Difference between revisions of "Judge Dredd"

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[[Judge Dredd Playing Tips and Rule Sheet]]
+
==Game-Specific Issues==
 +
===Trough Switch Numbering Error===
 +
In the full manual and the small operator's handbook, the trough switches are listed as trough 1 - 6, switches 81-86 respectively.  The trough switches are actually trough 6 - 1, switches 81-86 respectively.  This was found in a game running L-7 code.  Previous code revisions may be displayed differently.
 +
 
 +
===Judge Dredd Crane and Planet===
 +
 
 +
An elegant locking ring requires decent operation of two separate, motorized systems. Not only do they wear, the crane can get tied up between the
 +
cabinet and playfield and get badly bent.<br>
 +
 
 +
====Tuning Judge Dredd for the Locking Ring Mod====
 +
 
 +
Judge Dredd was initially intended to have balls locked / captured around the Dead World ring. By the time the game went to full production, this idea was abandoned, and Bally opted to go with virtual ball locks, except for the third ball. Now with games in the home environment, many have converted the Dead World to lock the balls as it was initially intended by the designer. The drawback is that the game must be optimally tuned for the modification to work properly. Information on prepping the game for the prototype set up can be viewed [http://iobium.com/tuning_judge_dredd_for_the_locki.htm here]. The locking ball kit can be purchased in different colors from [https://web.archive.org/web/20181026161611/http://pinbits.com/index.php?main_page=index&cPath=13_8 Pinbits (archived link)]. Some kits offered by Pinbits include the proper version 1.0 ROM code necessary to make the game lock the balls.
  
[[Judge Dredd  Shop Guide]]
+
More recently, [https://www.pinballlife.com/search.html?Search=deadworld%20ring%20mod locking deadworld ring mod] is available from other sources.
  
 +
Official & unofficial game code versions:
  
== Game-Specific Issues ==
+
* The <strong>L-1</strong> version of the game code that supports the ball lock ring can be found [https://www.ipdb.org/machine.cgi?id=1322 on IPDB]. However, this version can only be used on prototype/early versions of the game, since a few switch designations changed between the L-1 version and later versions of the game code (such as L-6 or L-7). Note: an early game with a build date of 8/12/93 was confirmed to successfully run L-1.
 +
* There is an <strong>L1AT</strong> free play only version of the game code that fixes the switch issues, which can run on later production games.
 +
* There is an <strong>L1AH</strong> coin-op version of L1AT. Meaning, it allows coin-op play, whereas L1AT does not.
 +
* There is an <strong>L-1D</strong> version (an updated version of L1AT), which includes some general bug fixes ([[media:Judge_Dredd_L-1D_ROM_code_release_notes.zip|L-1D release notes]]).
  
'''Judge Dredd Crane and Planet'''<br>
+
===Misplaced Connector in Head===
  
An elegant locking ring requires decent operation of two separate, motorized systems. Not only do they wear, the crane can get tied up between the
+
[[File:JDGrowthConnector.jpg|200px|thumb|left|A misplaced lamp matrix connector originally intended for growth, in the backbox of Judge Dredd.]]<br>
cabinet and playfield and get badly bent.<br>
+
Judge Dredd has a connector in the backbox provided for growth when originally produced. The connector is located near the lamp matrix headers on the WPC power-driver board. It should be disconnected, but occasionally it's placed onto an open header pin connection. This will cause problems with the lamp matrix, specifically with the start and supergame buttons.
 +
<br clear=all>
 +
 
 +
===Deadworld Motor Issue===
  
'''Tuning Judge Dredd for the Locking Ring Mod'''<br>
+
[[File:JDGearboxBeforeFix.jpg|200px|thumb|left|The predominant reason for Judge Dredd Deadworld gearbox failures, the large gear that is press fit over a splined shaft, gives way.]]
 +
[[File:JudgeDreddGearRepair.jpg|200px|thumb|right|A repaired gearbox, using two roll pins to secure the top, larger gear, to the lower gear.]]<br>
 +
The gear shown at left in the Deadworld gear box fails fairly often. This manifests as no Deadworld movement, even though the motor is turning. A good description can be found [http://kcpins.com/archives/720 here].
  
Judge Dredd was initially intended to have balls locked / captured around the Dead World ring.  By the time the game went to full production, this idea was abandoned, and Bally opted to go with virtual ball locks, except for the third ball.  Now with games in the home environment, many have converted the Dead World to lock the balls as it was initially intended by the designer.  The drawback is that the game must be optimally tuned for the modifcation to work properly.  Information on prepping the game for the prototype set up can be viewed [http://iobium.com/tuning_judge_dredd_for_the_locki.htm here].  The locking ball kit can be purchased in different colors from [http://pinbits.com/index.php?main_page=index&cPath=13_8 Pinbits].  Some kits offered by Pinbits include the proper version 1.0 rom code necessary to make the game lock the balls.
+
While "brazing" the gears together may work, "pinning" them together will roll pins as shown on the right, is a more reliable solution. The gearbox pictured was repaired with two 1/8" roll pins. You'll need a drill press to accomplish this repair.
<br>
+
<br clear=all>
  
'''Misplaced Connector in Head'''
+
<center>
 +
<gallery widths=200px heights=200px perrow=3 caption="Various aspects of the Deadworld Assembly to aid in rehab">
 +
File:JDDeadworldAssembly.jpg|<center><b>The entire Deadworld assembly. All of this must be taken apart to access the gear box</b></center>
 +
File:JDTwoGears.jpg‎|<center><b>These two gears rotate the Deadworld ring and contra-rotate the Deadworld planet</b></center>
 +
File:JDExternalGears.jpg|<center><b>Mating of the Deadworld ring and Deadworld planet rotation gears</b></center>
 +
File:JDSetScrew.jpg|<center><b>Take care to not over-tighten this set screw as the plastic will crack</b></center>
 +
File:JDDeadworldFineAdjustment.jpg|<center><b>Fine adjustment screws to position the Deadworld ring perfectly</b></center>
 +
File:JDCraneAzimuthAdjustment.jpg|<center><b>A set screw, accessed through the circled hole with a 5/64" Allen wrench, can adjust the crane angle of rotation</b></center>
 +
File:JDCraneHome.jpg|<center><b>The "home position" for the crane, which can be tested via game diagnostics</b></center>
 +
File:JDLampPCB.jpg|<center><b>The Deadworld planet lamp PCB, labeled with wire colors</b></center>
 +
</gallery>
 +
</center>
  
Judge Dredd has a single-pin connector used as a crimp to join two lamp matrix wires in the head. . The connector sits near the lamp matrix headers on the WPC power-driver board. It should be disconnected, but occasionally it gets put onto a spare pin. This will cause problems with the lamp matrix, specifically with the start and supergame buttons.
+
==Early Production Features==
  
'''Deadworld Motor Issue'''
+
[[File:JDEarlyProductionMagnetSwitch.jpg|200px|thumb|left|The "Ball on Magnet" switch, installed in early production games.]]
 +
[[File:JDSwitch28.jpg|200px|thumb|right|The "Ball on Magnet" switch when activated, manifests as unused switch 28 in switch test.]]<br>
 +
Early production games included features that were later removed. These include the "Ball on Magnet" switch located on the crane magnet as shown on the left.
  
One of the gears in the Deadworld gear box fails fairly often. This exhibits as no Deadworld movement, even though the motor is turning. A good description can be found [http://kcpins.com/archives/720 here].
+
Other features include an opto pair at the right ramp entrance.
 +
<br clear=all>
  
 
Return to [[Williams WPC]] page.
 
Return to [[Williams WPC]] page.

Latest revision as of 05:44, 5 February 2023

Manufacturer System Year Model Produced
Bally WPC-DCS Sound 1993 20020 6,990


1 Game-Specific Issues

1.1 Trough Switch Numbering Error

In the full manual and the small operator's handbook, the trough switches are listed as trough 1 - 6, switches 81-86 respectively. The trough switches are actually trough 6 - 1, switches 81-86 respectively. This was found in a game running L-7 code. Previous code revisions may be displayed differently.

1.2 Judge Dredd Crane and Planet

An elegant locking ring requires decent operation of two separate, motorized systems. Not only do they wear, the crane can get tied up between the cabinet and playfield and get badly bent.

1.2.1 Tuning Judge Dredd for the Locking Ring Mod

Judge Dredd was initially intended to have balls locked / captured around the Dead World ring. By the time the game went to full production, this idea was abandoned, and Bally opted to go with virtual ball locks, except for the third ball. Now with games in the home environment, many have converted the Dead World to lock the balls as it was initially intended by the designer. The drawback is that the game must be optimally tuned for the modification to work properly. Information on prepping the game for the prototype set up can be viewed here. The locking ball kit can be purchased in different colors from Pinbits (archived link). Some kits offered by Pinbits include the proper version 1.0 ROM code necessary to make the game lock the balls.

More recently, locking deadworld ring mod is available from other sources.

Official & unofficial game code versions:

  • The L-1 version of the game code that supports the ball lock ring can be found on IPDB. However, this version can only be used on prototype/early versions of the game, since a few switch designations changed between the L-1 version and later versions of the game code (such as L-6 or L-7). Note: an early game with a build date of 8/12/93 was confirmed to successfully run L-1.
  • There is an L1AT free play only version of the game code that fixes the switch issues, which can run on later production games.
  • There is an L1AH coin-op version of L1AT. Meaning, it allows coin-op play, whereas L1AT does not.
  • There is an L-1D version (an updated version of L1AT), which includes some general bug fixes (L-1D release notes).

1.3 Misplaced Connector in Head

A misplaced lamp matrix connector originally intended for growth, in the backbox of Judge Dredd.


Judge Dredd has a connector in the backbox provided for growth when originally produced. The connector is located near the lamp matrix headers on the WPC power-driver board. It should be disconnected, but occasionally it's placed onto an open header pin connection. This will cause problems with the lamp matrix, specifically with the start and supergame buttons.

1.4 Deadworld Motor Issue

The predominant reason for Judge Dredd Deadworld gearbox failures, the large gear that is press fit over a splined shaft, gives way.
A repaired gearbox, using two roll pins to secure the top, larger gear, to the lower gear.


The gear shown at left in the Deadworld gear box fails fairly often. This manifests as no Deadworld movement, even though the motor is turning. A good description can be found here.

While "brazing" the gears together may work, "pinning" them together will roll pins as shown on the right, is a more reliable solution. The gearbox pictured was repaired with two 1/8" roll pins. You'll need a drill press to accomplish this repair.

2 Early Production Features

The "Ball on Magnet" switch, installed in early production games.
The "Ball on Magnet" switch when activated, manifests as unused switch 28 in switch test.


Early production games included features that were later removed. These include the "Ball on Magnet" switch located on the crane magnet as shown on the left.

Other features include an opto pair at the right ramp entrance.

Return to Williams WPC page.