all the fuses on the driver board. A non-working solenoid
could be as easy to fix as just replacing a fuse.
- Find the solenoid in question under the playfield. Make sure the
wire hasn't fallen off or become cut from the coil (a very common
problem).
- If the above is correct, make sure the winding of the coil haven't
broken off from the solder lugs. If one has broken, it can be
re-soldered. Make sure the painted enamel insulation is sanded from
the wound coil wire before re-soldering, otherwise there will be no
connectivity.
- Make sure there is power at the coil. Using a DMM, there should be
20 to 75 volts DC on either lug of a coil. If there is power only on
one lug, the coil winding is broken, and the coil should be replaced.
- Check the coil diode (for any other pinball game, this would be
the next step). The coil diode for all games (except WPC) are attached
right to the coil, with the banded side of the diode connecting to the
power side of the coil. On WPC games however, Williams moved this
diode to the power driver board for all coils but the flipper
coils. This increases reliability as the diode is not subject to
the jarring and heat a coil can produce. It also eliminates the need
for the operator to know which coil wire goes to the banded side of
the diode when replacing a coil! On a WPC game, these coil diodes are
mounted on the driver board next to the transistor that drives each
particular coil.
Quick and Dirty TIP102 Transistor Testing. There is an easy
way to test TIP102 (only) transistors. This procedure takes about 20
seconds to test all the TIP102 transistors:
- Make sure the game is off.
- Put the DMM (digital multi meter) on ohms (buzz tone).
- Put one lead on the ground strap in the backbox.
- Touch the other lead to the metal tab on the TIP102 transistors.
- If zero ohms (buzz) is indicated, the transistor is bad! (shorted
on)
The Coin Door Interlock switch. In
the middle of Twilight Zone's production in 1993, Williams added a coin
door interlock switch. This turned off the power to all the coils when
the coil door was opened (for safety reasons). On 1993 and later games
with this interlock switch, make sure the coin door is closed when
testing coils!
Failed Coin Door Interlock switch. Yes it does happen. The
coin door interlock switch can fail, or does not get pushed in enough
when the coin door is closed. This will prevent voltage from getting to
the solenoids. If none of the solenoids work, and the fuses are good,
check the coin door interlock switch for problems. A sure sign of this
is the Driver board solenoid power LED's will NOT be lit if the coin
door interlock switch is not closed! The interlock switch opens the coil
power coming from the transformer, which is way before the power gets to
the Driver board's fuses and power circuits.
Testing for Power at the Coil. Most pinball games
(including WPC) have power at each and every coil at all times. To
activate a coil, GROUND is turned on momentarily by the driving
transistor to complete the power path. Since only ground (and not power)
is turned on and off, the driving transistors have less stress on them.
With this in mind, if we artificially attach a coil to ground, it will
fire (assuming the game is turned on).
- Turn the game on and leave it in "attract" mode.
- Lift the playfield.
- Put the DMM on DC voltage (100 volts).
- Attach the black lead of the DMM to the metal side rail.
- Touch the red lead of the DMM on either lug of the coil in
question.
- A reading of 20 to 80 volts DC should be indicated. Switch the red
test lead to the other lug of the coil, and the same voltage should be
seen again. On flipper coils, test the two outside lugs of the coil.
If no voltage reading is shown, no power is getting to the coil. On a
two lug coil, if there is only voltage at one lug, the coil winding is
broken. On 1993 and newer WPC games, make sure the coin door is
closed!
- If no power is getting to the coil, a wire is probably broken
somewhere. Trace the power wire.
No Coil Power, Fuse is Good and No Broken Wires. I recently
had a problem on a Safe Cracker (WPC-95) where none of the low power (20
volt) coils worked. It was very frustrating; the fuse was good, and
power was getting to the Driver board, but not out of the driver board
and to the coils.
It turned out that the capacitor that filters the DC voltage after
the bridge rectifier on the Driver board had a cracked solder pad. This
prevented the voltage from getting any further than it's associated
bridge rectifier (I should have known; the +20 volt LED on the Driver
board was not lit!). To fix this, I soldered jumper wires from the
bridge to the capacitor, as outlined in the below Game
Resets (Bridge Rectifiers and Diodes) section.
Testing the Coil and the Power Together. This test will
show if the power and the coil are indeed working together:
- Game is on and in "attract" mode, and the playfield lifted. On
1993 and newer WPC games, coin door is closed.
- Connect an alligator clip to the metal side rail of the game.
- Momentarily touch the other end of the alligator clip to the
GROUND lead of the coil in question. This will be the coil lug with
the single wire attached (usually brown). On flipper coils, this is
the middle lug (the power wire on most coils is usually the thicker
violet or red wire). This works on both Fliptronics and
non-Fliptronics WPC games.
- The coil should fire (if the alligator clip is accidentally
touched to the power side of the coil, the game will reset and/or blow
a fuse, as the solenoid high voltage is being shorted directly to
ground).
- If the coil does not fire, either the coil itself is bad, or the
coil's fuse is blown and power to the coil is not present.
Testing the TIP102 Transistor and Wiring to the Coil. If
the coil fires in the above test, there may be a transistor problem. The
TIP102 transistors can be tested this way. Only do this for the
TIP102 transistors! Damage can occur if this test is done on other
transistors (like TIP107 or TIP36).
- Game is on, and the "test mode" button is pressed once. On 1993
and newer WPC games, coin door is closed.
- Remove the backglass.
- Find the transistor that controls the coil in question (refer to
the manual).
- Attach an alligator clip to the grounding strap in the bottom of
the backbox.
- Momentarily touch the other lead of the alligator clip to the
metal tab on any TIP102 transistor (only works on these).
- The coil should fire.
- If the coil does not fire, and the coil did fire in the previous
test, there probably is a wiring problem. A broken wire or bad
connection at the connector would be most common. It is also possible
there is a bad transistor. Use the DMM meter and test the transistor
on the board (see Transistors
Testing Procedures for details).
The Above Tests Worked, but the Coil Still doesn't Work. If
all the above tests worked, there is probably a driver board problem.
Everything has been tested from the TIP102 back to the coil itself. That
only leaves the TIP102 itself, its pre-driver transistor, and the logic
chip that controls the transistors. It has to be one (or more!) of these
devices that are causing the problem.
Installing a New Transistor. If it has been determined a
coil's driver board transistor is bad, there are a few things to keep in
mind. Most TIP102 transistors also have a "pre-driver" transistor
(2N5401 for WPC-S and prior, or MPSD52 for WPC-95). Both 2N5401 and
MPSD52 transistors are basically the same (use either). They both cross
to NTE288.
If a coil's TIP102 transistor is replaced, it's a good idea to also
replace its corresponding pre-driver. It will be located near the TIP102
transistor. See the schematics or the internal solenoid test "help" to
determine the specific pre-driver transistor(s).
Heavier duty coils use a bigger TIP36c driver transistor. These
transistors have TWO pre-drivers: a TIP102 and a 2N5401 (or MPSD52)
transistor. Again, if the TIP36c has failed, it's a good idea to
replace both corresponding pre-driver transistors.
Replacing the pre-driver transistors is optional (if they test Ok).
Test these pre-drivers instead of just replacing them. But if the
driver transistor has failed, the pre-driver was probably over-stressed
too. It is a good idea to replace the pre-driver transistor(s) too.
Don't Forget the 74LS374 TTL Chip! If a coil locked on
really hard and for a period of time (and without blowing the coil fuse,
over fused?), the controlling 74LS374 chip may have also died. If after
replacing the TIP driver transistor(s) and the smaller pre-driver
transistor, the coil is still locked on, now is the time to replace the
74LS374 TTL chip. Use the schematics and trace the transistors in
question back to the 74LS374 chip. This will be chip U2, U3, U4, or U5
on WPC-S and prior driver boards, or chip U4, U5, U6, or U7 on WPC-95
driver boards.
WPC Coil Diodes. On all electronic pinball games, each and
every CPU controlled coil must have a coil diode. This diode is VERY
important. When a coil is energized, it produces a magnetic field. As
the coil's magnetic field collapses (when the power shuts off to the
coil), a surge of power as much as twice the energizing voltage spikes
backwards through the coil. The coil diode prevents this surge from
going back to the driver board and damaging components.
If the coil diode is bad or missing, it can cause several problems.
If the diode is shorted on, coil fuse(s) will blow. If the diode is
open or missing, strange game play will result (because the driver board
is trying to absorb the return voltage from the coil's magnetic field
collapsing). At worse a missing or open diode can cause the driver
transistor or other components to fail.
On non-WPC games, sometimes a diode
lead breaks on the coil from vibration. Also, when replacing a coil, the
operator can install the coil wires incorrectly (the power wire should
always be attached to the coil's lug with the banded side of the diode).
To prevent this, Williams moved the coil diode to the Driver
board. This isolates the coil diode from vibration and eliminates
the possibility of installing the coil's wires in reverse. This was done
on all coils except the flipper coils.
The coil
diodes on a Fliptronics flipper coil. The red (bottom)
wire is the "hot" wire. The yellow (middle) wire handles the initial
hi-power "flip", and the orange (top) wire handles the flipper's
"hold".
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Flipper
coil wiring. Note the wire color rules specified below are the
"usual" wire colors (but can't be 100%
guarenteed).
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The coil
diodes on a Non-fliptronics flipper coil. Note the solo
center wire and the all blue wire on the top lug goes to the EOS
switch and the 2.2 mfd 250 volt spark arresting capacitor (the
EOS switch and capacitor are wired in parallel). The blue/yellow
(lower) wire (or gray/yellow) is the "hot" wire. The
blue/violet (upper) wire continues to the cabinet switch, the
driver board relay, and ultimately ground.
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Even on WPC games, the coil diode can fail. The coil diode can be
tested. It is mounted on the driver board, near it's corresponding
driver transistor (refer to the schematics; it's the diode that is tied
to one of the legs of the driver transistor).
Use a DMM set to "diode" setting, and test the board mounted coil
diode. With the black lead on the banded side of the diode and the red
lead on the non-banded side, a reading of .4 and .6 volts should be
seen. Reverse the leads (red lead to banded side of diode), and a null
reading should be seen. If this reading is not indicated, cut one lead
of the diode from the driver board, and repeat the test. If these
results are still not seen, replace the diode with a new 1N4004 diode.
Test the Coil Resistance with a DMM. After replacing the
driver transistor, ALWAYS measure the resistance of the associated coil.
This is important. If a coil gets hot (becuase its driver transistor was
shorted), it can burn the painted enamel insulation off the coil
windings. This lowers the overall resistance of the coil because
adjacent windings short together. If resistance gets much below 3 ohms,
the coil becomes a "short", and will fry its associated driver
transistors very quickly!
To test the coil's resistance, it is best to remove the attached wire
from one (either one) of the coil's lugs. Then set the DMM to low
resistance, and put the DMM leads on the lugs of the coil. Most coils
should be in the 5 to 15 ohm range, but could go as high as 150 ohms, or
as low as 3 ohms. If the coil is much below 3 ohms, it should be
replaced with a new coil of the same type. Coils with resistance much
below 3 ohms are basically a dead short, and this will fry its
associated driver transistor.
Installing a New Coil. Many replacement coils will come
with a diode soldered across its solder lugs. On WPC games, all coils
except the flipper coils have the diode mounted on the Driver board. For
all coils except flipper coils, cut the diode off the coil before
installing. Then solder the coil wires to either coil lug. The diode
can also be left in place, but the coil wires must be installed
correctly. The green (ground) wire MUST go to the lug of the coil with
the non-banded side of the diode. The power wire solders to the lug
with the banded side of the diode. If the wires are reversed, this
essentially causes a shorted diode. Though the Driver board mounted
diode is still present as protection, damage can occur to the coil's
driver board transistor.
Coil Doesn't Work Check List. If a coil doesn't work in a
game, here's a check list to help determine the problem.
Before starting, is the coil stuck on? (Hint: is there heat, smoke
and a bad smell?). If so, the coil's driving transistor has probably
failed. Turn the game off and check the driving transistor, and replace
if needed. See Transistors
Testing Procedures for more info.
If the coil just doesn't work, here's a list of things to check:
- Have the power wires fallen off the coil's solder lugs?
- Is the coil damaged? Has the internal winding broken off the
coil's solder lug?
- Is there power at the coil? See Testing
for Power at the Coil for more details.
- If there is no power at the coil, check its fuse. Use the internal
diagnostics and the "help" button to determine which fuse controls the
coil. See Testing
Transistors/Coils using the Diagnostics for details.
- Check the other coils that share one of the same wire colors. Are
they working too? If not, suspect the fuse that handles these coils.
- Power to coils are often ganged together. If the power wire for
this coil has fallen off a previous coil in the link, power may not
get to this coil.
- Using the DMM and its continuity test, make sure the coil connects
to the correct connector/pins on the driver board. This information
can be seen from the Diagnostics solenoid test.
- Check the driving transistor. Usually this transistor will short
on when it fails, but not always.
- Reset the driver board and CPU board ribbon cables. I have seen
situations where a coil hasn't worked because the gold plated ribbon
cable connectors were dirty.
3d. When things don't work: Game Resets (Bridge
Rectifiers and Diodes)
What is a Reset? Game resets are probably the biggest
problem with 1990 to 1995 WPC to WPC-S games (and to a much lesser
extent, WPC-95 games). The pinball will seemingly shut off, then power
back on (like the game was turned off and back on quickly). Typically,
this will happen during game play, when the flippers are used. If the
+5 volts (which powers all the logic circuits) dips momentarily below
4.7 volts (from heavy voltage draw when the 50 volt flippers are used),
the "watchdog" circuit chip on the CPU board resets the CPU,
momentarily shutting the game down. The high current draw flippers
stresses the 5 volt power components in the system. If these 5 volt
power components are starting to fail, the +5 volts dips, and the
watchdog circuit resets the game. When the game shuts down, the power
components under stress are relieved. Then the voltage returns to +5
volts, and the game powers back up. This reset process can happen
anytime, but usually happens during game play. (When things are really
bad, sometimes the game won't even power-up, as it gets into a loop of
turning itself off and on.)
Why are Resets so Common on WPC and WPC-S games? I get this
question a lot. "Why don't I have this reset problem on my Williams
System11 games?" When WPC was designed they decided to use a voltage
watchdog device, which was not implemented on earlier board designs.
This 3-legged transistor-looking MC34064 device is on the CPU board at
U10. (With pin1=output reset voltage, pin2=input supply voltage,
pin3=gnd, and could be replaced with a TO-92 case Dallas
DS1811-10 with a 4.35 volt reset, but not suggested.) Williams did
this to "micro-manage" the voltage to the CPU board. The new parts
implemented on WPC (ASIC chip, which replaced the six PIA chips on
system11), requires a consistent 5 volt power source. Their fear was
without a solid 5 volt power source, sparatic behavior could result,
causing game and coil lock ups. Of course the downside to this is, as
WPC games get older, reset problems become much more common.
Check the Easy Stuff First.
Proper AC Wall Voltage? Important: Before starting
to dig in and try to diagnose the bridge rectifiers, set the DMM to AC
Voltage and test the wall socket voltage. Make sure there is 115
to 120 volts AC present! If there is only 112 volts, this can cause the
game to reset. Some games, like Twilight Zone, will often reset if the
wall voltage is below 117 volts.
This problem happens mostly in the summer, when household power
consumption is at a high, or if the game is plugged into the same
circuit as another high power device (air conditioner, refrigerator,
etc). WPC pinball games draw a maximum of 8 amps of power. Most home
circuits are 15 amps, so two pinballs on one circuit should be the
maximum. Also don't have the game plugged into the same circuit as
another power sucking device (like a dehumidifier, sump pump, air
conditioner, refrigerator, etc.) If the problem is persistent, the game
can be re-jumpered for low-line
voltage, or the driver board modified to bump up the 5 volt power to
5.1 volts (this is described at the end of this section, and really are
'last resort' things).
Check the Driver Board Voltages. Next make sure the
voltages at the driver board are Ok. Of course this assumes the wall
voltage is Ok (if the wall voltage is low, any unregulated voltage will
certainly be low, and often regulated voltages will be low too). Here's
what to check ("TP" means Test Point, which are test points on the
driver board). Check these voltages with the game on, and in "attract"
mode. Remember there is more information on voltages in part
one of this document.
- +5 volts DC: TP2 (TP101 on WPC95). Should be 4.92 to 5.1 volts DC.
If this is below 4.92 volts, the game will most certainly reset
easily, as this is the voltage the "reset watchdog" examines. Often
the problem is bridge rectifier BR2 (diodes D7-D10 on WPC95) and the
related filter capacitor C5 (C9 on WPC95). Sometimes it could also be
the +5 volt voltage regulator is failing (Q1 LM323K or LM317 on
WPC95). Or it's very common for the input connector (J101 or J129
wpc95) or 5 volt to CPU board output connector (J114 or J101 wpc95)
on the driver board. At this point do NOT remove/reseat the
connectors!
This is very important. Removing or reseating the
connectors will make finding the actual problem nearly impossible. So
don't touch them yet!
- Check for +5 volts on the CPU board. Yes I know, you checked the
+5 on the driver board TP test point. But there are *two* connectors
(or sometimes a third/fourth "Z" conector too) that go from the
driver board to the CPU board. If these connector(s) are having
problems, the +5 volts will be lower on the CPU board than it is on
the driver board. The best place to test for +5 on the CPU board is
right at the CPU board game EPROM pin 32 (the last pin). If the CPU
board's +5 volts is even just a bit lower than the Driver board's Test
Point +5 volts, that means the connector(s) between these two boards
need to be re-pin'ed with new Trifurcon connector pins. This is very
common and just re-pin'ing these two connectors can fix a lot of
reset problems (without having to change any driver board parts).
- Next reseat the right side driver board connectors J101. Power up
and re-test the +5 volts on the driver board Test Point. If the
voltage has gone up, then the input connector J101 is bad. Repin this
connector with new Trifurcon connector pins. If it's the original
connector (IDC), you will have to replace the connector housing too.
- Recheck the voltage on the CPU board at the game ROM pin 32. Now
reseat driver board connector J114 (J101 on wpc95) at the lower left.
Recheck the CPU board +5 volts at game ROM pin 32. If the voltage
has gone up, connector J114 needs to be replaced. Repeat this
procedure for CPU board connector J210, and then repeat with the "Z"
connector (if the game has one). Again if voltage changes after a
connector reseat, the connector MUST be repinned with new Trifurcon
connector pins. (And wire brush the male connector pins or replace
them too.)
- If the CPU and Driver board +5 volts are very close to each other
and are 4.92 volts DC or higher, try this. Remove driver board +5/12
volt connectors J114 (power to CPU board), J116 (cabinet), J117
(backbox), J118 (playfield), and measure the 5 volts at TP2 on the
driver board (on WPC95 connectors J101, J139, J138, J140/J141
respectively). If you still below 4.92 volts, BR2/C5/C4/LM323K
regulator are the likely culprits. If the +5 volts goes up with these
four connectors removed, one of the other boards/devices is dragging
the +5 volts down. Replace the connectors one at a time to try and
find the culprit.
- +18 volts DC (lamp matrix): TP8 (TP102 on WPC95). This is an
unregulated voltage, so it can vary from 16 to 20 volts. If this is
low, check bridge BR1 and capacitor C6/C7 (diodes D11-D14 and caps
C11/C12 on WPC95).
- +12 volts DC regulated: TP3 (TP100 on WPC95). Should be 11 to 13
volts DC. This voltage comes from the +18 volts lamp matrix (discussed
above), and goes through a 12 volt regulator (7812) and some 1N4004
diodes and an LM339 chip. If the +18 volts is correct at TP8 (TP102 on
WPC95), but this voltage is low, it is usually the 7812 voltage
regulator at Q2 has failed.
If any of the above voltages are
low, resets can occur. But really the voltage that matters the most is
the +5 volts. Again it must be 4.92 volts or higher for a game to not
reset. Remember just because the above voltages are Ok, does *not* mean
the game won't reset. Remember, the above voltages are being tested in
attract mode, and not under stress.
Now it's time to check some more voltages, but under stress. This is
a bit more difficult to do, but here is the procedure. Use a
non-autoranging DMM (or set your auto ranging DMM to non-autorange). Or
use a scope.
- Check TP2 (+5 volts DC) on the power board. Try and get the game
to reset and see if the +5 volts dips during the reset. There should
be no change in the +5 volts, even during a reset.
- Check TP4 on the power driver board, which is the zero cross
signal. Again it should look steady with no changes even during a
reset.
- On the CPU board check U10 pin 1 (the reset pin on the MC34064).
This pin may dip low during reset, forcing a game reset when the
flipper buttons are pressed. The U10 is the watchdog circuit, and when
it's reset pin 1 goes below 4.7 volts, the MC34064 forces the CPU to
reset and reboot. You can follow the voltage trail back from the
MC34064 and try and figure out the exact component causing the
problem. Remember if during the process a reset connector fixes the
problem, this connector must be replaced (both header pins and
terminal pins) to fully fix the problem.
But why is the voltage on U10 pin 1 dipping below 4.7 volts? There
are a number of things that can cause this, as discussed here.
Check the Connectors (J101/J129, J102/J128, J114/J101, CPU J210,
and Transformer). First connector to check is input power J101
(J129 on WPC995) on the power driver board. This provide AC power from
the transformer to the power driver board, which ultimately ends up as
+5 volts DC, 18 volts DC unregulated, and +12 volts DC regulated (via
bridge rectifier BR1 & BR2, some filter caps, and some voltage
regulator circuits). If this connector is damaged in any way, this can
cause the voltages discussed above to be low, and resets to occur. Try a
simple reset. If a "dark" game now boots or resets go away, replace the
connector pins with Trifurcon style .156" pins, and replace the driver
board pins with new .156" header pins.
Also check the connector that takes power out of the driver board and
to the CPU board. This is connector J114 on WPC/WPC-S, or connector
J101 on WPC-95.
Check the input power connector on the CPU board at J210. Also if
there is a "Z" connector inline to connector J210, check that too.
Now try re-seating the connectors on the large transformer in the
bottom of the cabinet. If there is any resistance in the transformer
plugs, that can reduce the voltages going to the rest of the game. This
only takes a moment to do, so it's not a bad thing to try.
Another bad connector could be J102 (J128 on WPC95) on the power
driver board, 16 volts AC. Though less likely to be a problem, reseat it
and see if resets change. Also check J112 (J127 on WPC-95), as this
provides power from the transformer too (9.8 volts AC).
If the reset problem changes after reseating a connector, you have a
TEMPORARY fix! Yes I did say temporary, as chances are excellent the
reset problem will come back. The connector pins really need to be
replaced to permanently fix this problem The only way to fix this
properly is to replace (at minimum) the connector housing terminal pins
(with Trifurcon pins), and the circuit board header pins (but at dead
minimum replace the terminal pins with Trifurcons). It is very common
for these connectors to have bad pins or cracked solder joints,
especially on Twilight Zone. Due to vibration and age, these connectors
can just plain fail, and have some internal resistance. Again use
Trifurcon style pins, which grab the male connector pin on three sides
(thus giving better contact and vibration resistance.)
Disconnect the Dot Matrix Display. A failing dot matrix
display can consumes more power, and can drive down the other voltages
in the game, causing resets. To make sure the display is not causing
resets, disconnect the power connector from the dot matrix display
glass (*not* the ribbon cable!) Then turn the game on and play (blind,
no display), and see if the game still resets. If it no longer resets,
the dot matrix display and/or the high voltage power section on the DMD
controller board will need to be replaced.
Flipper Coil Diodes. Though not a big problem on WPC games,
if the flipper coil diodes (there are two per coil) are damaged or
missing, this too can cause game resets. This is a lot more common on
games prior to WPC, but it can happen here too, and the diodes are
needed. If missing or broken, resets can happen on and WPC or WPC-95
game. The flipper
problems section of this manual shows how the flipper diodes should
be installed. Check for broken/cracked diodes, and replace them with new
1N4004 diodes if in doubt.
Aside from Connectors, Biggest Game Reset
Culprits: Bridge Rectifier (or WPC-95 Diodes), Filter Cap, Cracked Solder
Pads, and bad J101/J129 connector.
Bridge rectifiers or diodes (and their corresponding filter
capacitor) convert AC voltage to smooth DC voltage. This is very
important, as all the circuit boards run on DC voltage. If a game plays
fine, but randomly resets, often the bridge rectifier (or diodes) and
its filter capacitor and J101/J129 connector are over stressed and need
replacement.
On WPC-S and prior games, a bad BR2 bridge rectifier, its associated
C5/C4 filter capacitor, and marginal terminal pins on connector J101 are
probably the most commonly failed components relating to game resets.
As a general rule, if the wall voltage is good (above 116 volts) these
three things are what I replace first when there is a reset problem. I
replace ALL FOUR ITEMS (BR2 bridge, C5 cap, C4 cap, J101 terminal pins)
at the same time. Again this is my first line of attack when repairing
reset problems, and 95% of the time it works. On WPC-95 resets are less
common but the diodes D7,D8,D9,D10 and filter cap C9/C1 and connector
J129 are what I replace.
Also very common on WPC-S and prior games are cracked solder pads on
the bridge rectifier and/or associated filter capacitor, which also
causes game resets. Always run jumper wires between the BR2 bridge
rectifier and the C5 filter cap when I replace them (solder side of
board, top right BR2 "+" lead to top C5 "+" lead, and diagonal BR2 "-"
lead to bottom C5 "-" lead). And I always check the continuity between
the new BR2 bridge rectifier's AC leads and the zero cross diodes
(component side lower left AC BR2 board pad to the right side of D3 and
the upper right BR2 AC lead to the right side of D38).
Warning: when replacing a bridge rectifier it is VERY easy to
damage the circuit board. The bridge has four rather thick legs soldered
through the board. If they are incorrectly heated as they are removed,
it can pull the "plated-thru holes" out of the circuit board. This will
compromise the connectivity between the bridge and the board, causing
further reset problems. To avoid this, CUT the old bridge out first,
leaving the legs as long as possible. Now heat each leg individually,
and pull them out of the board with needlenose pliers, one at a time.
Removing a bridge this way should minimize damage to the board.
Testing Bridges. Also keep in mind that just because a
bridge rectifier tests as "good", does *not* mean it is good. After all,
a bridge can not be easily tested when the game is in multi-ball, with
the flippers flipping, and the pop bumpers popping. A bad bridge
rectifier (or diodes on WPC-95), or cracked solder pads around a bridge
can also give game boot-up error messages saying fuse F114/F115 (or
F106/F101 on WPC-95) have failed, when the fuses are actually good. See
the Check
the Fuses section (and below) for a list of fuses and what bridges
they connect to.
WPC bridge rectifiers and diodes reside on the driver board (although
there is also a bridge on the Fliptronics board prior to WPC-95). A
bridge rectifier is mearly four diodes strung together in a square.
There are two AC input voltages, and two DC (positive and negative)
output voltages. These diodes are encased in epoxy, and covered with a
square metal casing.
Failed bridges/diodes can often short or "go open". BOTH of these
problems are quite common! A shorted bridge/diode will immediately
blow a fuse when powered on. An open bridge/diode will cause
lower or no voltage to get past the bridge. If the fuses are good,
but power driver board LEDs are not lit, this could be an indicator of
a bridge/diode that has "gone open".
When replacing bridge rectifier BR2, be careful not to tear or
break the circuit board traces at the bridge. Board damage here is very
common because BR2 is often replaced, and often in a hurry. Since a
bridge rectifier is a large part, vibration can crack the circuit board
traces. In particular notice the small trace on the component side of
the driver board under one of the bottom left AC leads of BR2. This
goes to the non-banded side of diode D3 (under connector J109) for the
zero cross circuit. If this trace is torn or cracked, resets will
likely still occur (more details/pics on that below).
After soldering in a new BR2, be sure check continuity on the board
component side from the lower left AC BR2 board pad to the right side of
D3. Likewise check the continuity from the upper right BR2 AC lead to
the right side of D38 (or the solder side of the driver board from
the upper left BR2 board pad to the solder pad about 1" to the right).
Also it's a good idea to run jumpers from BR2 to its filter capacitor
C5, as described below,
because the plated thru holes for the BR2 are damaged.
Bridge
rectifiers on a WPC-S and earlier generation driver boards. From
the left to right: BR3, BR4, BR2 (top), BR1 (bottom). BR2 and BR1
have a large silver heat sink over them.
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The BR5
bridge used on WPC-S and earlier generation driver boards. Note
the "+" lead of the bridge is offset slightly, from an otherwise
perfect square shape. Notice the bridge is installed about 1/4"
above the board. This aids air flow and keeps the bridge
cool.
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WPC-95 "Bridges". When WPC-95 was released, Williams
decided to stop using bridge rectifiers. Instead they just installed
four diodes right on the driver board for each replaced bridge. By using
four discrete diodes instead of a single bridge, the heat generated by
the components is spread out and reliability is greatly improved. Bridge
rectifier failure is very common in WPC-S and prior systems. Replacement
of even a single diode in the WPC-95 system games is very rare (but
these games are not as old as WPC-S and prior systems). Certainly all
the problems associated with the bridge rectifiers can still be
exhibited in a WPC-95 system too.
The diodes used in WPC-95 are called P600D (or 6A4 or 6A400). These
are 6 amp at 400 volt rectifiers. A substitute device is NTE5814.
WPC-95
P600D diodes D7 to D22 which replaced MB3502W/MB352W bridge
rectifiers. Also note the smaller "T" fuses (on the right) used in
WPC-95.
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The Electrolytic Capacitors: the Bridge Rectifier and Diode's
Partner. Each bridge rectifier or diode set must also have an
associated electrolytic capacitor. These are needed to polish the
converted rough DC voltage to smooth DC voltage.
Electrolytic caps are largely mechanical devices. With time, they can
fail. Expect about 10 years maximum life from an electrolytic filter
capacitor. It is fairly common for these caps to fail. A failing
electrolytic capacitor can cause the game to reset, as the DC voltage
won't be "smooth". Because of this, when replacing the BR2 bridge on
pre-WPC95 games, it is a good idea to also replace the associated filter
capacitor C5 (15,000 mfd 25 volts). A good replacement cap is available
from Digikey, Panasonic 15,000 mfd 25 volts, part number P6891-ND. Also
replace cap C4 (100 mfd 25 volts) with a 470mfd or 1000mfd cap.
Another potential electrolytic cap problem is at C4 on the driver
board (C1 on WPC-95). This 100mfd cap is a "keep alive" cap for the +5
volts, that helps prevent the +5 from dropping when other parts of the
power supply are stressed, and helps stablizes the +5 a bit behind the
LM323K. Just like C5, the cap C4 also dries out and should be replaced
too. This 100mfd cap can be bumped up to 470mfd or even 1000mfd to help
prevent reset (but don't go any higher than 1000mfd, as this puts undo
stress on the LM323k voltage regulator).
Smaller Filter Caps Used with WPC-95. Why? Interestingly,
Williams changed from 15,000 mfd (at C5) on WPC-S and prior, to a lower
value of 10,000 mfd on WPC-95 (at C9). With time, WPC-95 games may be
more sensitive to bad filter caps, because of this lower value. Right
now, since these games are fairly new (1996 and later), this isn't a
huge problem.
Higher filter cap values are generally good; they provide a better
level of AC filtering as the capacitor gets older. As electrolytic
capacitors wear (they really are a mechanical device), they are less
efficient at AC filtering, and their MFD value drops. However, the
higher the MFD value of a capacitor, the more strain it puts on the
rectifying bridge or diodes. When a game is turned on, the filter cap
draws significant current during the first half AC cycle (since this
power is used to "charge" the capacitor). This can subject the bridge
rectifier (or diodes) to an excessive in-rush of current. This in-rush
current can be up to ten times the current needed after the filtering
capacitor has charged. This can cause a connection inside a bridge to
instantly go open (this is not the same as over-current, which can
cause the bridge to short). In-rush current is a factor of both voltage
and the capacitor. A larger cap will force more in-rush current to the
bridge, potentially causing damage. Also capacitors with higher MFD
values cost more (the change from 15,000 to 10,000 mfd could have been
in fact a cost/availability issue; the 10,000 mfd capacitors may have
had a shorter lead time, and were cheaper for Williams to buy).
Bridge Rectifier, Diode, and Filter Capacitor Device List.
Here's a list of what bridge rectifiers and diodes control which
functions, and their associated capacitors. All are located on the
driver board, unless otherwise stated.
WPC-S and Earlier Driver Board:
- BR1 to C6 & C7 (15,000 mfd @ 25v) to F114: +18 volts
used for lamp driver columns. Then the 18 volts goes through voltage
regulator Q2 (LM7812) and F115, and is converted to 12 volts
(regulated) for the switch matrix.
- BR2 to C5 (15,000 mfd @ 25v) to F113: +5 volts. The
bridge and capacitor that fail the most, and cause the most reset
problems. Also replace driver board cap C4 with a 470mfd or
1000mfd cap.
- BR3 to C8 (100 mfd @ 100v) to F112: +50 volts, used for
solenoids.
- BR4 to C11 (15,000 mfd @ 25v) to F111: +20 volts, used for
flash lamps.
- BR5 to C30 (15,000 mfd @ 25v) to F116: +12 volts
unregulated for playfield devices, opto power, dot matrix display, and
the coin door.
- BR1 (on Fliptronics II board) to C2 (100 mfd @ 100v) to
F901-F904: +50 volts used for the flippers. Located on the
Fliptronics II board. Note early versions of the Fliptronics II board
had C2 installed, but later versions did *not* use this capacitor, and
it is missing from the board. In any case, this capacitor is not
needed, as the flipper coil 50 volts does not really need to be
filtered.
WPC-95 Driver Board:
- D3, D4, D5, D6 to C8 (10,000 mfd @ 35v) to F109: +12 volts
unregulated for playfield devices, opto power, dot matrix display, and
the coin door.
- D7, D8, D9, D10 to C9 (10,000 mfd @ 35v) to F105: +5 volts
for all board logic circuits. The diodes and capacitor that
fail the most, and cause the most reset problems. Also replace
C1 (100mfd 25 volts) with a 470mfd or 1000mfd version.
- D11, D12, D13, D14 to C12 (10,000 mfd @ 35v) to F106/F101:
+18 volts used for lamp driver columns. Then the 18 volts goes
through voltage regulator Q2 (LM7812) and F101, and is converted to
12 volts (regulated) for the switch matrix.
- D15, D16, D17, D18 to C10 (10,000 mfd @ 35v) to F107: +20
volts for flash lamps.
- D19, D20, D21, D22 to C22 (100 mfd @ 100v)
F108/F102/F103/F104: +50 volts for solenoids.
- D25 to D32: +6.3 volts for general illumination. These were
replaced with jumpers starting with Scared Stiff. See the Burnt
Connector section (WPC-95 GI diodes D25-D32 remove and jumper) for
a description of this.
Testing a Bridge (WPC-S and prior),
Board Removed. Note testing a bridge with the game off is NOT
conclusive to whether the bridge is bad! The bridge is being tested
under NO load. Only a bridge which is shorted (and hence is blowing
fuses) or open will test as "bad". A bridge could test as "good", and
still cause the game to reset. Also testing a bridge "in circuit" (while
still soldered in the board) can often not give proper results.
A bridge has four terminals: two AC terminals, and two DC terminals
(postive and negative). On the side of each bridge, printed on the
metal casing, there will be two labels: "AC" and "+". From the solder
side of the driver board, mark with a Sharpie pen these two terminals.
Figuring out the other two terminals is easy: the other AC terminal is
diagonal to the labeled AC lead. The negative DC lead is diagonal to the
labeled positive DC lead. Mark these right on the board with the Sharpie
pen. To double check, the two DC leads (positive and negative) connect
to that bridge's respective electrolytic capacitor, and it's positive
and negative leads. Testing a bridge while soldered in the board (in
curcuit) may not give the following results. For example, testing BR2 in
curcuit will not give these results (but most of the other bridges
will). To test the bridge:
- Put the DMM on diode setting.
- Put the black lead of the DMM on the "+" (positive) terminal of
the bridge.
- Put the red lead of the DMM on either AC bridge terminal. Between
.4 and .6 volts should be seen. Switch the red DMM lead to the other
AC bridge terminal, and again .4 to .6 volts should be seen.
- Put the red lead of the DMM on the "-" (negative) terminal of the
bridge.
- Put the black lead of the DMM on either AC bridge terminal.
Between .4 and .6 volts should be seen. Switch the black DMM lead to
the other AC bridge terminal, and again .4 to .6 volts should be seen.
If values outside of .4 to .6 volts are shown for any of the above
tests, the bridge is bad. Typically you will get a zero value (a short)
for at least one of the above tests in a bad bridge.
Testing a Bridge (WPC-S and prior), Under Minor Load, In the
Game. This tip is from John Robertson. This test is a more
conclusive way to test a bridge (though a bridge that tests good here
can still cause game resets!) This procedure requires a DMM, two
alligator jumper wires, and a 6 amp rectifying diode (6A50 or 6A2 or
6A4, or whatever is available; Radio Shack sells 6A50 diodes, part
number 276-1661). Here is the procedure:
- With the game off, clip one end of an alligator test wire on the
"+" lead of bridge BR2 (top most bridge) on the driver board. The "+"
lead is the top left most lead (see picture below). Often the side of
the bridge is labeled too. One lead is "AC", and the other is "+"
(connect the alligator clip to the "+" lead, which is the left lead as
facing the board).
- Connect the other end of the alligator test wire on the RED lead
of the DMM.
- Put the BLACK lead of the DMM on the braided metal grounding strap
at the bottom of the backbox.
- Turn the DMM on, and set it to DC Volts (20 volt range).
- Turn the game on. A value of 12 to 13 volts should be shown. Any
less than 12 volts, and the bridge (or the connection to the bridge)
is bad.
Attaching
the red alligator test lead to the "+" leg of bridge BR2. The
other end of the alligator lead is attached to the DMM's red
probe.
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- Turn the game off. Take the second alligator jumper wire, and
connect the clip to the BANDED end of the 6 amp diode.
- Connect the other loose end of the alligator jumper wire to where
the first alligator clip connects to the red lead of the DMM (see
picture below). This is essentially the same as connecting the second
alligator clip to the "+" lead of bridge BR2 (but there is not enough
room at the bridge to do this, since the first alligator clip is in
the way).
- Turn the game on.
- Touch the non-banded end of the diode to connector J101 in either
pin 1 or 2 (two top most pins). Note the IDC connector will have some
exposed metal at the top of the connector to touch, and plug should
not be removed.
- While doing the above step, examine the DMM voltage reading. If
the voltage rises when the diode lead is touched to Connector J101 pin
1 or 2, the bridge BR2 is bad (bad internal positive diode).
A second
alligator clip is connected to where the first alligator clip
connects to the red lead of the DMM. Now touch the second
alligator clip with a 6 amp diode, NON-BANDED end, to connector
J101 pins 1 or 2. The voltage on the DMM should NOT drop when
the diode is touched to connector J101 pins 1 or
2.
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- Turn the game off. Reverse the diode in the alligator clip so the
NON-BANDED end of the 6 amp diode is connected to the alligator clip.
- Connect the other end of the alligator clip to TP5 (ground).
- Turn the game on.
- Touch the banded end of the diode to connector J101 in either pin
1 or 2 (two top most pins). Note the IDC connector will have some
exposed metal at the top of the connector to touch, and the plug
should not be removed.
- While doing the above step, examine the DMM voltage reading. If
the voltage rises when the diode lead is touched to Connector J101 pin
1 or 2, the bridge BR2 is bad.
If the above tests all work as described (no voltage drops or
readings below 12 volts), the problem is mostly likely a bad C5 (15,000
mfd 25 volt) filter cap (or a cracked solder joint to the bridge and/or
capacitor, which can be solved by installing the jumper wires described
below), or C4 cap (100 mfd 25 volt). But remember, a bridge that tests
good here can still cause game resets!
The
second alligator clip is now connected to TP5 (ground), and the
diode is reversed in the alligator clip. Touch the other end of
the second alligator clip with the 6 amp diode, BANDED end, to
connector J101 pins 1 or 2. The voltage should not drop when the
diode is touched to connector J101 pins 1 or
2.
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Testing a Diode (WPC-95) The diodes that replaced the
bridge rectifiers in WPC-95 are even easier to test. Again, testing
diodes in curcuit may not give the following results.
Also, testing a diode is NOT conclusive to whether the dioide is bad!
The diode is being tested under NO load. Only a diode which is shorted
(and hence is blowing fuses) will test as "bad". A diode could test as
"good", and still cause the game to reset.
- Put the DMM on diode setting.
- Put the black lead of the DMM on the banded lead of the diode.
- Put the red lead of the DMM on the non-banded lead of the diode.
- A reading between .4 and .6 volts should be indicated.
The Above Bridge/Diode Tests Don't Always Work! Yes, you
heard right. The above outlined bridge and diode tests above don't
always find a faulty component. These devices can just start to fail,
and this will cause the game to reset. But a bridge or diode can become
"leaky", which will cause the game to reset, and may not show as bad in
the above tests (though the bridge test "under load" as explained above
is the most accurate of the tests).
So what do you do now? How can you be sure the resetting game has a
bad bridge or diode? Well you really can't! First make sure the wall
voltage is at the proper level. Then re-solder the bridge/diodes and
their associated capacitor's solder pads. Then just go ahead and replace
the suspected bad bridge/diode (BR2 or D7, D8, D9, D10 on WPC-95). Also,
if the game is 10 years old or more, I suggest replacing filter
capacitor C5/C4 (C9/C1 on WPC95). If the game is still resetting (and
the filter cap was not replaced), definately go ahead and replace the
associated filter capacitors (C5/C4, or C9/C1 on WPC-95). If the game is
still resetting, replace the LM339 voltage comparitor at U6 (U1 on
WPC-95) as a last resort.
Replacing a Bridge or Diode. Replacement is as simple as
cutting out the old component and soldering in a new one. When
installing the new bridge, mount it 1/4" or even 1/2" above the board.
This allows for air to flow underneath the bridge for better cooling.
Replacing BR2 and/or BR1 on WPC-S and Prior: Splitting the
Large Heatsink. When replacing either (or both) bridges BR1 and
BR2 on WPC-S and prior, both bridges will have to be dealt with. These
two bridges share a single large silver heat sink. Since they both share
the same heat sink (and one failed due to heat), the other may need
replacement shortly. If either BR1 or BR2 is bad, generally not a bad
idea to replace both. To remove them, both will need to be unsoldered
from the Driver board, and the heat sink un-screwed from the bottom of
each bridge. The new bridges are then screwed to the heat sink, and both
bridges re-installed (it is much easier to install the bridges if they
are both already screwed to the heat sink).
Also a lot of people cut the heat sink in half when replacing
BR2/BR1. This makes replacing one bridge a lot easier. The theory is,
the driver board's plated through holes for these bridges take enough
abuse, so doing any unnecessary desoldering is a bad thing in my
opinion. Hence the heat sink is cut in half.
Note I do NOT recommend cutting the heat sink in half. The reason has
to do with physics. When the heat sink is cut in half, it acts like a
cantilever. This puts A LOT of stress on the bridge's four solder
points, and the circuit board's plated-thru holes. Since pinball is a
high vibration environment, the cantilever effect can actually pull the
bridge out of the circuit board. But if the heat sink is a single unit
with eight solder points, the cantilever effect is far reduced. This is
why I do not recommend cutting the BR1/BR2 heat sink in half.
Also there should be a thin layer of white heat sink compound on the
top of the bridges too. Make sure to add some heat sink compound when
replacing the bridges. Heat sink compound can be purchased at Radio
Shack. A good brand of heat sink compound is "Arctic Alumina".
Replacement Bridges and Diodes. The stock bridge installed
in WPC games is 35 amps at 200 volts. The original part number will be
something like "MB3502W" or "MB352W". The "MB" signifies a metal cased
bridge. The "35" signifies 35 amps. The "02" or "2" signifies 200 volts
peak. The "W" at the end means the bridge has wire leads. Higher amps
or voltage ratings work fine. I generally use 35 amps at 400 volts for
example.
Replacement wire lead bridges are available from Competive Products
Corp (800-562-7283), or from Williams, part number 5100-09690. Mouser
also sells them, part number 625-GBPC3502W ($3.48). And so does Digikey,
part number MB352WMS-ND. Radio Shack even sells 35 amp bridges at 50
volts (which isn't enough voltage). But look at the bridge inside the
Radio Shack package, as often they are labeled 3502W or 352W (35 amps
200 volts), and not 50 volts. Always buy only the labeled bridges from
Radio Shack. Sometimes these "35 amp" bridges are labeled 1001W (10 amp
100 volts!). Obviously put that one back and grab another!
Replacement diodes for WPC-95 boards are P600D (6A4 or 6A400), or
NTE5814. A lower voltage version can be used too, 6A2 or 6A200 (200
volts). Radio Shack sells a 6 amp 50 volt (6A50) version which can be
used in a pinch, part number 276-1661.
Testing the Filter Caps. Testing the filter capacitors on
the driver board is fairly easy. With the game on, set the DMM to AC
volts. Then put the leads of the DMM across the two leads of each filter
capacitor (doesn't matter which DMM lead to which capacitor lead, as AC
voltage is being measured). If more than 0.20 volts AC is seen, the
capacitor is bad (actually many people would say if more than 0.10 volts
AC is seen the cap is bad).
The problem with this test is the leads for the filter caps are
nearly impossible to access when the driver board is installed in the
game. In the case of C5 (+5 volts with bridge BR2), use an alligator
jumper lead connected to the red DDM lead to side of the "+" BR2 bridge
rectifier, and the black DMM lead to ground. Switch the DMM to low AC
volts to measure the C5 capacitor ripple. Note if the BR2 bridge is bad,
excessive ripple will be seen. For this reason, I usually just replace
the filter caps in question (C5/C4 or C9/C1 on WPC95) when replacing
the BR2 bridge or WPC95 +5 volts rectifiers.
Replacement Filter Caps. If replacing a filter capacitor,
use a 15,000 mfd 25 volt "snap" cap (on any WPC generation, even
WPC-95). Higher voltage caps can be used (but are more expensive). Do
not use a capacitor greater than 15,000 mfd, because the in-rush current
puts more stress on the rectifying bridge/diodes. A lower value of
10,000 or 12,000 mfd could also be used (but no lower than 10,000 mfd).
These are available from many sources, such as Digikey (http://web.archive.org/web/20090121151539/http://www.digikey.com/
or 800-344-4539) or Mouser (http://web.archive.org/web/20090121151539/http://www.mouser.com/
or 800-346-6873). Don't get a cap that is too "tall", as it will stick
out horizontally from the driver board and increase stress on the cap's
solder points.
- 15,000 mfd 25 volt, Digikey part# P6891-ND, Panasonic snap cap. An
excellent replacement in both quality and size.
- 15,000 mfd 25 volt, Mouser part# 5985-25V15000 or Digikey part#
P6577-ND.
- 12,000 mfd 25 volt, Mouser part# 5985-25V12000 or Digikey part#
P6575-ND.
- 10,000 mfd 25 volt, Mouser part# 5985-25V10000 or Digikey part#
P6573-ND.
Reflowing Bridge or Diode Solder Joints. Often a bridge or
diode will test Ok, but the game still resets. This can be caused by
cold, fatigued, or cracked solder joints on a bridge. Since bridges
(especially BR2) and diodes can get hot, they will mildly heat up a
solder joint, and make it go "cold" or fatigued. Reflowing these solder
joints with new solder often fixes this problem. Also reflow the solder
joints on the bridge or diode's associated filter capacitor. Often
these solder joints and plated through circuit board holes crack.
The problem with reflowing the solder joints on the bridges and
capacitors is this; often the traces on the top side of the board (which
can not be accessed because of the components), do not get as good
solder contact. This can cause an intermittent connection, which can
lead to game resets. The best solution to this problem is adding some
jumper wires (see below).
Insurance: Installing Bridge/Capacitor
Jumpers. Another problem with the bridge rectifiers/diodes and
the filter capacitors are their solder pads and plated-through circuit
board holes. The WPC driver board is a double sided board (that is, it
has "traces" running on both sides of the board, both leading to
different components). Soldering of both top and bottom traces is done
on the bottom (solder side) of the board. The plated-through circuit
board holes allow continuity from the solder side traces to the
component side traces. Since the components themselves are in the way
on the top side of the board, it is hard to even see the component side
solder pads.
The problem is this; these components (bridges/capacitors) are large,
and they can get hot (softening the solder). Vibration, heat, or both,
can cause the solder points to crack. It's the size and weight of the
bridge rectifiers and filter capacitors that causes this problem, and
heat just makes the problem worse. This can cause an intermittent
connection, or a higher resistance connection (cold solder joint).
This can cause game resets, or whole banks of coils or lamps to not
work.
Reflowing the solder on the back of the driver board is one solution.
But it really isn't the ultimate solution. Since the driver board is a
double sided board, and the components on the top side of the board are
large, the traces can only be soldered on the bottom side of the board.
This does not guarentee a good connection to the traces on the top
(component) side of the board, especially if the circuit board's
plated-through hole traces are cracked (very common). To fix this
problem, it is recommended to add jumper wires on the solder side of the
driver board. This is done to back up the bridge/capacitors' component
side board traces.
The most important bridge/capacitor to jumper is BR2 and C5. Jumper
two 18 guage wires on the solder side of the driver board from BR2 to C5
(positive lead of BR2 to positive lead of C5, and negative lead of BR2
to negatvie lead of C5). This will help prevent random game resets. All
the other bridges/capacitors can be jumpered too.
Installing the Jumpers. When installing the jumpers, first
label the back of the driver board. Use a "sharpie" pen and label the
bridge, and its "+" and "-" leads, on the back side of the driver board.
The positive lead of the bridge is the one offset lead in the
square. The negative lead is diagonal the postive lead. The other two
diagonal legs are the AC leads. Also label the capacitor and it's
positive lead with a sharpie pen (the positive lead on most of the
filter caps is the "top" lead). Double check all potential connections
with a DMM, and buzz out the jumper paths BEFORE you install them
(installing a jumper incorrectly can cause SERIOUS problems!). This
will make installing the jumpers much easier and error-free.
WPC and WPC-S Driver Board Jumpers: For reference, the
driver board is positioned with the solder side showing, and connector
J104 at the "top". All jumpers added to the solder side of the driver
board.
- BR2 to C5: two jumpers. Jumper the positive lead of bridge BR2 to
the positive lead of C5. Repeat for the negative leads also.
- BR1: ONE jumper. Jumper the AC lead of BR1 (just below the
positive lead) to connector J101 pin 7.
- C6/C7: jumper the two positive leads of capacitors C6 and C7
together (this also jumpers also helps BR1).
- C6: Add another jumper from the positive lead of C6 to TP8 (Test
Point 8, 18 volt DC). Note this jumper is not shown in the picture
below.
- BR3: three jumpers. Jumper the lower AC lead of BR3 (just below
the positive lead) to connector J104 pin 1. Jumper the other upper AC
lead (to the left of the positive lead) to connector J104 pin 2.
Jumper the positive lead of BR3 to the large solenoid fuse trace
about 2" below the bridge (see picture below).
- BR4: three jumpers: Jumper the negative lead of BR4 to the
negative lead of C11. Jumper the AC lead of BR4 (just above the
negative lead) to connector J102 pin 1. Jumper the other lower AC lead
of BR4 (just below the positive lead) to connector J104 pin 4.
- BR5 to C30: two jumpers: Jumper the positive lead of BR5 to the
positive lead of C30. Repeat for the negative leads also.
All the
above jumpers have been installed. The most important jumper is
the one from BR2 to C5 (the gray wires). Note the "+" (offset
leg) of the bridge goes to the "+" lead of the associated
capacitor. The "-" lead of the bridge is diagonal to the offset
"+" lead. Shown is a WPC and WPC-S style driver
board.
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Probably
the second most important jumpers to install are those from BR5
to C30. Note the "+" (offset leg) of the bridge goes to the
"+" lead of the associated capacitor. The "-" lead of the bridge
is diagonal to the offset "+" lead. Shown is a WPC and WPC-S
style driver board.
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Are Jumper Wires Good Insurance for WPC-95 Games Too? Yes!
Even though WPC-95 games stopped using bridges in favor of diodes (which
have far less heat/vibration solder pad cracking problems), jumper
wires are still a good idea. On WPC-95 games, all the large
electrolytic capacitors on the driver board have the potential for
cracked solder pads.
To give an example of solder pad cracking, I recently had a problem
on a Safe Cracker (WPC-95) where none of the low power (20 volt) coils
worked. It was very frustrating; the fuse was good, and power was
getting to the Driver board, but not out of the driver board and to the
coils.
It turned out that the capacitor that filters the DC voltage after
the rectifying diodes on the driver board had a cracked solder pad. This
prevented the voltage from getting any further than it's associated
rectifying diodes (I should have known; the +20 volt LED at TP104 on the
Driver board was not lit!) Adding the jumper wires from the diodes to
the capacitor fixed the problem.
Remember, the purpose of the jumpers on a WPC95 driver board is for
added insurance on the *filter cap*. The diodes do *not* need the
jumpers (other than the filter cap connects to the diodes). Its the
weight of the filter cap is what causes the solder pads to crack (from
vibration). The diode's solder pads just don't crack.
WPC-95 Driver Board Jumpers. At minimum, add jumper wires
for the +5 volt filter capacitor and rectifying diodes. The other
diodes and filter cap can be jumpered too, as desired:
- +5 volts: Jumper from the non-banded side of D7/D8 to the negative
lead of cap C9, and from the banded side of D9/D10 to the positive
lead of cap C9.
- 12 volts unregulated: Jumper from the non-banded side of D5/D3 to
the negative lead of cap C8, and from the banded side of D4/D6 to the
positive lead of cap C8.
- 12 volt regulated & 18 volt Lamp Matrix: Jumper from the
non-banded side of D11/D12 to the negative lead of caps C11/C12, and
from the banded side of D13/D14 to the positive lead of caps C11/C12.
- 50 volt coils: Jumper from the non-banded side of D19/D22 to the
negative lead of cap C22, and from the banded side of D20/D21 to the
positive lead of cap C22.
- 20 volt coils: Jumper from the non-banded side of D16/D18 to the
negative lead of cap C10, and from the banded side of D15/D17 to the
positive lead of cap C10.
Replace the +5 Volt Filter Capacitor at C5/C4 (or C9/C1 on
WPC-95). If the game is still resetting, there's probably a good
chance that the +5 volt filter capacitor at C5 (15,000 mfd @ 25v) or C9
(WPC-95, 10,000 mfd @ 25v) needs to be replaced. The C5/C9 capacitor
filters and smooths the +5 volts. If this cap is worn out, unsmooth +5
volts will result. This will cause random game resets. On WPC-S and
prior games, when replacing bridge BR2, it is a good idea to just go
ahead and replace the filter cap C5 with a new 15,000 mfd 25 volt
capacitor. Any game that is 10 years old or more should have the +5 volt
filter cap replaced. Also replace driver board cap C4 (100 mfd 25 volts)
or C1 (WPC-95) with a 470mfd or 1000mfd version.
Again Check the Power Driver Voltage Plugs (Transformer,
J101/J129). The molex plug that provides the input voltage to the
driver board can also have problems. On WPC-95, J129 supplies the
voltage that gets rectified to +5 volts. On WPC-S and prior, J101
handles this. Also check the main power plugs that supply +5 and +12
volts to the power driver boards. On WPC-S and prior, this is J114. On
WPC-95, this is J101.
Make sure the above connectors are in good condition. Check the pins
on the driver board for burnt pins, cold/fatiqued or cracked solder
joints (also see the Burnt
Connector and connectors
sections). Any problems with the above mentioned connectors can cause
random game resets.
The Zero Cross Circuit and Resets on WPC-S
and Prior. The zero cross circuit serves a couple purposes, one
of which has to do with game resets. Part of the driver board's zero
cross circuit are diodes D3 and D38 (located just below connector J109),
which are both powered from driver board AC power traces going to
bridge rectifier BR2. Since BR2 is often a replaced part, sometimes the
traces going to D3/D38 get broken. This can cause random game resets (it
can also cause the General Illumination lights to not dim!) So whenever
replacing the bridge Rectifier BR2, be sure to use a DMM and "buzz out"
the two AC leads of the BR2 bridge, making sure they go to non-banded
side of diodes D3 and D38 (component side upper right BR2 lead to the
right side of D38, component side bottom left BR2 lead to right side of
D3).
There is also a very easy way to make sure that the zero cross traces
from the AC leads of BR2 are not broken. Just power the game on and go
to the G.I. test menu. If the G.I. lamps do not dim (they are full on
regardless of the brightness level), then a circuit board trace going to
D3 and/or D38 is broken.
Component
side of a WPC-S and prior driver board. Note the broken trace
(yellow circle) from BR2 to diode D3, which can be easily seen with
BR2 removed. If this trace is broken, the game will still
ramdomly reset and the GI will not dim.
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Solder
side of a WPC-S and prior driver board. Note the trace (red circle)
which goes to diode D38, and is easily broken at BR2. If this
trace is broken, the game will not allow the GI lights to dim (GI
only full on, or off, no in-between).
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Game is Still Resetting.
The 5 Volt Regulator and CPU board Chips. The +5 volt
regulator at U1 (LM323 on WPC-S and prior) on the power driver board
could be weak or bad. This is a cheap and available part (Radio Shack
even sells them), so go ahead and replace it (on WPC-95, the +5 volt
regulator is again Q1, but it is a LM317k). This +5 volt regulator does
fail, and it's a smallish part, so it would be the first thing to
replace if everything else has been checked or replaced.
Also the LM339 voltage comparator chip at U6 (U1 on WPC-95) on the
power driver board could be bad. This chip is in the zero crossing
circuit. If bad or leaky, this will cause game resets too. Replace the
LM339, and make sure to install a socket for this chip.
Yet another reset problem can be caused by the CPU board chips at U1,
U2, U3 (all WPC revisions). These chips connect directly to the CPU,
and can have heat problems that cause a game to reset.
Also I have seen problems with the CPU board's U8 (6264) RAM chip
causing reset problems. This is a static sensitive chip, so it is
easily damaged.
Failing Dot Matrix Controller/Display. The game in question
was Star Trek Next Generation, and the symptoms included occasional game
resets, weak flippers, and dim lights. The usual stuff was tried:
replaced all the bridge rectifers and filter caps, rebuilt the flippers,
etc, and nothing worked. A bad transformer was suspected, so it was
re-taped for 100 volts, as an experiment. After powering the game back
on, immediate smoke was seen off the dot matrix display controller
board. On closer inspection, a number of the diodes and large
resistors on the dot matrix display board showed signs of severe heating
(the experiment with the lower voltage tap wasn't nearly long enough to
cause the damage observed - this had built up over considerable time).
After rejumpering the game back to 115 volts, a spare dot matrix display
board was installed in the game, and everything worked: bright lights,
strong flippers, and no game resets.
In this case the high-voltage supply circuits on the dot matrix
display controller board were marginal. A considerable amount of
current was being drawn by the dot matrix display board. This problem
caused enough load on the transformer to bring all the voltages down for
the whole game (there was a clue: with the game turned on, the AC inputs
into the bridge rectifers all read at the low end of the acceptable
range).
Even having an "out-gassed" dot matrix display with a good dot matrix
controller board can cause game resets (see Dot
Matrix/AlphaNumeric Score Displays for more details on out-gassing
displays). The problem of weak, old, out-gassed dot matrix displays
causing game resets is becoming more common. The moral of this story is
to not use a dot matrix display that is out-gassed and at the end of its
life.
Lesson: not all game resets and low voltage problems are caused by
the notorious bridge rectifers. Bad CPU chips or bad voltage supply
circuits on the dot matrix display board can also mimic these problems.
Check the large resistors and diodes near the heat-sunk transistors on
the dot matrix controller board. Look for clear signs of overheating
(blackened PC board), even though the board is functional. To fix this,
rebuild the high voltage section of the dot matrix display board, as
described later in this document in the Dot
Matrix/AlphaNumeric Score Displays section. Also be sure to replace
a marginal dot matrix display. A bad display can consume much more
power, stressing the dot matrix controller board, and potentially
lowering other voltages, and causing game resets.
The Power Box and Game Resets.
The Thermistor and Resets. the Thermistor's job is to act
like a low value resistor when cold. After warming up for a moment, it
essentially becomes a zero ohm resistor. When the game is first turned
on, it provides a slightly lower input voltage to the game's transformer
(and hence bridge rectifiers/caps), limiting the in-rush current (and
lengthening the life of the bridges) by acting as a low value resistor.
With time sometimes the thermistor does not function correctly after
warm up, therefore acting like a full time resistor. This keeps the
input voltages lower, and makes game resets more prevalent, especially
when the game is "cold". The Thermistor is located in the "power box"
just inside the coin door. This power box also housing the game's power
switch.
With the game turned on and warmed up (say one minute), no more than
1.00 volts AC should be measured with a DMM across the Thermistor, with
the game in the attract mode (not playing). Note when the game is first
turned on, as much as 5 volts AC can be seen across the Thermistor. But
this voltage should drop down to under 1 volt AC as the game warms up in
the next minute. The thermistor is the gray disc device wired from the
line filter to the fuse. The thermistor is an 8 amp, 2.5 ohm current
limiter, and can be purchased from Mouser Electronics (part number
527-CL30). Do not confuse the thermistor with the Varistor (MOV), which
is the green disc wired across the two AC lugs of the line filter. Also
be careful monkeying around inside the power box, on do this with the
game unplugged, as there is 115VAC (or 220VAC for Europe) present.
Also measure the thermistor with the game power off and "cold" using
a DMM set to ohms. No more than a 2 or 3 ohms should be seen. If any
more than that, replace it.
But the easiest way to determine if the thermistor is a problem with
game resets, is to jumper around it temporarily. Using an aligator test
lead, just jumper around the thermistor, and power the game on and test
for resets when the game is "cold". No more resets means the thermistor
is bad.
Note the thermistor was removed for many (but not all) WPC-95 games.
It was no longer needed as the bridge rectifiers were replaced with
discrete diodes, and the filter caps were changed from 15,000 mfd to
10,000 mfd. So WPC-95 games may or may not have a thermistor installed.
The
"power box" just inside the coin door. Picture by John
Robertson.
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Measuring
the AC voltage across the Thermistor, with the game in attract
mode. No more than 1.00 volts AC should be
seen.
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Connectors inside the Power Box. While checking the
thermistor and varistor, also check the single spade lug connectors used
on the power switch and the RF (Radio Frequency) Filter. Sometimes these
connectors can get loose and burn, causing low power to the driver
board, and game resets. Instead of installing new connectors, just
solder the wires directly to the power switch and RF Filter, as shown
below.
A power
box where the power switch and RF filter connectors have been
removed, and the wires soldered directly (red circles). This was
done because the original spade lug connectors had burnt. Pic by J.Robertson.
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Bad Line Fuse Holder. Another not so common failure point
is the main line fuse for the game in the power box. This style of fuse
holder is not great quality, and can become "loose" and cause resets.
Though not common it can happen. Also the line fuse itself can have
resistance and lower the line voltage.
Power box
where the power switch and RF filter reside, and the line fuse
holder is obviously having some problems (see the arcing burn marks
on the right side of the fuse holder). In this Twilight Zone
replacing the line fuse holder fixed the reset problems. The
gray disc connected to the line fuse is the
Thermistor.
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Low Line Voltage Jumpers (105
Volts). If the game is at a 120 volt location but has 112 volts
or less at the wall outlet and is resetting, the game can be jumpered
for "low line voltage". This is also known as the 105 volt Japanese
voltage setting. I don't recommend this if the voltage is above 112
volts as it does put stress on the regulated voltage components on the
driver board and possibly the transformer. Please let me say that
again: DAMAGE can occur to your game if it is transformer jumpered
incorrectly! But it can be used in those rare situations where power is
below 112 volts. It involves rejumpering the .093" round Molex connector
plugs at the transformer (a .093" round Molex connector remover is
required, available from Waldom Electronics part# W-HT-2038 or Radio
Shack part# 274-223 ($4.99). Instead of the jumper going between pins 8
& 9 of this connector, they are moved to pin 5 & 6. Below are
pictures of this modification on pre-DCS WPC games. ONLY DO THIS IF THE
WALL VOLTAGE IS 112 VOLTS OR LESS.
The
normal 120 volt transformer jumpers on an Addams
Family.
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The low
line 105 volt transformer jumpers on an Addams
Family.
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The low
line 105 volt transformer jumpers for WPC-S and later: Pin 1 to
11, Pin 2 to 3, Pin 4 to 10, Pin 5 to 6.
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Still Reseting? Another Last Resort. This bit of
information is unique to this repair guide. You probably won't hear
about this stuff elsewhere. And there may be a good reason for that. As
this is the last reset thing I can recommend. This is not a bad thing
to do, but I just think it's the absolute last thing you should try.
On WPC and WPC-S games, the 5 volt regulator is a LM323K. These
regulators have a working voltage range of 4.7 to 5.3 volts. That's a
big range, but unfortunately, that's how they work. The problem is for a
WPC game, anything below 4.9 volts and you will have reset problems. Yes
you can replace the LM323K, but really, if you have 4.8 volts, the
LM323k is working within spec. And these LM323k regulators are becoming
more expensive.
Though normally thought as a fixed voltage regulator, the LM323k does
have the ability to vary the output voltage. The metal case of the
LM323k goes directly to ground on the WPC and WPC-S driver board. But
if the LM323's metal case is isolated from ground, and then connected to
a 22 ohm 1/2 watt resistor (with the other end of the resistor going to
ground), this will increase the output of the LM323k slightly. I found
using a 22 ohm 1/2 watt resistor will raise the output voltage to about
5.15 volts. This should fix any persistant reset problems. (Note as the
resistance is increased to say 33 ohms, 5.25 volts will result.) This
option works GREAT in situations where resets are a problem, and all the
other options have been tried.
Modification to a WPC/WPC-S driver board to bump the 5
volts to 5.15 volts. Here the BR2/C5 jumper wires are installed
(red wires), and the blue circles show the modifications to
implement a 22 ohm resistor to the LM323 rectifier. Note the
ground trace is cut around the LM323k bolt, and ground is directed
to the bolt thru a 22 ohm 1/2 watt resistor. Also on some
revisions of the WPC driver board, the LM323 has a ground trace
on the component side of the board that will also need to be cut.
Always buzz out the ground to the metal case of The LM323 to
ensure you have it isolated from ground when doing this
mod.
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Component
side of the driver board with the LM323k voltage regulator
removed. The blue line shows where the ground trace was cut to
isolate the metal case of the LM323k from ground. This mod is
only needed on some revisions of the driver
board.
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A similar modification can also be performed on a WPC-95 driver
board. In this case the 5 volt regulator is a LM317, which is an
adjustable output voltage regulator. Williams has the voltage set to 5
volts using a 750 ohm 1/2 watt resistor at R1. If you change this R1
resistor to 780 ohms, this will raise the LM317 output voltage to 5.2
volts. Again this should cure any persistant reset problems.
The question may arise why any of this is needed. It turns out the
LM323 and LM317 do not have very tight manufacturer specs. So the output
voltage can vary greatly from regulator to regulator. Also as components
age in a game, they can consume more power. Because of this you may
find it necessary to do the above modification to fix a persistant reset
problem. I have found this modification to work well on stubborn WPC
games with four flippers, and in conditions where the wall voltage is in
the 110 to 115 range.
End of Reset Problems.
Other Misc. Bridge/Power Problems.
Fuse F116 Keeps Blowing on WPC-S and Prior
Games. When fuse F116 keeps blowing on WPC-S and earlier games,
it's almost always a bad bridge rectifier at BR5. Replace and make sure
there is good solder contacts leading to the "+" lead of C30.
"Check Fuse F114/F115" (or F106/F101) Message. This
indicates the voltage is out for the lamp/switch matrix. Sometimes this
message is gotten even when the fuses are good!
A failing bridge (or diodes) can cause the game to think their
respective fuses are bad. If the fuse F114 (or F106 on WPC-95) is
actually blown, usually this is an indication that BR1 (or diodes
D11-D14 on WPC-95) usually failed. But it could be as simple as a
cracked solder pad on power driver board's BR1 (or diodes D11-D14 on
WPC-95). See the above about jumper wires, and install those for good
reliability. The shotgun method can also be used, replacing BR1 (and
BR2, both for WPC-S and prior, while you are at it!) on the power driver
board, in addition to the jumper wires.
Here is a step-by-step test to see exactly what is causing the
F114/F115 (or F106/F101) error message. With the game on and the coin
door closed:
- Test for AC voltage at J101 pins 4 and 7 (or J129 pins 4 and 7 on
WPC-95). A reading of 13 to 18 volts AC should be seen. This is the
AC voltage coming from the transformer. If no voltage here, check the
Molex connectors around the transformer and at the power driver board.
- Test for DC voltage at TP8 (or TP102 on WPC-95) and ground. A
reading of 16 to 18 volts DC should be seen. If no voltage here,
replace BR1 (or D11 to D14 on WPC-95). Also no voltage here can occur
because the solder pads are cracked around bridge BR1 (or D11 to D14
on WPC-95). Using jumper wires for BR1 (as described in the Game
Resets section) helps prevent this.
- Test for DC voltage at TP3 (or TP100 on WPC-95) and ground. A
reading of 12 volts DC should be seen. If no voltage here, check or
replace diodes D1 and D2 (1N4004, all WPC version).
- If diodes D1/D2 are OK, replace Q2 (all WPC versions), a LM7812
voltage regulator.
- If the above still does not fix the problem, replace U20 (all WPC
versions) on the CPU board (ULN2803). If U20 died "hard", it could
also blow the U14 (74LS374) on the CPU board. On WPC-95 and WPC-S it's
U23 (74HC237 or 74HC4514 respectively).
- If the above still does not fix the problem, and the game has an
under-the-playfield optic board, replace the LM339 chips on this
board. Replace them all, and use sockets.
- If voltage is still not right, or BR1 (or diodes D11 to D14 on
WPC-95) are REALLY hot, check all the TIP107 transistors on the power
driver board. If these test good, check/replace the power driver
board's ULN2803 at U19 (or U11 on WPC-95), or maybe the power driver
board's 74LS374 at U18 (or U10 on WPC-95).
Also on WPC-S and prior games, connectors J114, J116, J117, J118 can
be removed. Replace the fuse and power on the game. If the fuse blows,
its corresponding bridge rectifier is most likely shorted and should be
replaced. If the fuse doesn't blow, the problem is not in the circuit
boards. Most likely a shorted wire, which can only be manually hunted
down.
Burnt +18 Volt BR1 Bridge or WPC-95 Diodes D11-D14. This
problem is strange, but a lot more common than one might think. The +18
volt (lamp columns) bridge or WPC-95 diodes get excessively hot and
burns. I've seen this where the driver board is black from the heat.
This happens because the lamp matrix is demanding more power than the
circuit is designed to handle. Eventually the associated fuse F114 or
F106 (WPC-95) will blow. Note the BR1 bridge or WPC-95 diodes D11-D14
are probably OK. If these were bad, the fuse F114 or F106 (WPC-95) would
blow immediately.
The reason for the burned bridge or diodes is simple; for some
reason, one (or more!) of the lamp columns is stuck "on". Remember, the
lamp matrix uses 12 volts, but this is derived by strobing (turning on
and off very quickly) 18 volts. If a column locks on, instead of getting
12 volts, the full 18 volts is delivered. This added voltage puts
stress on the lamp column circuit, and causes the +18 volt BR1 bridge
or WPC-95 diodes D11 to D14 to get really hot (and their associated
fuse to eventually blow).
To fix this, first check all the TIP107 column driver transistors
(see the Checking
Transistors section). If none of these transistors are shorted on,
then next suspect the ULN2803 at U19 (or U11 on WPC-95), or maybe the
74LS374 at U18 (or U10 on WPC-95). If the TIP107 transistors are OK, the
ULN2803 is probably the culprit. An easy way to tell if the lamp matrix
has a problem is to notice the controlled lamps right when the game is
turned on. If any playfield lamps flash on right at power-on, there may
be a problem with the ULN2803 driver chip.
Exploding +20 volt C11 Capacitor (or C10 on WPC95). There
are cases when the +20 volt capacitor (Driver board C11 on WPC-S and
prior, C10 on WPC-95) can just explode. This happens when a shorted
flipper coil diode or shorted transistor on the Fliptronics board
causes the 70 volt coil power to feedback into the 20 volt flashlamp
circuitry. Because of reverse voltage, this blows the 20 volt capacitor.
Also installing one of the ribbon cable connectors in the backbox on
the header pins (top row of header pins to bottom row of housing) can do
the same thing. And lastly, if connector J124 is mistakenly plugged into
the driver board connector J128 (they are keyed alike!), this can cause
capacitor C11 to explode.
First check the ribbon cable header pins to make sure they are
attached correctly. Then check the flippers. If when the flippers are
activated, one of the flashlamps dimly lights, there may be a bad
flipper transistor on the Fliptronics board.
There is a preventive measure which can be taken for this. Install
a blocking diode on the driver board ceramic 10 watt resistor R224 (or
R9 on WPC-95). To do this on a WPC-S or earlier driver board, first
remove the lower leg of resistor resistor R224 (the leg just above TP7).
Connect the anode (non-banded end) of a 1N4004 (or 1N4007) diode to the
resistor's leg. Then solder the cathode (banded side) of the diode back
into the driver board (where one leg of R224 was removed). This will
prevent the problem.
3e. When things don't work: Problems with
Flippers
Flippers connect the player to the pinball game. Having perfectly
working flippers is extremely important. Here are some common flipper
problems and answers.
Remember, all flippers (regardless of the game) will have EOS (end
of stroke) switches. This tells the CPU or coil that a flipper is at
full extension. If this switch is broken, it could cause problems
(depending on the WPC generation). Bad EOS switches should always be
fixed.
How Flippers Work. Flipper coils are actually two coils in
one package. The "high power" side is a few turns of thick gauge wire.
This provides low resistance, and therefore high power. The "low power",
high resistance side is many turns of much thinner wire. This side of
the coil is important if the player holds the cabinet switch in, keeping
the flipper coil energized. The high power low resistance side of the
coil is only active when the flipper is at rest.
To simplify how the two sides of a flipper coil work, it's best to
examine the non-fliptronics version. In this case, when the flipper is
energized and at full extension, the normally closed EOS switch opens.
This removes 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.
A
simplified drawing of the flipper circuit in non-fliptronic
games.
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EOS Switches: Normally Closed or Normally Open?
Pre-fliptronics (non-computer controlled) games have a high voltage,
normally closed end-of-stroke (EOS) switch. But Fliptronics flippers are
basically an electronic CPU controlled (instead of mechanical) version
of the above explained non-fliptronics flippers. The main difference is
fliptronics CPU controlled flippers have EOS switches that are low
voltage, normally open switches (instead of high voltage,
normally closed as used on non-fliptronics flippers).
Is the problem Mechanical or Electrical? Before diving into
any flipper problem, identify if the problem is mechanical or
electrical. For example, if a flipper gets stuck in the "up" position
during a game, is it a mechanical binding problem, or an electrical
problem? In this case it's simple to tell; just turn the game off! If
the stuck flipper falls back to rest, the problem is electrical. If the
flipper stays in the up position, it's a mechanical problem. Knowing
this will help fix flipper problems.
Flipper Coil Numbers and Strength. If there are problems
with fliptronics fuses and fliptronics TIP36 and/or TIP102 transistors
blowing, check the flipper coil resistance. Resistance is shown below so
a questionable flipper coil may be tested. The upper measured ohms
should be within 10% of the values below, and the smaller measured ohms
should be within 3%. To measure flipper coil resistance, used a DMM with
one lead on the center coil lug, and the other DMM lead on either
outside coil lug. The high powered side of the coil is the low
resistance. Note no WPC flipper coil should ever be lower than 3.8 ohms!
If it is, it will blow flipper fuses and could ruin fliptronics driver
transistor(s). Likewise the hold side of the flipper coil should never
be below 120 ohms, or again fuses can blow and transistors may fail. The
flipper coils are listed below from weakest to strongest.
- FL-11753: used for small flippers, like the "Thing" flipper on
Addam's Family. 9.8 ohms/165 ohms. Usually a yellow coil wrapper.
- FL-11722: used for weak flippers, like Twilight Zone's upper right
flipper. 6.2 ohms/160 ohms. Usually a green coil wrapper.
- FL-11630: "standard" flipper strength, as used on older games like
Earthshaker, Whirlwind, etc. 4.7 ohms/160 ohms. Usually a red coil
wrapper.
- FL-15411 : strong flipper, as used for main flippers on Addam's
Family, Twilight Zone, etc. 4.2 ohms/145 ohms. Usually an orange coil
wrapper.
- FL-11629: strongest Williams flipper. Used on most of the newest
WPC games. 4.0 ohms/132 ohms. Usually a blue coil wrapper.
Flipper Diodes. All WPC games will have two diodes attached
at the flipper coil lugs. Make sure these diodes are oriented like the
ones pictured below.
The coil
diodes on a Fliptronics flipper coil. The red (bottom) wire
is the "hot" wire. The yellow (middle) wire handles the initial
hi-power "flip", and the orange (top) wire handles the flipper's
"hold".
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Fliptronics flipper coil wiring. Note the wire
color rules specified below are the "usual" wire colors (but
can't be 100% guarenteed).
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The coil
diodes on a Non-fliptronics flipper coil. Note the solo
center wire and the all blue wire on the top lug goes to the EOS
switch and the 2.2 mfd 250 volt spark arresting capacitor (the
EOS switch and capacitor are wired in parallel). The blue/yellow
(lower) wire (or gray/yellow) is the "hot" wire. The
blue/violet (upper) wire continues to the cabinet switch, the
driver board relay, and ultimately ground.
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Fliptronics versus "Classic Old Style" Flippers. Starting
with Addams Family in 1991, Williams changed from a conventional
"classic" flipper system (which had change very little from its
invention in 1947), to an electronic CPU controlled flipper system
called "Fliptronics". The Fliptronics flippers were now controlled by a
circuit board mounted in the upper left corner of the backbox (above the
CPU board).
When the player pressed the cabinet flipper button, the Fliptronics
board would send 70 volts to the high-powered side of the flipper coil
(Fliptronics and non-Fliptronics parallel-wound flipper coils are the
same). Then the Fliptronics board looks for the low voltage flipper EOS
(End of Stroke) switch to *close* (where classic old-style flippers had
the EOS switch *open* when the flipper coil was energized). As soon it
sees this switch close, it diverts the 70 volts to the low-power side
of the flipper coil. This allows the player to hold the flipper cabinet
switches in for extended periods without burning the flipper coils. If
the Fliptronics board sees no EOS switch closure in a short period of
time (the EOS switch is mis-adjusted or broken), it still diverts power
to the low-power side of the flipper coil, preventing coil burn.
The advantage to this electronic system is the EOS switch can be
broken, missing or mis-adjusted and the flipper will work normally. That
is, the flipper coil will have normal power and won't burn if the player
holds the cabinet flipper buttons in. Essentially the EOS switches are
redundant and not absolutely needed. In older "classic" style flipper
systems, a broken or mis-adjusted EOS switch meant weak flippers, burnt
flipper coils, or blow fuses. The fliptronics system avoided this. It
also allows the CPU board to control the flippers too, allowing the game
to flip for the player. This was used in games like Addams Family's
"thing flip" and Monster Bash's "phantom flip".
Another advantage to the Fliptronics system is it gave the game
designers more transistors for driving other coils. For example if the
game only had two flippers (Fliptronics boards could drive up to four
flipper pairs), the Fliptronics board's unused driver transistors could
be used for other chores. This was done on Theatre of Magic and Tales of
the Arabian Nights (both two flipper games). The game designers ran out
of Driver board transistors, and used the extra Fliptronics board
drivers to control non-flipper coils.
Fliptronics I versus Fliptronics II. The first Fliptronics
system was used in Addams Family and is known as "Fliptronics_I". This
was the *only* game that used this sytle Fliptronics circuit board. All
games after Addams Family (including Addams Family Gold) use the
"Fliptronics_II" circuit board. The differences between these two boards
is minor. The main difference is the Fliptronics_II circuit board has an
on-board 70 volt DC power supply for powering the flipper coils. The
Fliptronics_I system uses a separate circuit board (mounted on the right
middle side of the backbox) for supplying the 70 volt DC flipper power.
Since the Fliptronics_I system was only used in Addams Family, many
people look for a spare Fliptronics_I circuit board (why I am not sure
as this board is easy to repair). The thinking being the Fliptronics_I
board was only used in Addams and is fairly rare and hard to find as a
spare. The good news is that a Fliptronics_II board *will* fit and work
without any modifications in an Addams Family (so there is no need to
look for the rare Fliptronics_I board as a spare, as any Fliptronics_II
board will work in Addams Family). Here is the connector mapping for
the conversion from Fliptronics-I to Fliptronics_II for the Addams
Family (thanks to M.McAndrew for this info). Note using a Fliptronic_II
board in an Addams Family makes the game play *no* different than the
original Fliptronic_I board.
Using a Fliptronics_II board in an Addams Family:
- Fliptronics_II J902 = Fliptronics_I J802
- Fliptronics_II J905 = Fliptronics_I J805
- Fliptronics_II J906 = Fliptronics_I J806
- Fliptronics_II J904 = Fliptronics_I J804
- Fliptronics_II J903 = Fliptronics_I J803 (ribbon cable)
- Fliptronics_II connectors not used: J901, J907
Using a Fliptronics_II board in an Addams Family. Power Driver
board (only pertaining to flipper power section):
- J111 - Remove connector (disconnect) and do no use
- J112 - Leave connector
- J110 - Leave connector
- J109 - Leave connector
Using a Fliptronics_II board in an Addams Family. Flipper Power
Board board (small board, backbox middle right side):
- J901 - Leave connector
- J902 - Leave connector
- J903 - Leave connector
What If I Hook up a Flipper Coil Wrong in a Fliptronics
Game? If the wires are reversed or incorrectly attached to a
flipper coil on a fliptronics WPC game, damage will occur to the flipper
coil and the fliptronics board.
The first thing that happens is the flipper fuse will blow on the
Fliptroncs board. Turn the game off, and wire up the flipper coil
correctly (see the above information and pictures). Next replace BOTH
1n4004 diodes on the flipper coil, and replace the blown fuse. You can
try powering up the game, but I would suspect the driving TIP36
transistor on the fliptronics board will also be shorted. (This is easy
to tell, as the flipper coil will stay energize as soon as the game is
powered up or a game is started.) Also check all the 1n4004 diodes in
that flipper circuit on the Fliptronics board with a DMM. There is a
good chance the 'hold' TIP102 and 2n4403 transistors may be bad too,
which you can test with a DMM. Lastly, check the traces on the back of
the fliptronics board coming from the top J902 connector. Often the hold
traces will be burned right off the board. (This happens because when
the flipper coil is wired in reverse, the hold circuit is now wired thru
the high-current portion of the coil, and the traces just burn like a
fuse.)
Flipper Problem Troubleshooting. If
the flipper(s) don't work at all...
Non-Fliptronics Games:
- Check the flipper fuses on the driver board, fuses F101 and F102.
- Check for 50 to 75 volts at the flipper coil. Put a DMM on DC volts,
and the black lead on ground (metal side rail of game). Put the red lead
on any of the three lugs of the coil. It should be between 50 and 75
volts. No voltage means a fuse is blown, or a wire has broken going to
the coil. If voltage is missing from one of the coil lugs, then the coil
has a broken winding and should be replaced.
- Another way to test the flipper coil itself. To do this, turn your
game on and leave it in attract mode. Attach an alligator test lead to
ground (metal side rail of game), and momentarily touch the other end of
the test lead to the middle lug of the flipper coil. The coil should
activate.
- Also check the flipper coil with a DMM set to ohms. With the game
turned off, try this:
- Notice the three solder lugs for the flipper coil. The outside
lug with the banded side of the diode connected has both the thick
and thin wires connecting to it. This is the "common" lead.
- Put one lead of the DMM on the outside common flipper lug.
- Put the other lead of the DMM on the thick wire lug. Around 3
ohms should be seen. This is the high powered side of the coil.
- Put the leads of the DMM on the thin wire lug of the coil. About
3 ohms should be seen until the flipper is manually moved to the
full extended position, opening the EOS switch. Now about 125 ohms
should be seen. Note if more than about 5 ohms is seen when the
flipper is at rest in this test, the EOS switch is pitted and causing
some resistance. Clean it for stronger flippers.
- If the above readings are not seen, the flipper coil is bad.
Typically the hold side of the coil goes bad more often that the power
side.
- Now put the leads of the DMM on each outside lug of the flipper
coil. Around 3 ohms should be seen. This is the high powered winding
of the coil. About 3 ohms should be seen until the flipper is
manually moved to the full extended position, opening the EOS switch.
Now about 125 ohms should be seen. Note if more than about 5 ohms is
seen when the flipper is at rest in this test, the EOS switch is
pitted and causing some resistance. Clean it for stronger flippers. If
when the flipper bat is moved to the full energized position 125 ohms
is not seen, the EOS switch is not opening, and the flipper coil will
get hot and burn. If when the flipper bat is in the energized position
there is no resistance, the hold side of the coil is bad (this happens
more often that the power side going bad).
- On non-fliptronics games, clean the flipper cabinet switch contacts
and the EOS switch contacts with a small metal file. Make sure this
normally closed EOS switch is adjusted properly. The switch
should open about 1/8" at the flipper's end of stroke. If this switch is
dirty or not closed, the flippers may not work at all.
- Test the flipper diode(s). To do this you'll have to cut one lead
of each diode off the coil lug. Then set the DMM to the diode setting.
Put the black lead of the DMM on the banded side of the diode. About .4
to .6 volts should be seen. Reverse the leads and no reading should be
seen. When done, re-attach each diode lead (or just put a new diode on!)
- Check the DPDT flipper engage relay on the driver board. When this
relay is energized, it completes the ground path for all the flippers.
Transistor Q99 (2N5401) controls this relay (if this transistor is
shorted, the flippers will always work even when the game is over).
There are also two jumpers W4 and W5 on the driver board which should
NOT be installed (if these jumpers are installed, the flippers will
always be activated, even when the game is over).
Fliptronics and WPC-95 Games:
- Check the flipper fuses on the Fliptronics board. On WPC-95, the
flipper fuses are on the driver board.
- Use the internal WPC test software to test the flipper switches.
Press the "test button", and go to "Test Switch Edges". A matrix chart
will appear. The flipper switches are connected directly to the CPU
board (on WPC-95) or the Fliptronics board (on earlier games) through
direct switches, and not through the switch
matrix (non-fliptronics games have the flipper switches and EOS
switches wired directly to the flippers, and don't connect to any
board). This means if the flipper button is pressed on any Fliptronics
and later game, the circles on the right most column (outside the box)
of the matrix should change to a square. Here is the order for that
matrix column, from top to bottom:
- Lower Right Flipper EOS switch
- Lower Right Flipper button
- Lower Left Flipper EOS switch
- Lower Left Flipper button
- Upper Right Flipper EOS switch
- Upper Right Flipper button
- Upper Left Flipper EOS switch
- Upper Left Flipper button
If the EOS switches aren't
working on a Fliptronics or later game, check the continuity with a DMM
from the switch to the CPU board (on WPC-95), or the Fliptronics board
(on earlier games). On pre WPC-95 games, these direct EOS switches go to
the Fliptronics board connector J906 and the flipper opto switches go to
J905. On WPC-95 games, the direct EOS switches go to the CPU board
connector J208 and the flipper switches go to CPU board connector J212.
Non-fliptronics games have the flipper switches and EOS switches wired
directly to the flippers, and don't connect to any board.
- On fliptronics games, if the flipper button doesn't register in the
above test, check the flipper
opto boards. Flipper opto boards were implemented on Addams Family,
mid-production (some Addams have them, some don't). Also if the game
uses plastic flipper opto activators, often these can warp. This will
cause the activator to not clear the "U" shapped opto on the flipper
opto board, causing a flipper to never energize!
- On fliptronics (before WPC-95) games, there can be a very rare and
unusual problem with the fliptronics board. There is +50 volts power at
the flipper coils (and the coils & diodes are good), but flipper
switches just don't seem to work. This can be caused by a failed flipper
switch input chip at location U5 (74HCT244) and U2 (74HCT374) on the
fliptronics board.
- Re-seat the ribbon cables going from the CPU board to the
Fliptronics board (be careful to not mis-install the ribbon cable). Some
flipper confusion can be caused by these ribbon cable going from the CPU
board to the Fliptronics board, and reseating the ribbon cable often
clears this problem.
- Flipper flutter (flipper bat goes up and down repeatedly or just a
couple times as the player holds the flipper cabinet button in). This is
almost always a bad flipper coil where the "hold" portion of the coil
(the thin wires) have broken away from the coil lug. Also could be a bad
Fliptronics board TIP102 and/or 2N4403 and/or 1N4004. See below for more
info on this.
Optos are
used on fliptronics flipper switches. Note the plastic
activator arm that moves between the "U" shaped optos.
Originally Williams made these from metal, but switched to
plastic to save money. The plastic version can often warp so
they don't clear the opto, causing a flipper not to
work.
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If the flipper button works fine in diagnostics, but the flipper
doesn't work...
All WPC Games:
- Check for +50 volts at the flipper coil. Put the DMM on DC
voltage. Put the black lead on ground (metal side rail of game). Put
the red lead on either of the outside lugs of the coil. A reading of
50 to 80 volts on either lug should be indicated. No voltage means
(the coin door is open on 1993 or later games or) a fuse is blown, or
a wire has broken.
- Test the coil itself. To do this, turn the game on and leave it in
attract mode. Then attach an alligator test lead to ground (metal side
rail of game), and momentarily touch the other end of the test lead to
the middle lead of the flipper coil. The coil should activate. This
works on both Fliptronics and non-Fliptronic WPC games.
- Check the flipper coil with a DMM set to ohms. With the game
turned off, try this:
- Notice the three solder lugs for the flipper coil. One of the
outside lugs has both a thick and thin coil winding attached to it.
This is the "common" lead.
- Put one lead of the DMM on the outside common flipper lug (the
one with the thin and thick coil windings attached to it).
- Put the other lead of the DMM on the middle lug. A reading of
about 4 ohms should be indicated. This is the high powered side of
the coil.
- Put the leads of the DMM on the two outside lugs of the coil.
For fliptronics games, a reading of about 125 ohms should be seen.
For non-fliptronics games, a litle more than 4 ohms should be seen
until the the flipper is moved manually to the full extended
position, opening the EOS switch. Now about 125 ohms should be
indicated.
- If approximately these readings are not seen, the flipper coil
is bad. Typically the hold side of the coil goes bad more often that
the power side.
- Test the flipper diodes. To do this cut one lead of each diode
off the coil lug. Then set the DMM to the diode setting. Put the
black lead of the DMM on the banded side of the diode. A reading of
.5 volts should be seen. Reverse the leads and no (null) reading
should be shown. When done, re-attach each diode lead.
If the flipper works, but...
If one or both flippers are weak...
While playing a game, a flipper gets weaker and weaker.
The longer the machine is left on, whether playing or not, the flipper
will still get weaker until it won't work at all...
Fliptronics and WPC-95 Games:
- Dirty optic switches on the flipper board can cause this. Try
cleaning them with Windex and a Q-tip.
- Failing optic switches on the flipper optic board can cause this
too. Try swapping the left and right flipper boards. See if the
problem switches to the other flipper. Remember, both flipper boards
must be plugged in for this to work!
- On WPC fliptronics to WPC-S games, failing LM339 voltage
comparators at U4 and/or U6 on the fliptronics board. On WPC-95 games,
replace U25 and/or U26 on the CPU board (since these games don't have
fliptronics boards). Although these don't fail often, they can cause
weak flippers. Do this as a last resort. See "WPC
Fliptronics Flipper Optos" in the switch matrix section for more
details.
Flipper coil gets very hot...
Non-Fliptronics Games:
- Check the EOS switch to make sure it is adjusted properly, and
that the contacts are clean and filed. The EOS switch should open
1/16" to 1/8" when the flipper is fully extended (on non-fliptronics
games).
Fliptronics and WPC-95 Games:
- On WPC fliptronics and later games, if there is a marginal flipper
switch reading, this causes the high powered side of the flipper to
rapidly oscillate between on and off. The holding side of the flipper
coil never engages. This problem will cause the flipper coil to get
very hot in a short time. First try cleaning the flipper board optics.
If this doesn't work, the LM339's on the Fliptronics board at U4
and/or U6 (or CPU board on WPC-95 at U25 and/or U26) will need to be
replaced.
- Bad regulation of the 12 volt power to the optos can cause the
flipper coils to get hot too. Though rare, the 7812 voltage regulator
on the power driver board could be failing, or the electrolytic filter
capacitor for the 12 volts.
Flipper gets stuck in the up position... If the
flipper is stuck in the up position, turn the game off. If the flipper
falls back, the problem is electrical. If the flipper stays up, the
problem is mechanical.
Mechanical "Stuck Up" Problem:
- Check the EOS switches and the flipper pawl. Often the rubber
coating on the flipper pawl that contacts the EOS switch will wear. This
causes the flipper pawl to hang up on the end of the EOS switch. The end
of the EOS switch can even get torn and fray from this. See "Rebuilding
Flippers" for information on fixing this. Also if the flipper coil
stop get mushroomed, this will increase the flipper plunger travel. This
will make it easier for the flipper pawl to stick on the EOS switch.
- Flipper too tight inside the playfield flipper bushing. This causes
binding between the playfield bushing and the flipper crank assembly.
There should be about a 1/32" gap. If the flipper paddle doesn't have
any vertical movement, it's too tight. Use the flipper adjustment tool
included with the game to fit this (see rebuilding
flippers for more info).
- Check the flipper return spring. Is it broken or missing?
Electrical "Stuck Up" Problem:
Non-Fliptronics Games:
- Make sure the cabinet flipper switch is adjusted properly, and not
stuck closed.
Fliptronics and WPC-95 Games:
- Re-seat the ribbon cables going from the CPU board to the
Fliptronics board (be careful to not mis-install the ribbon cable).
Some flipper confusion can be caused by these ribbon cable going from
the CPU board to the Fliptronics board, and reseating the ribbon cable
often clears this problem.
- Flipper cabinet switch is bad. On games with opto flipper cabinet
switches, check the two opto boards. A bad or dirty opto can cause
this problem. Flipper opto boards were implemented on Addams Family,
mid-production (some Addams have them, some don't). On pre-opto
flipper switch WPC games, check/clean the mechanical cabinet flipper
switch.
- Flipper gets very hot and eventually starts to burn and smell.
This means the hold TIP102 transistor for that flipper is shorted on,
and needs to be replaced.
- Flipper immediately energizes and stays up when a game is started
or when the game is tured on (assuming the coin door is closed). The
flipper's TIP36 transistor that controls the high voltage side of the
coil is shorted on, and needs to be replaced. And/or the flipper's
TIP102 transistor that controls the "hold" side of the coil is shorted
on, and needs to be replaced. (Usually it's usually pretty easy to
tell if the TIP36 or TIP102 is shorted. If the TIP36 is shorted, the
flipper comes up very hard when powered on. If the TIP102 is shorted,
the flipper usually, but not always, comes up slower, and sometimes
not at all. But test both transistor, as *both* or *either* could be
bad.) Also sometimes a bad Fliptronics board U2 chip (74LS374) can
cause a flipper to energize as soon as the game is powered on.
- Addams Family ONLY: The Addams Family pinball was the first
Williams solidstate "fliptronics" game. It was the only game to use a
"Fliptronics I" board (all later games used a "Fliptronics II" board).
The Fliptronics I board has a unique personality. If both diodes on
the right flipper coil (upper or lower) are missing or broken, as soon
as the right flipper cabinet button is pressed in a game, both right
flippers will stick in the "up" position. The right flippers will not
release until the left flipper cabinet button is pressed! Note this
MAY also happen if one diode on each right flipper coil is bad too.
This problem can also happen to the left flipper, and is still related
to coil diode failure. To fix this, check both right flipper coils and
make sure the diodes are not broken or missing. Also make sure the
left flipper coil's diodes are present and not damaged. Finally,
sometimes a bad flipper diode will cause the Fliptronics I board's
TIP102 hold transistor to fail. If the problem still exists after
replacing the diodes on all the flipper coils, check the TIP102 hold
transistor on the Fliptronics board.
Fliptronics II Board Repair Info.
The Fliptronics board is a pretty robust board. That is, it will be
rare that you will need to change any chips on this board. Usually all
problems are related to the TIP36 and TIP102 driver transistors, 2N4403
pre-driver transistors, or 1N4004 diodes, or the resistors.
There are four large TIP36 transistors on this board. These are the
driver transistors for the high-powered side of the flipper coil. There
are four because this board can support up to four flippers (one TIP36
for each flipper). Above each TIP36 is a 220 ohm 1/2 watt resistor.
There are eight TIP102 transistors. Four are used to pre-drive the
larger TIP36 transistors, and the other four are used as the "hold"
transistors for the low-power side of the flipper coil. There is a 2.6k
ohm 1 watt blue resistor next to each TIP102, and a 56 ohm 1/4 watt
resistor below each TIP102.
There are eight 2N4403 small transistors used to pre-drive the eight
TIP102 transistors. In addition, right next to each 2N4403 transistor is
a 1N4004 diode and two resistors (1k and 470 ohm 1/4 watt).
When there is a flipper problem, before replacing anything, make sure
there is power (70 volts DC) at all three lugs of the flipper coil in
question. If there's only power at one or two lugs, check the fuses on
the fliptronics board (remove and test with DMM). If fuses are good,
then the flipper coil is bad.
Next check the flipper cabinet opto boards. swap the right and left
boards and see if the problem changes. If it does change, you have a
flipper opto board problem.
Reseat all the ribbon cables.
With the game on and coin door closed, use an alligator clip and
attach one end to ground. Now momentarily touch each metal tab of the
Fliptronics' TIP102 transistors (*not* the TIP36). You should see a
flipper react (if only a 2 flipper game, four of the TIP102 transistors
will do nothing). Remember each TIP102 is controlling either the power
or hold part of a flipper coil. So the right most TIP102 (Q12) should be
power for the lower right flipper. The TIP102 right next to it (Q11)
should be the hold power for the lower right flipper. Moving to the
left, TIP102 Q10 should be the power for the lower left flipper, and
TIP102 Q9 should be the lower left flipper hold power. This exercise is
not testing the transistors. But it is testing the wiring from the
Fliptronics board to the flipper, and testing the flipper coil and coil
power (fuses). It is also a good way to identify which TIP transistors
are controlling which flippers.
If the flipper problem(s) are still there, next check the easy things
on the Fliptronics board. That is the resistors:
- Check the four 220 ohm resistors above the TIP36 transistors.
- Check the large blue 2.6k ohm resistors next to each TIP102. Note
these will test as 2.1k ohms in circuit. If you get anything less than
2.1k ohms, remove one leg of the resistor from the board and retest
it.
- Check the 56 ohm 1/4 watt resistor below each TIP102.
- Check the 1k and 470 ohm 1/4 watt resistors next to each 2N4403.
If any resistors are open (no reading) or questionable,
replace them.
Now check the 1N4004 diodes next to the 2N4403 using a DMM set to
diode test. Black DMM lead on the banded side should show .4 to .6
volts. Replace if any questionable values are seen
Now check all the 2N4403, TIP102, TIP36 transistors. The transistor
checking part of this document tells you how to do that with a DMM.
Remember a transistor that tests as "good" is only really good about
90% of the time. If in doubt replace it.
Note the above tested parts are the ones that fail most often on a
Fliptronics board. The chips rarely fail! So don't go changing any
chips until all the above parts are tested and/or replaced.
If the power side of a coil is not working or the flipper is
electrically "on" at all times, replace the associated TIP36, TIP102,
2N4403 and 1N4004 diode. Do not skimp! Replace the entire component
power train.
If the hold side of the coil is not working or the flipper is
electrically "on" at all times (and you're sure it's not the flipper
coil itself), replace the associated TIP102, 2N4403 and 1N4004 diode. Do
not skimp! Replace the entire component power train.
Note I have seen a problem with a Fliptronics board where the flipper
"fluttered". Normally this would be a hold flipper coil problem, or a
Fliptronics TIP102 problem. But in this case it was the Fliptronics
TIP102's 1N4004 diode that has failed, which caused the flipper flipper
(or "double flip") and not hold in the up position. I found this
problem because the 2.6k ohm 1 watt resistor tested low (1.8k ohms).
After removing one end of the resistor from the board, I found the
resistor tested correctly (2.6k ohms). I then tested the 1N4004 diode
again and found it read 1.2 volts (not .4 to .6). Replacing the diode
fixed the flipper flutter problem. Note I had previously replaced the
TIP102/2N4403 transistors (and not the 1N4004 diode!) and the flipper
still fluttered.
In regards to weak flippers and the Fliptronics board. The culpruit
of weak flippers is usually mechanical or in the coils. But aside from
that, the cabinet flipper opto boards can also be a problem (the optos
get old, and turn on and off very quickly and un-noticably, causing the
flippers to be weak). If all these areas have been addressed, there are
the two LM339 chips on the Fliptronics board. These chips are voltage
comparitors, and read the cabinet flipper board optos. The LM339 chips
can go bad (rare though), causing the flippers to be weak.
3f. When things don't work: the Lamp Matrix
Lights controlled by the CPU (not the General Illumination lights),
are controlled in a similar fashion as a switch matrix. That is, there
are eight lamp rows, and eight lamp columns. This gives a total of 64
CPU controllable lamps. These lamps are powered by +18 volts DC. This
voltage is strobed (turned on and off very quickly), and hence the
final power to the lamps is about 6 volts.
The lamp columns are controlled by TIP107 transistors that switch the
+18 volts on and off many times within a second. The lamp rows are
controlled by TIP102 transistors that switch the ground on and off.
Because the TIP107's source the current (instead of sinking the ground
like a TIP102), lamp column TIP107 transistors go bad more often than
TIP102 lamp row transistors.
Non-Working Lamps. If certain individual lamps do not work
(but others do, indicating the lamp matrix is functioning), there are
several things to check. If the lamp is mounted in a standard socket,
these sockets can become "loose" and go bad. A "loose" socket allows
air (and moisture) to get between the parts, causing corrosion. Also
the wires going to lamp socket are "daisy chained" from other sockets.
Did a lamp wire break "up stream"?
Circuit board mounted lamps have different problems. The most common
is cracked header pins on lamp circuit board. The connector header pins
soldered to the lamp's circuit board can crack right at the board.
Resoldering the header pins can fix this. Also the diodes can break on
the circuit board. For circuit board mounted 555 lamps, this can happen
due to vibration. This will make the lamp not function. Finally, check
the IDC (Insulation Displacement Connector) on the lamp circuit board.
These can have problems too.
The
header pins on an under-the-playfield lamp board. Cracks at these
header pins will prevent CPU controlled lamps from working.
Resolder these to fix them. Pic by
Tx.
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Overly Bright Lamps. When a transistor or diode goes bad,
generally it shorts on. If a transistor shorts on in the lamp matrix, it
can make all the lamps in that row or column appear permanently on, and
be very bright. It can also make lamps that flash on and off appear
brighter too. This happens because the lamp matrix is actually +18 volts
that is continually turned on and off, a row or column at a time. This
nets a lower +6 volts that the lamps require. The lamps are never
allowed to get full brightness at +18 volts before being switched off.
If a transistor has shorted on, a row or column of lamps will be turned
on for a longer time, and hence be brighter.
All the computer controlled lamps in the lamp matrix should flash in
attract mode, or in the "All Lamps Test" diagnostic test. If a number of
lamps are just on (and they aren't general illumination lamps), there
may be a lamp matrix transistor problem.
If a number of lamps are out, check the bulbs and fuses first. If a
number of lamps are stuck on, check the game manual and see if they are
in the same row or column. If so, test the individual transistor (see
the Testing
Transistors and Coils section) before replacing it.
No Lamp Matrix Lights Work, or are Confused. If none of the
lamp matrix lights are working, the obvious thing to check is the fuse.
If the +18 volts is missing, none of the lamp matrix lights will work
and the 18 volt LED will not be lit. This is powered through bridge BR1,
fuse F114, LED6, and test point TP8 (on WPC-95 games diodes D11-D14,
fuse F106, LED102, and TP102).
What if the fuse is good (which would indicate the bridge/diodes are
good), the LED is lit, and the test point shows 18 volts DC? Yet the
lamp matrix lights don't work, or are "confused"? With the power off,
reseat the short ribbon cable that goes between the CPU and driver board
(this will clean the connectors on this ribbon cable). Often this
simple approach will solve the problem.
Lamp Matrix Fuse Keeps Failing (F114 or F106 on WPC-95). If
the lamp matrix 18 volt fuse keeps blowing (F114 or F106 on WPC-95),
isolate the lamp matrix power from the rest of the game. This will
determine if there is just a simple short or bad diode on the playfield,
or if there is a bad rectifying bridge or diode on the power driver
board.
On WPC-S and earlier, remove connectors J133-J138. On WPC-95, remove
connectors J121-J126. Replace the blown fuse, and power the game on. If
the fuse blows, the problem is probably a bad bridge BR-1 (WPC-S and
prior) or bad diode D11-D14 (WPC-95). See the Game
Resets (Bridge Rectifiers, Diodes and Caps) section of this document
for testing or replacement.
If the fuse does not blow with the game powered on, replace the
removed connectors one at a time. When the fuse blows, you have
issolated the problem to the connector just installed. Most likely there
is a playfield lamp socket shorted. Or if new bulbs were just
installed, there may be a new bulb that is shorted (yes this does
happen). Either way, the wires from the connector just installed can be
traced, and the short located.
Left: #44/47 lamp, socket and the orientation of
the diode. Note the banded end of the diode goes to the "middle"
lamp lug. The non-banded end goes to the lamp's tip
lug. Right: The playfield socket used for 555 lamps. The
small metal tabs on the outside of the socket often get bent.
This prevents a good connection to the board on which they plug.
Bend them back for better contact.
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Left: the component (lamp) side of a lamp board.
Note the 1N4004 diodes mounted to the board, and the use of 555
bulbs. The diodes can crack if soldered too tightly to the board,
causing the bulb to not work. Right: the solder (socket)
side of a lamp board. Note the Molex header pins soldered here.
Often these Molex pin solder joints crack or become fatiqued,
preventing the lamp(s) from working.
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Testing a
diode on a lamp socket circuit board. The black lead is on the
banded side of the diode.
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Lamp Diodes (Lamps that don't work or work "twice"). Each
CPU controlled lamp will have a diode associated with it. If this diode
is bad (shorted on), it will cause other lamps in that row or column (or
even another row or column) to turn on. This can usually be seen in the
"All Lamps Test". The faulty row or column will light *twice* in a
single lamp matrix sweep (once when it should be on, and a second time
due to the short on *another* row or column re-lighting it). The lamp(s)
in question are on twice as long as all the other CPU controlled lamps.
Another way to test this is to use the "Single Lamp" test. If two
different lamps are on for a single lamp test, there may be a short, a
bad diode, or a bad transistor.
If a lamp diode has broken (become open), or is disconnected from the
lamp socket, its lamp will not light. Broken diodes can happen on
circuit board mounted lamps (555 style bulbs). If the diode was inserted
and soldered into the circuit board "tightly", the diode can crack due
to mechanical stress and vibration. During the soldering process, the
diode body can elongate slightly. When it cools, the diode shrinks back,
adding more stress. If there's no other place for that stress to be
dissipated, the diode body is the weakest link, and it can crack.
Two Lamps On Instead of One. If a lamp diode is shorted on
(or installed incorrectly), a bad TIP107/TIP102 transistor, or just a
short on the playfield lamp matrix, can cause two lamps to act as one.
This can be seen in the "Single Lamp Test". Each individual lamp in the
lamp matrix (as displayed on the screen) should flash. The "+" and "-"
buttons will move the test from one lamp to another. If TWO lamps flash
in this test instead of just one, suspect this lamp has having a bad or
mis-installed lamp diode, or it's associated TIP107/TIP102 transistors
as bad, or just a short between two row or column wires.
It is pretty easy to tell which problem it is. First reference the
game manual, and figure out which rows/columns are the problem. To do
this, note all the lamps that "double light", and see what row/column
they occupy. A pattern should be seen, with the double lights being all
in the same row or column. As shown in the previously mentioned Transistor
Testing section, test the related TIP107 and TIP102 transistors (as
indicated in the manual for the related rows/columns) for a problem.
If that checks out OK, next look for a short and/ or bad lamp diode
on the playfield. This is easy to test; just remove the lamp matrix
plugs from the power driver board (these connections are shown a few
paragraphs below). Using the DMM set to ohms, see if the associated
row/column wires are shorted to each other on the disconnected lamp
matrix plugs (not on the driver board!). If two lines buzz out with zero
ohms, there is a short or bad diode on the playfield somewhere. Shorts
happen often from solder drips when someone resolders a coil under the
playfield. These solder drips often land on the lamp boards under the
playfield, on the header pins, shorting two together.
Testing a Lamp Diode. In order to test a lamp diode, use
the DMM set to diode test. Put the black test lead on the banded side of
the diode. A reading of .4 to .6 volts should be indicated. Reverse
the leads and put the red lead on the banded side of the diode. A null
reading should be shown. Any other reading and this lamp's 1N4004 diode
should be replaced. The light bulb doesn't need to be removed, nor does
the diode need to be desoldered to perform this test. Also test the
diode soldered to the circuit boards that hold the 555 lamps in the same
manner (but remove the connector and the 555 lamp before testing).
Common Connectors. There are several lamp matrix connectors
which are common on the power driver board. Here are the breakdowns:
WPC and WPC-S
- J133, J134, J135 = Lamp Rows (all wired identical)
- J137, J138 (large plug), J136 (small 3 pin plug) = Lamp Columns
(J137, J138 wired identical)
WPC-95
- J124, J125, J126 = Lamp Rows (all wired identical)
- J121, J123 (large plug), J122 (small 3 pin plug) = Lamp Columns
(J121, J123 wired identical)
With this in mind, on a WPC-95 game for example, connectors at J124
and J125 and J126 can be mixed up, because they are plug compatiable.
Testing
the lamp matrix rows using two test leads, a 555 socket
(pulled temporarily from the playfield), and a 1N4004 diode on a
WPC-95 game. One test lead is attached to column connector J121
pin 1 (J137 on WPC-S and prior) on the driver board, and is
stationary. The other end is attached to the light socket. Another
test lead is connected to the second lead of the lamp socket. A
diode is clamped into the other end of the test lead. Then the
banded side of the diode is touched to each pin of row
connector J124 (J133 on WPC-S and prior). The "all lamps" test
should flash the lamp for each pin.
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Testing the Lamp Rows. If a TIP102 transistor that drives a
lamp row is suspected as bad, test it:
- Remove the backglass and fold down the display to gain access to
the Driver board.
- Turn the game on.
- After the game boots, press the "Begin Test" button in the front
door. Go to the Test menu's "All Lamp Test" test.
- Unplug the row connectors at J133 (or J124 on WPC-95) and column
connector at J137 (or J121 on WPC-95). These are on the lower right
portion of the Driver board.
- Connect an alligator test lead to column connector pin 1 of J137
(or J124 on WPC-95). Pin 1 is the right most pin, as facing the
board.
- Connect the other end of this test lead to one lead of a 555 light
socket. One can be temporarily borrowed from a playfield lamp (make
sure it's a working lamp first!).
- Connect another test lead to the second lead of the 555 light
socket.
- On the other end of the test lead, clip on a 1N4004 diode, with
the non-banded end away from the alligator lead.
- Touch the non-banded end of the diode to row connector J133 (or
J124 on WPC-95) pin 1. Again, pin 1 is the right most pin, as facing
the board.
- The lamp should flash.
- Move the diode/alligator lead on row connector J133 (or J124 on
WPC-95) to the next pin. Again, the lamp should flash.
- Repeat the previous step, until the last pin of row connector J133
(or J124 on WPC-95) is reached.
If a lamp row tested doesn't give a flashing test lamp, that row is
bad (or the test diode is reversed!). No light or a non-flashing,
bright lamp are signs that the respective TIP102 row transistor is bad.
Test the transistor as described in Testing
Transistors and Coils.
Testing
the lamp matrix columns using two test leads, a 555
socket (pulled temporarily from the playfield), and a 1N4004
diode on a WPC-95 game. One test lead is attached to row
connector J124 pin 1 (J133 on WPC-S and prior) on the driver
board, and is stationary. The other end is attached to the light
socket. Another test lead is connected to the second lead of the
lamp socket. A diode is clamped into the other end of the test
lead. Then the non-banded side of the diode is touched to
each pin of column connector J121 (J137 on WPC-S and prior).
The "all lamps" test should flash the lamp for each
pin.
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Testing the Lamp Columns. If a TIP107 transistor that
drives a lamp column is suspected as bad, test it:
- Remove the backglass and fold down the display, to gain access to
the Driver board.
- Turn the game on.
- After the game boots, press the "Begin Test" button in the front
door. Go to the Test menu's "All Lamp Test" test.
- Unplug the row connectors at J133 (or J124 on WPC-95) and column
connector at J137 (or J121 on WPC-95). These are on the lower right
portion of the Driver board.
- Connect an alligator test lead to row connector pin 1 of J133 (or
J121 on WPC-95). Pin 1 is the right most pin, as facing the board.
- Connect the other end of this test lead to one lead of a 555 light
socket. One can be temporarily borrowed from a playfield lamp (make
sure the lamp works first!).
- Connect another test lead to the second lead of the 555 light
socket.
- On the other end of the test lead, clip on a 1N4004 diode, with
the banded end away from the alligator lead.
- Touch the banded end of the diode to column connector J137 (or
J121 on WPC-95) pin 1. Again, pin 1 is the right most pin, as facing
the board.
- The lamp should flash.
- Move the diode/alligator lead on column connector J137 (or J121 on
WPC-95) to the next pin. Again, the lamp should flash.
- Repeat the previous step, until the last pin of column connector
J137 (or J121 on WPC-95) is reached.
If a lamp column tested doesn't give a flashing test lamp, that
column is bad (or the test diode is reversed!). No light or a
non-flashing, bright lamp are signs that the respective column TIP107
transistor is bad. Test the transistor as described in Testing
Transistors and Coils.
Most Common Problems with Lamps.
- Bad bulb. Any light bulb can burn out. Often it can visually be
seen the bulb is burnt, but sometimes it can't. Test the bulb with the
DMM, set to continuity. Put the test leads on the bulb. No continuity,
and the bulb is bad.
- Wire broken away from the socket. This happens quite often and
requires re-soldering the wire back to the socket lug. On lamp
sockets, wires are "daisy chained" from other sockets. Did a wire
break "up stream" in the chain?
- Cracked header pins on circuit board mounted lamps. The connector
header pins soldered to the lamp's circuit board can crack.
Resoldering the header pins can fix this.
- Diode broken away from the socket. If the lamp diode becomes
disconnected from its socket, the lamp will not light.
- Diode broken on the circuit board. For circuit board mounted 555
lamps, the diode can fail due to vibration. This will make the lamp
not function.
- Corroded or Bad Socket. Re-seating the bulb in its socket can
sometimes fix this problem, but often replacing the socket is the only
choice. On 555 plug-in sockets, bend the contact tabs slightly for
better contact.
- Blown Fuse. If several lights don't work, check the fuse
associated with them.
- Burned Connector on the Driver board. This happens most often with
GI (general illumination) lamps. See Burnt
GI Connectors for more info.
- Bad Column Transistor. The TIP107 transistors that control the
lamp matrix columns often fail. If this is the case, all the lamps in
a particular column will be brightly locked on, or can turn on and off
much brighter than other lamps.
- Two Lamps act as One. If a lamp diode has a shorted on, this can
cause two different lamps to act as one. A bad TIP107 transistor can
cause this too.
Burnt +18 Volt BR1 Bridge or WPC-95 Diodes D11-D14. This
problem is strange, but a lot more common than one might think. The +18
volt (lamp columns) bridge or WPC-95 diodes get excessively hot and
burns. I've seen this where the driver board is black from the heat.
This happens because the lamp matrix is demanding more power than the
circuit is designed to handle. Eventually the associated fuse F114 or
F106 (WPC-95) will blow. Note the BR1 bridge or WPC-95 diodes D11-D14
are probably OK. If these were bad, the fuse F114 or F106 (WPC-95) would
blow immediately.
The reason for the burned bridge or diodes is simple; for some
reason, one (or more!) of the lamp columns is stuck "on". Remember, the
lamp matrix uses 12 volts, but this is derived by strobing (turning on
and off very quickly) 18 volts. If a column locks on, instead of getting
12 volts, the full 18 volts is delivered. This added voltage puts
stress on the lamp column circuit, and causes the +18 volt BR1 bridge
or WPC-95 diodes D11 to D14 to get really hot (and their associated
fuse to eventually blow). To fix this, first check all the TIP107
column driver transistors (see the Checking
Transistors section). Also see the next section too, on problems
other than the transistors.
All the Lamp Transistors are Good, so What's Next? If none
of the lamp matrix transistors have failed, then next suspect the
ULN2803 (U19 or U11 on WPC-95), or maybe the 74LS374 (U18 or U10 on
WPC-95). If the TIP107 transistors are OK, the ULN2803 is probably the
culprit. An easy way to tell if the lamp matrix has a problem is to
notice the controlled lamps right when the game is turned on. If any
playfield lamps flash on right at power-on (and the lamp matrix
transistors are good), there may be a problem with the ULN2803 driver
chip.
If the lamp matrix still does not work, the next thing to check are
the LM339 chips at U15/U16 (or U16/U17 on WPC-95). If one of these LM339
chips are bad, part of the lamp matrix will not work. If the entire
lamp matrix is not working, also check resistors R150-R153/R172-R173
(or R225, R228, R231, R234, R237, R240 on WPC-95) for proper ground, as
one side of all these resistors are tied to ground. Likewise, capacitors
C13-C20 (or C32-C39 on WPC-95) are also tied to ground.
3g. When things don't work: the Switch
Matrix
When a switch closes, it informs the CPU to score points, award a
feature, and/or to activate a solenoid. If a switch is stuck closed for
a coil (such as a pop bumper switch), the CPU will ignore this switch.
Therefore the pop bumper will not work.
If a switch is not activated in some number of games, or is
permanently closed (when it should be open), the switch is assumed to be
bad. This will create a test report, which is shown when the game is
turned on (that obnoxious "beep beep" at power-on), or when the coin
door test "enter" button is pushed, going to diagnostics. If a
particular feature of a game is difficult to score, it's associated
switch may be (falsely) assumed bad (if not activated in a number of
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 WPC game (except for the direct dedicated switches,
which includes flipper, EOS, and test button switches, which are in
columns outside the 8x8 playfield matrix) are in the "switch matrix".
The switch matrix on a WPC game is controlled by eight switch columns
(or nine columns for Twilight Zone, Star Trek Next Gen, and Indy Jones
- more on that later), and eight switch rows. The cross-section of any
row and column designates any one of the potential 64 different switches
(or 72 switches for Twilight Zone, Star Trek Next Gen, and Indy Jones).
Diagnosing the Switch Matrix: Where's the
Problem?
Before you try and diagnose a switch matrix problem, you need to
figure out if the problem lies in the CPU board, or on the playfield.
You will need to get the game into the T.1 Switch Test diagnostic mode.
And from there do some simple testing. The information below describes
how to do this. There's a lot of info below, and at first it will seem
confusing. But the key is this: break the system down into pieces (the
CPU board, the descrete playfield switches/wiring, or the playfield
mounted opto boards). Figure out where the problem lies, and fix it.
The first thing I would do is again relative to the game's internal
T.1
switch test diagnostics. And from there, determine if the problem
is just one switch, a whole row or column of switches, or opto
switches. Then branch off into more analysis. I highly suggest having
the game manual when diagnosing switch problems. The inside front cover
of the game manual shows the switch matrix rows/columns. This is
important information when trying to figure out if the problem is a
single switch, an entire row or column, an opto switch, a switch
connector, wire colors, etc.
Remember the switch matrix is based on 8 rows and 8 columns (except
Star Trek Next Gen, Indiana Jones, Twilight Zone which have 9 columns).
If there's just a single switch not working, that's usually pretty easy
to fix using this
micro switch info. If a couple switches in a row or column don't
work, often it's a broken row or column wire under the playfield which
daisy
chains the row and eight column wires between switches for that
particular row and column. This can cause other switches in that row or
column "down stream" from working.
In the case of a whole row and/or column of switches, or if the game
is reporting a "ground row/column short" error, get the game into T.1
switch test and remove the playfield switch connectors from the bottom
of the CPU board. Then do these tests: Switch
Columns and Switch
Rows. This will tell if the problem is on the CPU board (like a
shorted CPU board ULN2803 chip). Or if the problem is just a bent and
shorted diode on a playfield switch. Or an opto switch board(s) mounted
under the playfield (if the game uses them, which most WPC games do).
If the switch involved is an Opto
switch, that will require other repair ideas. Not all games use opto
switches, but most do. And some era of games use more optos than others.
For example, starting with Indiana Jones, all WPC games use opto
switches for the ball trough. And games from Indiana Jones to Demo Man
use trough opto boards different than later games (with problematic
LM339 chips installed right on the trough opto board). To further
complicate things, the problem could be the opto transmitter/receiver
itself, or the under-the-playfield mounted board that controls the
optos. Often disconnecting the under-playfield opto board (and the
trough opto board on games Indiana Jones to Demo Man) will determine if
the problem is playfield related, or opto board related. It's a good
idea to disconnect the opto board(s) and see if the switch test T.1
reacts differently. (Tip: if it's Indy Jones to Demo Man, then
reconnect the opto and trough boards one at a time to see if the problem
changes, to help isolate which board is the problem.) Check here
for more opto repair information.
Once the problem location is known to be on the CPU board, the
playfield, or the playfield mounted opto board(s), that makes things a
lot more managable to fix. What you're trying to do is break the problem
down into smaller parts (as smaller parts are easier to test, diagnose,
and ultimately fix).
If you hadn't noticed, diagnosing switch problems can range from
pretty easy to very complicated! Sometimes it best to bring a
professional in for these issues. But if you can keep your head straight
and follow a systematic approach (as outlined above), often an "average
joe" can fix a pretty complicated switch matrix problem. The remainder
of this section will deal with individual parts of the switch matrix,
how it works, and common problems & solutions to switch issues.
Dedicated Switches (Direct Switches). The direct switches
(or dedicated switches) are not part of the WPC switch matrix and are
outside of the 8x8 switch rows and columns. Direct switches include the
diagnostic coin door switches and flipper EOS switches. Since these
switches do not go thru the CPU board's ULN2803 chip, if there is damage
to the switch matrix, 99% of the time the direct switches will still
work. This is handy if someone shorted 50 volts to the switch matrix,
killing the switch matrix. In this situation, the direct switches will
still allow the diagnostics to be run. Because the dedicated switches do
not use the ULN2803, they are a bit more simple in operation. There is a
row number associatd with the direct switches, but no column. Instead
the row wire (orange) is connected directly to ground (black), which
triggers the needed dedicated switch. Often if a dedicated switch does
not work, the reason is a broken ground wire. The dedicated switches
only use CPU chips U16,U17 (LM339) and U15 (74LS240), through CPU
connector J205. An easy way to test the dedicated switches is to ground
each pin of J205 while the game is in switch test mode. This will tell
if the problem is in the CPU board or in the wiring.
The Chips that Control the Switch Matrix. The switch
columns are controlled by a single 18 pin ULN2803 chip on the CPU board
at position U20. The switch rows are controlled by two LM339 chips on
the CPU board at positions U18 and U19. The direct switch rows are
controlled by two LM339 chips on the CPU board at positiion U16 and
U17. These chip designations apply to all WPC generations.
On WPC-S and WPC-95 games, the ULN2803 that controls the switch
columns on the CPU board is socketed. On all other WPC games up to 1994
this chip is not socketed. When a series of switches goes out, it tends
to be the ULN2803 at U20 (all WPC revisions) that fails. Williams
recognized this, and started socketing this chip with WPC-S. On WPC-S
CPU boards, the ULN2803 chip is underneath the battery sub-board.
ULN2803 is equivalent to NTE2018. If U20 dies "hard", it could also blow
the 74LS374 at U14 (on WPC-95/WPC-S it's U23, a 74HC237/74HC4514
respectively) on the CPU board.
The LM339 chips that control the switch rows at U18 and U19 (all WPC
revisions) tend to fail less often. LM339 is equivalent to NTE834. There
are also two more LM339 CPU board chips at U16 and U17 (all WPC
revisions). These two chips control the direct switches (coin door,
diagnostics, etc). These do not fail often either.
There are also LM339 chips used on the under-the-playfield optic
board (if the game has one) or in the ball trough boards on Indy Jones,
Judge Dredd, Star Trek, Popeye and Demo Man. If any one of these LM339
chips fail (common), the switch matrix will be confused. When there is
a switch problem that can not be diagnosed, disconnect the opto boards
and see if problems change. If they do, it's a good idea to replace all
the LM339 chips on the under-the-playfield optic board(s), and use
sockets for these chips. Remember that games Indy Jones, Judge Dredd,
Star Trek, Popeye and Demo Man use trough optic boards with LM339 chips
(WCS94 and later games don't have LM339 chips on the trough optic
board). So these Indy Jones to Demo Man games have a second opto board
with more potential chip problems.
The Switch Matrix Power and its Fuse. If fuse F115 (WPC-S
or earlier) or fuse F101 (WPC-95) opens (blows), the switch matrix will
not work (and hence none of the playfield switches will work). This fuse
supplies the (regulated!) +12 volts needed to operate the switch matrix.
Check TP3 (TP100 on WPC95) on the Driver board for +12
volts. Again, if the regulated 12 volts is not getting to the
CPU board, the switch matrix will not work (*none* of the switch
matrix will work). Using the DMM multi-meter set to DC volts, check
for +12 volts at TP3 (test point 3, TP100 on WPC95) on the driver
board (while the game is on and in attract mode). If +12 volts isn't
there, the switch matrix will never work. Also if this 12 volt test
point fluctuates to under 11 volts, the switch matrix could exhibit
some wacky behavior.
If 12 volts is not at the test point, back up to TP8 (TP102 on
WPC95) and check for +18 volts DC. This comes right from BR1 (D7-D10)
where the AC transformer voltage is rectified to DC. Also check for
+18 volts at the "+" lead of bridge rectifier BR1 (the "indented" lead
of the bridge) on the driver board (WPC-S and before). Occassionally
the solder joints on this bridge will fail, therefore not providing
+12 volts to the switch matrix (see the "Game Resets" section of this
document, and solder jumper wires under the board as shown in that
section). If 18 volts is there, but there is no +12 volts at
TP3/TP100, the next part to suspect is the 12 volt regulator at Q2
(LM7812), or a bad circuit board trace leading to the voltage
regulator Q2.
Wacky Switch Matrix due to Low 12 volts. On some WPC
games, in particular Theatre of Magic, a weak BR1 or weak 7812 voltage
regulator on the power driver board can cause some wacky switch matrix
problems. For example, if the game is doing a "slam tilt" or randomly
firing the slingshots or flippers or other coils, the power to the
switch matrix may be weak. The 12 volt fluctuation for the switch
matrix can often be seen when many of the feature lamps are on. Try
removing connector J133 (disabling the playfield controlled lamps) and
see if the problem goes away. If it does, rebuild the 12/18 volt
power secition (BR1, C6, C7, the Q2 7812 voltage regulator), and
install jumper wires from BR1 to its associated filter caps (as
described in the reset
section). This bridge rectifier and voltage regulator supply the power
for the switch matrix.
For example, wacky game behavior on Theatre of Magic (ToM) can be
caused by low or intermittent 12 volt power (usually due to a bad or
cracked traces around bridge BR1). Maybe most all coils fire like
slingshots, magnets, pop bumpers, and the low (hold) voltage on
flippers, or even a slam tilt.
Wacky Switch Matrix due to Ribbon Cables. The ribbon cables
that connect the CPU board to the driver board, fliptronics board, sound
board and DMD display board can cause some wacky game behavor. often
goofy things are due to the ribbon cables, particularly on games like
Terminator2, Star Trek Next Gen and Indy Jones, where coils don't work
or balls are cycling through the game or there is random coil
energizing. Before doing any more difficult work, try reseating the
ribbon cables on their gold circuit board header pins. It's easy,
cheap, and just takes a second to reseat all the ribbon cable
connectors, and it removes one possible problem from the mix.
How does the Game know the Switch Matrix doesn't work?
There is ONE switch in all WPC games called "always closed" (usually
switch 24 on WPC games). This switch is monitored by the CPU board. If
it sees this switch as open, the game knows there is a switch matrix
problem (perhaps no +12 volts!). Also if the connectors are not
attached on the CPU board at J206, J207 (colums) and J208, J209 (rows),
the CPU board can be confused about switch 24 (because the switch is
actually wired "closed" at the coin door interface board via J212). For
example, if fuse F115 (or F101 on WPC-95) was blown, removing these
connector J206-J209,J212 for testing purposes, the game will probably
give an error until the fuse is replaced AND the connectors put back on.
These connectors may have to be removed to determine if the switch
problem was on the CPU board or in the playfield wiring.
One way to determine this is to disconnect all four switch matrix
playfield plugs from the bottom right of the CPU board {connectors
J206-J209}. If the error goes away, that usually means there's a
playfield short (but there still could be a CPU problem). If the error
stays, the problem is definately on the CPU board. (Be sure to keep CPU
connector J212 attached as it keeps switch 24 "always closed".) At this
point best to test the switch row/columns with a diode and jumper wire
in the T.1 diag test to totally rule out the CPU board.
Switch Connectors (all WPC revisions).
- J206,J207: Switch Columns (pin1=column1)
- J208,J209: Switch Rows (pin1=row1)
- J212: Rows and Columns (pins 1-3 are switch columns 1-3, pins
4,6-8 are switch rows 1-4) for the coin door interface board. Also
used for the "always closed" switch 24 (column 2, row 4). Keep this
connector attached during testing so switch 24 stays closed.
- J205: Direct connect switches (diagnostic coin door switches, slam
tilt), which goes to the coin door interface board. Does *not* use the
ULN2803 chip (uses U16,U17 which are LM339 chips, and U15 a 74LS240
chip). Keep this connector attached during testing so the diagnostic
switches will work.
U20 Chip Failure (or Keeps Failing).
Shorting the Switch Matrix to +50 volts Coil Power. When in
a hurry, the repair person may make an under playfield adjustment with
the game turned on. If the coin door is closed, or the game doesn't have
a coin door interlock switch, it is easy to short a coil lead (+50
volts) to a switch lead with a screwdriver. This will immediately blow
the switch matrix power fuse (F115 on WPC-S or earlier, or F101 on
WPC-95), and fry the ULN2803 at U20 on the CPU board. There is a good
chance the 74LS374 at U14 (on WPC-95/WPC-S it's U23, a 74HC237/74HC4514
respectively) will fail too on the CPU board. On WPC-S or later games,
the U20 chip is socketed (but not the feed chip U14/U23).
Shorting the Switch Matrix to 6.3 volts General
Illumination. Though 6.3 volts is not much voltage compared to
the switch matrix's 12 volts, damage can definately occur. For example,
on Indiana Jones the left slighshot has a G.I. lamp socket very close to
the rivits of the slingshot switch. If these touch, the U20 (ULN2803)
CPU board chip can fail, killing the switch matrix column three
(green/brown wire which the left slignshot connects). Also a G.I.
short to the switch matrix can cause all kinds of strange problems
without frying the U20 CPU chip, as seen in the switch edge test. An
entire switch row can turn on and off repeatedly. Or nearly all the
switch rows can flash on and off. The voltage of the general
illumination circuit can definately cause some strange behavior to the
switch matrix.
Other U20 Failure Analysis. Another way to determine if
there is a short to power on the switch matrix is to remove U20 and
power the game on. With all the switch connectors installed on the CPU
board, use a DMM and check U20 pins 18 to 11 (switch columns 1 to 8
respectively) for any voltage greater than 12 volts DC. If higher
voltage is seen, there is a short on that switch column on the
playfield. The flashlamp circuit could be shorted to the switch matrix,
or the solenoid power, or even the 6.3 volt AC general illumination.
Other things can cause U20 to fail too. If the game works for a few
minutes and then U20 fails, this could be caused by a bad U14/U23 chip
on the CPU board. Or a bad LM339 chip on one of the under playfield opto
board(s). A simply way to tell is to unplug all the CPU board's switch
plugs and see if U20 fails after 15 minutes or so. If it does not, the
problem is on the playfield. If it does fail, suspect U14 (WPC) or U23
(WPC-S/WPC-95) as the problem.
Indiana
Jone's left slingshot switch and a very close General
Illumination lamp socket. If these two touch, the U20 CPU chip
can fry. Or at minimum, the switch matrix can exhibit some really
strange behavior!
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Row or Column "Ground Shorts" and the U20 Chip. The CPU
board's U20 chip ULN2803 is a common failure point for the switch
matrix. If the game is reporting rows or columns as shorted to ground
(especially multiple shorted rows or columns), often this U20 chip and
downstream the 74LS374 chip at U14 (on WPC-95/WPC-S it's U23, a
74HC237/74HC4514 respectively) on the CPU board are usually the problem.
Rarely the CPU board's LM339 chips fail too, where U18 controls rows
1,2,3,4, and U19 controls rows 5,6,7,8 (but replace U20 first followed
by U14/U23, and then look at U18/U19 last). Another thing to remember is
there's LM339 chips on the under-playfield mounted opto board(s). If
there was a 50 volt coil power to switch short, often the LM339 chips on
these opto board(s) can fail. Disconnect the opto board(s) and see if
the problem changes. This will isolate the problem to a particular
board. Remember Indy Jones to Demo Man uses a different trough opto
board that has its own LM339 chips, and these can fail too (in addition
to the *other* under-PF mounted opto board on these games).
After Replacing CPU Chip U20, the Fuse does not Blow, but Many
Switches show in the Test Report. This is very common. The CPU
is confused from the blown U20 switch matrix chip, and will report many
switches as "bad" in the test report. To "unconfuse" the game, go into
diagnostic, and select the first switch test (T.1, switch edges). Using
a pinball, manually activate the switches that came up in the test
report (see the game manual for their location, if they can't be found).
The switches should report correctly on the display in this test mode.
After activating each switch once, exit the diagnostics, and the game
should work normally. Alternatively, if the game will allow it, just
play a game! This is often all that is needed to clear the test report.
More on Ground Row Shorts and Other Strange Switch
Problems.
Switch ground short errors are often the most confusing problem to
find. One may think that if the game is reporting a switch ground short,
that a playfield row switch wire has somehow been shorted to ground.
Unfortunately this is rarely the case! More often it is some other
problem (usually a bad U20 CPU chip, or a bad LM339 chip on an under the
playfield opto board, especially if the U20 and U14/U23 CPU chips has
already been replaced).
If you are a skeptic and want to believe the switch "ground short"
message, there is an easy test for this. Power the game off and remove
the row and column connector plugs from the CPU board at J205, J212,
J206/207 and J208/J209. Then using a DMM, check for continuity between
any switch row or column wire to ground. Chances are really good you
will find there is no ground short. If you do find a short, then the
wire will have to be traced from the CPU board connector to the last
switch in the daisy chain.
Now that we know there really is not a playfield switch grounding
problem, we can do some further testing. Disconnect all four switch
input plugs from the bottom of the CPU board. Put the game into switch
diagnostic test T.1, and none of the switches should be activated
(except for switch 24, which is "permanently closed", as discussed
above). If a whole row of switches is activated, that would mean that
row's LM339 is bad. If a column of switches are activated, this means a
bad U20 chip. If just one or two switches are activated, plug the four
bottom connectors back in and disconnect the ribbon cable that goes
between the CPU and the power driver board. If the switch matrix
confusion clears up, the problem in on the power driver board! This
could be U7 and/or U8 (WPC-S and prior) on the driver board, which are
4N25 opto issolators used for some of the direct switches.
To isolate the switch problem from the playfield, it is a good idea
to use a jumper wire to test the switch matrix, right at the CPU board
row and column plugs. The diode is optional and not needed if all the
playfield switch connectors are removed from the CPU board. This is
procedure is described later in this section, but here's a couple
pictures below. Also don't forget a ground short or other wacky switch
behavior could be caused by a bad LM339 chip on the under-PF mounted
opto board(s).
Switch
Column Testing: Using a diode and a test lead, the test lead
is attached to pin 1 of J209, and is stationary. The other clip
holds the non-banded side of the diode. Then the banded
side of the diode is touched to each pin of connector J207. The
"switch levels" test should indicate switches 11 to 81 (by ten)
when activated.
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Switch
Row Testing: Using a diode and a test lead, the test lead is
attached to pin 1 of J207, and is stationary. The other clip
holds the banded side of the diode. Then the non-banded
side of the diode is touched to each pin of connector J209. The
"switch levels" test should indicate switches 11 to 18 when
activated.
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If a particular row or column of switches does not work using the
above jumper wire/diode test, chances are good the CPU board U20 chip
(or possibly U14/U23) have failed. Battery corrosion on the CPU board
can also cause these problems, so keep that in mind too (any green parts
on the CPU board is a bad sign).
If the above jumper wire/diode tests show all switch rows/columns as
working, then the problem is located on the playfield. This usually has
to do with the under-the-playfield opto board(s), as used in games
Twilight Zone and later. There are LM339 chips used on the
under-the-playfield optic board (if the game has one, and most games
Twilight Zone and later do use at least one). If any one of the LM339
chips fails on the under-the-playfield opto board (very common), the
switch matrix will be confused. This is often reported as a "ground row
short", or other weird and sparatic switch matrix errors.
In this situation, put the game in switch test mode, then remove the
power plug on the opto driver board under the playfield. Usually there
is one large plug that houses 12 volts and all the switch row and column
wires. Remove this plug. Remember opto switches are normally closed
until the opto light source is blocked, and is shown as a "box"
on-screen in the dot matrix switch display. So removing power to the
opto board should make all the opto switch "boxes" change to "dots" (and
the switch test report may quickly go "bonk" for each opto switch that
now triggered from closed to open, when the opto board's power was
removed). If a ground row short clears up after doing this, then there
is a LM339 problem on the opto board.
Since the optos themselves and the opto board runs on 12 volts, at
this point make sure you have 12 volts at the opto board! If it is 11
volts or less, this can cause sparatic problems and weird switch
reports. Low 12 volts is usually a BR1 bridge or LM7812 voltage
regulator problem, as discussed above. Get this fixed before proceeding.
If 12 volts is good and present on the opto board, I generally
replace all the LM339 chips on the under-the-playfield optic board, and
use sockets. These are cheap chips, and they are not easy to test with a
DMM, so I generally just socket and replace them. These chips can be
diagnosed with a logic problem, but often I just replace them wholesale.
The Ninth Switch Column On Indy Jones, Twilight Zone, Star Trek
Next Gen. On these three games Williams needed more than 64
switches, so an additional ninth column of switches was added. This was
done using a small Auxiliary Eight Driver PC Board, mounted in the
backbox on the top far right side. Note two other games also used this
Auxiliary board (Roadshow, Demo Man), but do not use the ninth switch
column.
IMPORTANT NOTE: This ninth column of switches does NOT show up in the
standard Switch Matrix test! Activating the switches below will show
nothing in the switch tests. But Williams does provide a special test
menu item for the ninth column switches (for example, "Clock Test" for
TZ and "Rt Gun Test" for STNG). Also if the ribbon cable from the CPU
board to this Auxiliary Switch board is bad or missing, the ninth column
of switches will not work.
| |
TZ Col 9 Gray-Wht Q? J5-1 |
IJ Col 9 Vio-Wht Q11 J5-4 |
STNG Col 9 Vio-Wht Q11 J5-1 |
Row 1 Wht-Brn |
Clock 15 Min |
Wheel Pos 1 |
N/A |
Row 2 Wht-Red |
Clock 0 Min |
Wheel Pos 2 |
Left Gun Mark |
Row 3 Wht-Org |
Clock 45 Min |
Wheel Pos 3 |
N/A |
Row 4 Wht-Yel |
Clock 30 Min |
Mini PF Left Lim |
N/A |
Row 5 Wht-Grn |
Clock Hour 1 |
Mini PF Rght Lim |
Rght Gun Home |
Row 6 Wht-Blue |
Clock Hour 2 |
N/A |
Rght Gun Mark |
Row 7 Wht-Vio |
Clock Hour 3 |
N/A |
Left Gun Home |
Row 8 Wht-Gray |
Clock Hour 4 |
N/A |
N/A |
I replaced F115 (or F101 on WPC-95), and the Fuse keeps
Blowing. If the switch matrix +12 volt fuse (F115 or F101 on
WPC-95) keeps blowing immediately when replaced, check these things out.
With the game off, replace fuse F115 (or F101), and remove connector
J114 (or J101 on WPC-95) from the power driver board. Turn the game on
(the game will complain when powered on, but don't worry about that).
If the switch matrix fuse F115 (or F101) does blow with
connector J114 (or J101 on WPC-95) removed, then there is a problem on
the CPU board. This usually means the CPU board chip U20 (ULN2803A) is
probably blown. Replace U20 (use a socket!), and reconnect J114 (or
J101), and the problem should be solved. Sometimes U14 on the CPU board
(U23 on WPC-95/WPC-S) will also need to be replaced. See the section on
fuses
for more information on what other problems can cause this fuse to blow.
If the switch matrix fuse F115 (or F101) does not blow (and
the +12 volt LED is lit on the power driver board), then there probably
is a short somewhere in the playfield wiring or on an opto board under
the playfield. The opto boards under the playfield have large blue
resistors, and one to four LM339 chips. By disconnecting the power to
this opto board (there is a red LED on these boards showing power) and
turning the game on with connector J114/J101 connected, the opto board
can eliminated or be the culprit (if fuse F115/F101 blows).
If the problem is still present, Check for solder splashes and maybe
a nut/bolt that has fallen somewhere and has caused a playfield short.
Shorts on the playfield are quite common. Somewhere, the 20 volt lamp
matrix or flashlamp circuit is getting shorted to the switch matrix. Or
the 50 volt solenoid voltage is getting shorted to the switch matrix.
Look under the playfield for lamp and solenoid wire lugs that are close
to switch lugs. The problem could also be on the top of the playfield.
Perhaps a errant pinball knocked a lamp socket into a switch lug,
causing a permanent or intermittent short.
If nothing can be found, here is a techinque to help find which
switch is shorted:
- After replacing the U20 on the CPU board with a socket, remove the
ULN2803 chip.
- Turn the game on. With the CPU chip U20 removed, the game will
complain with test reports, but ignore it.
- Using a DMM, set the meter to DC volts.
- Put the black lead of the DMM on ground (the side rail of the game
works well for this).
- Put the red lead of the DMM on pin 1 of the empty U20 socket.
- If the DMM reads anything over ~13 volts (for example 18 or even
70 volts), there is a permanent short for that switch matrix column.
Check all eight playfield switches in that switch column for a short.
- Repeat steps 5 and 6 for all pins on the U20 socket.
- If no voltage over 13 volts is found, put the red lead of the DMM
back on CPU socket U20 pin 1.
- Press each playfield the switches on the playfield. If the DMM
reads anything over ~13 volts (for example 18 or even 70 volts),
check that target for a physical short to another voltage (flash lamp
power, solenoid power, etc.)
- Repeat steps 8 and 9 for all the pins of socket U20 on the CPU
board, by depressing each playfield switch.
Switch Numbering. Each switch has a
number associated with it. This number is referenced in the game manual,
and is shown in the diagnostics in the switch edge test. The switch
number is always two digits: the first digit is the switch matrix column
number, and the second digit is the switch matrix row number. For
example, switch number "42" is the cross section of column 4, row 2.
This is handy when trying to figure out if bad switches are all in the
same row or column.
Both
internal switch tests use this matrix to show which switches are
activated. The two outside columns of dots are the direct ground
switches; the left most dot column being the coin door switches,
and the right most dot column being the flipper switches. The
dots inside the square box are the 8 by 8 switch matrix. A
square represents an activated switch, a dot means a
non-activated switch. Notice the right most column inside the box
is missing; this game doesn't use a switch matrix column 8, as
it was not needed. Also the display shows the wire colors
(WHT-BRN and GRN-BRN) going to the last activated switch. The
"T.2" means this is test menu option #2.
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Using the Internal Switch Tests. To test switches, use the
WPC internal test software. Press the "Begin Test" button, look at the
test reports and make note of any problems (if the game shows a test
report), and go to the Test menu. Select the first T.1 "switch edge"
test. Activate any switch on the playfield using a pinball (this
simulates real game play), and it should show on the game's display. The
display will indicate the wire colors going to this switch, too.
On ocassion some games won't let you into the diagnostic mode.
Pressing the "Enter" coin door button does nothing! This can be caused
by the switch being broken (that happens more than one would think).
The coin door switches are cheap, and they do corrode internally, making
them not work. I will use a small screwdriver and short the two wires
going to the switch to see if that gets the game into test mode. If so,
the switch is bad and will need to be replaced. Also there is one black
ground wire common to all four coin door switches. If this wire breaks,
none of the switches will work. Also make sure the connector on the CPU
board for the coin door switches is attached (as facing the CPU board,
it's the lower of the pair of far bottom left connectors J205).
Check for Broken Switch Wires "Up Stream" (Switches are "Daisy
Chained"). Since the switch matrix is a series of eight columns
and eight rows, the playfield switch wiring is "daisy chained". For
example, check out a switch matrix row in the manual. For row one, the
playfield switch in column three row one (switch 31) is wired before the
playfield switch in column four row one (switch 41). So if the row one
wire breaks off switch 31, all the switches "down stream" (41, 51, 61,
71, 81) will not work! This is one of the simpliest, and easily
overlooked, switch matrix problems.
Another hint that the there is a switch matrix wire broken; If for
any particular column and row other switches work, this indicates there
probably is not a problem on the CPU board! If there was a column/row
problem on the CPU board, it would most likely affect all the switches
in that column or row.
Broken switch wires can also occur at the CPU connector too. Make
sure to look at the connectors. The wires can fatique and break at the
connector, inside the insulation!
If a Bad Switch is Found. If a switch does not work, check
these things:
- Check the switch wiring "up stream". Switches are wired in a
"daisy chain". If a switch row or column wire breaks "up stream", ALL
the switches daisy chained after the wire break in that row or column
will not work!
- If it's a micro-switch, check the actuator arm. Make sure it's
adjusted properly. Listen for the micro-switch's "click" when
activating. No click usually means the switch is mis-adjusted or
broken.
- Check that the wires going to the switch are soldered well, and
haven't fallen off.
- Check the continuity (using the DMM's continuity setting) of the
wire between this switch and another working switch in the same column
(white wire) or row (green wire).
- If it's a blade or leaf style switch, check the contacts for
proper closure. Clean the switch contacts with a business card (do NOT
use a file as the contacts are gold plated). Put the card between the
contacts, close the contacts, and pull the card through the contacts.
This is all that is needed to clean gold plated switch contacts.
- Check the switch to make sure it works. Use the DMM's continuity
setting, and put one lead on the "common" lug (the lug to which the
banded end of the diode connects) of the switch. Put the other lead on
the green (normally open) switch lug. The meter should only beep when
the switch is activated, and not beep when the switch is
de-activated. Move the DMM's lead from the green to the white wire
(normally closed) switch lug. The meter should beep when the switch
is de-activiated, and NOT beep when activated.
- Check the diode on the switch. Make sure the diode is connected
properly, and is working (see below).
- Check other switches in that switch's row or column. A ULN2803
controls columns and a LM339 controls rows, and often a gate within
these chip can fail. This will affect all the switches in that
particular row or column.
If the switch is bad, replace it. If all the switches are bad in a
particular switch column, replace the ULN2803 on the CPU board at U20.
If all the switches in a row are bad, replace the LM339 at U18 or U19.
Quick & Easy Switch Matrix
Diagnosis. This is a simple case where one or more switches are
not working. The first thing to do is check the game manual and find the
switch matrix chart. There is also a drawing of the playfield with all
the switch numbers shown in their respective positions. You will need
to know the switch numbers which don't work. To do this, use the game's
switch test diagnostics and the game manual, and write down the switch
numbers that don't work.
In most simple cases, the non-working switches will all be in the
same Row or Column. For our example, say that half of the switches in
column 4 are not working (if your situation has non-working switches in
multiple rows/columns, you will have to repeat the following steps once
for each row and/or column).
Referring to the switch matrix chart in the manual, at the top of the
chart it will give the column's wire color (column 4, Green/Yellow) and
the pin on the CPU board where the column 4 originates (J206/J207 pin
4). With this information, follow these steps:
- For columns check connector J206/J207 on the CPU board and make
sure all pins are making a good connection (rows are J208/J209). Pin
one of these connectors is row or column one. They are .100" Molex
connectors, and occassionally the wires get fatiqued or ripped out of
the connector. It is not uncommon for this connector to be replaced
or repaired. Originally it was an IDC (Insulation Displacement)
connector. If it is damaged, be sure to replace it with a crimp-on
.100" Molex connector.
- Lift up the playfield and locate the first switch at the top (area
closest to the player) of the playfield with the appropriate wire
color (in this example, Green/Yellow). This switch is usually the
furthest down the "daisy chain". If you have found the first switch in
the daisy chain, it will only have one Green/Yellow wire connected at
the switch instead of two wires. All other switches for that column
will have two column wires (hence the term, "daisy chained"). Check
the wire(s) for obvious flaws and breaks. Check the switch's diode.
And check how the switch is wired relative to the diode (there are
pictures further down in this document showing switch/diode wiring).
- Now follow the daisy chain back. That is, follow the Green/Yellow
wire to the next switch or switches. Most often a break will be found
in this wire daisy chain. If this happens, all the switches "upstream"
will not work. A broken wire is probably the most common dead-switch
problem.
- If all eight switches are found and the Green/Yellow column wire
is not broken, then there is a more serious problem. Sometimes the
column wire breaks internally, which can't be seen with the eye. This
happens because the playfield pinches the wire and cuts the internal
strands without breaking the insulation, while the playfield is lifted
and lowered. The only way to find this problem is to use a DMM's
continuity feature and "buzz out" the Green/Yellow wire from switch to
switch (start with one lead of the DMM connected at the CPU board's
connector pin J206 pin 4 in this example, and the other DMM lead on
each switch, looking for continuity).
- If all switches check out and the wire/continuity is good, the
problem is on the CPU board itself. Go back to J206 pin 4 and trace
that pin back to the chip it connects (in this case U20 pin 15 as
shown on the top of the switch matrix chart for column 4). Use the
DMM's continuity feature to check this. The best way to check
continuity is to put one lead of the DMM on the first switch in the
daisy chain, and the other lead on U20 pin 15 (for this example of
column 4). This will test the wiring from the playfield all the way to
the CPU board's logic point. If the continuity checks out good, then I
would suspect the chip which connects to J206 pin 4 (in this case
ULN2803 chip at U20, a common switch matrix failure point).
Here's the switch column connections to U20 chip:
- Sw.Column 1 (J206/207 pin 1): U20 pin 18
- Sw.Column 2 (J206/207 pin 2): U20 pin 17
- Sw.Column 3 (J206/207 pin 3): U20 pin 16
- Sw.Column 4 (J206/207 pin 4): U20 pin 15
- Sw.Column 5 (J206/207 pin 5): U20 pin 14
- Sw.Column 6 (J206/207 pin 6): U20 pin 13
- Sw.Column 7 (J206/207 pin 7): U20 pin 12
- Sw.Column 8 (J206/207 pin 9): U20 pin 11
All switch (and lamp matrix) problems can be diagnosed this way, or
at least this is a good starting point.
Slam Tilt Stuck Closed Error. Upon turning the game on, a
"slam tilt stuck closed" error is shown, and the game just won't do
anything past that. This can be as simple as the slam switch inside the
coin door is bent closed. Also there is a slam switch in the bottom of
the cabinet to the left of the coin box (be sure to check that switch
too). Or it could be some sort of CPU switch problem.
To issolate the problem, turn the game off and disconnect all the
connectors from the bottom of the CPU board. Then turn the game back on.
If the error is no longer shown, the problem is in the playfield or
cabinet wiring/switches. If the error is still shown, the problem is in
the CPU board itself. If the problem is on the CPU board, usually it's a
problem with a ULN2803 or LM339 chip.
Upper Flipper Switch Bad, but my game doesn't have an Upper
Flipper! On Williams games that use flipper opto switch boards
(Addams Family and later), the flipper opto boards have TWO switch
optics. One optic controls the lower flipper, and the other controls the
upper flipper. The same opto board is used on all games, even if the
game has no upper flippers.
Unfortunately, on some games, the software can create a switch error
"test report", if the game thinks the upper flipper board optic switch
is bad (even if the game has no upper flippers, and is not using the
switch). If the problem is really bothersome, the opto can be replaced.
But often, the problem is mearly the metal or plastic flipper opto
interuptor (the passes between the "U" of the opto switch) is never
moving outside the "U". By bending the activator to clear the optic's
"U", often this error message can be cleared.
Phantom Switch Closures: a Shorted or Mis-Wired Switch.
It's a strange problem. While playing a game, the ball goes down the
right inlane, and the left slingshot fires! Or when making a ramp shot,
the game slam tilts. One switch closes, but a completely unrelated event
than occurs.
This is a classic problem of a shorted or mis-wired 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. This is very commonly seen
on say Indiana Jones, un the front right side of the Path of Adventure,
where the switche contacts are exposed and easily bent together by an
air pinball. This problem can also occur from an improper repair where
the row/column wire is wrongly attached to the switch and/or switch
diode. Also a bad switch diode can do this too. In any case, the
problem switch needs to be found. 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 "phantom" switch (the switch that causes
something unrelated to happen). Take the playfield glass off, and start
a game. Activate the switches with your hand, and find the phantom
switch. Once the switch is found, go to the game manual and find the
switch's number, row number, and column number. Say for example, switch
53 (column 5, row 3) is causing the phantom closure. Now get the other
three switches that make up the "square" of this row and column. First
get the reverse switch number, switch 35 (column 3, row 5). Then get the
other two switches: switch 33 (column 3, row 3), and switch 55 (column
5, row 5). The switch short will probably be one of these four switches.
For example, if a row wire is attached to the wrong end of the
switch's diode, the following can happen: If the mistake-wired switch
(#1) is triggered and another switch (#2) on the same column is
triggered at the same time, then another switch (#3) on the same row as
the mistake-wired switch #1 is triggered, the switch (#4) on the same
column as switch #3 and on the same row as switch #2 will also shows as
triggered, even though switch #4 wasn't actually triggered. (Wow, that
was confusing!) For example, row 3 column 3 (r3c3) is mistake-wired as
described above. If r3c3 and r2c3 are triggered simultaneously as well
as r3c6, then r2c6 will also show as triggered (falsely).
The above example came to light with a reader (Bill Johnson), who has
a Terminator2 machine. This problem was discovered because when the
'right ramp entry' switch was triggered, it would also trigger 'left
ramp made' (even though no balls were falling in the left ramp). This
was because most of the time the gun is in the home position. In this
configuration, both the 'gun home' and 'gun mark' switches are
triggered. This happened because the row wire was soldered to the wrong
end of the switch diode on the 'gun home' switch.
Check the Switch Wiring on NEW Replacement Parts. I have
seen many times brand new parts offered by Williams/Bally where the
switches are mis-wired right from the factory! If these are installed,
phantom switch closures will occur. Always check replacment ramps and
upkickers for proper switch wiring before installing them.
The 10
opto switch driver board as used in Indiana Jones and many other
games. The three IC's are LM339 chips. The power plug for this
board is on the left, next to the row of diodes. This board
is mounted under the playfield.
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Phantom Switches and Opto Switches.
If one of the phantom switches is an optic switch, there may be a
problem with the under-the-playfield optic board. Williams also used
optic light emitting diodes (LED's) for switches. These are controlled
by sub-boards (opto driver boards), mounted under the playfield, which
interpret the light signals and converts them to digital signals. This
is done using LM339 chips on the opto driver board. If a LM339 goes bad,
it will give the CPU board bad switch signals. This is interpretted as a
bad switch column or row, when in fact, it's really a bad opto driver
board. This can make an optic or non-optic switch row or column act
wacky.
If there are phantom switches, the first and easiest thing to try is
to disconnect the power to the under-the-playfield optic board. When the
power plug is disconnected (usually the plug nearest the row of
diodes) from the optic board (you can do this with the game on), the
LED soldered to the optic board will turn off. Now re-test the switches.
If the problem has changed, there is a bad optic board! If the problem
has not changed, plug the optic board back in and move on.
If the optic board is at fault, replace ALL the LM339 chips on this
board (there are usually two or three of them). These chips can not be
tested easily. It is just easier to replace them all (use sockets!).
Some games (Shadow) with lots of optics can use a "opto24" board.
This board can control up to 24 optics! Again, this is done using LM339
chips. In addition to this, there is also a 555 timer chip on the
opto24 board. This too can fail, causing intermittent opto switch
problems.
No Opto Power and the Switch Matrix. If the 12 volt
unregulated power fuse is blown (usually fuse F116 on WPC-S and prior,
or F109 on WPC-95), there will be no power to the emitter portion of
the LED switches. This means the opto switches will think they are
'closed' (the receiver portion of the Opto switch will still work even
if the tranmitter has no power). This can cause some weird problems
when the game is first turned on. For example, an upkicker that
continually fires on and off (because the upkicker has an opto switch,
and the game thinks there's a ball in the upkicker because the opto
switch is closed due to no opto emitter power and no light shining in
the opto receiver). See the "Opto switches are going crazy" below for
more info.
Bad Switch Diode. 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. A fail-safe way to test a switch
diode is to disconnect one lead of the diode from the switch, to remove
it from the circuit. Then use a DMM set to diode position. With the
black lead on the banded side of the diode, a reading of .4 to .6 volt
should be shown. Reverse the leads, and get a null reading. Reconnect
the diode after testing, or replace if bad.
Testing a
switch diode on a microswitch without removing the diode. Not the
screw driver keeps the switch activated, and the middle green
wire (ground) has been disconnected.
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Testing a Microswitch's Diode, without removal. The diode
on a microswitch can be tested 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 below).
- Disconnect the middle green (ground) wire from the switch. It
should have a quick connector. If the middle green ground wire is
soldered to the switch, ignore this test and do the above
"fail-safe" diode test.
- Put the DMM on diode setting.
- Connect the black lead of the DMM to the diode's banded side, and
the red lead to the non-banded side.
- Activate the switch.
- A reading of .4 to .6 should be shown on the meter.
- Reverse the DMM's leads (red lead to the diode's banded side), and
keep the switch activated. A null meter reading should be indicated.
Testing a Blade/Leaf Switch's Diode. Testing the diode on a
leaf switch is far easier. No wires need to be disconnected, and the
switch should not be activated. This technique assumes the switch is
wired in the standard configuration: green (ground) wire to the center
lug, the banded end of the diode solo, and the non-banded diode lead and
the switch wire(s) to the other switch lug (as shown in the pictures
below).
- Leave the leaf switch's diode and all wires connected.
- Make sure the switch isn't activated.
- Put the DMM on diode setting.
- Connect the black lead of the DMM to the diode's banded side, and
the red lead to the non-banded side.
- A reading of .4 to .6 on the meter should be seen.
- Reverse the DMM's leads (red lead to the diode's banded side). A
null meter reading should be indicated.
Testing a
switch diode on a blade/leaf switch, without removing the diode.
The switch doesn't need to be activated, and no wires need to be
disconnected.
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Installing a New Switch Diode. The diode can be replaced
with a new 1N4004 (or 1N4002 or 1N4001) diode. Make sure the new diode
is installed with its band in the same orientation as the old diode
(assuming it's correct!). If unsure, compare the diode's band
orientation to a working switch and diode. Most (but not all!) switches
have the green (column) leads connected to the center (normally open)
lead of the switch. Then the white (row) 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 white (row) wire.
There are some exceptions to this mounting. The game manual
should specify any non-standard switch installations (Bride of Pinbot's
zero position head switch is one such exception).
Notice
the orientation of the diode's band on these switches. On a
micro-switch, the column (green) wire usually goes to the center
lug, the row (white) wire and the non-banded side of the diode
to the lug closest to the center. The band on the diode
goes to the solo, far third switch lug. The leaf switch uses the
same connection method (green to center, banded end of diode
solo). Note there are some exceptions to this
mounting.
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Accidental Reversal of a MicroSwitch's Row and Column Leads
(mis-wired switch causes switch matrix havok!) If someone has
installed a new microswitch, the row and column leads could be
accidentally reversed to the switch. Say for example switch 48 is a
microswitch in the game, and has the row and column wires accidentally
reversed. The switch matrix will still reconized this switch (the switch
will seemingly work), but is registered as switch number 68, not 48!
This can be a hard problem to find, as the switch still seems to work.
Unless there is access to the game manual, and know that this switch
should be number 48 (and not number 68), the problem may not be found!
If a switch is mis-wired, it can cause other problems too. Using the
internal wwitch test, often a single switch can show as multiple switch
closures (one switch shows two or more switches activated during the
switch test). Normally looking for crossed wires, bad diodes, bad LM339
and ULN2803 chips on CPU or under-the-playfield optic board would be the
thing to do. But there can be another (simple) cause too: a switch wired
completely backward. This happens often when someone changes a switch,
and accidentally wires it "backwards". Keep this in mind when diagnosing
switch matrix problems.
Testing
the switch matrix columns: Using a diode and a test lead,
the test lead is attached to pin 1 of J209, and is stationary.
The other clip holds the non-banded side of the diode. Then the
banded side of the diode is touched to each pin of
connector J207. The "switch levels" test should indicate switches
11 to 81 (by ten) when activated.
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Testing the Switch Columns (all WPC revisions). To test
the switch columns, do the following:
- Remove the backglass and fold down the display to gain access to
the CPU board.
- Turn the game on.
- After the game boots, press the "Begin Test" button in the front
door. Go to the Test menu's "Switch Levels" test.
- Unplug the connectors at J212, J206, J207, J208 and J209 (lower
portion of the CPU board).
- Connect an alligator test lead to pin 1 of J209. Pin 1 is the
right most pin, as facing the board.
- Optional*: On the other end of the alligator test lead, clip on a
1N4004 diode, with the banded end away from the alligator lead.
- Touch the banded end of the diode (if using a diode) or the other
end of the aligator clip to pin 1 of J207. Again, pin 1 is the right
most pin, as facing the board.
- The display should show switch 11 is closed.
- Move the diode/alligator lead on J207 to the next pin. The display
should show switch 21 is closed.
- Repeat the previous step, until pin 9 of J207. Switches 11, 21,
31, 41, 51, 61, 71, 81 should be closed on the display as moving
forward, pin by pin, on connector J207.
Note: on some WPC games, columns 8 and/or 7 are not used. In
these cases, there may be no indicator for switches 81 and/or 71. *
Diode not needed if all playfield switch connectors are removed.
If a particular column does not display as closed, or is closed
without any test lead connection, replace the ULN2803 at U20 on the CPU
board.
Testing
the switch matrix rows: Using a diode and a test lead, the
test lead is attached to pin 1 of J207, and is stationary. The
other clip holds the banded side of the diode. Then the
non-banded side of the diode is touched to each pin of
connector J209. The "switch levels" test should indicate
switches 11 to 18 when activated.
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Testing the Switch Rows (all WPC revisions). To test the
switch rows, do the following:
- Remove the backglass and fold down the display to gain access to
the CPU board.
- Turn the game on.
- After the game boots, press the "Begin Test" button in the front
door. Go to the Test menu's "Switch Levels" test.
- Unplug the connectors at J212, J206, J207, J208 and J209 (lower
portion of the CPU board).
- Connect an alligator test lead to pin 1 of J207. Pin 1 is the
right most pin, as facing the board.
- Optional*: On the other end of the alligator test lead, clip on a
1N4004 diode, with the non-banded end away from the alligator lead.
- Touch the non-banded end of the diode (or alligator clip if not
using a diode) to pin 1 of J209. Again, pin 1 is the right most pin,
as facing the board.
- The display should show switch 11 is closed.
- Move the diode/alligator lead on J209 to the next pin. The display
should show switch 12 is closed.
- Repeat the previous step, until pin 9 of J209. Switches 11 through
18 should be closed on the display as moving forward, pin by pin, on
connector J209.
* Diode not needed if all playfield switch connectors are removed.
If a particular row does not display as closed, or is closed without
any test lead connection, replace its corresponding LM339 chip on the
CPU board. Here are the switch rows and which LM339 controls them:
- Rows 1,2,3,4 = U18
- Rows 5,6,7,8 = U19
Testing the Switch Matrix Columns and Rows with a Logic
Probe. If a logic probe is available, the switch matrix can be
easily tested:
- Remove the backglass and fold down the display to gain access to
the CPU board.
- Turn the game on.
- After the game boots, press the "Begin Test" button in the front
door. Go to the Test menu's "Switch Levels" test.
- Unplug the connectors at J212, J206, J207, J208 and J209 (lower
portion of the CPU board).
- With the logic probe connected to power and ground, probe each
pin 1 to pin 9 of J207 (pin 1 is the right most pin, as facing the
board). These are the switch columns. All pins should show PULSE on
the logic probe. If no pulsing activity is shown, the ULN2803 at U20
is bad.
- With the logic probe connected to power and ground, probe each
pin 1 to pin 9 of J209 (pin 1 is the right most pin, as facing the
board). These are the switch rows. All pins should show HIGH on the
logic probe. If a pin is not high, its corresponding LM339 on the CPU
board is bad (rows 1,2,3,4 is U18, rows 5,6,7,8 is U19)
Switch matrix short: is it the CPU board or the playfield?
One of the diagnostic errors gotten from WPC games often is "switch
matrix row shorted". This can happen for a variety of reasons (see
below), but the big question is this: is the short on the CPU board (a
failed component like the LM339 at U18-U19 or the ULN2803 at U20), or
on the playfield (where a switch may be physically touching ground)?
The easiest way to determine this is to disconnect all four switch
matrix playfield plugs from the bottom right of the CPU board
(connectors J206-J209). If the error goes away, there is a playfield
short. If the error stays, there is a problem on the CPU board.
Further Diagnosing of the Switch Matrix. If there is a
switch matrix problem, the first plan of attack is to do the above
column and row switch matrix tests. If these tests pass, the problem
most likely is in the wiring. Note most switch failures show as Row
failures (even though it could be a column problem). Here are eight
different ways the switch matrix can fail. All require use of the
internal "switch level" or "switch edge" tests of the game.
- Switch column shorted to ground.
When a column wire is
shorted to ground, and any switch in that column is closed, the switch
test will show ALL switches in the ROW of the closed switch as being
closed. If no switches are closed, the switch test will show no
switches closed. To find the location of the short, go to the end of
the switch column wire on the playfield (the switches are "daisy
chained" together for an entire column or row). Then break the daisy
chain one switch at a time until the short no longer shows in the
switch test.
- Row shorted to ground (diode anode).
When the anode
(non-banded end of the switch diode) is shorted to ground, the switch
test will show the entire row as activated (whether any switches are
closed or not). To find the location of the short, go to the end of
the switch row wire on the playfield (the switches are "daisy
chained" together for an entire column or row). Then break the daisy
chain one switch at a time until the short no longer shows in the
switch test.
- Row shorted to ground (diode cathode).
When the cathode
(banded end of the switch diode) is shorted to ground, that switch's
entire row will show as closed in the switch test (whether the switch
is open or closed). To find the location of the short, go to the end
of the switch row wire on the playfield (the switches are "daisy
chained" together for an entire column or row). Then break the daisy
chain one switch at a time until the short no longer shows in the
switch test.
- Column wires shorted together.
When two column wires are
shorted together, and none of the switches in those columns are
closed, the switch test will show no problems. But pressing any switch
in either column will show that switch, along with a switch in the
column that is shorted on the row of the switch being closed. For
example, if column 2 and column 4 are shorted together, closing switch
column 2 row 3 will also show a closed switch in column 4 row 3.
- Row wires shorted together.
When two row wires are
shorted together, and no switches are closed, the switch test will
show no closed switches. When any switch in either row is closed,
another switch on the same column as the closed switch will also show
as closed. For example, if rows 1 and 4 are shorted, closing a switch
in row 1 column 3 will also show a closed switch on row 4 column 3.
- Column and row wires shorted together.
When a column and
row wire are shorted together, the switch test will show the switch
that is at the intersection of the row and column as being closed,
even though it is not closed. All other switches on all other rows and
columns will work correctly. For example, column 1 and row 3 are
shorted together. The intersection of this column and row will show
that switch as closed (even though it's not). And remember, this
switch is not the cause of the problem!
- Open diode on a switch.
An open diode on a switch will
cause only that switch to not work.
- Shorted diode on a switch.
A shorted switch diode will
show no problems when only that switch is opened or closed. However if
additional switches in that row or other columns are closed, false
switch readings can be shown.
The Optic Switches are Going Crazy! The optic switches are
a bit more complicated than standard micro switches. All the optics
require +12 volts to operate. If this 12 volt unregulated supply gets
interrupted (usually fuse F116 on WPC-S and prior, or F109 on WPC-95)
or has become intermittent or drops to a lower voltage, the switch
matrix can go crazy. Sometimes this can be seen in the diagnostic switch
tests as optic switches that very quickly open and close.
This can be caused by cold or cracked solder joints on the
connectors going to optic boards (or a bad fuse). While the game is in
the switch test mode, wiggle the wires and connectors on the opto
driver boards under the playfield. Also check the connectors at the
power driver board too.
Another problem can be cracked power solder joints on the power
driver board at capacitor C30 and bridge BR5 (WPC-S and prior), or
capacitor C8 and diodes D3, D4, D5, D6 (WPC-95). This happens much more
often on WPC-S and prior games though. Soldering jumper wires to
capacitor C30 (or C8 for WPC-95) can fix this problem.
If a large number of optics seem to be affected, it could also be a
CPU board problem. The U20 chip (ULN2803) on the CPU board may have
failed (this chip is socketed on WPC-S and later games). Or possibly
the +12 volt bridge and/or its associated capacitor on the power driver
board has a cracked solder pad, or the +12 volt bridge itself could be
bad.
Fliptronics Flipper Switches, EOS switches, and Test Button
Switches. On WPC-95 games, the flipper switches are wired
directly to the CPU board (on WPC-S and prior Fliptronics games, the
flippers are wired directly to the Fliptronics board). The test button
switches (inside the coin door) are also wired directly to the CPU
board on all WPC revision. These switches do not go through the
switch matrix on any WPC revision. The flippers and EOS switches (on
WPC-95), and test button switches (all WPC revisions) are part of set of
8 direct switches to the CPU board, which go through two LM339 chips,
at position U16 and U17.
On WPC-95, the EOS switches go to connector J208 on the CPU board,
and the flipper opto switches go to CPU connector J212. On pre WPC-95
games, the EOS switches go to the Fliptronics II board connector J906,
and the flipper opto switches go to Fliptronics II board connector J905.
The test switches on all WPC game revisions go to CPU board connector
J205.
On pre-Fliptronics games, the EOS switches and flipper switches are
NOT wired through any circuit board. They are wired directly to the
flippers themselves. The cabinet flipper switches and EOS switches just
complete the flipper power circuit to ground.
Switch Maintainence. Here are the procedures for
maintaining WPC switches:
- Micro-switch: no maintainence required. Can adjust the actuator
arm only by rotating the switch in its bracket. Do not BEND the
activator arm! Loosen the two screws holding the switch, and rotate
the switch to adjust the activator arm. Re-tighten the screws, but not
too tight as it will bind the switch mechanism.
- Blade or Leaf switch: clean with a business card inserted between
the contacts. Squeeze the contacts closed, and remove the business
card. Do not use a file on these gold plated contacts! Re-adjust the
contact spacing for correct operation.
- Opto switches: use a Q-Tip and some Windex. Dip the Q-tip in the
Windex, and clean the opto's two LED's (receiver and transmitter)
with the Q-tip.
Micro Switch Notes. Yes race fans,
micro switches do wear out! Generally this happens when the plastic
"nib" that the switch activating arm activates wears out. But more
common is internal wear. Microswitches are only designed to last 100,000
closures. After this, the mechanical parts inside the switch just plain
wear out (or become intermittent or "sticky"). At this point, there is
nothing that can be done except replace the switch.
With this in mind, nearly all the micro switches in any given "used"
pinball machine are near the end of their life! Most WPC games on
location got at least 10,000 commercial plays (in some cases like Addams
Family upwards of 50,000 plays). So take something as simple as the
switch in the shooter lane. This sees at minimum three closures per game
(three balls), and probably a lot more if the game goes into multiball.
So say a given game has 25,000 plays and is set to three balls. That
means the shooter lane switch has seen at minimum 75,000 closures! And
realistically, that number is probably much higher. So nearly every
microswitch in the game is at the end of its life. And that's just the
shooter lane (I would expect ramp and lane micro switches to have many
more closures per game).
But most micro switch problems are related to the metal activator. If
this metal activator gets bent down too far (from contact ball contact),
a switch may not work. This fix is just a matter of re-bending the
activator (please do this with the game off).
Another thing to remember about micro switches is excessive soldering
heat will easily damage them. These switches are almost entirely
plastic. If too much heat is applies when soldering a diode or wire to
them, it can easily melt the internal parts or even the switch's plastic
body. This often makes the switch "sticky" and intermittent. So be
careful when soldering to these switches.
WPC Switch Connectors. The connectors that attach to the
bottom edge CPU board are the switch matrix connectors. These originally
are .100" IDC (Insulation Displacement Connector) style. If a wire pulls
out of the connector, it is often a good idea to replace the whole
connector with a crimp-style .100" Molex connector. Here are the part
numbers:
- .100" terminal pin: Molex part# 08-50-0114. Digikey part#
WM2200-N, and Mouser sells these.
- .100" polarized peg, part# 15-04-9210.
- .100" header pins with no lock (12 pins), part# 22-03-2121.
- .100" white connector housing (12 pins), part# 22-01-3127:
Mouser.
* bold text denotes the number of pins, in this case,
12.
End of WPC Repair document Part Two.
* Go to WPC Repair document Part
One * Go to WPC Repair document Part
Three * Go to the Pin
Fix-It Index at http://marvin3m.com/fix.htm * Go to Marvin's
Marvelous Mechanical Museum at http://marvin3m.com
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