Granny and the Gators

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1 Introduction

Granny and the Gators was produced in 1984 by Bally. It is one of the few hybrid video/pinball games that were ever produced, and only the second of two hybrid games produced by Bally.

Date Of Manufacture: January, 1984
Theme: Video Game hybrid
Notable Features: Flippers (2), Slingshots (2), 5-bank drop targets (1), Standup targets (8), Kick-out hole (1), Horseshoe lane, Kickback lane. Video score display.

2 Technical Info

Type: Solid State Electronic (SS)
A2 Power Module: AS-2518-132
A3 HV-Combo Driver Module: AS-2518-107
A4 Bally MPU Module: AS-2518-133 This is the same as the MPU used in Baby Pacman.
A8 Sound Module: M-051-00114-B045 / A080-91603-B000 (Cheap Squeak)
A? Video Module: AS-2518-121 Vidiot Deluxe

3 Documentation

3.1 Switch Matrix

Strobe 0 Strobe 1 Strobe 2 Strobe 3 Strobe 4
to Playfield -- A4J2-1 Wht-Red (51) A4J2-2 Orn (70) A4J2-3 Gry-Yel (93) A4J2-4 Wht-Yel (53) A4J2-5 Yel-Red (31)
-- to Cabinet A4J3-2 (not used) A4J3-3 Orn (70)
Return I-0 A4J2-8 Wht-Grn (54) A4J3-9 Wht-Grn (54) 1 #1 Canoe Rollover Button 9 Not Used 17 Not Used 25 33 EXIT "T" Target
Return I-1 A4J2-9 Brn-Yel (63) A4J3-10 Brn-Yel (63) 2 #2 Canoe Rollover Button 10 Coin Chute (Left) 18 Outhole Saucer 26 34 EXIT "I" Target
Return I-2 A4J2-10 Wht-Orn (57) A4J3-11 (not used) 3 #3 Canoe Rollover Button 11 Coin Chute (Right) 19 Top Right Gate 27 Not Used 35 EXIT "X" Target
Return I-3 A4J2-11 Orn-Blk (78) A4J3-12 (not used) 4 #4 Canoe Rollover Button 12 Not Used 20 Not Used 28 Not Used 36 EXIT "E" Target
Return I-4 A4J2-12 Brn (60) A4J3-13 (not used) 5 #5 Canoe Rollover Button 13 Start Game for 2 Players 21 Left Rollover Buttons (2) 29 AMMO "O" Target 37 POWER "P" Drop Target
Return I-5 A4J2-13 Wht-Brn (56) A4J3-14 (not used) 6 #6 Canoe Rollover Button 14 Start Game for 1 Player 22 Right Return Lane 30 AMMO "M" (1st) Target 38 POWER "O" Drop Target
Return I-6 A4J2-14 Brn-Wht (65) A4J3-15 (not used) 7 #7 Canoe Rollover Button 15 Tilt (2) 23 Left Return Lane 31 AMMO "M" (2nd) Target 39 POWER "W" Drop Target
Return I-7 A4J2-15 Wht-Blu (52) A4J3-16 Wht-Blu (52) 8 #8 Canoe Rollover Button 16 Slam 24 POWER "R" Drop Target 32 AMMO "A" Target 40 POWER "E" Drop Target

3.2 Combo Driver/Lamp Board

3.2.1 Lamp Chart

SCR conn. lamp description code wire color phase tr type
Q13 A3J1-5 5 shots 95 Gry-Wht A 2N5060
Q24 A3J3-9 10 Shots 30 Yel A 2N5060
Q11 A3J1-7 20 Shots 91 Gry-Red A 2N5060
Q29 A3J3-3 30 Shots 64 Brn-Grn A 2N5060
Q15 A3J3-14 Ammo Target "A" 67 Brn-Orn B 2N5060
Q02 A3J1-14 Ammo Target "M" (first) 53 Wht-Yel B 2N5060
Q15 A3J3-14 Ammo Target "M" (second) 67 Brn-Orn A 2N5060
Q02 A3J1-14 Ammo Target "O" 53 Wht-Yel A 2N5060
Q27 A3J3-6 Back Target "E" 25 Blu-Wht A 2N5060
Q05 A3J1-11 Back Target "X" 15 Red-Wht A 2N5060
Q06 A3J1-10 Back Target "I" 81 Blk-Red A 2N5060
Q16 A3J3-15 Back Target "T" 98 Gry-Blk A 2N5060
Q13 A3J1-5 Canoe #1 95 Gry-Wht B 2N5060
Q24 A3J3-9 Canoe #2 30 Yel B 2N5060
Q07 A3J1-9 Canoe #3 14 Red-Grn B 2N5060
Q20 A3J3-12 Canoe #4 40 Grn B 2N5060
Q16 A3J3-15 Canoe #5 98 Gry-Blk B 2N5060
Q27 A3J3-6 Canoe #6 25 Blu-Wht B 2N5060
Q05 A3J1-11 Canoe #7 15 Red-Wht B 2N5060
Q06 A3J1-10 Canoe #8 81 Blk-Red B 2N5060
Q19 A3J3-13 Kickback Lane "G" 36 Yel-Brn B 2N5060
Q03 A3J1-13 Kickback Lane "O" 21 Blu-Red B 2N5060
Q19 A3J3-13 Kickback Lane "L" 36 Yel-Brn A 2N5060
Q03 A3J1-13 Kickback Lane "D" 21 Blu-Red A 2N5060
Q23 A3J3-10 Left Return Lane 5 Shots 13 Red-Yel B 2N5060
Q07 A3J1-9 Paddle Again 14 Red-Grn A 2N5060
Q22 A3J3-11 Power Arrow "P" 43 Grn-Yel B 2N5060
Q01 A3J1-15 Power Arrow "O" 10 Red B 2N5060
Q22 A3J3-11 Power Arrow "W" 43 Grn-Yel A 2N5060
Q01 A3J1-15 Power Arrow "E" 10 Red A 2N5060
Q04 A3J1-12 Power Arrow "R" 20 Blu A 2N5060
Q04 A3J1-12 Right Return Lane 5 shots 20 Blu B 2N5060
Q14 A3J1-4 Rollover Button Left Lower 56 Wht-Brn A 2N5060
Q14 A3J1-4 Rollover Button Left Upper 56 Wht-Brn B 2N5060
Q25 A3J3-8 Saucer Extra Canoe 78 Orn-Blk B 2N5060
Q29 A3J3-3 Saucer Power Paddle 64 Brn-Grn B 2N5060
Q11 A3J1-7 Saucer Video Exit 91 Gry-Red B 2N5060
Q25 A3J3-8 Spot Rollover Button 78 Orn-Blk A 2N5060
Q20 A3J3-12 Super Paddle Flash 40 Grn A 2N5060
Q08 A3J2-12 A 2N5060
Q08 A3J2-12 B 2N5060
Q09 A3J2-11 B 2N5060
Q09 A3J2-11 A 2N5060
Q10 A3J2-10 A 2N5060
Q10 A3J2-10 B 2N5060
Q12 A3J1-6, J2-9 A 2N5060
Q12 A3J1-6, J2-9 B 2N5060
Q17 A3J2-5 B 2N5060
Q17 A3J2-5 A 2N5060
Q18 A3J2-7 A 2N5060
Q18 A3J2-7 B 2N5060
Q21 A3J2-3 A 2N5060
Q21 A3J2-3 B 2N5060
Q23 A3J3-10 A 2N5060
Q26 A3J2-1, J3-7 A 2N5060
Q26 A3J2-1, J3-7 B 2N5060
Q28 A3J2-4 B 2N5060
Q28 A3J2-4 A 2N5060
Q30 A3J2-2, J3-2 A 2N5060
Q30 A3J2-2, J3-2 B 2N5060

A Phase wire color is (90) Gry

B Phase wire color is (20) Blu

3.2.2 Solenoids Chart

Sol. No Solenoid description Solenoid Type Wire Code Wire Color Connector Driver Transistor Solenoid Coil Type
1 Outhole Momentary 74 Orn-Grn A3J6-3 Q37 AO-27-1300
2 5 Drop Target Reset Momentary 78 Orn-Blk A3J6-4 Q36 NO-26-1900
3 Right Kickback Momentary 71 Orn-Red A3J6-7 Q35 AN-26-1200
4 Top Saucer Momentary 91 Gry-Red A3J6-8 Q34 AO-27-1300
5 Flipper enabling relay Continuous -- -- -- Q40 48V Relay
6 Momentary A3J5-4 Q31
7 Momentary A3J6-12 Q32
8 Momentary A3J6-11 Q33
9 Continuous A3J6-1 Q38
10 Continuous A3J6-2 Q39
Flipper Circuits Power Wire Flipper Coil Wire Flipper Connector Flipper Button Wire Button Connector Coil
Left Flipper 60 (Brn) 40 (Grn) A3J10-5 20 (Blu) A3J11-3 AQ-25-500/34-4500
Right Flipper 60 (Brn) 70 (Orn) A3J10-4 10 (Red) A3J11-5 AQ-25-500/34-4500

3.3 Sound Board

A Bally Cheap Squeak sound board is used in the game. See the main section on the Bally page about this board.

3.3.1 Vidiot Deluxe Board

Bally Vidiot Deluxe Board (Note that this board has been refurbished)

The vidiot deluxe board is responsible for running video portion of the game, accepting input from the cabinet control buttons, and displaying output to the monitor.

Baby pacman had a similar board, but the vidiot board in Baby Pacman and the vidiot deluxe board in Granny and the Gators are different and are not interchangeable.

Note that 1st and 2nd flashes are from the sound board. This is because the sound board and vidiot board share the same line for the LED. If the vidiot deluxe board is being tested on the bench, there will be a 3-4 second delay (to allow for the sound board flashes) before the vidiot board flash sequence begins with the 3rd flash.

4 Problems & Fixes

4.1 Vidiot Deluxe Board

4.1.1 Corroded chip legs

A few of the larger chips may corrode and disintegrate and will need to be replaced. This was typical of certain chips made around this time.

These chips cannot be saved (without extreme measures, such as dremmeling into the plastic to reach clean metal, soldering on new legs, and finally sealing with epoxy).

Additionally, the corrosion can also destroys pads and traces. Be careful when removing the chip from the board--the pads and traces on this board are somewhat fragile.

Replace the chip(s) (new or NOS replacements will not have corrosion issues), repair any board damage, then be sure to do continuity testing to verify there are no broken traces.

4.1.2 3rd flash locks on or does not light

  1. Verify that all the incoming and regulated board voltages are correct.
  2. Verify that the reset signal goes high and reaches u3 (CPU chip), u27 (PIA chip), u19 (VDP chip), and u28 (VDP chip)
  3. Verify that the u9 game ROM is not corrupted and matches the u9 ROM data file. You will need an EPROM burner to read and compare the chip's data to the u9 ROM file.
  4. Verify continuity of the u9 socket to the traces on the board. Replace the socket if necessary.
  5. Verify continuity of the address lines (A0 through A12) and the data bus lines (D0 through D6) from the CPU to u9.
  6. Consider removing, testing, and replacing some of the chips involved with the logic for the 3rd flash, such as u13, u14, u16, and u17. One or more of these chips could possibly be bad.


Return to Bally/Stern page.