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Williams Pinball Troubleshooting and Reference

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1. ww 9 9 9 9 b 9 5 a 9 5 16 Lamp problems re ee 39 Lamps controlled lamps don t work 5 9 b 40 Lamps flashlamps don t 39 Lamps general illumination lamps don t Lamps lamp row 11 4l Lamps no general illumination and no controlled 1 4 42 BEEN LANE CHANGETM swi tch SE EE EE E EE E EE SE SE EE E E E 5 P P 9 9 9 9 9 5 9 5 5 9 5 32 Leaf switches 4 Ld Light bulbs 8 gt o 4 9 9949 44959 ena 9 5 9 9 9 9 9 9 9 9 9 9 b 9 9 10 Linear Power Pn 30 Locked up 48 50 Lubrication points ccsscoctesccc osoo See ws ae ae 4 13 Lubricating the kicker 1 kcu Lubricating the
2. 25 1 stuck CPU board indicator CEE SE SE EE EE SE SE SE SE ZE E EE EE SE E EE E e e E EE SE EE 48 50 Periodic Major Service Procedures 1 Pinouts for 6802 and 6808 8 22 OF Pivot points spinning target 13 4 4 6 9 9 9 9 9 EE 09899 99 amp 9 9 9 O 9 DP 9 9 9 P 11 Playfield cleaning Tee CAR tree Playfield pitch and the plumb bob ege ek espe 9 Playfield waxing TT B Playfield posts 999999 oe 9 9 9 9 9 9 9 P 9 9 5 DE 9 9 9 P 9 O9 9 97 T 9 9 P 9 9 9 5 8 Playfie 14 pitch o 9 459 9 99 seeenvee E EE EE 9 5 9 9 9 5 9 4 4 9 9 eee eevee 8 Plumb bob adjustments Tr s 10 Plunger bal l shooter 9 9 9 9 9 9 9 9 ee EE 995 9 9 99 99 99 99959 29279 9
3. 5 wee 995929 amp 8 Coil problems 9 9 9 9 5 9 9 9 9 6 5 9 9 9 9 5 ese 6 9 9 9 9 35 Coils flipper amp 9595 amp 12 oil numbe rs gt 9 5B b 9 5 9 69 Coil sleeves 99999899060 5 5 gt 11 12 Coil SLODS vanus 444 4 4 4 44 0 4 689669 gt gt 11 Coils When I turn it on game pulls in all 116 35 Coin chute tes t 9 9 9 89 9 9 6 9 9 9 9 59 5 995 99 9069292 9 9982 96 06 5 etb 9 Connectors 3 burned 5 eevee oe 9 5 10 Connector Code 9 9 9 b 9 b 9 9 9 b 9 P
4. 16 Bookkeeping and Game Adjustment 1 16 Lamp Matrix 1 4 9 9 9 9 5 gt 16 Switch Matrix Table e 29292609999 gt 18 Solenoid Table a lt gt gt 18 CHAPTER 3 Electronic and Electromechanical Troubleshooting 19 A Word On System rchitecture eee 20 Pinouts for 6802 and 6808 80 8 22 System 9 and the 6802 6808 AO Electronic Service 4 hr n nnt 727 Di agno 5 5 Common Symptoms 699992999499 E gt amp 9 9 9 9 6 9 9 Po 9 9 9 9 28 Linear Power Supplies 9 9 8 e 9 8 8 9 9 5 55 9 9 5 9 9 9 9 5 9 9 9 825999 30 11 31 Switch Problems es 9 9 9 9 9 9 6
5. CEA REC WX RA AAT DX TIU LE A 20 Backbox glass cleaning si e 4h aseo 8 Backup blades 9 e 9 9 9 9 9 9 9 9 6 9 9 9 9 99495909 8 9 9 9 5 8 13 Ball roll tilt vetet i tii 5002502202 9000852285 2 5e04204a4 202299 amp 049 6 n20549009 see 9 Balb troighi vv yer RVARPRR ECKEN SOE ode bea wee L Blanking circuit Pulls in all coils when I turn game 24 Bookkeeping Mode game stuck LU as Ye EE Races Va adu ia d ears E E EE 28 Bookkeeping ka ky aO CR ECC ON C re 16 Brackets mounting flippers drop ll 11 Bus problems 99999928259 ee toe 5 boge 48 Capacitors power 10 30 31 49 50 Checkup Five Minute gt LEE 6 9 9 9 9 9 6 9 9 B 6 5 P 9 9 P 9 Circuitboards Replacing Sys tem 9 9 9 9 9 9 9 9 9 e 9 9 s 9 9 9 9 9 9 6 69 Clock problems t
6. CONTROL ERALS an RAP PB TA PE P a COMMON FEATURES Modern computers have certain common features 1945 John von Neumann conceived what we know today as the digital computer While other designs or architectures as they re known are also being used most computers follow von Neumann s model Your game is no exception MICROPROCESSOR Like all computers your pinball machine has on board silicon brain that processes and controls data according to set of internal instructions These instructions are called microcode and they re stored in the brain chip which is called the microprocessor TEMPORARY MEMORY Why does a computer need memory One reason is that data must be stored temporarily until the microprocessor s ready to use it Temporary storage is provided by random access memory RAM chips The microprocessor can write instructions into RAM and then read the instructions later This is why RAM chips are often called read write memories Two examples of temporarily stored data are your game adjustments and bookkeeping totals This information is stored in your game s CMOS RAM PERMANENT MEMORY Actually even with temporary memory a computer is just useless hardware Unlike other machines a computer can t function without a set of instructions known as a program or software In fact most of your game is software Only by consulting its program does the microprocessor know whic
7. 10 Power problems 999 48 Power supplies seve EE SE SE EE SE SE SE SE SE 9 EE 9 9 9 5 9 9 9 9 9 9 9 5 9 9 9 9 CEE SE S EE SE E EE SE 30 Procedures Periodic Service mechanical Va e vex LL Publications Using run 41189 on the 100V 11 Cra e ORA ore ee RC AIO S ee CV d vibe od 5 Preface eespool 6 4 69099 9 492 295 9 9 99299 78 Reading data 5 9 9 9 9 9 9 a 5 9 9 9 2999 E ees 9 P 9 9 9 5 59 9 9 9 9 amp 8a 9 rt eet 8 Real Time 9 9 9 9 6 9 5 a 9 9 9 9 9 9 5 9 9 9 5 9 69 9 95 7 5959 99 9 9 9 9 9 b 5 5 9 9 9 5 9 se 29 Reference Information ee eaves ees e qaaa Qu ERIT ech ere RUE 2 33 Reset circuit 999009 99 EE EE SE EE EE SE E EE Sa 9 9 9 9 9 9 9 5 5 9 5 5 9 48 49 11 Return spring e 9 9 9 9 5 5 9 9 9599 gt 9 6 4 P 9 9 9 9 5 9 gt 5 9 b 9 V ROM Summary for a Ty
8. AND NEED eee EA m Q86 2 440 R34 GROUND LINES FLIPPER Burrows b d yao GAME UP GAME DOWN s CIRCUIT SRIZ 2 J 4 TK i X eee 8 5 As 7402 FROM Q4 s O COLLECTOR 2 iB ies RESET CIRCUIT 394 10 4 p 7406 L e T A R54 l Br 947 10 FROM PIA US 4 PA2 cls 7404 __ OPIN 19 CB 2 BLANKING CIRCUIT 4 38 SYMPTOM GAME TESTS amp PROCEDURES Pulls in one solenoid when I turn it on 1 IF IT S CONTROLLED SOLENOID CHECK 1 the coil s TIP122 output transistor 2 the solenoid s diode 3 the 284401 pre drive transistor BLANKING 4 the appropriate AND gate U56 U57 U60 or U61 on the CPU board 22 TO SOLENOID THEN SOLENOID TO GROUND ORIVES HROUGH RELAY KI FROM U4 1 IF IT S SPECIAL SOLENOID CHECK 1 the solenoid s control switch This switch on the playfield may be stuck in the activated position 2 the 22uF capacitor across the switch Has a broken solenoid 1 SWLITCH TRIGGERED SPECIAL SOLENOIDS The solenoid test will help you test controlled solenoids But to test a switch triggered solenoid use Game Mode and pull the sol
9. DISPLAY 3 SEGMENT CATHODES DIGIT 5 100 DISPLAY 4 SEGMENT CATHODES 7 Segment iC 2 1 i a NOTES 1M 1 000 000 2 Ks1000 3 KEEP ALIVE ANODES 8 CATHODES NOT SHOWN f 4 COMMA CATHODES NOT SHOWN g 5 CREDIT MATCH CIRCUIT NOT SHOWN 44 TESTS amp PROCEDURES 1 Only display 1 s anode and cathode have difference voltage across them That s why only display l s 1M digit will indicate zero Has missing segments or digits on one slave Swap the suspected slave unit with a good one 1 If the segments or digits now light replace the suspected unit Is missing the same segment Find the master display board Check segment on two displays drivers and burned resistors at the outputs of the appropriate driver IC for displays 1 and 2 or IC2 for displays 3 and 4 1 Check for corrosion on the master display tube s pins It uses BOTH segment driver chips and could take out BOTH 2 Replace the tube or clean off corrosion with a mild abrasive like an eraser 3 Repeat the procedure with the remaining tubes in the ailing circuit Refer to your master display board schematic Check for an open connection between the CPU board at connector 1J3 and the master display board at connector 4J7 ERREUR Se Is missing the same digit 1 DEFECTIVE ST
10. Barve 9 5995826999928 30 Flipper wear 11 Flipper wiring eei ses 6 AP AREA QURE EP ER NIE ER ee VINE NO 11 Function Finder glossary of electronic 54 Fuse Fl always blows 1 4 45 Game Adjustment 1 066 EY Game Over Mode Won t ipm TER 8 Game Registration Cardo wave v ww 9 16 Interrupt gt eoat 25 Ground Source for Testing EE T Hn 20 Jet bumpers mechanical aspects cesses heh nng cslis 13 14 Jumpers board oe 9 9 9 71 Kicker coils burn 6 66 55 Kickers lubricat ing 99 9 9 859 9 999252999 V 979 4 9 94849 13 Lamp column failure 9 9 9 9 9 5 9 6 9 5 9 9 9 bh 41 Lamp Matrix Table
11. 9 9 32 Playf ieid Coils ee eee 35 NU 39 1 8 1 58 42 8 4 4 4 4 4 9 9 4999 9 5 9 9 Power Bus and Clock 1 rem 48 Speech BOATS 43x 51 CHAPTER 4 Reference Tm 44 4 Gace ROM Summary for Typical System 9 TP 2 e 99 92485 99 Er S S E EE E E EEREN 2 Preface eeto 99 gt 5 System 9 Games in Chronological 4 4 6 Function Finder glossary of electronic terms used by pinball 54 Pin Functions of 6802 and 6808 0 8 68 Syste
12. AUDIO AMPLI FIER SPEECH PREAMP ACTIVE FILTER DELTA SPEECH MODULATOR DATA DATA BUS 1985 CONTROL BUS POWER SUPPLIES AND ADDRESS DECODER NOT SHOWN 5 SPEAKER ud cs 1 4 MHZ CLOCK c MC6808 OR 6802 MICROPROCESSOR 8Kx8 OR l6K x 8 STATIC RAM 28 8 6 ADDRESS BUS 8 BiT E 495 System 9 and the 6802 6808 Microprocessor DIGITS AND VOLTS your microprocessor voltages represent the binary digits 1 and O As may be expected O translates to OVDC Because a voltage is used technicians often refer to the O signal as a low pulse low logic level or merely low However 1 implies 5VDC or high SOURCE CODE the game s program is written in assembly language The factory s assembler software converts the Source code into object code for your microprocessor Object code consists solely of binary numbers Each number denotes an instruction an address data etc ADDRESS BUS 6802 and 6808 microprocessors have an address bus composed of 16 lines or bits The bus permits your microprocessor to directly address 65 536 memory locations two to the sixteenth power This number is abbreviated 64K Programmers refer to your microprocessor s highest address as FFFF hex for 65 536 Each memory address is one byte long byte of data may be stored there Such locations exist in PIA RAM and ROM chips Sy
13. 9 9 2 21 Control DU S4 xy Rn RO erit uie eS En Ae ase Control Locations 9 4464 69 CPU Board Jumper Table 4 xa aer ad ebbe tovc i Crank 6 4 12 13 Crashes or refuses to enter Game Over 30 Data ERETTE E 21 Diagnosing Common Symptoms ins 28 Diagnostics REC RV a qd E AR ruo Oei 9 70 Digits and Volts op 99 9 98 6 9 9 9 9 9 9 9 9 6 a n ep v 9 939 97 P 4 9 25 Display Problems ta gt eee 9 9 9 4 6 49 e 9 9 5 42 Displays always DISSI 45 Displays missing segments or digits on one slave 41 5 1 GS Displays missing segments two 44 Drop targets Dynamic DTP n E 26 E F G H I J K L Electronic Test Equipment ee oe AG 0 OPTED ES 28 Eject assembly TUI kA AW ORA Da aua Eject h
14. Are the batteries or clip bad corroded etc If not 1 Check the 144148 diode D3 on the CPU board in the CMOS circuit If replacing the diode doesn t clear up the problem Check pins 18 and 21 of CMOS RAM U18 These should be pulsing Game Over Mode If they aren t Use your schematic and check the memory protect circuit for an open or stuck logic state at chips 043 pin 8 and pin 11 016 pin 6 034 6 041 pin 6 All these pins should be pulsing in the Game Over Mode If these check out but you still have the problem 29 123108d gt 163 WOM3 LLA 2 7 oo o wm coe GKAL LLL a AMA al a a a a a ALLA a a a a LAMA 4X4 4 lt lt 229 2 lt 5 8 095 O6 N24 XO una b 519 583 sng 13539 W3MOd 21901 30 SYMPTOM MY GAME TESTS amp PROCEDURES Check for a shorted 2N3904 transistor Q52 Q52 outputs a 1 high upon reset or when the game is turned on the rest of the time it sends a pulse to CMOS RAM Ul8 s enable 18 Tilts or gives free credits Check for shorts in the wiring to the credit button or tilt switch Check for a wire shorted to ground or to the coin door Put the game in the switch test Check for pulsing at the collectors of the 2N
15. Has column problems 08 1 2 ST ST2 T3 o SWITCH 514 MATRIX DRIVES Check the SIP pullup resistors 588 and the 2N3904 transistors for the stuck rows Q through 014 on the CPU board A 22 4 gt BYS 2v e 35 SYMPTOM GAME TESTS amp PROCEDURES Playfield Coils In general Notice that WILLIAMS machines switch ground instead of like other manufacturers games Special solenoids jet bumpers drop targets kickers etc have two sets of switch points one for solenoid actuation and a second set for scoring An RC filter made of a 22uF capacitor and 100 ohm resistor runs across these points Burns up its flipper coils 4 bent EOS switch permits the high energy pull in winding to stay engaged as long as the flipper button is held Clean the EOS switch with a file and gap it so that 1t just opens when the flipper reaches the top of its stroke At this point the EOS gap should be 1 16 inch Replace the burned out flipper coil Now your flipper should work properly RO M e Burns up its kicker co ls If the kicker rubber is too small kicker contacts may be forced together The coil will be constantly energized and will overheat If the rings are the right size proceed The coil sleeve or some other part of the assembly may be binding The extra friction will caus
16. Transistor CAUTION Circuitry is similar but not identical Pinouts differ and chips are not interchangeable Examine schematics for your game before you service it CAUTION Circuitry is similar but not identical SYSTEM 9 PART SYSTEM 9 PART interchangeable SYSTEM 11 CPU PART C2 U24 U23 U21 U22 SYSTEM 11 PART 015 U27 U24 U26 037 012 US U21 U22 U21 U22 74 SYSTEM 11 BG SOUND BOARD CIRCUIT None U2p10 17 C26 None None CIRCUIT CPU 9 Speech 11 CPU Speech Speech Speech PART DESCRIPTION Diagnostic button PIA pins Capacitor Power amplifier Capacitor Capacitor Sound MPU Sound RAM Sound ROM Main MPU PIA Capacitor Transistor DAC chip PART DESCRIPTION Game ROM 1 Game ROM 2 Power connector Main MPU Fuse Fuse Test point Test point Regulator IC Main MPU Capacitor Main MPU Clock crystal Game ROM 1 Sound MPU Game ROM 2 Address decoder Main MPU Sound speech mixer Filter preamp IC Filter preamp IC Capacitor Filter preamp IC Speech ROMs Sound ROM Pinouts differ and chips are not Examine schematics for your game before you service it poer peor n cado Wa Menit od a I edm ae 75 Index to the First Three Chapters A B C D eee BUG Adjusting GWLUCHEG ico saad dee e rara NaS wa da xke cer sd eee ae 13 Architecture
17. WILLIAMS has a new numbering system for 23 gauge 800 turn coils part number s two letter prefix identifies lug positions as viewed from the coil s round end with the lugs pointing away from you AE means that the coil s two lugs are mounted in the two end positions AL means that the coil s lugs are mounted in the left and middle positions AR means that the coil s lugs are mounted in the middle and right positions The next two numbers 23 identify the gauge of magnet wire used in the coil The number of turns is specified next 800 The diode and tubing used in the coil are called out in the final number 01 02 list of old coil part numbers and their new equivalents follows 705 OLD COIL NUMBER NEW EQUIVALENT SA 23 850 DC AE 23 800 01 SA7 23 850 DC AE 23 800 02 G1 23 850 DC AE 23 800 03 SA3 23 850 DC AE 23 800 04 A2 23 850 DC AE 23 800 05 6G 23 850 DC AE 23 800 06 44 23 850 DC AE 23 800 07 541 23 850 AL 23 800 01 TECHNICAL SOFTWARE Your game has an amazing capacity for entertainment Yet part of your game s potential is never seen by players Deep in the System 9 background program is a set of routines strictly for service technicians With these routines your game can actually help service itself SIMPLE AND FAST Leave your test gear n the truck and spend ten minutes with the machine Just two buttons in the backbox test all n ne memory ch ps the microprocessor and
18. 2 ROM Summary For Typical System 9 Game DESCRIPTION ESC Game ROM 1 ROM 8Kx8 bits Game ROM 2 4 8 bits Sound ROM 16Kx8 bits Speech ROM 4Kx8 bits Speech ROM 4 8 bits Speech ROM 4Kx8 bits Speech ROM 4Kx8 bits Type 2532 ROMs may also be used for the speech ROMs NOTICE TO ORDER REPLACEMENT ROMS from your authorized WILLIAMS ELECTRONICS GAMES distributor specify 1 part number if available 2 ROM label color 3 REV level revision number on the label and 4 which game the ROM is used on Connector Code WILLIAMS USES A SPECIAL TECHNIQUE to name jacks and plugs Each connector receives a number a letter and number hyphen separates the jack or piug designation from the pin number J designations refer to the male part of a connector P designations refer to the female part of a connector 171 board 1 jack 1 CPU Board jack 3P6 is board 3 plug 6 a Power Supply plug For example 171 3 refers to a connector at board 1 specifies the jack male or board side of the connector identifies the connector as number one on the board and st pulates number three The prefix numbers for System 9 games are as listed below 1 CPU Board 9 Insert Board 2 not assigned 10 not assigned 3 Power Supply Board ll not assigned 4 Master Display Board 12 Speech Board 5 Slave Display Board 13 not assigned 6 Backbox 14 not assigned 7 Cabinet 15 Flipper Power Supply 8 Playfi
19. Card Bookkeeping and Game Adjustment Tables Lamp Matrix Chart Switch Matrix Chart Solenoid Chart 16 Game Registration Card AN OPEN CHANNEL Your game registration card is your open channel to the factory read every card and we consider every suggestion So please take a few moments to tell us how your new game s performing This is more than a chance to put your two cents in Your comments positive and negative help us improve the quality performance and user friendliness of our games Try to keep your words neat concise and to the point This way you ll be sure we understand your card Bookkeeping and Game Adjustment Tables SET UP YOUR GAME FOR PROFITS There s no better way to start than a spin through your Bookkeeping Table and Game Adjustment Table Do this at least once a week First follow your manual s instructions and put your game into Bookkeeping Mode Now the game uses its five gas discharge displays to communicate Without your manual the displays seem to present an endless stream of meaningless numbers Make no mistake These are vital statistics That s why you need the manual as an interpreter VITAL STATISTICS In fact Bookkeeping Mode tells you everything you need to know about your players many coins did they spend on your game did they score long did they play many replays specials extra balls and other features did they achieve These facts help you tailor your
20. DATA STl ST6 STATIC RAM SWITCH MATRIX 65 READ ONLY MEMORY This is a permanent memory There are several types of ROM The most common is the EPROM For information on the ROMs used in your machine consult the ROM SUMMARY in your game s manual READ WRITE NOT An MPU output When this function s high the MPU reads the data bus When this function s low the MPU writes on the data bus RESET NOT When this MPU input s low the MPU isn t running RESET NOT is used to initialize the system or restart it At least 4 0 VDC must be at the MPU s reset pin before the system will run SILICON CONTROLLED RECTIFIER A three terminal electronic device designed to switch DC Unlike a transistor an SCR can t be operated as a valve that is SCRs aren t linear devices Instead SCRs are basically diodes with a third leg called the gate Current through the gate turns the SCR on At this point the gate loses control of the device An SCR only switches off when its anode to cathode voltage falls to zero Your game uses 2N5060 SCRs in its lamp row return circuitry Multi bit information sequentially transmitted over a single line SINGLE INLINE PACKAGE This term defines the comblike shape of some integrated circuits Such devices are rectangular with legs descending in a single row SIP capacitors and SIP resistors are also common SOLENOID TRIGGER ONE THROUGH SIX NOT These are signals from different PIA s These six should
21. and DIP resistors are also common PIN NUMBERS DEVICES Commonly pins are numbered a counterclockwise direction as the chip is viewed from the top Pin numbering begins with the pin nearest a white circle embossed into the package Alternately there may be a notch in one side of the chip When the notch points north the top pin on the west is number one chip has no dot or notch the first pin is usually determined by the print on the chip When the print points north the top pin on the west is number one 58 DISCRETE One transistor per package as opposed to an integrated circuit which has numerous transistors in one package DISPLAY Any means of reproducing information in readable form DYNAMIC RAM ALSO DRAM This type of random access memory needs to be refreshed or it loses its data even when it s under power E ENABLE This is the system clock an MPU output that runs at 1 MHz EOS SWITCH END OF STROKE SWITCH Also called EOS Your flipper coils have two windings EOS switch selects both of them for lift or only the high resistance winding to keep the flipper up YOUR EOS SWITCH is mounted on your game s flipper assembly When the flipper is resting or rising the EOS remains closed This allows the flipper full power because both its high resistance winding and its high current winding energize when you press the flipper button However when the flipper reaches the top
22. ball trough T 4 13 Lubricating the eject assembly Tv dba Re se ee IE E Lubricating the flipper crank arm assembly 5 4 13 Lubricating jet bumpers Pales S at eee wee 13 M N 0 P Q R Jet bumper lubricating 9 9 SE SE SE 99 9 9 13 Maintenance Procedures 1 ssai 2l Major Service Procedures mechanical awed Mechanical Adjustments flippers and eject holes LP oe 12 Mechanical difficulty adjustments r Mechanical Servicing 9 9 9 9 9 9 9 9 9 9 9 9 9 amp 9 9 7 Microprocessor Devices beyond microprocessor 1 26 Microprocessors Pinouts for 6802 and 68 8 25545 Ges e saa 68 Microswitches 13 Mounting brackets flippers drop gt 5 gt 2 4 10 11 Mylar 1 4 4 8 Object 4
23. can be caused to switch between them Your game uses a 7415374 D type flip flop for precisely this purpose Versatile circuits flip flops are the basis for registers SS SE Se eT FOREGROUND PROGRAM GAS DISCHARGE DISPLAY i s 10 00 s KAA A 8 CD E KAK HALT HEXADECIMAL INTEGRATED INVERTER 59 RAMs decade counters the frequency dividers inside clock circuits and more This part of your machine s software gives your game its unique personality general this series of routines usually includes bookkeeping features above function 12 and game adjustments above function 30 except for functions 40 41 and 50 which are background functions A tube containing neon or another noble gas at a very low pressure When the anode is substantially more positive than the cathode a glow ionized gas develops near the cathode MULTIPLE ELECTRODES Your game s score displays use 7 segment gas discharge tubes These have several cathodes Each forms one segment of a numeral or letter The tubes also have many anodes Each one represents one digit place on the seven segment tube And each selects the letter or digit in that place whenever voltage is applied KEEP ALIVE ELECTRODES Besides other electrodes your gas discharge displays each have one keep alive anode and cathode These provide a maintenance voltage in the tube This means that the striking illumination voltage need not be applied wheneve
24. capacitor C7 on the CPU board for excessive AC over 0 75 VAC Still has no sound Turn the volume control all the way up With the game turned on momentarily place a cold but powered up AC soldering pencil on the bottom side U59 side of capacitor C29 DO NOT use SYMPTOM TESTS amp PROCEDURES soldering iron of over 40 watts Cordless models do NOT work for this test 1 If you hear a low hum the power amplifier chip TDA2002 on a vertical heatsink and speaker are okay Your volume control or its wiring may be bad 2 If you don t hear a low hum Individually check in order of possible failure the power amplifier chip TDA2002 speaker speaker wiring and capacitor C24 Do this by substitution one part at a time test speaker on short jumper cables will help you perform your speaker and wiring tests OTHER AREAS TO CHECK l Is there pulsing on the data lines of microprocessor 011 pins 26 through 33 If not swap the microprocessor then the other Socketed chips 012 ROM U49 2 If there s no pulsing anywhere in the sound section check the 4MHz line from 017 3 Is there pulsing on the data and address lines of PIA U13 If not check power pin 20 before replacing the chip 4 Capacitor C31 transistor Q51 and digital to analog converter U48 rarely fail Power Bus and Clock Problems Wo
25. eject kicker and flipper crank arm assemblies Lubrication points on spinning targets Adjusting Leaf Switches used on jet bumpers kickers etc l Only qualified technicians should adjust switches 2 Adjustments must be made with the power off 3 Before you adjust them tighten the stack 4 Use a blade adjustment tool or very long jawed needlenose pliers 5 For more liberal play carefully bend the backup blade toward the moving contact For more conservative play adjust the backup blade away from the moving contact 6 Take care not to disable the switch by over or under gapping it With a ball activate the switch several times to see if it registers properly 7 Adjust switches standup targets jet bumpers rollovers and spinners from the bottom of the playfield Adjust switches on kickers from the top of the playfield 8 Before you release the machine to a location turn it on and play How are the switches performing Double check your adjustments Run the switch test described in your service manual Adjusting Microswitches used on ball trough eject hole 1 Only qualified technicians should adjust switches 2 Adjustments must be made with the power off 3 To increase or decrease sensitivity move the body of the microswitch Don t bend the blade as with leaf switch adjustments m uns Ce NO ner 15 CHAPTER 2 USING THE PUBLICATIONS Game Registration
26. more than 8 pins especially PIAs 74154 decoders etc must be replaced refer servicing to your authorized WILLIAMS distributor 28 CAUTION GROUND SOURCE FOR TESTING You ll need a convenient ground point for power on tests Often you can use the backbox circuitboard panel It s connected to power line ground Circuitboard mounting screws are also grounded However many technicians ground to the bare braided wire under the playfield If you use this wire beware of similar but narrower gauge wire under the playfield narrower braid carries 6 3VAC to general illumination lamps This AC will destroy logic circuitry NOTICE ELECTRONIC TEST EQUIPMENT This section makes certain assumptions about the diagnostic equipment you ll use to troubleshoot your game Logic levels in 5VDC powered circuits should usually be tested with a logic probe Other measurements should be taken with DVM FET VOM Bench technicians may substitute an oscilloscope for either a DVM or logic probe Diagnosing Common Symptoms SYMPTOM GAME TESTS amp PROCEDURES Has a 7 on its LED readout Check for pulsing at any data pin of microprocessor chip Ul7 on the CPU board If pulsing is absent check the solder joint on crystal U21 and capacitor 41 These components sm may also be defective Is stuck in Bookkeeping Mode Is 3 5V or more present at CMOS RAM 018 pin when the game s turned OFF If not
27. roll to the end of the track When you lower the game the ball should return to its original position Pushing the game shouldn t send the ball to the end of the track Five Minute Checkup Run diagnostics Are all the solenoids working Are any lamps burned out Hold down each switch while the machine makes at least two counting sounds Note Allowing only one counting sound doesn t permit the machine to display shorted switches Be sure each switch registers correctly according to your game manual s switch matrix drawing l No two switches should have the same number the only missing numbers should correspond to NOT USED switches Run a handful of coins down your coin chutes 10 Oil the ball shooter s plunger the coin return buttons and the cabinet locking mechanism Play a few games and see if the game offers a satisfying challenge 1 it all it can be or will a few minutes worth of adjustments pay dividends later on Weekly Service Program 1 Replace bad light bulbs Clean or replace dirty rubber rings 1 1 1 Replace each rubber ring every three to six months depending on how much the game is played 2 Size new ring looks smaller in your hand than when stretched over playfield posts Get phe right size ring for the job ring should never fit loosely on its posts 3 Check the rings you remove for cleaning If they don t snap to a circular shape then replace them Check insid
28. source tells you the number you coils If you want to order a replacement part it need to know in what order the solenoids are pulsed during the Test Mode what number the game assigns to each coil the table telis you that course it gives wire colors and connector numbers it even tells you the number of the solenoid driver transistor back on the CPU board HOW DO I USE IT Let s say solenoid 1 refuses to pull in But we know this coil s okay since we ve just replaced it problem Consulting the Solenoid Table we find that solenoid 1 is connected to Q47 on the CPU board Over on sheet 2 of 3 of your CPU board drawings you find out that 047 is a TIP122 transistor Your CPU Board Assembly Drawing helps you locate the part on the board so you can test it Typical Solenoid Table WIRE CONNECTIONS DRIVER SOLENOID COLOR 6806 TRANS PART NO SOLENOID FUNCTION TYPE AE 23 800 01 Outhole Drop Target A B C Eject Hole ZAP Flashers POW Flashers 2 Eject Hole Player l Flashers Player 2 Flashers Player 3 Flashers Player 4 Flashers General Illumination Not Used Not Used Not Used Knocker Coin Lockout Coil Left Kicker Right Kicker Upper Jet Bumper Left Jet Bumper Lower Jet Bumper Right Jet Bumper Flipper Not Used Right Flipper Left Flipper controlled controlled controlled controlled controlled controlled controlled controlled controlled controlled controll
29. the CPU board 2 We assume here that microprocessor Ul7 is receiving 5VDC and no more than 0 005 at d pins 8 and 35 If this is the case replace crystal 021 Speech Board Has sounds but not speech Not all WILLIAMS games are programmed for speech if your game was meant to be a talking game there are several areas you should check 1 If all speech is missing press the SOUND DIAGNOSTIC button and then adjust the sound speech mixer pot on the Speech board If this has no effect leave the pot turned about halfway and proceed 2 With your voltmeter check for 12VDC at pin 8 of U2 and U3 on the Speech board Now check for 12VDC at 4 of chips U2 and 03 Missing voltages probably mean bad traces or a bad ribbon connector between the Speech and CPU boards 3 Press the SOUND DIAGNOSTIC button Use sensitive voltmeter or scope probe and check for AC at pin 2 of chip 03 on the speech board there s no AC turn the game off and replace Cl you have a s gnal there proceed 4 Press the SOUND DIAGNOSTIC button Use a sensitive voltmeter or scope probe and check for at pin 7 of chip U3 on the speech board If you have signal there proceed If there s no AC turn the game off Using a socket for the new part replace U3 Now repeat step 5 with the new part 5 Press the SOUND DIAGNOSTIC button Use sensitive voltmeter or scope probe and check for AC at pin 6 of chip U2
30. the clock circuit With two buttons on the back of the coin door plus the CREDIT button on the cabinet you can check the game s lamps sounds solenoids and are three of many tests you perform using the game itself as your test device Consult your game s instruction manual for information on other tests PRESS THE CPU BOARD DIAGNOSTIC SWITCH This switch is on one edge of the CPU Board near a microprocessor large socketed chip The game enters its Diagnostic Mode and performs the Memory Chip Test Memories checked include Game ROMs 1 and 2 The game s clock and the microprocessor are also checked Test results appear as a numeric code on the CPU board s LED display Assuming the tests are passed a 0 should be visible and Game Over Mode will commence Other indications require procedures covered in this book s electronic troubleshooing section An Introduction to Self Diagnostics MEMORIES TESTED SEPARATELY The sound ROM sound RAM and speech ROMs part of a separate computer on the same board aren t tested in the Memory Chip Test Use the SOUND DIAGNOSTIC switch to test the sound speech computer Consult your game s instruction manual for complete details displays sounds lamps and solenoids respectively Problem areas can be inspected by using more specific built in tests Consult your manual for information on these Meanwhile here s the procedure for entering Auto Cycle Mode 1 En
31. usually be high ALSO SRAM This type of random access memory doesn t need to be refreshed That is SRAMs store information until changes are entered by the computer or until their power s removed Your game s 5517AP CMOS RAM is the static kind So is the 6810 RAM in the sound computer The switch matrix in your game permits scoring data to be retrieved by the microprocessor The game s scoring SIMPLIFIED SWITCH MATRIX STROBE 1 STROBE 2 L C INPUT 1 a 2 A INPUT 2 4 TIMER TRANSCEIVER TRANSISTOR BUF FERS INVERTING 1 NON INVERTING 66 switches up to 64 of them are wired in series parallel Each switch is in series with an isolation diode Closing a switch connects a row line to a column line THE SWITCH PIA Actually switch closure completes circuit that begins and ends with the switch PIA The switch PIA pulses each column of the matrix in turn The same PIA scans each row in turn for an output However an output only results if switch closes reine reta Am mil B ey le A AK lae n D er MEME Timer chips are a form of piezoelectric oscillator Your pinball computer uses an MC1455 timer chip for its system clock Both transmitter and receiver in the same IC Circuitry is shared by the transmitter and receiver Your game uses 74LS245 octal bus transceiver SWITCH VALVE GATE An electronic
32. 3904 transistors on the CPU board Q7 through 914 If the pulsing is absent at the collector of a transistor but present at the base replace the transistor These transistors are near connector 118 If all transistors are good Check the diode on the playfield tilt switch 0 ALS avi ta 4 19 2220 TASA CORD samen 2 4 SD Chus 14 0V Fe 1 D GU Dioec skounp te ____ me CET FT iz voc Gal ID zvoc unita CLS avot unes Linear Power Supplies Crashes or refuses to enter Game Over Mode Probable cause Ripple Electrolytics dry out DR TUM DEUM after two or three years of operation rejuvenate or replace bad parts If the game crashes check the following Is the 45V supply running below 4 75V Is the 12 unregulated running below 10 V Both voltages should be measured at your CPU board with all boards connected Check or replace capacitor C10 18 000uF 20V nn Has weak flippers Check the 70V supply for correct voltage when flippers are at rest and when they re energized It should produce at least 50V when flippers are energized If the voltage is low check or replace capacitor 100uF 250V on the flipper power supply board SYMPTOM MY Has one weak flipper 31 TESTS amp PROCEDURES Flippers Is the diode shorting the flipper coil s center tap
33. 8 Ramp 1 Left Coin 29 Ramp 2 30 Right Lane Change 79 36 _ 44 Backglass SORCERER art 62 1 Backglass SORCERER art 63 Backglass Backglass SORCERER art 64 8 GRN GRY 18 9 Multi Play Ball Field Hamp 37 Tut Multi Ball Used SW 38 Slam Tilt Shooter Lane 15 Right Left Spinnter Kicker R 16 SW 32 Lower Not Right Used SW 39 18 Switch Matrix Table SWITCH PROBLEMS ARE COMMON But you have the key that unlocks them Like your Lamp Matrix Table the Switch Matrix Table helps you identify the wiring and CPU board connections for bad circuitry SWITCH TEST Follow your manual s instructions and initiate the switch test Now refer to the Switch Matrix Table Identify the bad switch by name and the table can tell you what switch column and row this switch is wired into Maybe you ll find that the switches one row never work The CPU board connector and pin numbers for that row are given on the chart 1J10 6 for example TEST THE CIRCUIT attached to that connector and pin connector 1J10 pin 6 With your CPU board drawing sheet 2 of 3 check the circuit for switch matrix input row 4 You can solve column problems the same way since column connectors are also given on the Switch Matrix Table Solenoid Table of information on your game s WHAT IT IS Your Solenoid Table is a unique
34. CONVERTER Also called D A converter This circuit translates the binary information of digital circuitry into an analog waveform that can be amplified Your game uses an 1408 DAC in its sound section A transistor circuit noted for extremely high current gain beta may range between 500 and 25 000 This two transistor circuit is used to drive solenoids in your pinball game darlington circuit is so useful as power amplifier that it can be purchased in a single package like the T P122 power transistor used in your solenoid circuit Decoders translate information from one counting system to another eg BCD to hexadecimal Information enters the decoder on a few lines and exits on several lines Your game computer uses 7415139 dual 2 to 4 line decoder to select Game ROM 1 or Game ROM 2 The electronics of switching devices including discrete switches relays tubes transistors FET s and other devices Digital circuits represent data as bits or digits That is logic gates produce a high 1 or low 0 output when they receive a high or low input Output waveforms need not be derived from characteristics of input waveforms as in analog electronics DUAL INLINE PACKAGE This term defines the buglike shape of many integrated circuits Most of the IC s in your game the DIP type Such devices are rectangular with legs in two parallel rows row of legs runs down each side of the rectangle DIP switches
35. D ADDRESSES NO IN HEX U7 2732 4Kx8 BITS SPEECH 8000 8FFF 2732 4 8 5 08 SPEECH or 2732 4Kx8 BITS U9 SPEECH A000 AFFF or 2732 4Kx8 BITS U108 SPEECH BOOO BFFF 72 System 9 to System 11 Conversion Table For Chapter 3 This table helps you service System l games Most System ll circuits are equivalent to System 9 circuits However part callouts differ between games The table provides System ll equivalents for System 9 parts referred to in Chapter 3 special section compares callouts for the System 9 and System 11 sound sections with callouts for the System ll background sound board Equivalents for illustration callouts are not presented Please consult your game s schematics PAGE SYSTEM 9 SYSTEM 11 PART PART PART CIRCUIT DESCRIPTION 017 Main microprocessor U25 memory CMOS RAM D2 memory Diode U4 memory NAND gate See note memory OR gate See note memory AND gate See note memory Inverter 28 15 4 15Pl Flipper power suppl REST OF PART CALLOUTS ON P 31 ARE SAME Backup memory Transistor Switch columns Transistors Main power supply Capacitor Flipper power supply Capacitor CPU output Solenoid connector Solenoid Ground relay Switch row Input NAND gate Switch row Input NAND gate Switch row Input NAND gate Switch row Input NAND gate Switch column SIP resistors Switch column Transistors Reset 555 clock Blanking Inverter Blanking NOR gate Blanking Inverter So
36. E 30 Wear points flipper sesed 4 9 9 58 9 9 9 5 9 9 9 O6 9 9 9 9 0 t9 9 9 9 9 9 ect 9 9 9 9 12 Weekly Service Program EE DE SE SE EE EE SE E E SE EE EE E E E a 5 9 9 9 9 5 9 10 Words missing 9 9 9 9 9 9 9 9 9 9 9 9 9 6 9 9 9 9 9 6 9 O6 9 9 b 9 B 9 9 9 52 Writing data O E DE EE SE EE SE SE E 9 9 9 9 9 9 9 9 995995979999 Er SE DE EE S 9 C o O O O 26 0 stuck on CPU board indicator 9 9 9 L EE SE SE SE SE SE E Ea EE SE EE 48 50
37. L H INPUT OUTPUT PORT Peripherals comprise one of the functional blocks of any computer A computer s 1 0 ports couple the microprocessor to the peripherals Our system has eight I O ports in the main computer plus two in the sound computer Each MC6820 or 6821 chip contains two ports and B on schematics Control signals from the MPU determine which ports will be inputs and which will be outputs INTERRUPT REQUEST NOT normally pulsing MPU input With IRQ low the MPU temporarily sets its main program aside executes a special subroutine then returns to the main program INTERRUPT REQUEST and B NOT Two PIA outputs tied together in our system which stay high until a PIA needs the data bus The game s controlled lamps up to 64 of them are wired in series parallel Each lamp is in series with an isolation diode turn on a controlled lamp the computer must create two conditions 1 Feed a ground pulse to the lamp s row and 2 feed to the lamp s column pin KILO Abbreviation for 1 000 When refers to computer memory capacity it actually means 1 024 Total memory is usually specified in Kbytes but chip capacity is usually specified in Kbits SIMPLIFIED LAMP MATRIX 18 v COLUMN 1 EAD OS LATCH LEAST SIGNIFICANT BITS LED LOGIC GATE 15 MEMORY PROTECT MOS TRANSISTOR CMOS CIRCUIT CIRCUIT Vcc QI P
38. MOS Q2 NMOS 61 type of flip flop suited for storing one bit information ABBREVIATED 158 a binary number the digits occupying the rightmost places Examine the binary number 1110 equivalent to decimal 14 this example the digit O is the least significant bit Least significant bits are also referred to as low order address bits Your game uses low order address bits to address RAMs ROMs and peripheral devices your CPU board schematics these bits appear as AO through All LIGHT EMITTING DIODE semiconductor device that generates light You ll find LED s in the segment display on your CPU board Don t confuse these with the gas discharge tubes in the game s score displays These use a completely different technology Any switching device including AND OR NAND NOR XOR XNOR YES and NOT circuits and compounds of them Logic gates produce a high or low output when they receive a high or low input output waveform need not conform to the shape amplitude phase or frequency of the input waveform as in analog electronics SCHOTTKY CIRCUIT type of logic that operates with less current than TTL circuits require LS circuits have similar numbering scheme to their TTL counterparts 741 5 prefix instead of a 74 prefix However TTL and LS aren t always interchangeable In fact LS parts have less fan out than their TTL counterparts Furthermore operation speed and p
39. PHERAL INTERFACE ADAPTER Our system uses the MC6820 or 6821 PIA chips These chips permit the MPU to communicate with devices outside the computer s bus system Each PIA has two 1 0 ports for the MPU s use External devices are connected to one side of a port and the computer s bus system is connected to the other side This slice of quartz vibrates at its natural frequency when whenever voltage is applied Crystals are used instead of coils and capacitors in tuned circuits and oscillators ALSO KNOWN AS ACCESS TIME Each time a signal passes through a logic gate the output slightly lags the input This lag in output is primarily due to the internal capacitance of transistors MOSFETs and other gates If a signal function passes through several gates it may emerge in the wrong phase That is it may be inverted at the opposite logic level from the desired signal RANDOM ACCESS MEMORY RAMs read write memories The MPU can use them for temporary storage during its computations fact the MPU uses RAM the way technician might use a scratchpad When the MPU decides to read data from a particular memory or port location the MPU pulls this output low This control line isn t used in our system it s permanently tied low RAM ENABLE This signal controls the on chip RAM of the MC6802 6808 When placed in the high state the on chip memory is enabled RE is tied low disabled in our system ROM R W SERIAL
40. ROBE LINE During the display test on two displays check CPU board output connectors 1Jl and 1J2 for pulsing If any pin fails to pulse 1 Check SIP resistor packs 5811 and SR12 all resistors measure 4 7K to with the game off 2 With the game in its display test check U9 on the CPU board for pulsing on pins 0 through 15 DEFECTIVE WIRING Check the wiring between the CPU board at connector 1 1 and 172 and the master display board at connector 4J5 DEFECTIVE MASTER DISPLAY INVERTER With the game in its display test check the master display strobe circuit First look for pulsing at the outputs of inverter chips 9 10 and 11 DEFECTIVE DRIVER WIRING OR SLAVE Now use a DVM to test the high voltage side of the digit driver chips IC s 7 8 12 and 13 In display test these outputs should have 90Vpp square pulses on m 45 SYMPTOM MY GAME TESTS amp PROCEDURES them Your meter averages these pulses to produce a nominal 20VDC reading l A zero reading means a bad chip or a broken trace between the TTL input of the chip and the output of inverter chip 9 10 and 11 2 A 20VDC reading means an open connection after the chip s output or defective slave displays Check suspected slaves by swapping them with good boards If the new slaves work the old one
41. Service Program Periodic Major Procedures Other Mechanical Adjustments es BY 1 8 Setup Procedures Install a playfield nylar or use a small mylar protector above the game s flippers This area s the highest wear spot on the playfield Clean the playfield 1 Use non abrasive compound to polish the playfield Compounds by Wildcat NuLook Mills Wico and equivalents by other brands do a fine job 2 Never use soap or abrasive cleaners on the playfield dirty areas should be cleaned with a damp rag 3 USE WAX SPARINGLY Don t get it on drop target backup blades T springs Built up wax can easily foul your backup blades and switches 4 DROP TARGETS While you re checking them insure reliable operation from those drop targets Clean them regularly Then apply WILLIAMS drop target lubricant to your backup blades CLEAN 8 LUBE DROP TARGETS HERE Uso leg levelers 10 adiusi the ployfield pitch Playtield posts set the probability of ball s draming Clean the front of the backbox glass with window cleaner Take care not to get the back of the glass damp as the cleaner may lift up the artwork usually painted on the back of the glass Adjust your game s mechanical difficulty by moving playfield posts Also vary playfield pitch between 5 and 7 degrees to the floor The pitch adjustment alters the action of the game steeper angle to the floor 7 degree
42. TIC TEST but sounds are present in Self Test 47 Sounds present not speech 9999599809982 5 9 999 6 5 8 B 9 9 Bh 9 9 9 9 5 997 92 99 9 47 Sound 1 4 47 Source se 25 Speech board 1 4 51 Speech ROMs comparison between system 9 and system ll Spinning target pivot points EE EE SE SE EE SE EE DE SE E S 9 9 9 EE E 999299 9 9 9 9 13 Stal led game 9 299 98 9 9 999 99 929 999 299 48 50 Switch adjustment EE EE EE EE DE SE E EE E o 6 9 9 9 9 9 9 9 9 Pia vrl 14 Switch column 1 PU PLE 34 Switches Game has row problems T TT 34 Switches One causes three others to actuate T 34 Switches open but game awards oe 34 Switch Matrix Table b 18 Switch problems 99 9 9999 32 S
43. VOLUME CONTROL is accessible through the coin door on the left cabinet wall DIAGNOSTIC GAME SETTING SWITCHES ADVANCE AUTO UP MANUAL DOWN and HIGH SCORE RESET switches are located on the inside of the coin door For operation refer to your game s manual THE MEMORY PROTECT SWITCH is on the inside of the coin door frame This switch must be open to clear bookkeeping totals and to make game adjustments It automatically opens when the coin door opens ALL CIRCUIT BOARDS are in the backbox THE CPU DIAGNOSTIC SWITCH is on one edge of the CPU Board near a microprocessor large socketed chip This switch operates the Memory Chip Test explained in your game s manual THE SOUND DIAGNOSTIC SWITCH is on the CPU Board near the batteries This switch is used to initiate the Sound Section Test Refer to your game s manual THE SOUND SPEECH MIXER POT is only found in talking games it is on the Speech Board This pot permits the operator to balance sound and speech to suit the game location Replacing System 9 Circuitboards CPU BOARD Your System 9 CPU Board D 10535 must be equipped with the ROMs specified in the ROM Summary Only jumpers specified in your game s manual should be connected DISPLAY BOARDS Use the D 10749 Master Display Board with C 8364 7 digit Slave Displays C 8365 4 digit Slave Display is also necessary POWER SUPPLY BOARD Use the D 8345 board equipped with a relay All About Coil Numbers NEW SYSTEM
44. ard NOTICE INDEX This chapter is indexed you re interested in troubleshooting particular symptom turn to the Index at the back of this book The index will lead you to the pages concerned with your game s apparent malfunction NON SYSTEM 9 GAMES When examples of circuitry are appropriate this chapter frequently refers to System 9 Applying the explanations to other WILLIAMS games is easy Use the book s theory drawings block diagrams and other illustrations to guide you through similar if not identical circuitry in your game Be alert as part callouts differ from system to system Those with System ll games may consult the conversion table in Chapter 4 This table converts System 9 part callouts to System 1ll callouts table follows the text 5205 Word On System Architecture YOUR PINBALL MACHINE IS A COMPUTER It s as complex as most personal computers If you want to perform serious repairs you must understand its block diagram Troubleshooting should flow from block diagram to schematic Follow this easy procedure 1 When the game malfunctions try to deduce which block contains the problem Remember usually only one part of a circuit breaks 2 Next examine the contents of the block Using schematics establish which part of a block is probably faulty 3 Locate the damage You only need to test a few circuits MICROPROCESSOR MPU ME ZA Y 8 JL LV LLL
45. ard is blowing your fuse you ve probably located your culprit If one of the capacitors is still good it will soon fail You ve saved yourself a service call Dumps 118V on the 100V line There s probably a lot of AC ripple there too or 118V on the 100V line Your series pass transistor is shorted If you see 118V at 315 pin 4 replace transistor Ql SDS201 If you see 118V at 375 pin 3 replace transistor Q2 505202 4004 NOTE 7102 174 t cl DISPLAY 90 VAC Cih 12100 GROUND 144904 9 NOTE So enor 325 3 i00vbc 392 6 312 25 522 5 i 342 2 LAMP GROUND DOY Ins 764 i DISPLAY YOLTAGE MEASUNEO WITH DIGITS ay Sounds TEST OW SPLATS AT ALL ZEROS 358 4 y100vDC 330 1 29 Seems to have a sound problem Press the DIAGNOSTIC BUTTON 502 on the CPU board Several electronic sounds should be produced This Sound Section Test is repeated until the game is turned OFF and back ON Has no sound in DIAGNOSTIC Check the sound select inputs pins 2 through TEST but sounds are present 9 of 13 to see if they pulse during Test 00 in the Self Test a eT ED tm Never has any sound Check the 12V supply voltage on the CPU board If this voltage is low or AC ripple seems too high 1 Check the gray and gray green transformer secondary wires for 18 7VAC 2 In the 12V supply check the filter
46. capacitor Cl and C3 Each cap is lOOuF at 150V Unless a short aes 92 204001 0361 42 994 09 I 4 IGA 06 1610 lt 440 JOA 02 NO GE sdojdsiq 181g Z 040 6 30 06 vw 8 Awiasia 440 20 IZ NO JOA Ib Lm 4 20 002 22 012 b 204002 30 12 0 9508AQ00 amp AQ 30 002 234 012 0 813 QuYOS nad 30 A0 22 0 6 290 0 q 19Y110 123WW02N S1N3N53S 30 20 230 20 1 19510 30 20 JOAZ 90 20 1 m 271950 SNINNY 18 x Gary 1939535 204 001 199 221 121 221 101 21 amp 21 9 bNDINV ALINA 31Y2 ONI AL ows 31vOiQM A130 v4 S31YO ONI 30V130A 123WwO2NI 3041 0 123WWO M 39Y130A 123MWO2NI 9 Q 400 14610 NO 4 NIAJ 74610 440 440 O 9 917 2 1 VAROD NO 20 21 i 330 AO NO NO 2QA SZ 531 2121 9821 151 11 210121 7621 921 OQNYOB Nd A110 w4 631 210 1 17 3 S231Y210N A110 Ya S2 1VOIONI 39Y110 123WWO2NI 35V110A 1238MOONI 39Y130 1234H02NI AO O JJA amp 9NUNY3S 20A0 v2 290 amp 0 1YWWON JUAS TWNNON io 5 Grr 390015 7 6 ur 1 20A001 47 SYMPTOM MY GAME TESTS amp PROCEDURES outside the power supply bo
47. cs This way you ll start with a brief section and follow the course of logic presented here in 1 reducing a symptom to its usual causes 2 locating the problem and 3 solving it ACKNOWLEDGEMENTS Reasoning alone didn t create this book In many ways you helped me write it This is true because the procedures I explain are based on case histories To this end I used my technical experiences with customers systems 4 6 7 and 8 Tom Cahill and other members of WILLIAMS Customer Service Department helped me apply these experiences to System 9 WILLIAMS service technicians also suggested the latest techniques explained the new circuits and proposed refinements to several drafts of this book Other assistance came from WILLIAMS Engineering and Sales Departments various times I ve consulted with game designers programmers quality inspectors and engineers draftsmen and technicians Hopefully these many viewpoints are so organized that most readers will find what they need I especially want to thank Sebastian J Ortega James Ross and John H Clark III for their cooperative efforts in producing illustrations for this book System 9 Games in Chronological Order PINBALL OR GAME YEAR SHUFFLE NO RELEASED NOTES STAR LIGHT pinball Early STAR LIGHT games used system 7 SPACE SHUTTLE pinball STRIKE ZONE shuffle alley pinball pinball CHAPTER 1 MECHANICAL SERVICING Setup Procedures Five Minute Checkup Weekly
48. cupying the leftmost places Examine the binary number 1000 equivalent to decimal 8 this example the digit 1 is the most significant bit Most significant bits are also referred to as high order address bits Your game uses high order address bits to select memory chips and PIAs your CPU board schematics these bits appear as 12 through 15 Although bit 15 isn t used in system 9 system ll uses it for chip selection For instance selecting either ROM 019 or U20 involves changing the state of decoder 024 Bits 12 through 14 and E combine to gate U24 MICROPROCESSOR UNIT The MPU is the silicon brain that processes and controls data according to a set of instructions It s constructed of three units 1 The arithmetic and logic unit ALU that performs computations 2 the control unit that interfaces with outside memory and peripherals and 3 internal memory that stores instructions and keeps track of what the MPU must do next Our system s based on the MC6802 or MC6808 MPU MEMORY READY This is an active low MPU input used in some 6802 6808 systems When tied low MR stretches E clock enable pulses The longer pulses allow the MPU to be used with slow memory chips However the MR control line isn t used in our system it s permanently tied high Analogous to a stepper switch This circuit produces a single output from many inputs An inverted AND gate this circuit produces a high logic 1 or H outp
49. e and 2N4401 transistor y for switch triggered solenoids 3 Use your CPU board assembly drawing to help you locate the components of the circuit Lamps Has flashlamps that don t work 63 or 89 flashlamps are part of the solenoid circuit not the controlled lamp circuit Check the following and replace as necessary CONNECTIONS l The 330 ohm 7 watt resistor from each lamp to ground across the driver transistor 330 soL ORIVE ow 40 SYMPTOM TESTS amp PROCEDURES 2 The 5 ohm 10 watt resistor to the solenoid driver transistor TIP122 on the CPU board Has controlled lamps that don t work If one lamp is out check the 44 bulb the socket the 184001 diode the socket and the wiring back to CPU board If many lamps are out Refer to your Lamp Matrix Table With the game in Lamp Test write down the numbers of all the dead lamps Is an entire row or column of lamps out If so proceed Use your multimeter or DVM to check the driver transistors in the suspected row or column circuit Most often replaced parts are the TIP42 strobe drivers column drivers at 023 through 30 and the 22 row drivers at 031 through 38 18 VDC 5 VDC BLANKING CONTROL LINE FROM PIA LAMP COLUMN STROBE DRIVERS 1 Notice the row and column boxes on the Lamp Matrix Table we provide the connector numbers for the ap
50. e the backbox and cabinet for burned connectors ELECTROLYTIC CAPACITORS Also look for bulging or leaky capacitors on the power supply Inspect the large cap the main power board bad cap here means your game hasn t been working for some time the flippers Replace such obviously bad parts More on this in the chapter on electronic troubleshooting Switch cleaning 1 PLAYFIELD LEAF SWITCHES With your thumb and forefinger clamp the blades together Now run a calling card between the contacts You can substitute a dollar bill for the calling card 2 FLIPPER SWITCHES These include the EOS switch on each flipper and buttons on the cabinet Clean them with a flat file Don t use a file on any other switch 3 While cleaning switches also check the drop targets for loose mounting screws and replace worn out parts Others may affect the displays or e AT 11 AT REST ACTIVE MOUNTING SCREW JET BUMPER ASSEMBLY jet bumpers be sure the following are up to snuff rings worn or broken plastics cracked or chipped coil stops broken bent or cracked mounting screws loose Periodic Major Procedures Flippers Dismantle them If your flippers are weak that s how your profits will be Make sure each part is good as new Ls coil sleeves coil stops mounting brackets playfield bushings are they worn or cracked wiring and EOS switc
51. e the coil to overheat Look for burrs heat distortion and worn pieces Replace the bad parts For more information refer to the MECHANICAL SERVICING section Sometimes the rubber rings are the right size but either the switch contacts are bent together or the coil s diode is missing The consequence is a short in the driver circuit usually a TIP122 driver transistor or a 2N4401 pre driver Check the switch gap and the transistor circuit Now replace the burned coil Pulls in all its coils when I turn it on The solenoid fuse blows Check 1 the blanking signal When the game is first turned on look for l second low then a constant high at pin 7 of chip U22 on the CPU board Also check 2 chips U59 U6 and U58 in the driver section of the CPU board The blanking signal should be inverted by these chips 1 high at pin 6 of U58 when game is first turned on 36 UP GAME OVER LOGIC GAME UP KI GROUND SUPPLIED TO COILS GAME UP SIGNAL TO SOLENOID DRIVE CIRCUITS GAME OVER OFF NO GROUND SUPPLIED TO COILS GAME OVER SIGNAL TO SOLENOID DRIVE CIRCUITS 375 SWICH TRIGGERED 000 1 SOLENOID STS CIRCUIT 5604 SWITCH LINE 98 9 55 gt mom 284401 TO SOLENOID THEN B TIP122 u
52. ed controlled controlled controlled controlled controlled special 1 special 2 special 3 Bpecial f4 special 5 special 6 GRY BRN GRY RED GRY ORN GRY YEL GRY GRN GRY BLU GRY VIO GRY BLK BRN BLK BRN RED BRN ORN BRN YEL BRN GRN BRN BLU BRN VIO BRN GRY BLU BRN BLU RED BLU ORN BLU YEL BLU GRN BLU BLK BLK BLU ORN VIO ORN GRY 1J11 1 1J11 3 1J11 4 1J11 5 1J11 6 1J11 7 1J11 8 1J11 9 1J12 1 1J12 2 1J12 4 1J12 5 1J12 6 1J12 7 1J12 8 1J12 9 1119 7 1J19 4 1J19 3 1J19 6 1J19 8 1J19 9 1J19 2 1J19 1 111952 8P3 1 8P3 2 8P3 3 8P3 4 8P3 5 8P3 6 8P3 7 8P3 8 8P3 9 8P3 10 3P7 1 8P3 12 8P3 13 8P3 14 7P1 17 7P1 18 7P2 4 8 3 17 8 3 18 8 3 19 8P3 20 BP3 21 8P3 22 7P1 30 7P1 7 7P1 9 SA 5 24 7 50 DC 23 800 03 63 flashlamps 63 flashlamps 23 800 03 63 flashlamps 63 flashlamps 63 flashlamps 63 flashlamps 5580 09555 00 23 800 07 5 35 4000 AE 23 800 03 AE 23 800 03 23 800 03 AE 23 800 03 AE 23 800 03 23 800 03 FL23 600 30 2600 50VDC FL23 600 30 2600 50VDC CHAPTER 3 ELECTRONIC AND ELECTROMECHANICAL TROUBLESHOOTING A Word On System Architecture Pinouts for 6802 and 6808 Microprocessors System 9 and the 6802 6808 Microprocessor Electronic Service Procedures Diagnosing Common Symptoms Linear Power Supplies Flippers Switch Problems Playfield Coils Lamps Displays Sounds Power Bus and Clock Problems Speech Bo
53. eld 16 not assigned 16 8955 April 21 1986 Pinball Troubleshooting amp Reference Manual by James T Hawes Illustrated by Sebastian J Ortega including Mechanical Servicing Using The Publications Electronic and Electromechanical Troubleshooting Latest Reference Data NOTICE ALLEY CATS COMET HIGH SPEED LIGHT STRIKE ZONE and WILLIAMS ELECTRONICS GAMES INC reg U S Pat and TM Office USER FRIENDLY PINBALL is a trademark of WILLIAMS ELECTRONICS INC Copyright C 1986 WILLIAMS ELECTRONICS GAMES INC 3401 N California Ave Chicago IL 60618 312 267 2240 e Contents CHAPTER 1 Mechanical Servicing TIS 7 jd VERAX Tree RR Tee 8 Five Minute Checkup amp amp 499 99 9 9 v 6 R 9 9 gt 9 Weekly Service T CPU 10 Periodic Major 4 rt re eer ee 11 Other Mechanical Adjustments rere ee 12 2 Using The 1 eoo ttt tt eo eee Game Registration
54. enoid s switch line low To do this remove connector T SWITCH LINE TO SOLENOID THEN 234401 GAME UP GAME OVER SIGNAL TO GROUND THROUGH RELAY 39 SYMPTOM MY GAME TESTS amp PROCEDURES 1718 Now momentarily ground the solenoid s trigger line at pins 2 3 4 5 8 or 9 the solenoid works the switch may be defective or dirty ALL SOLENOIDS Test the wiring l Consult your instruction manual s Solenoid Table This will give you the number of the dead coil s driver transistor 2 Use your CPU board assembly drawing to help you locate this driver transistor 3 Run a jumper from the tab of the coil s driver transistor TIP122 to ground On these transistors the tab is the collector 4 If the coil energizes the wiring between the transistor and the coil is good the coil doesn t energize proceed Check the coil for continuity is it open Yes Then replace the coil No Then proceed 1 Is the diode across the coil shorted or open If Shorted replace the diode If open proceed If the diode across the coil is open then you ll probably have to replace the coil s TIP122 driver transistor on the CPU board Also check the rest of the circuit 1 Use your CPU board schematic sheet 1 of 3 to help you understand the driver circuit 2 Now check the rest of the circuit 7408 AND gate and 284401 transistor for controlled solenoids 7402 NOR gat
55. fully reproduces an input for analog circuitry Or you can bias a transistor so it s always either saturated low or cut off high that case you ve produced an electronic switch useful for digital circuits Vcc Vcc UL ANALOG L DIGITAL A system of information coding that involves combinations of high and low values such as one and zero yes and no etc The smallest piece of information resolved by digital circuits including computers bit represents a binary digit either a one or a zero ALSO CALLED YES circuit that increases the fan out of a digital IC Buffers also serve to isolate chips from one another and from the bus system Buffers are equivalent to amplifiers in analog electronics fact discrete transistors may be used as buffers Depending on circuitry a transistor may or may not invert a pulse Your game s 8T97 hex tristate chip contains six buffers TRUTH TABLE I 0 H H L L BUS BLANKING BYTE CAI CA2 2 CLOCK CMOS RAM PMOS LIH Q2 NMOS CMOS CIRCUIT 56 Most computers including your pinball computer have lines connecting the microprocessor to external memory chips and peripherals These lines are called busses Each bus consists of several wires There are three types of bus in your computer 1 The address bus permits the microprocessor to identify a memory location 2 The two way data bus carries informatio
56. game to your players That means more enjoyment for them and more profits for you ADJUSTMENTS Of course that leads us to the Game Adjustment Table Your manual tells you how to display each adjustment s function number and what each number means With the book to guide you you ll be able to adjust that game to alter replay levels boost or reduce playtime and render game features harder or easier to achieve as well as more or less rewarding Lamp Matrix Table NOT ALL LAMP PROBLEMS are as simple as changing bulbs When you re maintaining a few pinball games you ll need a quick way to analyze those lamp circuits It s here Your instruction manual s Lamp Matrix Table helps you identify the wiring and CPU board connections to a bad lamp circuit HERE S HOW Follow your manual s instructions about the lamp test Now refer to the Lamp Matrix Table Identify the bad lamp by name and the table can tell you what lamp column and row this lamp is wired into Maybe you ll find that all the lamps one column are out CPU board connector and pin numbers for that column are given on the chart 1J7 8 for example NOW YOU CAN TROUBLESHOOT the circuit attached to that connector and pin connector 137 pin 8 Use your CPU board drawing sheet 2 of 3 and check the circuit for strobe column 7 You can solve row problems the same way since row connectors are also given on the Lamp Matrix Table M OMS e
57. ge The transistor turns off Now turn the transistor on Just raise the base 0 7V away from the emitter toward the collector As soon as threshold current flows between emitter and base a much larger current will flow between the emitter and collector In short the transistor has turned on S E X Like people transistors are found in two genders However transistor sexes are known as PNP and NPN This term refers to chips that have a third state besides high 5V and low OV In this third state the chip presents a high impedance to the bus This means that the bus isn t loaded by chips at rest More tristate chips than two state chips can use the same bus A chart of what logic values a gate outputs according to all possible input values TRANSISTOR TRANSISTOR LOGIC The most common family of digital chips Circuits based on this system incorporate bipolar transistors operating at 5VDC TTL chips usually have a prefix of 74 54 for mil spec parts in their part numbers TIL VS LS VS CMOS TTL parts operate faster than CMOS parts TTL parts have a greater fan out than LS part numbers such as 7415 parts LS parts are usually faster than TTL parts CMOS parts require less power than TTL parts Because of these differences never casually intermix logic families transistor s collector voitage supply Also the main power supply for a semiconductor circuit VALID MEMORY ADDRESS This MPU output goe
58. h return spring Flipper reassembly Apply a non hardening thread locking compound Loctite brand or equivalent to coil stop screws Restore a factory fresh look to your classic playfields l Classic games with a fresh appearance can earn like new games Paint the worn spots before you rewax that crowd pleasing playfield 12 Other Mechanical Adjustments WORN FIBER LINK FLIPPER WEAR POINTS i CRANK ARM 2 FIBER LINK Flipper shown has LANE CHANGE switch attached Replace extremely dirty coil sleeves If your fiber links are this badly worn your flipper coils are probably open too Here s why Extreme fiber link wear as shown prevents the crank arm from operating the EOS switch This situation causes flipper coil burnout Look for cracks where the bolt tightens on the flipper shaft Examine your crank arm You may find cracks where the crank arm actuates the EOS switch Check the insulation on your EOS actuator There should never be metal to metal contact between crank arm and EOS switch Distance between sleeve and bottom Ow of flipper paddle should be 1 8 inch fT mee TOIT EM RATA incid ic rtm AD 4M 212 cy c TOP VIEW X Adjustable features on an eject hole This type of eject hole is used in MULTI BALL games 1 Lubrication points l drop target blades 2 spinning target pivot points 3
59. h game to play and how to play it rt m mS niim 21 Permanent memory the form of read only memory ROM chips is used to store the game program This then is the big distinction between RAM and ROM microprocessor can read the program in ROM but it can t write into ROM writing the microprocessor does will appear in one of the game s RAM chips or in smaller temporary memory units called flip flops latches and registers There are various types of ROMs known as PROMs EPROMs EAROMs and EEROMs The commonest one used in pinball games is the erasable programmable read only memory EPROM At our factory we program burn EPROM chips with game software Successfully burned EPROMs are referred to as firmware since they re both hardware ROM and software program PERIPHERALS So far we re in the backbox of your game But we haven t emerged onto the playfield yet What about drop targets What about lanes playfield specials displays sounds speech rollovers and all that Every computer must have at least one input device and one output device And true to form some of these examples involve information the player sends the computer rollover switches while some involve information the computer sends the player displays But to your game computer these are all peripherals Your game s peripheral interface adapter chips PIA
60. lenoid Solenoid Solenoid Solenoid Lamp column SIP resistors Lamp column Driver transistors Lamp row Driver transistors CAUTION Different circuitry is used No direct equivalent 273 SYSTEM 11 PART CIRCUIT DESCRIPTION PAGE SYSTEM 9 PART PART 1J5 1J5 Lamp row Ground connector K1 K1 General illumination Relay 3J9 General illumination Input connector 318 318 General illumination Output connector General illumination General illumination General illumination General illumination Output connector Playfield connector Cabinet connector Backbox door insrt General illumination Relay Driver transistor Digit anode driver Segment cathode dr Solenoid Master display U13 amp 014 Master display U13 amp 014 Master display U9 amp U12 Master display 1J3 CPU BCD disp output 4Jl 4J12 Master display 1J1 CPU display strobe Segment cathode dr Segment cathode dr Output connector Input connector Output connector 1J2 SRC7 SRC8 U44 CPU display CPU display CPU display CPU display strobe strobe strobe strobe Output connector SIP resistor pack SIP resistor pack Decoder 412 4J3 U3 4 7 8 IC7 8 12 13 U5 1 6 2 IC9 11 Master displa REST OF a CALLOUTS ON P 45 ARE SAME Master display Master display Master display Input connector Strobe inverters Digit anode drivers 375 Main power supply Q1 Main power supply Q2 Main power supply Display connector Transistor
61. ly traces on printed circuit boards They re the telephone lines that allow memory peripheral and microprocessor chips to communicate Damage to any of the three buses will completely disable your pinball machine The data bus eight lines or bits allows two way communication Meanwhile the address bus 16 lines or bits is for one way communication It only permits the microprocessor to transmit addresses 22 There may also be a control bus for selecting memory or peripheral devices through the address decoder chip For example our system uses a 7415139 decoder chip to select Game ROM 1 or Game ROM 2 POWER SUPPLY Every electronic and electromechanical feature of your game requires power Various voltages are used Some of the most important are these The microprocessor and logic system operate on regulated 5VDC The digital to analog converter DAC chip in the sound section also requires 12VDC reset circuit uses 12VDC Displays controlled lamps and solenoids require various higher voltages General illumination lamps run off AC Because it s under such diverse stress from all these sources the power supply s more likely to develop failures than any other circuit in your game But if you suspect a power supply failure remember this Since different parts of the game operate off different voltages failing components can give you a clue as to which section of the power supply to check For example when all d splay
62. m 9 Control Locations er errr ee 109 Replacing System 9 45 4 4 494 69 11 About Coil e amp 9 9 9 9 9 9 9 ee 9 6 eeee gd 69 An Introduction to Self Diagnostics icd ved es 70 System 9 Games Play System 11 Hr esc ced en 71 CPU Board Jumper eee rnt m 71 Speech ROM Comparison 1 71 System 9 to System 11 Conversion Table For Chapter 3 72 to the First Three 44 4 75 y EIERE sores EA EAS C pne tt 5 WHO WILL USE THIS BOOK This book is written for anyone who operates services or owns an electronic pinball game Because I want to convey deductive reasoning process as well as a system of techniques many types of people should find this book useful THE MANUAL PROCESS This book doesn t obsolete your game s service manual The two are designed to work in concert At WILLIAMS constant technical innovations are the norm They both made th s book necessary and prevented this book from obsoleting other literature This process doesn t e
63. n between the MPU and external memory or peripherals 3 The MPU uses its control bus to enable only the chip it wishes to address normally high signal that s low during power up and comes high 5VDC after reset Blanking prevents the system from locking lamps and solenoids on at power up computer a byte is word Bytes are eight bits long CONTROL A ONE An MC6820 or 6821 PIA has two interrupt inputs This is one of them CONTROL A TWO One of two peripheral control lines on an MC6820 or 6821 PIA This line can be set up as a PlA interrupt input or a peripheral control output CONTROL B ONE of two interrupt inputs on an MC6820 or 6821 PIA CONTROL B TWO One of two peripheral control lines on an 6820 or 6821 PIA This line can be set up as PlA interrupt input or a peripheral control output CHIP ENABLE ONE NOT An input to many ICs When low it allows the IC to operate Also known as System clock crystal clock clock generator The means of timing or synchronization for system operations Your pinball computer and most modern computers include an electronic oscillator Controlled by a piezoelectric crystal your game s oscillator generates very precise 4 MHz square waves microprocessor divides this frequency to produce E clock signals COMPLEMENTARY METAL OXIDE SEMICONDUCTOR RANDOM ACCESS MEMORY What a mouthful This jargon describes a read write memory incorporating one
64. n t enter Game Over Mode Try the Memory Chip Test Press the CPU board numbers 0 1 or 7 are stuck DIAGNOSTIC button If you see 2 or 3 on the on my CPU board indicator CPU board display replace chip 020 If you see locked up or stalled game 4 5 replace chip 019 Both chips the CPU board If the machine s still locked up proceed The unregulated 12V line on the CPU board connector 1 17 pin 9 will cause the reset circuit to malfunction if the voltage there falls below 10 7V 1 Since this 12V source is unregulated check for as well as DC but consider 5 AC about 0 6 normal This voltage must be within 10 of its rated output 12VDC Check the 5VDC on CPU board pin 20 of microprocessor 117 If it s missing replace fuses F5 and F6 on the power supply board and 49 SYSTEM 9 RESET CIRCUIT e u uH Ere L L 1 H 1 mstr DEVICE S ser t 7 9 gt RESET LINE TO MPU PIAS RESET FROM e vez EQUIVALENT LOGIC CIRCUIT IGNORING RC NETWORKS zm aeset RESET i Te n Po te meses af e Lu LESS THAN I2VDC INPUT TESTS amp PROCEDURES retest both the 5VDC and unregulated 12VDC on the CPU board Be sure that y
65. nd feedback gate U38 divide the 1MHz E clock by 1 000 System 11 uses chips 029 035 and 036 This circuit is called the interrupt clock It produces the 1 kHz IRQ interrupt request not signal at the microprocessor s IRQ pin IRQ is an active low signal Once every millisecond IRQ goes low The microprocessor interrupts ongoing operations to service input ports scan switches INTERRUPT VECTOR Imagine that a scoring switch is made Here s what happens interrupt clock pulses low Next the microprocessor loads reads an interrupt vector from ROM This two byte vector contains the starting address of the interrupt service routine The service routine allows Scoring information from the switches to be periodically updated or 26 refreshed The interrupt clock rather than the PIA automatically controls the update process For this reason the process is known as dynamic refreshment READING Scorekeeping involves reading During an interrupt the microprocessor stores its current routine Next the microprocessor addresses the scoring switch s PIA location Then the microprocessor reads the value at that address 1 means closed scoring switch and means open scoring switch This value is stored written RAM so the microprocessor can resume its original routine WRITING Suppose the microprocessor has to pulse a controlled solenoid Here s the whole procedure 1 Using the control bus the microprocess
66. nd with The WILLIAMS Pinball Troubleshooting amp Reference Manual or any other text Because WILLIAMS is dedicated to supporting its games and following through with its customers you have a place in the process Please fill out the feedback form at the end of this book What you write will have an effect It may very well influence the production of another publication like this one Or it may cause us to publish an entirely different type of document HOW TO USE THIS BOOK The book is designed so that you can locate as much or as little information as you choose For example if you can t relate to Schematics then a block diagram can be used to reduce a broken system to a broken section If your interest is better switch performance then consult the section on mechanical servicing If you want to understand the language of WILLIAMS instruction manuals read the short chapter on using the manuals or find computer jargon defined in the glossary SYSTEMS Because of modern games complexity I ve had to go into detail on numerous topics Your instruction manuals and schematics cover other areas While there is some duplication between the material they cover and the material I cover here most of this book is new WILLIAMS has produced various pinball systems computers since electronic pins first appeared in 1977 Systems 4 6 7 and 8 preceed this book s story concentrate on System 9 here Meanwhile the engineers have produced two new ma
67. of its arc end of its stroke a pawl bump on the assembly forces the EOS switch to open This action disengages the high current winding the flipper may remain up for some time without overheating If the EOS switch is badly adjusted the high current winding may stay engaged This winding is meant for intermittent duty If energized for extended periods the high current winding eventually burns out EPROM ERASABLE PROGRAMMABLE READ ONLY MEMORY This is the type of permanent memory used to store the operating system and game programs for your pinball machine Since the game s operation depends on this information the MPU can t write over it These chips are only erasable and programmable the sense that the factory can alter them When you replace these EPROMs remember that only a programmed chip will permit your game to operate a general rule EPROMs from different games aren t interchangeable EXTAL CRYSTAL CLOCK This MPU input is used with external 4MHz clocks such as the one in our system The MPU divides the 4 MHz down to 1 MHz for system operation E clock results FAN OUT The current driving capacity of a chip Fan out is expressed in terms of how many standard TTL units a chip can drive before it exceeds parameters or ceases to provide useable logic levels if i FLIP FLOP The simplest digital memory a flip flop can hold one bit of information This circuit has two stable states and
68. ole lubricating eere 13 Electronic and Electromechanical 1 19 EOS actuator insulation on ern n MENT 12 EOS eesess 999 EE 2099 CEK DE SE b 9 9 9 a 9 9 9 9 11 12 31 Fiber link 12 Flipper assembly mechanical Y d 11 12 Flippers electromechanical and electronic 8 30 Flipper coils burn up s to 9 9 9 t 9 9 9 P eae a 35 Flipper crank arm assembly lubricating ee ertt nnn Flippers dead 4 31 Fl ippers is weak 9 9 6 e 9 9 E eo 999 31 Fl ipper problems ees 31 F1 ippers BO amp 9 9 9 9 9 ere
69. omm eme yat aam o vanam Rt je MI gai o Am e S VETT IR y URP EFC emere img NOTICE These typical matrix tables are from the SORCERER game 517 different layout so each game s tables are unique System 9 Lamp Matrix Table 1 YEL BRN 147 1 2 3 4 YEL RED YEL ORN YEL BLK 1J7 2 197 3 197 4 Right Drain 25 5 6 YEL GRN YEL BLU 1J7 6 157 7 Each game has 7 YEL VIO 197 8 Left Flipper Ret 26 Backglass Effect 57 Backglass Effect 58 _ Right Flipper a Ret High Score To Date Shoot Again Insert Ball Shoot Again field Special 8 1 GRN BRN 128 1 AL Scores 2x Scores 3X 28 29 AI Scores 5X Backglass Effect 59 52 Backglass Effect 60 Light Below 2 3 4 GRN RED GRN ORN GRN YEL 1J8 2 1J8 3 1J8 4 Right Drain 25 Ball Roll Tilt Left Ret 26 GRN BLK Lock 39 247 Release 5 6 GRN BLU 1J8 5 128 7 Right Kicker Center Left Drop Tgt 53 Backglass SORCERER art 61 Drop 54 Right Drop 55 Effect 56 Left Drop Button Right Fipr Ret 27 Center Drop 35 Right Coin Center Coin Outhole 2
70. on the speech board there s no AC turn the game off and replace C12 Repeat step 7 with the new part If you have a signal there you should have restored speech to the game Otherwise proceed 52 SYMPTOM MY TESTS amp PROCEDURES 6 Using a socket for the new part replace 02 Now repeat step 7 with the new part If you still have no sound adjust the sound speech mixer pot Also try swapping the ribbon connector Other parts of the circuit such as resistors small value capacitors and the digital to analog converter chip 01 seldom fail iir Forgets to say several words 1 If not all the words are missing consult your manual It includes a chart of the words your game should produce when the SOUND DIAGNOSTIC button is pressed This button is on the CPU board 1 Press the SOUND DIAGNOSTIC button note the missing words and proceed 2 Use the chart to find the bad ROM chip U4 U5 U6 or U7 on the Speech board or sometimes U49 on the CPU board 52 CHAPTER 4 REFERENCE INFORMATION Function Finder glossary of terms used by pinball technicians Pin Functions of 6802 and 6808 Microprocessors System 9 Control Locations Replacing System 9 Circuitboards ROM Summary for a Typical System 9 Game Connector Code All About Coil Numbers An Introduction to Self Diagnostics System 9 Games Play on System 11 CPU Board Jumper Table Speech ROM Comparison Table Sy
71. ond low followed by a constant high while the machine is on If you don t see the pulse the chip you do see it proceed 1 Game Over Mode check these 017 microprocessor pins for pulsing l IRQ interrupt request pin 4 2 crystal pin 39 3 address lines pins 9 through 25 4 data lines pins 26 through 33 Check 021 for activity with a logic probe Scope Also check its solder connections As a test swap U20 Game ROM 1 with a good chip from a working game As a test swap 017 main microprocessor with a good chip from a working game or use 011 As a test swap U19 Game ROM 2 with a good chip from a working game Check to see that ONLY the CPU Board jumpers specified in your game s instruction manual are present If the game s still locked up use your logic probe to check the chip enable CE pins on the ROM chips If they aren t pulsing but the main clock U17 pins 38 and 39 is pulsing address decoder chip U24 is probably bad Has 7 on its CPU Board readout Press sound DIAGNOSTIC button If you hear a buzz or lots of garbage you probably have a bad crystal This is because both the main processor and the sound processor use the same crystal OO 51 SYMPTOM GAME TESTS amp PROCEDURES 1 If both processors are down the crystal may be defective or it may be poorly soldered to
72. or enables the solenoid s PIA 2 Again using the control bus the microprocessor pulls the read write R W line low This low pulse corresponds to a write command 3 Using the address bus the microprocessor addresses the solenoid s PIA location 4 Using the data bus the microprocessor writes a number to the step 3 address 5 The PIA responds by enabling the solenoid DEVICES BEYOND MICROPROCESSOR CONTROL Is anything on a modern pinball game outside the reaim of computers Actually about half the game is controlled by more direct means 1 Special switch triggered solenoids are a good example These include kickers and jet bumpers 2 The flippers are obviously controlled by buttons on the outside of the cabinet After the processor sends the GAME UP signal special solenoids and flippers are activated by switches 3 Many games don t use the general illumination relay these games the general illumination too is beyond the jurisdiction of the microprocessor 4 Of course power supplies aren t microprocessor controlled 527 Electronic Service Procedures CAUTION POWER SUPPLY When servicing locked up games or games that refuse to enter Game Over Mode always check the power supply voltages at the CPU board chip 017 pins 35 8 before proceeding Be sure that the 5VDC supply is within 5 of its rated output 4 8V 5 2V If it doesn t fall within this tolerance you MUST repair or replace the powe
73. or the open always off or shorted always on column Has general illumination lamps 44 general illumination lamps are part of an AC that don t work circuit that s separate from the controlled lamp circuit Controlled lamps are operated with pulsed DC some games the general illumination lamps are flashed by the microprocessor via 1 1 K l The following tests are appropriate Check the jumper wire between connector 3J9 pin 2 and connector 3J8 on the Power Supply board Check the fuses on 4 fuse block 42 SYMPTOM TESTS amp PROCEDURES Check plugs and jacks 3P8 J8 8P8 J8 7P1 J1 and 9P1 Jl Replace warm or melted connectors And suspect the integrity of the lamp sockets connected to the bad connectors 1 The commonest short is when coin chute lamps pick up a ground from the metal coin door If you frequently find a blown 5ASB fuse connected to the white yellow wire and 7 1 1 then the short is in the coin door lamp circuit Of course th s short may be intermittent and it may not occur until you bang on the coin door Check power supply relay K l if used If it s not used in your game jump the relay s switch contacts and see if the lamps come on If K 1 is or if jumping it doesn t bring back the lights test 056 on the CPU board Also check the wiring to Q56 Has no general illumination Check your power supply and no controlled lamps Di
74. our 5VDC supply is within 5 of its rated output 4 75V 5 25V If it doesn t fall within this tolerance your machine may suffer further damage Repair or replace the power supply before proceeding to the next checkbox 1 Test the 5VDC circuit on the power supply board First use the DC setting on your multimeter Check again using the AC setting If the voltage at hot end of capacitor C10 is less than 11 0 or if you find more than 0 6V of AC ripple replace C10 2 IF IS LESS THAN 4 95VDC then check precision resistors R7 and R8 they re outside the 1 tolerance replace them If they re within the 1 tolerance then check There shouldn t be more than 0 005VAC on the CPU board s 5VDC supply check pin 20 of microprocessor 017 If there is perform the next checkbox there isn t skip the next checkbox If there s a lot of AC a ew volts as well as DC here you may have a leaky 10 on the 50 SYMPTOM GAME TESTS amp PROCEDURES power supply board replace it your game still doesn t enter Game Over Mode proceed If the game plays your problem s on the power supply board If the game doesn t play check the power transformer with your voltmeter MER S t IS STILL LOCKED Place a logic probe or scope probe on the reset line of the microprocessor an input at pin 40 of 017 after you turn on the game this pin should show a one sec
75. pical System 9 Wa WA nese e RR Rubber rings replacing 9974829289 9 9 9 PETENTEM RUE Lp 11 S T U V W X Y Z Screws nounting 954 92849 9 5 10 11 Service Procedures electronic MORARI UR ae Service Procedures Periodic Major mechanical VERG WX vd bd Service Program Weekly 9 9 9 9 E SE E EE SE a 10 Setup Procedures 4999 9 CE E EE EE ZE EE SE EE EE EE EE SE S 8 7 stuck on CPU board 48 50 Slam tilt swi tch adjus tments 9 Solenoid broken 9 6 9 9 9 9 5 9 9 38 Solenoid Table 9 9 9 5 9 9 5 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 b t6 9 9 b b 9 18 Sound never has any a 9 ee 5b 9 47 Sound None in DIAGNOS
76. propriate column or row circuit shown on the CPU board schematic sheet 2 of 3 x 1 2 In the Lamp Test the voltage at the collector tab of a lamp return row transistor should cycle between about 18V and nearly ground 3 The voltage at the tab of a normal lamp strobe column transistor should also cycle However the pulse amplitude isn t as great as that produced by a lamp return transistor This pulse measures about 0 5 atop 2V of bias 41 SYMPTOM TESTS amp PROCEDURES 4 When you suspect a row failure also check the 285060 SCR and 1N4001 diode the CPU board row circuit Your manual will assist you 3 Use your CPU board schematic sheet 2 of 3 to help you understand the driver circuit CONTROL LINE 6 FROM PIA Use your CPU board assembly drawing to help you locate the components of the circuit 22 7406 4001 ROW OUTPUT 18 VDCQ 0 42 3w LAMP ROW DRIVERS TO 145 LAMP GROUND RETURN Has a lamp row failure After completing the above tests find the row circuit and check the 0 4 3 watt emitter resistor Has a lamp column failure After completing the above tests check the 27 ohm 5 watt base drive resistor If you have a missing column or row check the appropriate transistor for that column or row rmm Use your lamp matrix chart and your CPU board drawing sheet 2 of 3 to identify the transistor f
77. r segments must glow GDD VS LED Don t confuse gas discharge displays with the LED display on the CPU board That uses a completely different technology HALT NOT low this MPU input causes the MPU to cease operations and disable its bus buffers This action permits the busses to be controlled by another device However the HALT input isn t used in our system it s permanently tied high COMMONLY ABBREVIATED HEX The base 16 numbering system used by programmers to simplify notation of binary numbers Binary numbers are more easily translated into hex than into the familiar decimal numbering system Programmers use hex numbers up to FD95 to describe addresses in eight bit 64K computers These simple hex numbers replace binary numbers up to 16 places long Numerous transistors per package as opposed to a discrete circuit in which each transistor has its own package ALSO CALLED INVERTING BUFFER NOT GATE logic gate that outputs a pulse opposite to the one at its input Besides changing the polarity of logic pulses inverters are used to increase the fan out of other chips Buffers are equivalent to amplifiers in analog electronics fact discrete transistors may be used as buffers Depending on circuitry a transistor may or may not invert I O PORT IRQ and IRQ B LAMP MATRIX 60 pulse Your game s 7404 hex inverter chip contains six inverting buffers TRUTH TABLE I 0 H UE
78. r supply before continuing Failure to do so may damage your machine CAUTION SOLDERING amp DESOLDERING In several places the following section suggests removing or desoldering components Only qualified technicians using appropriate equipment should perform soldering or desoldering operations Improper soldering will destroy your PC boards NEVER USE SOLDERING GUN 30W soldering pencil is the largest you should use on printed circuitboards Never use an iron or pencil that s been used with acid core solder 60 40 SOLDER Never use acid core solder on your circuitboards or other electronic applications Always use 60 40 solder for this purpose Acid core solder and soldering tools that have previously been used with acid core solder will corrode wiring and PC traces CAUTION GROUND THE PCB Prevent electrostatic discharge damage Before you remove parts from a printed circuitboard ground the board You should also be grounded Use soldering station wrist strap These shunt electric charges to ground before they discharge through circuitry current limiting 1M resistor offers protection in case you accidentally contact a high voltage source If you work on a grounded metal surface remove the batteries before setting down a CPU board Otherwise the batteries will short CAUTION USE SOCKETS Reduce the chance of heat damage to replacement ICs Socket your replacement part MAJOR WORK Where chips with
79. ropagation delay may be different The coin door s security signal prevents access to the CMOS RAM when the coin door s closed With the coin door open MEMORY PROTECT rises high With the door closed MEMORY PROTECT drops low IMPORTANT When this signal s low you can t alter your GAME ADJUSTMENTS ALSO MOSFET IGFET voltage controlled switch or valve constructed of silicon or similar crystals 3 LEGS MOSFETs usually have three legs including control leg the gate and two power legs the drain and source When a MOSFET s turned on DC flows between the power legs When a MOSFET s pinched off there s an open circuit between drain and source S E X Like people MOSFETs are found in two genders However MOSFET sexes are known as PMOS AND NMOS ENHANCEMENT AND DEPLETION MOSFETs control voltage by permitting carriers holes or electrons through a channel that runs between source and drain enhancement MOSFETs this channel doesn t exist until a negative charge MOST SIGNIFICANT BITS 5 MULTIPLEXER MUX NAND GATE 1 P o ALT Ego 62 appears at the gate depletion MOSFETs the channel s reduced in proportion to a negative charge at the gate MOSFETS IN PINBALL Your pinball computer has no discrete MOSFETs However your microprocessor is built with NMOS devices and your CMOS RAM has both NMOS and PMOS devices ABBREVIATED MSB a binary number the digits oc
80. rvels System 10 and System ll Fortunately the situation isn t as complicated as all these numbers 11 these systems have numerous circuits in common Electronic troubleshooting is virtually the same for the common circuits And mechanical servicing is the same for most pinball games Regardless of system and in many cases regardless of brand this is true POINT OF REFERENCE However this book needed a point of reference and I decided on System 9 This decision prevented unnecessary complexity in the electronic troubleshooting charts If you have a non system 9 WILLIAMS game usually a game made before mid 1984 or after 1985 I invite you to compare your game s schematics to those of a system 9 game You ll have to take note of different part numbering schemes and a few circuit distinctions Despite these differences troubleshooting for all WILLIAMS pinball shuffle and novelty games proceeds very similarly In fact the reasoning process behind this book can be applied to most computerized devices REASONING That point leads to my next topic Because of the detail I ve presented no one should read this book from cover to cover I didn t plan to write a yarn and I don t think I succeeded n doing Instead this book should be read as needed For this purpose I indexed the first three chapters and alphabetized most of the fourth a glossary Section titles 6 headlines and subheads can also be used to pinpoint relevant topi
81. s offers players a greater challenge than a more gradual angle 5 degrees 1 The game s electronic difficulty can also be modified by following game adjustment instructions in your manual Refer to the Game Adjustment Table NM eh RAMEE oe Ae T Te ve tp 1 Tilt mechanism adjustments l Don t forget to put the weight on the plumb bob tilt 2 Adjust the lead weight up conservative setting for tougher games or down liberal setting with the thumbscrew provided Remember that most players like to shake the machine a little you should only make the wild ones tilt the machine Check this adjustment every time you change the playfield tilt 3 PLAYFIELD PITCH AND THE PLUMB BOB RING Always set pitch before adjusting ring position Here s how Adjust playfield pitch and then set the tilt s up and down position as detailed above Now slide the ring back and forth You re done when you center the plumb bob in the ring 4 YOUR SLAM TILT SWITCH may become bent be sure it s sensitive enough to protect your game from players who kick or bang on the machine Prevent equipment damage When you drop the machine from l off the floor it should indicate GAME OVER and TILT 5 YOUR BALL ROLL TILT becomes less sensitive when the playfield pitch is adjusted upward at a greater angle to the floor Lift the cabinet one inch off the floor The ball should slowly
82. s serve as input output ports I O ports Their job is to connect the game to the outside world They do this by controlling and sensing peripherals on the playfield in the cabinet and on the backbox door This category even includes sounds and speech which are produced by a slave computer on the CPU board OTHER PARTS Now we know the basic four parts of your game computer 1 microprocessor 2 temporary memory or RAM 3 permanent memory or ROM and 4 peripherals But when these four blocks operate together three other features are necessary clock a bus structure and a power supply CLOCK Since all computer operations must be timely and coordinated a means of synchronization is necessary This is called the clock or crystal clock It provides the pinball computer with a constant source of clean square waves microprocessor uses these pulses to pace itself For example this chart demonstrates how an imaginary computer might operate CLOCK CYCLE HERE S WHAT THE MICROPROCESSOR DOES identifies address of next instruction addresses ROM fetches data instruction stored at that address executes instruction writes result of operation into RAM or peripheral device THE BUS CONCEPT When you study your pinball schematics you ll notice that chips on the CPU board as well as other boards are connected together by an address bus a data bus and sometimes a control bus These bus structures are actual
83. s are defective Has displays that strobe Ripple causes this symptom Replace and C3 100 uF 150V on the power supply board 1 A shorted series pass transistor Ql or Q3 may also cause this symptom Always has blank displays With the game in Display Test Use MANUAL DOWN and press ADVANCE once measure the 100 and 100VDC outputs on the power supply board 1 You should read 102 4VDC at connector 3J5 pin 4 AC at this point should only be a few millivolts Ground is nearby 325 pin 1 2 You should read 102 4VDC at connector 3J5 pin 3 at this point should only be a few millivolts Ground is nearby at 3J5 pin 1 3 If you find OV at both the 100V and 100V terminals use your ohmmeter to check the 1 4A fuse at Fl If you find OV at either the 100 or 100V term nals 4 You might have an open diode D3 or D4 type 1N4004 or an open error amplifier transistor 02 MPSD52 for the 100 supply Q2 MPSDO2 for the 100V supply Also check 5 The defective circuit s two zener diodes If either shorts most likely failure mode your regulated output voltage will drop near zero 6 less likely cause of blank displays is an open series pass transistor Ql SDS201 for the 100 supply Q3 505202 for the 100V supply Always blows 1 44 fuse Fl You may have bad electrolytic If the leaky one isn t obvious drippy blistered etc replace the blown fuse and both
84. s are out we check the 100VDC and 100VDC supplies If the sounds are missing we check the 12VDC supply Pinouts for 6802 and 6808 Microprocessors DATA BUS ADORESS BUS 7 BA NOT USED T 37 E clock owt phase 2 BUS CONTROL 3 MR NOT USED 5 MEMORY 34 R W CONTROL 36 RE NOT USED 4 lt a 22 MPU INTERRUPTS 6 NMI I VsO2 GND 2 HALT NOT USED 21 0 GND 39 EXTAL clock input 35 Vcc 5VDC 40 RESET 23 7 WILLIAMS rye SYSTEM 9 CONTROL BUS POWER SUPPLIES AND ADDRESS DECODER NOT SHOWN MC 6808 OR 6802 MICROPROCESSOR eK 8 eiie n 5 2 p e MULTIPLEXED k PERIPHERAL LAMP DISPLAY INTERFACE 64 LAMPS ADAPTER E GAME ROM 2 V SOUND SPEECH SECTION CONTROLLED PERIPHERAL SOLENOIDS INTERFACE ADAPTER 9 16 NON MULTIPLEX B PERIPHERAL MATRIXED INTERFACE PLAYFIELD amp ADAPTER CAB 64 SW SPECIAL SOLENOIDS NON MULTIPLEX MULTIPLEXED DISPLAY 28 DIGIT PERIPHERAL INTERFACE ADAPTER CONTROLLED SOLENOIDS 8 BIT 1 8 LATCH NON MULTIPLE X 8 BIT I6 BIT DATA BUS ADDRESS BUS 1985 WILLIAMS SOUND amp SPEECH SECTION FOR SYSTEM 9 ERIPHERAL INTERFACE ADAPTER SOUND SELECT LINES A SOUND PERIPHERAL INTERFACE ADAPTER CB2 8 BIT
85. s high every time addresses are stable high or low is low whenever addresses are in transition Carefully monitoring status the MPU only init ates bus operation when the bus is stable 68 X Abbreviation for the prefix trans Also used in XTAL to shorten the word crystal XTAL CRYSTAL CLOCK systems where a discrete crystal is used for the main clock the MPU s XTAL and EXTAL pins are both attached to the crystal Since our system uses an external clock at the EXTAL pin the XTAL pin is tied to ground disabled ZENER DIODE A two terminal crystal that maintains an open circuit until a certain voltage the zener voltage is attained At this point the zener diode conducts current Zeners are always used in the reverse biased mode that is with their anodes attached to ground Amplified zeners as voltage regulators Vo vo Pin Functions of 6802 and 6808 Microprocessors DATA BUS ADDRESS BUS 7 BA NOT USED 37 E clock out phose 2 BUS CONTROL 3 MR NOT USED 5 VMA MEMORY 34 R W CONTROL 36 RE NOT USED 4 IRQ MPU INTERRUPTS 6 1 02 GND 2 HALT NOT USED 8 Vec 5 0 38 XTAL NOT USED 21 VsOIi GND 39 EXTAL clock input 55 5 40 RESET POWER 69 System 9 Control Locations THE ON OFF SWITCH is on the bottom of the cabinet near the right front leg as you face the game THE
86. short Repair it 2 T TITTTTI IIII IT RI RI7 1 3 C33 IK 470pf SRI8 1 4 C34 IK C LL LN 47 SRI7T 3 C35 UK 4TOpf SRI8 3 0 5 me Jio MECHANICAL SM5 JIO 6 C37 1K A 3 5 CTIS c38 SM3 4TOpf SRI7 7 9 CI by IK 8 39 5 2 470 SRI8 8 Io 40 9 C40 IK SM 095 LLLLLL LLL LLL 9105 7727777772 470pf SWITCH T N MATRIX INPUTS 40M o w NN 587 1 2 LLLA T 19 1 96 036 _ 5 8 ila Re 3 pl 035 VO 47pf 587 3 CIR MI 054 5 6 47pf 586 3 5 j ey _033_ 47 pf 587 5 S gt A m A v z ow A 8 2 t i Sho 54 47 R6 5 ct nj L M3 ailal SA 9 49 8 c22 5 2 ic 178 8 C23 ns 029 2 47 XALLINSSI7 LN 2 T o c Uo o ga T A 8 22222222 79 a x n wa gt 2 w9 9 4 SYMPTOM Has one switch that causes three others to actuate 34 TESTS amp PROCEDURES 3 If rows 1 through 4 don t operate replace chip U51 on the CPU board If rows 5 through 3 don t operate replace chip U52 of the three has bad diode Has row problems Check the appropriate single inline package SIP pullup resistors 816 or SR15
87. splays In general The figure on the facing page models the gas discharge display circuit In this figure integrated circuits appear as multi position switches For simplicity the microprocessor s means of addressing displays is left out Displays have multiple anodes and cathodes Each anode is a digit Each cathode is a segment of a digit 1 Each anode determines where the displayed number appears 2 Each display has seven cathodes Together they determine what number is displayed Display activity requires voltage difference This difference must appear across any anode cathode pair in the same tube We produce this difference by making the cathode much more negative than the anode Let s turn on a zero in the 1 000 000 digit of display 1 First we set to the 1 position Next we switch repeatedly between the through segments c A 0 3 43 DISPLAY TUBE THEORY DIGIT ANODES PULSING PULSING 100 100 VDC 100 Ww FOR DIGIT ANODES FOR SEGMENT CATHODES A G DISPLAY 1 4 6 SEGMENT 5 DIGIT ANODES 100 DISPLAY 2 SEGMENT CATHODES DIGIT ANODES
88. ss the flipper coil shorted If FLIPPER the coil and diode are good proceed If one of the two is bad replace the bad part and retest EOS SWITCH performance N C Connect one end of a jumper wire to CPU board FLIPPER connector 1J19 pins l or 2 Turn the game on BUT TON N O Touch the other end to the not banded end of the diode on the flipper coil p7T 9 4 Ed un 1 If the flipper operates the problem is in the N C wiring between the flipper power board and the flipper including several connectors and the flipper switch the cabinet FLIPPER WIRING CONCEPT N C NORMALLY IRING ONST OPEN 2 Use your playfield solenoid wiring diagram to identify the connectors Does relay K1 output ground to the flippers during game as it should The switched ground output is CPU board connector 1719 pins 1 and 2 If not replace the relay T 8P3 8 3 8J2 2 I P3 1543 9 d 24 RIGHT FLIPPER BUTTON 1919 B FROM FLIPPER SUPPLY 575 9 CPU BOARD FLIPPER WIRING ACTUAL Switch Problems Always has rows l 4 or 5 8 on Your game s LANE CHANGE TM switch may touch a flipper s EOS switch sending 50 70V to either 051 052 CMOS NAND gates type 4011 l The death of one of these two chips can short either switch rows 1 through or rows 5 through 8 turning them on all the time 2 Check the flipper assembly for an EOS to LANE CHANGE switch
89. stem 11 computers use all their address lines to access 64K memory locations But System 9 computers only use the lower 15 address lines That means their highest address is EFFF or 32 768 BIDIRECTIONAL DATA BUS Your microprocessor s data bus has eight lines bits Two to the eighth power or 256 different data bytes can travel on this bus The data bus is bidirectional However data may only travel in one direction at a time Your microprocessor regulates data direction either away from or toward your microprocessor If your microprocessor fails data may travel in both directions at once short simultaneous low and high may occur But in the event of a short your power supply s fuses limit damage TASKS AND INTERRUPTS The microprocessor performs two types of tasks These are ongoing operations data processing and interrupt service routines Interrupt routines are the more interesting tasks because they involve the computer s interaction with the player REAL TIME The microprocessor s ongoing tasks can be interrupted to service peripherals This is so because unlike the microprocessor a peripheral works on real time That is data scores switch closures on the playfield etc would be lost if the microprocessor ignored a peripheral s interrupt routine INTERRUPT CLOCK When servicing most peripherals your game uses the interrupt request not IRQ signal Another signal is used for display refreshment System 9 s counter 010 a
90. stem 9 to System 1l Conversion Table Index Feedback Form 54 Function Finder A glossary of electronic terms used by pinball technicians FUNCTION AND GATE I 1 9 gt ACTIVE LOW ANALOG fus 2 FAMILIAR VALVES ARRANGED SO THAT PARTS OF SAME FUNCTION ARE IN SAME POSITION BA BACKGROUND PROGRAM DEFINITION A circuit that produces a high logic l or H output only when all inputs are high Other situations produce low logic O L output Your game s 7408 chips each contain four AND gates TRUTH TABLE 11 I2 0 H H H L L L H L L L L Refers to circuitry that responds to a logic level of 0 low Also active low signals produce an effect only when they fall low A bar over a function name means it s active low signal for example IRQ ALSO KNOWN AS LINEAR The electronics of valves including transducers tubes transistors FET s and other devices Analog circuits represent information as voltage current phase frequency etc that varies in proportion to the input variables The output waveform must be derived from some characteristic of the input waveform This requirement 15 contrary to the situation with digital electronics Voltage and power amplifiers are common analog circuits used in your game OTHER MEANINGS Sometimes the term ANALOG refers to a switching circuit that operates at some other voltage besides 5VDC Also technicians may call s
91. switch or valve constructed of silicon or similar crystals Transistors are sometimes considered equivalent to buffers such a single transistor is also the simplest logic gate Other logic gates 2 of two or more transistors Instead of two gates your game uses a discrete transistor to enable to enable the a e ixi ke The CMOS RAM The CMOS RAM enabling transistor and its equivalent using transistor and its equivalent usin XOR CMOS RAM enabling transistor and ite equiva mt OR gates TRUTH TABLE RESET input 11 11 I2 0 H H CE CMOS input I2 H L L L H H CE input to CMOS L L H RAM 018 pin 18 output 0 BIPOLAR The transistors you ll find in pinball games are mostly the type known as bipolar Remaining comments refer to bipolar transistors 3 LEGS Transistors have three legs including a control leg the base and two power legs the collector and emitter When a transistor is turned on saturated DC flows between the power legs When a transistor s cut off there s an open circuit between collector and emitter TRUTH TABLE TTL Vcc VMA 1284401 67 TEST TRANSISTORS WiTH THESE CIRCUITS CLIP TO 128 gt POWER SUPPLY i 2N4 403 sic i MORE CLIP TO __ OM POWER VOCE TURNING ON Bring a transistor s base voltage near the emitter volta
92. t when one and only one input is high This type not used in your game is called an exclusive OR XOR gate TRUTH TABLE 11 I2 0 H H H H L H L H H L L L A circuit that produces a continuous periodic waveform This device is the electronic equivalent of a generator Actually an oscillator is a non inverting amplifier whose output signal is fed back to its input COMMON OSCILLATORS make square sine sawtooth ramp or sweep triangle and trapezoid waves Computer circuits usually include squarewave oscillator for their system clock The frequency of this oscillator is often maintained by a piezoelectric or piezo crystal PAO PA7 and PBO PB7 PARALLEL PERIPHERAL PIA PIEZO CRYSTAL Y PICTORIAL gt 5 PROPAGATION DELAY 64 PORT A AND B PERIPHERAL DATA LINES These two sets of eight lines represent the two I O ports of a MC6820 or 6821 PIA The computer may use each line as an input or output Usually the port lines should be puising Multi bit information simultaneously transmitted over several lines usually at least a nibble and up to several bytes at once Each bit of information requires its own line or wire on the bus Input output equipment of a computer Your pinball computer incorporates many examples such as lamps solenoids displays drop targets the bell the sound speech computer the general illumination relay playfield switches PERI
93. ter Bookkeeping Mode the AUTO UP MANUAL DOWN switch to AUTO UP 2 Now hold down ADVANCE until 04 50 appears the CREDITS MATCH display 3 Use CREDIT to enter a 15 in the PLAYER 1 display t AUTO CYCLE MODE permits continuous tests for intermittent problems with the 4 Now press ADVANCE Auto Cycle Mode repeats its four tests until you turn the game off and back on 274 System 9 Games Play on System 11 Although System 9 is out of production WILLIAMS assures downward compatibility with System 11 fact all system 9 games will play on the system ll computer Conversion is simple and fast Jumpers and ROMs are changed and then you install the new system in your backbox new speech ROM is necessary For details consult the CPU Board Jumper Table and the Speech ROM Comparison Table CPU Board Jumper Table JUMPER FUNCTION GAME ALLEY COMET CATS SPACE SORCERER SHUTTLE STRIKE ZONE oscillator to system memory configuration 5VDC to pullup resistor on opto input 12VDC to pullup resistor on opto input jumper for German settings USA games sound proc RESET from proc control RESET sound processor RESET from system RESET 18VDC to sound amplifier 12VDC to sound amplifier address buffer enable data buffer enable 1 mS IRQ signal 2 5 IRQ signal BLANKING to input D of LED decoder Speech ROM Comparison Table DESCRIPTION BOAR
94. to one of the coil s end taps to the flipper frame Check to see that flippers are at least 1 8 off the playfield friction can weaken flipper operation and cause playfield wear End of stroke switch EOS adjustment may be necessary 1 Tighten loose brackets and replace broken or worn parts fiber link crank arm etc 2 Jump the diode s not banded end to the coil s center tap Now momentarily push the flipper button Does the flipper have full strength If so proceed not check the flipper power supply and review previous steps prevent coil damage remove the jumper 3 Clean the EOS switch with a file the switch so that it just opens about 1 16 when the flipper reaches the top of its stroke Now your flipper should work like new 4 Has dead flippers amp wn G 409uU 23 FLIPPER PLAYFIELD FLIPPER POWER SUPPLY Turn the game off With an ohmmeter check the flipper power board s fuse If it s open replace it and retest the flippers If it s good proceed 32 SYMPTOM TESTS amp PROCEDURES With the game off use a SOK 2W resistor to discharge capacitors in the flipper circuit Now check the flipper coil for continuity Normal readings are 2 to 5 ohms for the pull in winding and 50 to 80 ohms for the holding winding You FROM SUPPUY may have an open coil Is the diode acro
95. type of field effect transistor the MOSFET The complementary aspect refers to CMOS circuits use of both MOSFET sexes PMOS and NMOS devices WIDE VOLTAGE RANGE MOSFETs distinguish themselves by being voltage controlled devices which boils down to the fact that they require very little power Moreover they can be operated at a wide range of supply voltages unlike standard TTL circuits BATTERY OPERATION These are the perfect specifications for an IC that must operated off a steadily falling battery voltage as does your CMOS RAM The 5517AP CMOS RAM in your game is the static type stores bookkeeping totals game adjustments and other data for your pinball computer CMOS COUNTER 50 CS1 CS2 DAC DARLINGTON QA QB BETA QA 100 100 100 30 000 DECODER DIGITAL DIP 57 This indicates the battery supply for the CMOS RAM Your CMOS RAM B voltage should measure at least 3 8 with power applied to the CPU board ALSO KNOWN AS DIVIDER This circuit produces an output pulse after t receives a certain number of input pulses Counters are built with J K flip flops and other small gates Each flip flop divides the frequency of the incoming pulse train by two Your game uses a 4020 CMOS counter in the PIA interrupt control circuit CHIP SELECT 0 1 2 These are PIA inputs the MPU uses to address a PIA With CSO and 51 high and CS2 low the PIA is selected DIGITAL TO ANALOG
96. ut 1f any input is low If all inputs are high the NAND gate produces a low logic O or L output Your game s 14011 chips each contain four gates am dea Aa dia a cites sai A ia DEA S ont 1 1 3 NIBBLE NMI NOR GATE I ALT SYM I nd OPERATING SYSTEM OR GATE Ii I2 0 ALT SYM Ii 12 4 Po OSCILLATOR 63 TRUTH TABLE I2 0 H HE L H L H L H H L L H Half a byte or four consecutive bits NON MASKABLE INTERRUPT This active low MPU input can t be ignored It tells the microprocessor to enter the Memory Chip Test An inverted OR gate this circuit produces a high logic 1 or output only when all inputs are low All other combinations of input levels produce a low logic O or L output Your game s 4LS02 chips each contain four NOR gates type of NOR gate permits a low output when one and only one input is high This type not used in your game is called an exclusive NOR XNOR gate TRUTH TABLE Il I2 0 H DD x L L L H L L H The program that manages a computer and its peripherals If the game program says what to do the operating system says how to do it This circuit produces a high logic l or H output 1f any input is high If all inputs are low the OR gate produces a low logic O or L output Your game s 741532 chip contains four OR gates One type of OR gate permits a high outpu
97. witch problems always has Tows 1 4 or 5 8 eae 32 System Architecture 20 System 19 25 71 72 Systems 4 6 7 and 8 Terre ever eee VG ow wee eee R 6 System 2242 rr M 2 5 6 69 71 72 System 9 and the 6802 6808 Microprocessor Tm reer ee 25 maar er EE ENG 79 System 9 Games in chronological order 6 Sys tem 9 Games Play on Sys tem 11 4 9 5 9 e 9 9 9 9 9 9 58 9 9 9 9 45 2 59 71 System 9 To System 11 Conversion Table For Chapter 3 72 Tilt mechanism adjustments 5 9 525a282902959 9 9 e 9 9 Tilt mechanism ball roll tilt 9 099 9 Tilt mechanism playfield pitch and the plumb bob 9 Tilt mechanism slam tilt switch adjustments KR ACE CA ERO CPG CRM 9 Tilts or gives free credits 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 95922989 9 99 9 995299
98. witching circuits especially peripherals analog if they re built with discrete parts One example is a solenoid driver from your pinball machine Moreover so called analog switch chips pass analog as well as digital waveforms BUS AVAILABLE Some MC6802 6808 systems require a signal when the address bus 1s available to chips other than the microprocessor MPU these systems BA must be high before another chip can access the bus However in our system isn t connected This program stored in your game s firmware is common to all system 9 games includes your machine s operating system its diagnostic subroutines most of Bookkeeping Mode and about half of your game s adjustable features You ll find the term background referred to in your manual s Game Adjustment Table BIAS BINARY BIT BUFFER 55 A transistor s current gain in a common emitter circuit the ratio of output current to input or control current Also called Hfe This is one of the specifications you must consider when replacing transistors The others are sex PNP or NPN PD maximum power dissipation Ic maximum output current BVCEO collector to emitter breakdown voltage highest output frequency safe operating curve package type will the replacement fit the heatsink ALSO CALLED OFFSET DC voltage that sets where transistor s output will be zero You can bias a transistor so that it faith

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